Character creation & development guide

From Nexus Wiki

Jump to: navigation, search

The Elder Scrolls V - Skyrim


Character Creation and Development Guide

The aim of this guide is to provide a complete walkthrough for building the most powerful Skyrim character possible, by using a combination of character choices which will work better than anything else. It considers only the character attributes and enhancements that are as powerful as possible in all aspects. All other choices of character creation and development are irrelevant or made obsolete by the options chosen in this guide. There is always a formula of choices in the Elder Scrolls titles that works better than any other combination for a character. Although there will be some perks, resistances and other enhancements that this character will be lacking, they are not really drawbacks. Most of these are not necessary to the game play of Skyrim or only make a particular aspect of game play slightly less challenging.



Character Attributes

Health, Magicka, and Stamina

A character’s strongest attributes are the health, magicka, and stamina attributes. Health, magicka, and stamina all begin on a value of 100. Health should be increased each time you increase in level, producing a total of 900 health points at level 81. Magicka is made irrelevant through enchanting, 4 out of 5 schools of magic can be cast at a cost of 0 magicka. The illusion school of magic is excluded because it contains almost no useful spells. The list of enchantments to choose from are covered in the arcane enchanting section. Stamina is less important as the only actions which deplete it are sprinting, power attacks, and bashes. There are many ways to restore stamina and it regenerates over time. Therefore, there is no need to increase stamina on levelling up and carry weight is compensated with the extra pockets perk.



Carry Weight

Carry weight begins on a value of 300, though any subsequent increases in carry weight is determined by increases to the stamina attribute. Each time the stamina attribute is increased on levelling up, carry weight increases by a value of 5. It doesn’t increase with a fortify stamina effect, though there is a separate fortify carry weight effect.



Resistances

There is a limit to some resistances. At most, it is only possible to have an 85% resistance to fire, frost, shock, and magic. Beyond that point, any further bonuses are wasted. Immunities can be reached for diseases and poisons, and immunity to frost can be reached by contracting stage 4 vampirism, although with a 100% weakness to fire. Disease and poison resistance does not need to be considered, because they are very minor effects, it just isn’t a factor most of the time. Magic resistance is by far the most important resistance as most fire, frost, and shock effects are derived by magic effects. Although, it is impossible to have immunities to these resistances, it is possible to reach a 97.75% resistance to fire, frost, shock, and magic by combining an 85% resistance to magic with an 85% resistance to the elements. The following equation explains how damage is resisted.


Damage Taken = (Incoming Damage x (1 - Magic Resistance)) x (1 - Elemental Resistance)


Disease Resistance: 100% (Immunity)

Poison Resistance: 100% (Immunity)

Fire Resistance: Limited to 85%

Frost Resistance: Limited to 85% (Immunity with stage 4 vampirism, 100% weakness to fire)

Shock Resistance: Limited to 85%

Magic Resistance: Limited to 85%



Skill Points

Skill points are one of the most important aspects of character development. Raise them all to 100 to achieve maximum strength in all areas and to obtain all 80 skill perks. The starting skill point values between the different races are irrelevant as all skills can eventually reach 100.



Skill Perks

There are 251 skill perks in Skyrim, though it is only possible to have a maximum of 80 skill perks enabled. Combat skills have 91 perks, magic skills have 86 perks, and stealth skills have 74 perks. Of the 251 skill perks available all irrelevant perks have been filtered out to create a perfect balance of the 80 most important perks. The list of perks to choose from are covered in the skill perks section.



Choosing a Race

The only important character enhancement to consider when choosing a race is the racial abilities, all other enhancements are irrelevant. Of the ten races to choose from in Skyrim the only race worth choosing is a Breton for the fact that it is much easier to reach an 85% resistance to magic without using enchantments.


Breton

Racial Ability: 25% Magic Resistance



Other Special Abilities

There are 14 other special abilities with permanent effects found throughout Skyrim by completing quests.


