Skyrim starting classes

Skyrim starting classes DEFAULT

The Elder Scrolls V: Skyrim Wiki Guide

The general rule of thumb is to avoid a jack of all trades, master of none. You have only a finite number of points with which to activate Perks. As of yet, there are a maximum of 81 points (81 levels) with which to use Perks. This has proven to be the level cap for Skyrim. With this in mind, figuring out the best combination and specializations requires some planning as all perk trees will not be filled. Use IGN's interactive Skill Builder to plan out the perfect character archetype. Share your build with other players here!

Two-Handed Warrior

Heavy armor is the typical route for a melee character without a shield. Smithing and archery are also recommended as complimentary skills.

Battlemage

This style sits on the line of Jack of All Trades, but worth a look. Enchanting, One Handed, and any assortment of magic is what you're looking at here. Use up your mana and slice up your victims until it refills.

Hunter

Archers can be pretty deadly in Skyrim. Light armor will keep you swift. A companion is recommended for distractions. The Deadly Aim, Eagle Eye, Steady Hands skills have proven to be useful.

Warlock

A warlock is based almost purely on Destructionmagic, so clearly pump points there, with some in Conjuration and Enchanting. One or two points in Light Armor to help survival.

Tip: If you plan to base your character's offensive ability mainly on Destructionmagic, its advisable to enchant your clothes/armor with % destructionmagic mana reduction. This is because destructionmagic is very underpowered at higher levels and your best option in battle is to stun lock enemies with dual cast, making you practically invincible in a 1 on 1 fight.

Paladin

The main idea behind a Paladin class is being a strong melee user, with the assistance of magic, so the key choice here should be Restoration and Heavy Armor, along with Alteration for the armor increases. Also points should be added to Shields, One Handed or Two Handed, depending on your style.

Assassin

The general rule of thumb for the Assassin build is to pump your perk points into one-handed, dagger, and sneak (specifically the --Assassin's Blade Perk), light armor, and fill the Archery tree. Beyond that, the choices are yours as far as non-combatperks. Vampirism is most beneficial for this kind of class, but not a requirement.

Night Blade

The build of the Night Blade is a mixture of the sneaky skills from a Assassin and the wizardy of a Mage, with the perks being spend on the One-Handed, Illusion, Destruction, Maybe Archery and Sneakskills (including the Assassin's Blade Perk.)

Builds Added by Community

AscendedFalmer's Builds for Master Difficulty

1. Name: Dragonborn

Level: 66
Race: Nord
Play style: The Dragonborn is the all around Warrior, sword and board melee combat and archery for range, he is suited for any situation. Once an enemy sees you, hold your ground rather than rush in, and lob a few arrows their way. The further an enemy has to run towards you, the less stamina they have when they get to you, and it goes the same for you, so be patient, and watch the scales tip into your favor with each passing second. Block is just as important as One-Handed so you should try to keep them in balance. Dodge, or better yet, shield-bash power attacks, deflect regular ones, and as soon as you have the perk, blockmagic! Dragons breath, lightning bolts, it all raises your skill, and keeps you that much further away from death.
Domain: Dragonsreach

Magicka:Health:Stamina -

Gear:
Steel Sword - Damage - Soul Trap, Fire 34 Damage
Elven Bow - Damage - Soul Trap, 34 Fire Damage
Steel Shield - Armor - Block 44%, Resist Fire 51%
Steel Armor - Armor - Heavy Armor 27, Fortify Health 68
Steel Cuffed Boots - Armor - One Handed 43%, Resist Fire 50%
Steel Horned Helmet - Armor - Archery 43%
Steel Nordic Gauntlets - Armor - Archery 44%, One Handed 44%
Silver Necklace - Archery 40%, One Handed 40%
SilverGarnet Ring - Archery 40%, One Handed 40%

Skill Sets:
Enchanting - Enchanter 5/5, Fire Ench., Frost Ench., Insightful Ench., Corpus Ench., Extra Effect
Smithing - SteelSmithing, Elven Smithing
Heavy Armor - All Perks
Block - All Perks
One Handed - Armsman 5/5, Bladesman 3/3, Fighting Stance, Critical Charge, Savage Strike, Paralyzing Strike
Archery - All Perks

Standing Stone: The Lady
Follower: Lydia.

Having a rounded follower that matches yourself will be beneficial to you for this build. It nearly doubles your ranged damage output if you keep her gear up to specs with yours, and you always have the option to take point and let her cover from range, stay back and fire shots while she distracts, or stick with her and concentrate your hits onto singled-out enemies.

