Skyrim AE Builds

Vale of the Silverhoof Horseman

Redguard - Bow - Light - Archer

Background

In your vision journey and commune with the herd mother, she has instructed you to travel to Skyrim where you are the only one that can prevent a cataclysm greater than the swallowing of the Yokuda Isles.


Weapons

A Hunting bow is used for the whole game and you can usually buy one in Riverwood.


Armor

Any light armor at the start of the game and ideally a Leather Helmet and a set of Leather Scout Armor. For the final gear the Leather Helmet remains but Hide Armor and Dawnguard Boots and Gauntlets are used.

The boots and Gauntlets can be taken from the Battlements of Fort Dawnguard whenever you decide to go there. You don’t have to wait until at least level 10 and be given a quest to go there.


Spells

Alteration for utility spells. Restoration for heals.


Standing Stones

The Atronach Stone for 50% spell absorption, 50 Magicka but -50% magicka regen.


Shrines

Use a shrine of Talos for 20% cooldown to shouts.


Shouts

Unrelenting Force (Force - Balance - Push)

Location: Just follow the main story quests.

Used as a quick stagger.

Whirlwind Sprint (Whirlwind - Fury - Tempest)

Location: Dead Men’s Respite, Volskygge, High Hrothgar (The Way of the Voice)

Use to reach otherwise inaccessible places and to quickly evade attacks or catch up with fleeing enemies.


Character Creation

Female Redguard

This is a Redguard build as Horsemen from the Vale of the Silverhoof are Redguard by origin, although they have become slightly influenced by the Bretons joined by people of other races in their settlements.

Pick female as the sex for your character as there are more male humanoids than females to fight in Skyrim so the 10% damage bonus against the opposite sex from Agent of Dibella gets more use. All Dwemer Automatons are considered male.

If you complete the first quest and side with the Dawnguard, then the next quest will grant you access to Sorine as master level Archery trainer. That means you can get training up to level 90 from Her.

Aela at Jorvaskyr in Whiterun can train you to 75 if you join the Companions. You just need to do the entry quest to join them to have access to the training.

The Wild Horses are essential so use one of those as your mount of choice. It makes sense that a Silverhoof Horseman would tame and ride their own horse. They are also essential which mean they will not die. You find them by talking to NPC at any stables and then buy a wild horses map from then. You will then need to find one and tame it.


Attribute Distribution

Place attribute points at 0 / 2 / 1. At level 54 which is required for all the perks the attributes are:

Magicka Health Stamina
100 (265) 460 (575) 270 (385)

Perk Point Distribution

The skill boosts for Redguards are marked in bold.

Mage Warrior Rogue
Alteration +58 Archery +510 Alchemy7
Conjuration0 Block +50 Light Armor6
Destruction +50 Heavy Armor0 Lockpicking0
Enchanting8 One-handed +100 Pickpocket0
Illusion3 Smithing +53 Sneak0
Restoration8 Two-handed0 Speech0
Total 27 Total 13 Total 13


Skills and Perks

Mage Skills

Alteration 8

Novice Alteration

Apprentice Alteration

Adept Alteration

Expert Alteration

Magic Resistance 3/3

Atronach

Enchanting 8

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect

Illusion 3

Novice Illusion

Animage

Kindred Mage

Restoration 8

Novice Restoration

Apprentice Restoration

Adept Restoration

Expert Restoration

Regeneration

Recovery 2/2

Respite

Warrior Skills

Archery 10

Overdraw 5/5

Eagle Eye

Steady Hand 2/2

Power Shot

Quick Shot

Smithing 3

Steel Smithing

Elven Smithing

Advanced Armors

Rogue Skills

Alchemy 7

Alchemist 5/5

Physician

Benefactor

Light Armor 6

Agile Defender 2/5

Custom Fit

Unhindered

Wind Walker

Deft Movement


Spells

Alteration

Spell Level Description
Candlelight Novice Creates a hovering light that lasts for 60 seconds
Detect Life Adept Nearby living creatures, but not undead, machines or Daedra, can be seen through walls
Telekinesis Adept Can pull an object to you from distance. Add it to your inventory or throw it
Waterbreathing Adept Can breathe under water for 60 seconds

The Detect Life spellbook can be obtained in Whiterun by taking to the Steward in Dragonsreach and following the quest to the Stables.


Conjuration

Spell Level Description
Soul Trap Apprentice If a target dies within 60 seconds, fills a soul gem

Soul Trap is used to level Conjuration and also fill soul gems.


Destruction

Spell Level Description
Flames Novice A gout of fire inflicting a base damage of 8 points of fire damage per second

Destruction was not used at all while I played this build.


Illusion

Spell Level Description
Courage Novice Target won't flee for 60 seconds, and gets some extra health and stamina.