Agent of Dibella

+10% Melee Damage to the opposite sex

Temple Quest: The Heart of Dibella


Agent of Mara

+15% Magic Resistance

Temple Quest: The Book of Love


Ancient Knowledge

+25% Armour Rating when wearing all Dwarven armour. Smithing skill increases 15% faster

Side Quest: Unfathomable Depths


Archmage’s Authority

Better prices from members of the College of Winterhold (50% Enthir, 10% others)

College of Winterhold Quest: The Eye of Magnus


Assassin’s Aegis

+25% Armour Rating when wearing all Dark Brotherhood armour

Dark Brotherhood Quest: Sanctuary


Dragon Infusion

25% Less Melee Damage from dragons

Blades Quest: Dragon Reach


Eternal Spirit

While ethereal, health recovers 25% faster

Greybeards Quest: Meditations on the Words of Power


Force Without Effort

25% Less stagger, enemies stagger 25% more

Greybeards Quest: Meditations on the Words of Power


Gift of the Gab

Speech skill increases 15% faster

Bards College Quest: Tending the Flames


Nightingale’s Aegis

+25% Armour Rating when wearing all Nightingale armour

Thieves Guild Quest: Trinity Restored


Prowler’s Profit

Chance of finding additional gems in chests

Thieves Guild Quest: No Stone Unturned


Sailor’s Repose

Healing spells restore 10% more health

Dungeon Quest: What Lies Beneath


Sinderion’s Serendipity

When creating a potion, 25% chance of creating a duplicate potion

Side Quest: A Return to Your Roots


The Fire Within

Fire breath shout deals 25% more damage

Greybeards Quest: Meditations on the Words of Power



Standing Stone

The Lord Stone (Located in The Pale)

50 Points Damage Resistance, 25% Magic Resistance



Combat Skill Perks

The Path of Might


Heavy Armour

Juggernaut – Rank 5

Increases the armour rating of your heavy armour by 100%

Prerequisites: Heavy Armour Skill 80, Juggernaut Rank 4


Well Fitted

25% Armour rating bonus if wearing all heavy armour: Head, Chest, Hands, and Feet

Prerequisites: Heavy Armour Skill 30, Juggernaut Rank 1


Tower of Strength

50% Less stagger when wearing only heavy armour

Prerequisites: Heavy Armour skill 50, Juggernaut Rank 1 and Well Fitted


Matching Set

Additional 25% Armour rating bonus if wearing a matching set of heavy armour

Prerequisites: Heavy Armour skill 70, Juggernaut Rank 1, Well Fitted and Tower of Strength


Reflect Blows

10% chance to reflect melee damage back to the enemy while wearing all heavy armour: Head, Chest, Hands, and Feet

Prerequisites: Heavy Armour Skill 100, Juggernaut Rank 1, Well Fitted, Tower of Strength and Matching Set