2. Name: Warlock

Level: 68
Race: High Elf
Play style: The all around Mage, the Altmer uses Destruction as his primary offensive option, with other schools serving as various buffers to ensure that even when he loses concentration, he isn't a 1-hit meatbag running out of the dungeon at the sight of an archer. Illusion and Conjuration takes the heat off you. Restoration and Alteration protect you, while Enchanting ensures you can keep it all under the wraps of your magicka bar. Keep your distance at all times, but cast a Flesh spell just before combat each time just incase a loose arrow hits you, or you get caught in an ambush. If you see a group of enemies in the distance, cast Fury, or an Atronach, or both. If youre surrounded, a Fear or Calmspell is handy. When battling other mages, you should always keep a Ward in the off hand, but otherwise, dual cast Destruction medium range to short range, and single cast from both hands for long range fights, alternating hands, not releasing simultaneously.
Domain: Arch-Mage's Quarters

Magicka:Health:Stamina -

Gear:
Amulet- Fortify Magicka 62, Fortify Destruction 25%
Ring- Fortify Magicka Regen. 62%, Fortify Destruction 25%
Robes- Fortify Magicka Regen. 62%, Fortify Destruction 25%
Gloves- Fortify Magicka 62
Circlet- Fortify Magicka Regen. 62%, Fortify Destruction 25%

Skill Sets:Destruction - Novice Destruction, Aug. Flames 2/2, Aug. Frost 2/2, Aug. Shock 2/2, Deep Freeze, Disintegrate, Dual Casting, ImpactIllusion -  All PerksAlteration - All PerksRestoration - Novice Restoration, Respite, Regeneration, Necromage, Ward Asorb, Recovery 2/2, Avoid Death, Dual CastConjouring - Novice Conjuration, Summoner 2/2, Atromancy, Elemental Potency, Twin SoulsEnchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord

Follower: Marcurio You'll want a follower with deadly ranged capabilities, like yourself, so as to not get caught in the web of your spells and atronachs. Marcurio or another Mage is nice, because you'll likely be throwing two different Destruction elements at once, and he will usually summon an atronach. But there is also the option of having a bow-wielding comrade. Paired with a Conjure Dremora Lordspell, you'll be the master of the Mage-Archer-Warrior trifecta, a truly unstoppable party in the hands of a pro.

3. Name: Thief

Level
Race: Argonian
Play style: The Thief is a non-combatant, preferring to slip away in darkness than to meet enemies head on, or even at all. He relies solely on his skills, deeming blades uncivilized and magic for the inefficient.
Domain: Ragged Flagon Cistern

Magicka:Health:Stamina -

Gear:
Guild Masters Armor - Armor - Carry Weight 50
Guild Masters Boots - 40 Armor - Pickpocket 35%
Guild Masters Gloves - 40 Armor - Lockpicking 35%
Guild Masters Hood - 58 Armor - Prices 20%
Necklace of Invigoration - Stamina Regen. 40%
Ring of Peerless Stamina - Stamina 40

Skill sets:
Sneak - Stealth 5/5, Muffled Movement, Light Foot, Silent Roll, Silence, Shadow Warrior
Lockpicking - All Perks
Pickpocket - All Perks
Light Armor - All Perks
Speech - All Perks

Standing Stone: The Shadow

Follower: None. As a stealth-based noncombatant, a follower would get in the way more than they would help.

4. Name: Marksman

Level
Race:Wood Elf
Play style:The Marksman is archery-only when it comes to enemies. So tougher foes may require some strategic maneuvering about the battlefield. There is one major thing you can do that your enemies cannot. Jump. Gain the high ground and fire away. Bash if they get close, or backpedal and mortar your enemies for close-medium range (aim super high at pursuing enemies but only tap the button to make a light shot arc to reach them without sacrificing speed) Until you get the Ranger perk, in which case you can backpedal and fire normally at full speed. Sneak is nice to have, but this one is efficient enough to go without.
Domain: Proudspire Manor

Magicka:Health:Stamina -

Gear:
Dragonbone Bow- Damage - Frost Damage 25, Shock Damage 25
Dragonscale Armor- Armor - Stamina Regen. 31%, Fortify Stamina 62
Dragonscale Boots - Armor - Sneak 40%, Stamina Regen. 31%
Dragonscale Gauntlets- Armor - Archery 40%, Sneak 40%
Dragonscale Helmet- Armor - Archery 40%, Restoration 40%
Dragonbane Amulet- Archery 40%, Resist Magic 20%
Dragonbane Ring- Archery 40%, Resist Magic 20%

Skill sets:
Archery All Perks
Light Armor All Perks
Smithing All Perks
Sneak - All Perks except Assassins Blade
Enchanting Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord ​ Follower: Uthgerd the Unbroken. For a ranged-only character, you'll want a heavy melee muscle to distract and stand in the way of potential threats. When battling humanoid enemies, be aware of enemy archers teaming up to bring down your engaged Follower, and counter strike accordingly. Otherwise, simply peg your targets as they come, dealing with the melee threats to yourself first, then helping your Follower.