Courage can be used to level illusion. You only need to get it to 40 to get all the required perks. They boost the level of the enemies affected by the fear enchantment on the bow.


Restoration

Spell Level Description
Healing Novice Heals the caster 10 points per second
Fast Healing Apprentice Heals caster by 50 points
Close Wounds Adept Heals caster by 100 points
Grand Healing Expert Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead

Restoration spells are used out of combat and as a means to quickly restore stamina.


Enchantments

The effects listed below are based upon 100 Enchanting skill, all the enchanting perks in the build and with a set of enchanted crafting gear. Read my guide on making crafting gear if you are not familiar with it.

Summary of combined effects

Bow attacks are 300% stronger
Weapon uses no charges.
Illusion spells cost nothing to cast.
Magicka regenerates 10% faster
Health, Magicka and Stamina are increased by 115 points.
Grants 69% resistance to frost.
Grants 37% resistance to all magic.

Item Enchantment Effect
Head Fortify Archery Bows do 75% more damage
Fortify Illusion Illusion spells cost 46% less to cast
Body Fortify Health Increases Health by 115 points
Fortify Illusion and Magicka Regen Illusion spells cost 28% less to cast. Magicka regenerates 10% faster
Feet Fortify Stamina Increases Stamina by 115 points
Resist Frost Grants 69% resistance to frost
Hands Fortify Archery Bows do 75% more damage
Fortify Magicka Increases Magicka by 115 points
Amulet Fortify Archery Bows do 75% more damage
Resist Magic Grants 37% resistance to all magic
Ring Fortify Archery Bows do 75% more damage
Fortify Illusion Illusion spells cost 46% less to cast
Bow Fear Creatures and people up to level 46 flee from combat for 30 seconds
Absorb Health Absorbs 20 Health

Place the fear enchantment on the bow first and then the absorb health afterwards. Move the slider of the absorb health down until the effect on the bow changes from red to blue. Illusion is now the school of magic that governs charge usage.

With the Sallow Regent Black Book the magnitude of all enchantments can be increased. Please note that Black Books can only be used on Solstheim.

The magnitude of the enchantments can be further increased by equipping 4 pieces of Azhidal's gear.


Alchemy

All the details for the potions and poisons are based on having all the listed alchemy perks, Alchemy at 100 and a set of crafting gear.

Potion of Fortify Health

Ingredients Blue Mountain Flower & Wheat
Effects Fortify Health 170 points for 60 seconds
Restore Health 266 points restored

All of the ingredients can be found in or around Whiterun.


Potion of Regenerate Health

Ingredients Canis Root, Namira's Rot & Juniper Berry
Effects Regenerate Health 213% for 300 seconds
Fortify Archery 170% more damage for 60 seconds

Canis Root is found on rocky outcrops with 1 in the secret lab at the farm, 2 from Arcadia in Whiterun for free if you take her the frost salts from Farengar, 4 on the opposite side of the river to Solitude lumbermill and then at various locations in the Rift. You need 3 more so remember to search for them on rocky outcrops. You can be acquire All the Namira's Rot you need are inside the entrance area of Halldir's Cairn near Falkreath. Juniper Berries are around Markarth.


Potion of Fortify Enchanting

Ingredients Dreugh Wax/Stoneflower Petals & Snowberries
Effects Fortify Enchanting 85% stronger for 30 seconds

Dreugh Wax and Stoneflower Petals are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Snowberries are abundant near Windhelm.


Potion of Fortify Smithing

Ingredients Dreugh Wax/Gold Kanet & Glowing Mushrooms
Effects Fortify Smithing 213% stronger for 30 seconds

Dreugh Wax and Gold Kanet are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Glowing Mushrooms are in Falmer caves.


Farming

For more information on getting to and setting up your farm read my guide.

Ingredients Needed

6 x Blue Mountain Flower
10 x Canis Root
10 x Juniper Berries
13 x Namira's Rot
5 x Wheat

Potions and Poisons Produced

24 x Potions of Forify Health
50 x Potions of Regenerate Health

Main Area (27)

Ingredient Qty Harvest Green Thumbs
Juniper Berries (4) 4 16 + 4 = 20 32 + 4 = 36
Canis Root (4) 10 40 + 10 = 50 80 + 10 = 90
Namira's Rot (3) 13 39 + 13 = 52 78 + 13 = 91

Side Area (11)

Ingredient Qty Harvest Green Thumbs
Blue Mountain Flowers (3) 6 18 + 6 = 24 36 + 6 = 42
Wheat (4) 5 20 + 5 = 25 40 + 5 = 45

Planters (6)

Ingredient Qty Harvest Green Thumbs
Juniper Berries (4) 6 24 + 6 = 30 48 + 6 = 54

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