One-Handed

Armsman – Rank 5

One-Handed weapons do 100% more damage

Prerequisites: One-Handed Skill 80, Armsman Rank 4


Fighting Stance

Power attacks with one-handed weapons cost 25% less stamina

Prerequisites: One-Handed Skill 20, Armsman Rank 1


Savage Strike

Standing power attacks do 25% bonus damage with a chance to decapitate enemies

Prerequisites: One-Handed Skill 50, Armsman Rank 1 and Fighting Stance


Critical Charge

Can do a one-handed power attack while sprinting that does double damage

Prerequisites: One-Handed skill 50, Armsman Rank 1 and Fighting Stance


Bladesman – Rank 3

Attacks with swords have a 20% chance of doing critical damage

Prerequisites: One-Handed Skill 90, Armsman Rank 1 and Bladesman Rank 2


Dual Flurry – Rank 2

Duel wielding attacks are 35% faster

Prerequisites: One-Handed Skill 50, Armsman Rank 1 and Dual Flurry Rank 1


Dual Savagery

Duel wielding power attacks do 50% more damage

Prerequisites: One-Handed Skill 70, Armsman Rank 1 and Dual Flurry Rank 1


Archery

Overdraw – Rank 5

Bows do 100% more damage

Prerequisites: Archery Skill 80, Overdraw Rank 4


Eagle Eye

Pressing block while aiming will zoom in your view

Prerequisites: Archery Skill 30, Overdraw Rank 1


Power Shot

Arrows stagger all but the largest opponents 50% of the time

Prerequisites: Archery Skill 50, Overdraw Rank 1 and Eagle Eye


Quick Shot

Can draw a bow 30% faster

Prerequisites: Archery Skill 70, Overdraw Rank 1, Eagle Eye and Power Shot


Critical Shot – Rank 3

20% chance of a critical hit that does 50% critical damage

Prerequisites: Archery Skill 90, Overdraw Rank 1 and Critical Shot Rank 2


Smithing

Steel Smithing

Create steel armour and weapons at forges, and improve them twice as much

Prerequisites: None


Dwarven Smithing

Create Dwarven armour and weapons at forges, and improve them twice as much

Prerequisites: Smithing Skill 30, Steel Smithing


Orcish Smithing

Create Orcish armour and weapons at forges, and improve them twice as much

Prerequisites: Smithing Skill 50, Steel Smithing and Dwarven Smithing


Ebony Smithing

Create ebony armour and weapons at forges, and improve them twice as much

Prerequisites: Smithing Skill 80, Steel Smithing, Dwarven Smithing and Orcish Smithing


Daedric Smithing

Create Daedric armour and weapons at forges, and improve them twice as much

Prerequisites: Smithing Skill 90, Steel Smithing, Dwarven Smithing, Orcish Smithing and Ebony Smithing



Magic Skill Perks

The Path of Sorcery


School of Alteration

Novice Alteration

Cast novice level alteration spells for half magicka

Prerequisites: None


Apprentice Alteration

Cast apprentice level alteration spells for half magicka

Prerequisites: Alteration Skill 25, Novice Alteration


Magic Resistance – Rank 2

20% Magic Resistance

Prerequisites: Alteration Skill 50, Novice Alteration and Apprentice Alteration


School of Conjuration

Novice Conjuration

Cast novice level conjuration spells for half magicka

Prerequisites: None


Summoner – Rank 1

Can summon atronachs or raise undead twice as far away

Prerequisites: Conjuration Skill 30, Novice Conjuration


Atromancy

Double duration for conjured atronachs

Prerequisites: Conjuration Skill 40, Novice Conjuration and Summoner Rank 1


Elemental Potency

Conjured atronachs are 50% more powerful

Prerequisites: Conjuration Skill 80, Novice Conjuration, Summoner Rank 1 and Atromancy


Twin Souls

Can have two atronachs or reanimated zombies

Prerequisites: Conjuration Skill 100, Novice Conjuration, Summoner Rank 1, Atromancy and Elemental Potency


School of Destruction

Novice Destruction

Cast novice level destruction spells for half magicka

Prerequisites: None


Augmented Flames – Rank 2

Fire spells do 50% more damage

Prerequisites: Destruction Skill 60, Novice Destruction and Augmented Flames Rank 1


Augmented Frost – Rank 2

Frost spells do 50% more damage

Prerequisites: Destruction Skill 60, Novice Destruction and Augmented Frost Rank 1


Augmented Shock – Rank 2

Shock spells do 50% more damage

Prerequisites: Destruction Skill 60, Novice Destruction and Augmented Shock Rank 1


Disintegrate

Shock damage disintegrates targets below 15% health

Prerequisites: Destruction Skill 70, Novice Destruction and Augmented Shock Rank 1


Destruction Dual Casting

Dual casting a destruction spell overcharges the effect into an even more powerful version

Prerequisites: Destruction Skill 20, Novice Destruction


Impact

Most destruction spells will stagger an opponent when dual cast

Prerequisites: Destruction Skill 40, Novice Destruction and Destruction Dual Casting


School of Restoration

Novice Restoration

Cast novice level restoration spells for half magicka

Prerequisites: None


Respite

Healing spells also restore stamina

Prerequisites: Restoration Skill 40, Novice Restoration


Regeneration

Healing spells cure 50% more health

Prerequisites: Restoration Skill 20, Novice Restoration


Restoration Dual Casting

Dual casting a restoration spell overcharges the effect into an even more powerful version

Prerequisites: Restoration Skill 20, Novice Restoration


Enchanting

Enchanter – Rank 5

Enchantments are 100% stronger

Prerequisites: Enchanting Skill 80, Enchanter Rank 4


Fire Enchanter

Fire enchantments on weapons and armour are 25% stronger

Prerequisites: Enchanting Skill 30, Enchanter Rank 1


Frost enchanter

Frost enchantments on weapons and armour are 25 % stronger

Prerequisites: Enchanting Skill 40, Enchanter Rank 1 and Fire Enchanter


Storm enchanter

Shock Enchantments on weapons and armour are 25% stronger

Prerequisites: Enchanting Skill 50, Enchanter Rank 1, Fire Enchanter and Frost Enchanter