5. Name: Battlemage

Level: 67
Race: Imperial
Play style:The Battlemage is a one-man army and a well respected class in neighboring Cyrodiil. Capable of routing entire cities at will, he is a force like no other. His magics are developed to the point of ultimate mastery, and with high end heavy armor, even if someone gets close, they are helpless to his towering torso of plate and steel, and soon meet demise to his flanged mace. This is a build where you can be in the middle of the action, smashing anything close enough to engage you in melee combat, which, as you keep a tight formation with Atronach and/or Follower, is not very likely anyhow. Summon your Atronachs into the fray, and walk your way over casting Destructionmagic from one hand with your weapon ready in the other, or simply stay back and dual cast for tougher foes.
Domain: Fort Dunstad Commanders Quarters

Magicka:Health:Stamina -

Gear:
Ebony Mace - Damage - Chance to paralyze 5 sec, Fire Damage 52
Ebony Armor - Armor - Destruction 28%, Conjuration 28%
Ebony Boots- Armor - One Handed 45%, Resist Fire 52%
Ebony Gauntlets - Armor - One Handed 45%
Ebony Helmet- Armor - Conjuration 25%, Destruction 25%
Gold Ring - Conjuration 25%, Destruction 25%
Silver Jeweled Necklace- Conjuration 25%, Destruction 25%

Skill sets:
Destruction - Novice Destruction, Destruction Dual Casting, Impact, Aug. Flames 2/2, Aug. Shock 2/2
One Handed Armsman 5/5, Fighting Stance, Bone Breaker 3/3, Savage Strike, Critical Charge
Heavy Armor 86 - All Perks
Conjuration Novice Conjuration, Dual Casting, Summoner 2/2, Necromancy, Atromancy, Dark Souls, Elemental Potency, Twin Souls
Restoration Novice Restoration, Regeneration, Respite, Recovery 2/2, Dual Casting
Alteration Novice-ExpertAlteration, Magic Resistance 3/3, Atronach
Smithing Steel-Ebony Smithing
Enchanting Enchanter 5/5, Fire Enchanter, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord

Follower: Marcurio. As with the Warlock, you'll want a ranged-only follower, if any. You'll be throwing far too much Destructionmagic into the fray to be mindful of your follower in the midst.

6. Name: Necromancer

Level: 53
Race: Breton
Play style: The Necromancer is a sinister one, relying on misdirection and stealth to get what he wants. A proficient sneak, he generally prefers to slip by enemies with impunity or with the help of an undead ally, but is powerful enough in his arts to contend if he is detected. Your Reanimates are your greatest ally, so make sure you pick good ones. They will serve as an excellent distraction as you slip by in darkness, or they can easily wipe out an installment of soldiers. Remember, each zombie need only kill one enemy to have served his purpose. The only disadvantage to Necromancy: if there are no corpses lying around to begin with, you may just have to lean on Destruction or Illusion for a fresh one.
Domain: Drelas' House

Magicka:Health:Stamina -

Gear:
Master Robes of Conjuration - Regen. Magicka %, Conjuration 22%
Gold and Ruby Circlet - Regen. Magicka 62%, Conjuration 25%
Gold Ring - Regen. Magicka 62%, Conjuration 25%
Gold Necklace - Conjuration 25%, Resist Magic 20%

Skill sets:
Conjuration - Novice Conjuration, Summoner 2/2, Necromancy, Dark Souls, Twin Souls
Sneak - Stealth 5/5, Muffled Movement, Light Foot, Silent Roll, Silence, Shadow Warrior
Destruction - Novice-Expert Destruction, Aug. Flames 2/2, Aug. Shock 2/2, Dual Casting, Impact
Illusion - All Perks
Alteration - Novice-Apprentice Alteration, Magic Resistance 3/3
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Apprentice

Follower: None. As a stealthy Mage, you'll be given away by your follower more often than not.

7. Name: Assassin

Race: Khajiit
Play style: The Assassin is a master of stealth and efficiency. He excels at sniping enemies from the shadows, as well as the ability to creep up behind enemies and slit their throat without a second thought. While slipping by in darkness is fastest, you could take the time to carefully plan out a roomful of enemies, and slaughter them one by one. Each enemy killed raises your Sneak many times over what Sneaking alone can. Develop tactics, based on enemy lines of sight, proximity, light and shadow, and choose your targets. Be sure to make use of traps if possible. Fire a loose arrow from darkness and into a kill zone of swinging blades, or beneath a hanging fire-pot, and then watch as enemies helplessly burn or bleed to death, without the slightest inkling of where you are.
Domain:Dawnstar Sanctuary

Magicka:Health:Stamina -

Gear:
Blade of Woe- 14 Damage - Absorb Health 10 Firiniel's End - 41 Damage - Frost Damage 20
Ancient Shrouded Armor - 36 Armor - Resist Poison %
Ancient Shrouded Boots - 13 Armor - Muffle
Ancient Shrouded Cowl - 17 Armor - Archery 35%
Ancient Shrouded Gloves- 13 Armor - Double Backstab Damage

Skill Sets:
Sneak 80 - All perks except Shadow Warrior
Archery 57 - Overdraw 3/5, Eagle Eye, Steady Hand 1/2, Critical Shot 1/3, Power Shot, Hunter's Discipline

Standing Stone: The Shadow

Follower: Cicero/Dark Brotherhood Initiate/None. You can take a stealthy follower along if you wish, and it can be strategically brilliant in certain situations, but be cautious. Let your follower hang back while you explore and/or clear the area ahead, and then go back to let him know it's time to go. This has many advantages. If you must fight an enemy, rush back to the follower where they will wait in ambush.