Insightful Enchanter

Skill enchantments on armour are 25% stronger

Prerequisites: Enchanting Skill 50, Enchanter Rank 1


Corpus Enchanter

Health, magicka, and stamina enchantments on armour are 25% stronger

Prerequisites: Enchanting Skill 70, Enchanter Rank 1 and Insightful Enchanter


Extra Effect

Can put two enchantments on the same item

Prerequisites: Enchanting Skill 100, Enchanter Rank 1, Insightful Enchanter and Corpus Enchanter



Stealth Skill Perks

The Path of Shadow


Alchemy

Alchemist – Rank 5

Potions and poisons created are 100% stronger

Prerequisites: Alchemy Skill 80, Alchemist Rank 4


Physician

Potions created that restore health, magicka, and stamina are 25% more powerful

Prerequisites: Alchemy Skill 20, Alchemist Rank 1


Benefactor

Potions created with beneficial effects have an additional 25% greater magnitude

Prerequisites: Alchemy Skill 30, Alchemist Rank1 and Physician



Lycanthropy

Werewolf Transformation

Beast Form Powers (Howls)

Howl of Rage

Fear nearby enemies up to level 25, Duration: 30 Seconds

Prerequisites: Beast Form


Scent of Blood

Detect life in a large radius around the current location, Duration: 60 Seconds

Prerequisites: Totem of the Hunt, Companions Radiant Quest: Totems of Hircine


Howl of the Pack

Summon two spirit wolves

Prerequisites: Totem of Brotherhood, Companions Radiant Quest: Totems of Hircine


Lycanthrope Abilities

100% Disease Resistance (Immunity)



Arcane Enchanting

Enchanting armour and weapons creates some of the most powerful character enhancements possible. Once the alchemy and enchanting skills have reached a value of 100 and alchemy and enchanting skill perks have been enabled, enchant the crafting enchantments set. Next, wearing the crafting enchantments set, create a fortify enchanting potion. Drink the potion and enchant a second crafting enchantments set. Then, wearing the second crafting enchantments set, create another fortify enchanting potion. Drink the potion and enchant a third crafting enchantments set. The final crafting enchantments set will not improve the effects of a fortify enchanting potion, but will improve the effects of other potions created, such as a fortify smithing potion which then can be combined with the fortify smithing enchantment to improve apparel and weapons. Make sure to improve apparel and weapons before enchanting them due to the lack of the arcane blacksmith skill perk. Once this method has been completed, enchant the apparel and weapon enchantments set.


Crafting Enchantments

Head

Fortify Alchemy: Potions and poisons created are #% stronger


Chest

Fortify Smithing: Weapons and armour improvements are #% stronger


Hands

Fortify Alchemy: Potions and poisons created are #% stronger

Fortify Smithing: Weapons and armour improvements are #% stronger


Necklace

Fortify Alchemy: Potions and poisons created are #% stronger

Fortify Smithing: Weapons and armour improvements are #% stronger


Ring

Fortify Alchemy: Potions and poisons created are #% stronger

Fortify Smithing: Weapons and armour improvements are #% stronger



Apparel Enchantments

Head

Fortify Alteration: Alteration spells cost #% less to cast

Fortify Conjuration: Conjuration spells cost #% less to cast


Chest Fortify Destruction: Destruction spells cost #% less to cast

Fortify Restoration: Restoration spells cost #% less to cast


Hands

Fortify Heavy Armour: Increases heavy armour skill by #%

Fortify Archery: Increases bow damage by #%


Feet

Fortify One-Handed: Increases one-handed weapon damage by #%

Resist Fire: +#% Fire Resistance


Necklace

Resist Frost: +#% Frost Resistance

Resist Shock: +#% Shock Resistance


Ring

Fortify Health: +# Health

Fortify Healing Rate: Increases health regeneration rate by #%



Weapon Enchantments

One-Handed Sword

Absorb Health: Absorb # Health

Soul Trap: Soul Traps creatures that die within # seconds


One-Handed Sword

Fire Damage: +# Fire Damage

Shock Damage: +# Shock Damage (Disintegrate targets below 15% health, disintegrate skill perk)