8. Name: Paladin

Level: 46
Race: Redguard
Play style: The holy knight of the Nine Divines, the Paladin protects all that is sacred with his heavy armor and restorationspells. He wields either two blades, or one with a spell in the off hand for healing, protection, or to ward away undead foes with divine light. The undead are your specialty, but that doesn't mean your skills aren't efficient enough to deal with the living as well. You should always cast Stendarr's Aura (Dawnguard) before engaging combat with the undead, and remember, even if an enemy is too powerful for Turn Undead, it will always stagger them. Circle of Protection is especially useful if you find yourself surrounded for a quick fix, while if you have a horde of zombies running at you, keep back, and take the time to rev up Bane of the Undead while they make their ground. All of these will help you in the real fight, where you stand toe to toe, matching steel, or blasting away from range with Sunfire or Vampire's Bane (both Dawnguard).
Domain: Temple of the Divines

Magicka:Health:Stamina -

Gear:
(Glass) Divine Right Hand - Damage - Turn Undead 25, Fire Damage 25
(Glass) Divine Left Hand - Damage - Turn Undead 25, Fire Damage 25
Dawnbreaker - Damage - Fire Damage 10, Chance to cast Bane of the Undead
Paladin Ring - One Handed 40%, Restoration 25%
Paladin Amulet - One Handed 40%, Restoration 25%
Paladin Plate Armor - Armor - Heavy Armor 25, Restoration 25%
Paladin Plate Helmet - Armor - Restoration 25%
Paladin Plate Boots - Armor - One Handed 40%
Paladin Plate Gauntlets - Armor - One Handed 40%, Heavy Armor 25

Skill sets:
One Handed 66 - Armsman 4/5, Dual Flurry 2/2, Bladesman 2/3, Fighting Stance, Savage Strike, Critical Charge
Heavy Armor - Juggernaut 5/5, Well Fitted, Tower of Strength, Matching Set, Reflect Blows
Restoration 96 - Novice Restoration, Respite, Regeneration, Necromage, Ward Absorb, Recovery 2/2, Avoid Death, Dual Casting
Smithing - Steel-Glass Smithing
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect
Speech 84 - Haggling 1/5, Allure, Merchant, Bribery, Persuasion, Intimidation

Standing Stone: The Lord

Follower: Stenvar. With this character being primarily a melee heavy, you'll want someone right there with you, taking hits and giving them out. Overwhelmedness was one of the leading causes of this character's deaths at early levels.

9. Name: Nightblade

Level: 68
Race: Dark elf
Play style: This was meant to be a balance of Thief, Mage, and Warrior skills, and it turned out to be a roaring success. With ample proficiency in one handed, he can confidently dispatch any average baddie with a blade, but for tougher crowds, he can invisibly cut throats left and right, sneak-snipe helpless enemies, or keep an army at bay with destruction magic. As a Nightblade, Sneak is your main employ, whether you cut throats, fire arrows, or cast hexes, darkness is your best friend. But, with these skill sets, you can easily dominate any battlefield even if you are discovered. If enemies see you, cast a Flesh spell immediately, and keep a good distance as long as possible. If an enemy gets close enough to engage you in melee combat, by all means pull out your sword and hack away, but be careful. This is the most dangerous part of the Nightblade's combat. Don't hesitate to make use of Invisibility or the powerful Shadow Warrior Perk; even at close range, you can disappear in a cloud of smoke and appear only when your blade is piercing their jugular vein.
Domain: Nightgate Inn

Magicka:Health:Stamina -

Gear:
Blade of Woe - 34 Damage - Absorb Health 10 Ebony Bow - 62 Damage
Ebony Sword - 54 Damage
Master Robes of Destruction - Regen. Magicka %, Destruction 22%
Necklace of Extreme Wielding - One Handed 35%
Ring of Major Archery - Archery 25%
Shrouded Hand Wraps - Double Backstab Damage
Shrouded Hood - Sneak 25%
Shrouded Shoes - Muffle

Skill sets:
Sneak - All Perks
One Handed 87 - Armsman 5/5, Fighting Stance, Bladesman 2/3, Savage Strike
Destruction 94 - Novice-Expert Destruction, Aug. Flames 2/2, Dual Casting, Impact
Archery 90 - All Perks except BullseyeAlteration - All Perks
Illusion 76 - Novice-Expert Illusion, Dual Casting, Hypnotic Gaze, Animage, Kindred Mage, Quiet Casting

Standing Stone: The Lady

Follower: None. As a stealth based character, most situations will be better off going it alone.

Name: Monk

Level: 58
Race:Kahjiit
Play style:A bit unorthodox, this pacifist either calms his enemies, or if that doesn't work, beats them into submission with his fists. That's right. Unarmed. Having a big, brutish mercenary at your side is somewhat essential to this build; some enemies are immune to Illusionmagic and there is simply no way to put out enough damage with fists alone to avoid being overwhelmed, without exploiting glitches. Calming your enemies should be the first resort, killing them, the last, if you would like to roleplay.
Domain:Temple of Kynareth

Magicka:Health:Stamina -

Gear:
Daedric Gauntlets- Armor - Unarmed 12
Daedric Boots- Armor - Regen. Stamina 31%
Ceremonial Dragon Mask- Armor - Restoration 25%, Regen. Magicka 62%
Monk Robes- Restoration 25%, Regen. Magicka 62%
Monk Amulet - Restoration 25%, Resist Magic 20%
Monk Ring- Unarmed 12, Restoration 25%

Skill sets:
Heavy Armor Juggernaut 5/5, Fists of Steel, Cushioned, Conditioning
Illusion All Perks except Master Illusion
Restoration All Perks except Master Restoration
Alteration All Perks except MasterAlteration
Enchanting Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect
Smithing - Steel-Daedric Smithing, DragonSmithing, Arcane Blacksmith

Standing Stone: The Lord

Follower: Uthgerd the Unbroken As stated in the Playstyle bio, a follower is somewhat essential to this build, especially as your level climbs. Kahjiit Claws help for a while but eventually the base armor of your gauntlets just isn't high enough to go it alone fists-blazing.

Name: Pit Fighter

Level: 43
Race: Argonian
Play style: A light, quick, sword and board fighter with Archery for range. This character is nearly impervious behind his shield, and deadly with a blade. The Histskinpower makes him unstoppable against the average bad guy, and leaves bosses helpless to your strategic musings. You can be aggressive and rush the battlefield for a strategic position, or hang back and nimbly dodge between covers for ranged fights. Light Armor means you have an inborn StaminaRegeneration boost by Skill Level 60, which helps for literally everything you will be doing. Lots of Stamina for Eagle Eye when firing, lots for rushing the field, and lots for shield bashing and power attacks when you get there.
Domain: Honeyside

Magicka:Health:Stamina -

Gear:
Glass Sword - 65 Damage
Glass Bow of the Blaze - 55 Damage - Fire Damage 25
Glass Shield - 69 Armor
Glass Armor - Armor
Glass Boots - 68 Armor
Glass Gauntlets - 68 Armor
Glass Helmet - 86 Armor

Skill sets:
One Handed 76 - Armsman 4/5, Bladesman 2/3, Fighting Stance, Critical Charge, Savage Strike
Light Armor 72 - Agile Defender 4/5, Custom Fit, Unhindered, Wind Walker, Matching Set
Block 60 - Shield Wall 4/5, Quick Reflexes, Power Bash, Deadly Bash
Archery 65 - Overdraw 4/5, Critical Shot 2/3, Eagle Eye, Power Shot
Smithing 72 - Steel-Glass Smithing, Arcane Blacksmith

Standing Stone: The Lady Follower: Faendal. Your going to want a light and quick follower that can keep up with this character, one with high ranged damage to supplement your deadly Block and One Handed skills.

Name: Cleric

Level: 52
Race: Imperial
Play style: The Cleric is a battlefield healer and defender of kings. His shield in one hand, Restoration in the other may sound unorthodox, and it certainly is, but with the Respite perk in the Restoration tree allowing you to heal your stamina, this gives you relatively unlimited shield bashing. Smash those enemies into submission, Disarm them with a Power Bash, leaving them helpless. Send them flying off cliffs and walls with your shield charge, or buff your Follower as they take care of business. It takes a bit of strategic thinking, but it's a very fun build.
Domain: Castle Dour

Magicka:Health:Stamina -

Gear:
Imperial Shield - 77 Armor - Block 40%, Fortify Health 62
Imperial Armor - Armor - Regen. Stamina 31%, Heavy Armor 25
Imperial Boots - Armor - Regen. Stamina 31%, Fortify Stamina 62
Imperial Bracers - Armor - Block 40%, Heavy Armor 25
Silver Necklace - Regen. Stamina 31%, Fortify Health 62
Silver Ring - Fortify Stamina 62, Fortify Health 62

Skill sets:
Block - All Perks
Heavy Armor - All Perks
Restoration - Novice-Expert Restoration, Respite, Regeneration, Recovery 2/2, Avoid Death
Smithing 68 - SteelSmithing
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord

Follower: Lydia. A well rounded follower will suit this character well, keeping up defense as well as offense and never becoming a liability.

Name: Spellsword

Level: 59
Race: High elf
Play style: This nimble hybrid is efficient with all enemies, mixing ranged Destruction with the finesse of swordplay. Atronachs are your best friend, as you can bathe the battlefield in fire, frost, or shock without fear of hurting them. Summon a minion into the fray like a Mage would, and fire Destruction into the midst, or cast a Cloak spell and jump in yourself. Dance around your enemies, casting Wall spells on the floor, damaging them further. Light Armor means you can keep the distance with a powerful enemy, or close the distance, for a melee execution.
Domain: Thalmor Embassy, Barracks

Magicka:Health:Stamina -

Gear:
Elven Sword- Damage - Absorb Health 30, Fire Damage 37
Elven Armor - Armor - Restoration 25%, Destruction 25%
Elven Boots- 95 Armor - One Handed 40%, Regen. Stamina 31%
Elven Gauntlets- 95 Armor - One Handed 40%, Light Armor 25
Elven Helmet- Armor - Conjuration 25%, Destruction 25%
Aldmeri Amulet - Destruction 25%, Resist Magic 20%
Aldmeri Ring- Destruction 25%, Resist Magic 20%