Bow

Fire Damage: +# Fire Damage

Shock Damage: +# Shock Damage (Disintegrate targets below 15% health, disintegrate skill perk)



Soul Gems

Grand Soul Gem

Weight: 0.5, Value: 200, Capacity: 3,000 Notes: Holds any creature soul


Black Soul Gem

Weight: 1, Value: 500, Capacity: 3,000 Notes: Holds any human soul


Azura’s Star

Weight: 0, Value: 1,000, Capacity: 3,000, Notes: Holds any creature soul, reusable

Daedric Quest: The Black Star


Black Star

Weight: 0, Value: 1,000, Capacity: 3,000, Notes: Holds any human soul, reusable

Daedric Quest: The Black Star



Animal and Atronach Companions

Vigilance (Located in The Reach)

A war dog purchased from Banning at Markarth Stables for 500 gold


Shadowmere (Located in Falkreath)

The ultimate steed of Skyrim

Level: 50, Health: 887, Stamina: 198, Regenerates Health, Aggressive

Dark Brotherhood Quest: The Cure for Madness


Dead Thrall (Spell)

Reanimates a dead body permanently. Only works on people up to level 40

Prerequisites: Conjuration Skill 90, College of Winterhold Radiant Quest: Conjuration Ritual Spell


Flame Thrall (Spell)

Summons a flame atronach permanently. Thralls are stronger versions of the standard atronachs

Prerequisites: Conjuration Skill 90, College of Winterhold Radiant Quest: Conjuration Ritual Spell


Frost Thrall (Spell)

Summons a frost atronach permanently. Thralls are stronger versions of the standard atronachs

Prerequisites: Conjuration Skill 90, College of Winterhold Radiant Quest: Conjuration Ritual Spell


Storm Thrall (Spell)

Summons a storm atronach permanently. Thralls are stronger versions of the standard atronachs

Prerequisites: Conjuration Skill 90, College of Winterhold Radiant Quest: Conjuration Ritual Spell



Houses

Proudspire Manor, Solitude (Located in Haafingar Hold)

Price: 25,000 gold

Jarl: Jarl Elisif the Fair

Steward: Falk Firebeard

Available Decorations: Patio Decorations (500 gold), Kitchen (1,500 gold), Bedroom (2,000 gold), Living Room (2,000 gold), Alchemy Laboratory (2,500 gold), Enchanting Laboratory (2,500 gold)

Total Cost: 36,000 gold


Hjerim, Windhelm (Located in Eastmarch)

Price: 12,000 gold

Jarl: Jarl Ulfric Stormcloak or Jarl Brunwulf Free-Winter

Steward: Jorleif or Captain Lonely-Gale

Available Decorations: Bedroom (1,000 gold), Kitchen (1,000 gold), Alchemy Laboratory (1,500 gold), Enchanting Laboratory (1,500 gold), Living Room (1,500 gold), Armoury (2,000 gold), Clean Up That Murderer’s Mess (500 gold)

Total Cost: 21,000 gold

Side Quest: Blood on the Ice


Honeyside, Riften (Located in The Rift)

Price: 8,000 gold

Jarl: Jarl Laila Lawgiver or Jarl Maven Black-Briar

Steward: Anuriel or Hemming Black-Briar

Available Decorations: Porch (400 gold), Kitchen (500 gold), Bedroom (600 gold), Garden (800 gold), Alchemy Laboratory (1,000 gold), Enchanting Laboratory (1,000 gold)

Total Cost: 12,200 gold


Vlindrel Hall, Markarth (Located in The Reach)

Price: 8,000 gold

Jarl: Jarl Igmund or Jarl Thongvor Silverfish

Steward: Raerek or Reburrus Quintilius

Available Decorations: Entrance Hall (500 gold), Bedroom (800 gold), Living Room (900 gold), Alchemy Laboratory (1,000 gold), Enchanting Laboratory (1,000 gold)

Total Cost: 12,200 gold


Breezehome, Whiterun (Located in Whiterun Hold)

Price: 5,000 gold

Jarl: Jarl Balgruuf the Greater or Jarl Vignar the Reverend

Steward: Proventus Avenicci or Brill

Available Decorations: Loft (200 gold), Dining Room (250 gold), Bedroom (300 gold), Alchemy Laboratory (500 gold)

Total Cost: 6,250 gold

Personal tools