Skill sets:
One Handed 81 - Armsman 5/5, Fighting Stance, Bladesman 2/3, Critical Charge, Savage Strike
Destruction - Novice-Expert Destruction, Rune Master, Dual Casting, Impact, Aug. Shock 2/2, Aug. Flames 2/2 Conjuration Novice-Expert Conjuration, Summoner 2/2, Atromancy, Elemental Potency
Restoration Novice-Expert Restoration, Respite, Regeneration, Recovery 2/2, Dual Casting
Light Armor Agile Defender 5/5, Custom Fit, Unhindered, Wind Walker, Matching Set
Smithing 71 - SteelSmithing, Elven Smithing
Enchanting Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord ​
Follower: Marcurio. A Follower who stays back and out of the danger zone would be best. If you need to take the field and be a melee aggressor, you can, or you can hang back and let atronachs take the heat.

Name: Vampire

Level
Race: Dark Elf
Play style: The Vampire is a nightstalking, flesh-eating nightmare that will make you think the world is collapsing around you, before closing in to suck the life from your bones. He is a master of Illusion and stealth, and can raise the dead to assist him. With these he confuses, weakens, and closes in for the kill. This efficient build lets you control any situation with the Vampire's 25% Boost to the potency of all Illusionspells. The most spectacular method being a Furyspell, followed by raising the first ones to fall. An equally efficient method would be to simply walk in, Calm everyone, and casually slit their throats one by one. Neither being necessary, of course, as your natural Stealth is enough to render any situation your playground.
Domain: Reachcliff Cave

Magicka:Health:Stamina -

Gear:
Blade of Sacrifice- 11 Damage
Master Robes of Illusion- Regen. Magicka %, Illusion 22%
Cicero's Hat- Sneak 35%
Cicero's Gloves- Double Backstab Damage
Cicero's Boots- Muffle
Necklace of Resist Fire- Resist Fire 15%
Ring of Namira- Fortify Stamina 50, Allows you to feed on corpses for increased Health and HealthRegeneration

Skill sets:
Sneak 90 - Stealth 5/5, Backstab, Muffled Movement, Light Foot, Silent Roll, Silence
Illusion All Perks
Conjuration Novice-Master Conjuration, Summoner 2/2, Dual Casting, Necromancy, Dark Souls, Twin Souls

Standing Stone: The Apprentice

Follower: None. As a stealthy character, you'll want to go it alone most of the time. Necrotic thralls will do the job if need be.

Name: Shadowscale

Level: 40
Race: Argonian
Play style: Trained in witchcraft and stealth since the day of his hatching, this assassin uses Illusion to lead unwary prey into traps and other devious and cunning methods of dispatch. You may want to use Fear to loosen up the ranks if you are discovered, and Destruction magic for the majority of your offensive power, with dual daggers incase someone gets close. Otherwise you can Sneak about and cut throats as much as the enemy allows. Poisons can be placed into the pockets of enemies to prepare for open combat, while potions enhance your already superhuman abilities.
Domain: Abandoned Shack

Magicka:Health:Stamina -

Gear:
Blade of Woe - 18 Damage - Absorb Health 10
Elven Dagger - 12 Damage
Nightweaver's Band - Sneak 10%, Destruction 10%
Shrouded Robes - Destruction 15%
Shrouded Hood - Sneak 25%
Shrouded Shoes - Muffle
Shrouded Hand Wraps - Double Backstab Damage

Skill sets:
Sneak - All Perks One Handed 56 - Armsman 1/5, Dual Flurry 2/2
Illusion 98 - All Perks except Master Illusion
Destruction 70 - Novice-Adept Destruction, Aug. Flames 2/2, Dual Casting, Impact
Alchemy 54 - Alchemist 3/5, Physician, Poisoner, Benefactor

Standing Stone: The Lord

Follower: None. Stealth being your main imperative, going it alone will usually reap the best results. For those times when combat does break out, poisons and potions will be your savior, while your exploits in the Dark Brotherhood can earn you a daily Power, Summon Spectral Assassin, which can undoubtedly tip the scales, if you'll forgive the pun.

Name: Alik'r Warrior

Level: 57
Race: Redguard
Play style: The Alik'r are the sworn protectors of Hammerfell, the Redguard nation. They wear only light cloth due to the scorching heat of their desert homeland, and prefer curved swords to shred their enemies to ribbons. Curved. Swords. You will need both Alteration and Restoration to protect yourself from the mortal injuries of open combat on Master Difficulty, but the Alik'r are not only Warriors, but assassins as well. A proficiency in Sneak allows you to infiltrate and secure strategic positions, before opening up combat. And when you do, make sure you are quick and aggressive. Don't get cornered, do the cornering.
Domain: Vlindrel Hall

Magicka:Health:Stamina -

Gear:
Scimitar - Damage - Absorb Health 20, Fire Damage 25
Bolar's Oathblade - Damage - Stamina Damage 25, Fear Lvl 12
Mehrunes' Razor - 43 Damage - 1% Chance Instant Kill
Alik'r Redgarb - Regen. Stamina 31%, Restoration 25%
Alik'r Hood - Restoration 25%, Regen. Magicka 62%
Alik'r Boots - Sneak 25%, One Handed 40%
Alik'r Wargloves - Sneak 25%, One Handed 40%
Shrouded Hand Wraps - Double Sneak Attack Damage
Alik'r Ring - Alteration 25%, One Handed 40%
Alik'r Amulet - Alteration 25%, One Handed 40%

Skill sets:
One-Handed 77 - Armsman 4/5, Fighting Stance, Bladesman 2/3, Critical Charge, Savage Strike
Alteration - All Perks
Restoration 66 - Novice-Adept Restoration, Respite, Regeneration, Recovery, Dual Casting
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect
Smithing 60 - Steel Smithing, Arcane Blacksmith
Sneak - All Perks

Standing Stone: The Lord

Follower: Faendal. This is a character with no ranged capabilities, so naturally, you'll want to fill in that gap with a ranged-focused follower, but with a bit of the One-Handed that you have, and the Sneak as well, so he can stick by your side as you infiltrate, slaughter an outpost of close quartered enemies, and set up shop with him at an overlooking position while you lead enemies into his ambush.

Name: Telepathic

Level
Race: High elf
Play style: The Telepathic is an opportunistic thief who enhances his abilities with illusion magic. A master of the mind, he can confuse or calm even the most powerful enemies. And with Invisibility, and Lockpicking if you need it, he can infiltrate just about anywhere. He can also see enemies before they see him with Detect Life, and distract them with Telekinesis objects flung into their face.
Domain: Cellar (Anise's Cabin)

Magicka:Health:Stamina -

Gear:
Master Robes of Illusion- Regen. Magicka %, Illusion 25%
Nightingale Hood- 18 Armor - Illusion 15%
Nightingale Gloves- 12 Armor - Lockpicking, One Handed 20%
Nightingale Boots - 12 Armor - Muffle
Necklace of Peerless Magicka- Fortify Magicka 70
Ring of Resurgence- Regen. Magicka 80%

Skill sets:
Illusion All Perks Restoration Novice Restoration, Recovery 2/2, Dual Casting A
lteration All Perks
Sneak Stealth 5/5, Muffled Movement, Light Foot, Silent Roll, Silence, Shadow Warrior

Standing Stone: The Apprentice

Follower: None. As a stealthy noncombatant, this character has no use for a follower.

Name: Death Knight

Level: 49
Race: Breton
Play style: The demonic patron of Mehrunes Dagon, this beast is unstoppable in nearly any given situation. Fully adorned with the armor of Daedra, and wielding a massive two-handed blade, he is already a force to be reckoned with. Add a mastery of Conjuration to call demonic brothers from Oblivion, and maybe a Follower with a Sanguine Rose, and you are at the head of a small army of matching awesomeness. Few things are more badass than four fully armored Dremora heading into battle at your side.
Domain: Shrine to Mehrunes Dagon

Magicka:Health:Stamina -

Gear:
Daedric Greatsword - Damage - Absorb Health 20, Frost Damage 25
Daedric Armor - Armor - Regen. Health 31%, Regen. Magicka 62%
Daedric Boots - Armor - Two Handed 40%, Muffle
Daedric Gauntlets - Armor - Two Handed 40%, Fortify Magicka 62
Daedric Helmet - Armor - Conjuration 25%, Regen. Magicka 62%
Daedric Amulet - Conjuration 25%, Regen. Health 31
Daedric Band - Conjuration 25%, Regen. Health 31%

Skill sets:
Two-Handed 96 - Barbarian 5/5, Champion's Stance, Deep Wounds 3/3, Devastating Blow, Great Critical Charge, Sweep
Conjuration - All Perks
Heavy Armor 74 - Juggernaut 4/5, Well Fitted, Tower of Strength, Matching Set
Smithing 97 - Steel-Daedric Smithing
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord

Follower: Stenvar. You'll want a Two-Handed follower, of course, to match you and your Dremora comrades.

Name: Warlord

Level
Race:Nord
Play style:Pure warrior, with every option to meet an enemy on the battlefield. Enemy with a shield? Smash it to pieces with a war hammer, leaving them open. Forsworn dual wielders getting on your nerves? Put up your shield and charge them down! Two Handed enemies a little powerful? Duck in and out with dual swords for quick strikes without taking hits from slower opponents. Kind of like a rock-paper-scissors sort of thing.
Domain: Cracked Tusk Keep

Magicka:Health:Stamina -

Gear:
Imperial Bow- 38 Damage
Steel Greatsword- 74 Damage
Steel Sword (2)- 48 Damage
Steel Shield - 68 Armor
Steel Armor- Armor
Steel Boots of Major Stamina- 84 Armor - Fortify Stamina 40
Steel Helmet- Armor
Steel Nordic Gauntlets- 84 Damage

Skill sets:
Smithing 85 - Steel Smithing, Arcane Blacksmith
Heavy Armor 96 - All Perks except Reflect
Blows Block 88 - All Perks except Shield Charge
Two-Handed Barbarian 5/5, Champion's Stance, Great Critical Charge, Devastating Blows, Sweep
One-Handed 99 - Armsman 5/5, Dual Flurry 2/2, Dual Savagery, Bladesman 3/3, Fighting Stance, Savage Strike, Critical Charge
Archery Overdraw 3/3, Eagle Eye, Power Shot, Quick Shot

Standing Stone: The Lord

Follower: Lydia. Having a versatile follower serves this build well. Lydia can wield sword and shield, bow and arrow, or a two handed weapon, and can be made to suit any situation, much like the character she follows.

Name: Druid

Level: 61
Race: Argonian
Play style: An elemental of nature magic and the power of the beast, the Druid is keen in cult magics and blood offerings. He has the power to shapeshift into a Werewolf at any time, and can summon wolf brothers(DG) while in that form. You'll be wanting to get in touch with nature with this character, acquiring Lycanthropy at an early level, and only using elemental Destruction magics, Fire, and Frost. Another important feature of this character is the Ritual Stone, which you will use to pick up any wild animals you meet on your way to a destination. It gets to be pretty amusing as you watch four Cave Bears and two Werewolves storming a fort.
Domain: Darklight Tower

Magicka:Health:Stamina -

Gear:
Orcish Dagger - 7 Damage - Absorb Health 20, Absorb Magicka 25
Black Robes - Destruction 28%, Regen. Magicka 71%
Boots - Muffle
Gloves - Fortify Magicka 71, Alchemy 28%
Gold Ring - Destruction 28%, Regen. Magicka 71%
Gold and Emerald Circlet - Destruction 28%, Regen. Magicka 71%
Silver Necklace - Resist Magic 22%, Fortify Magicka 71

Skill sets:
Destruction - Novice-Expert Destruction, Rune Master, Dual Casting, Impact, Aug. Flames 2/2, Aug. Frost 2/2, Deep Freeze
Restoration - Novice-Expert Restoration, Recovery 2/2, Dual Casting, Regeneration, Necromage, Respite
Alteration - All Perks
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect
Alchemy 83 - Alchemist 5/5, Physician, Benefactor, Experimenter 2/3
Sneak - Stealth 5/5 Lycanthropy - All Perks (Dawnguard)

Standing Stone: The Lord

Follower: None. Having a follower is not recommended for this build, as most will run in fear if you turn into a Werewolf, and those who don't are melee warriors who will get in the way.

Name: Sorcerer

Level
Race:Orc
Play style: The silhouette of my Cleric build, the Sorcerer is a shield-spell caster of the more direct type. Aggression is a key tactic with this character; you will want to initiate combat with an Atronach, followed by subsequent Destruction magic of the same element. Rush in, Shield Charge once you have the perk, disarm any melee opponents with a bash or two, and be sure to bathe the field in Wall spells while you're in there. If surrounded, use a few potions to top up, engage the Berserker Rage power, and absorb a few shots as you build up a Master Level Destruction spell, obliterating the battlefield even at high levels.
Domain: Reachwind Eyrie

Magicka:Health:Stamina -

Gear:
Sorcerer's Shield- 86 Armor - Block 40%, Resist Magic 20%
Sorcerer's Armor - Armor - Destruction 25%, Regen. Magicka 62%
Sorcerer's Boots- Armor - Fortify Stamina 62, Resist Shock 37%
Sorcerer's Gauntlets - Armor - Heavy Armor 25, Block 40%
Sorcerer's Helmet- Armor - Destruction 25%, Regen. Magicka 62% Sorcerer's Ring- Destruction 25%, Regen. Health 31%
Sorcerer's Amulet- Destruction 25%, Regen. Health 31%

Skill sets:
Block All Perks
Heavy Armor Juggernaut 5/5, Well Fitted, Tower of Strength, Matching Set
Destruction Novice-Expert Destruction, Aug. Flames 2/2, Aug. Frost 2/2, Deep Freeze Restoration - Novice Restoration, Recovery 2/2, Ward Absorb, Regeneration, Respite
Conjuration Novice-Adept Conjuration, Summoner 2/2, Atromancy, Elemental Potency, Twin Souls
Smithing Steel Smithing, Dwarven Smithing
Enchanting Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord

Follower: Marcurio. A ranged follower who can keep flinging spells while you go in for the strategic defense is marvelous to have for this one. A Mage can also supplement with elemental variety and additional atronachs.

Name: Arcane Warrior

Level: 47
Race: Dark Elf
Play style: A warrior like no other, Arcane Warrior deals in magic, blasting Fireballs and Thunderbolts from range, and rushing in with Bound Swords and Flesh spells for the aggressive measure. This character works equally well with offensive and defensive tactics, being quick enough in only cloth that he can speed between enemies with a sword in hand or let Atronachs take the hits while he keeps back and fires away.
Domain: Tower of Mzark

Magicka:Health:Stamina -

Gear:
Master Robes of Destruction - Regen. Magicka %, Destruction 22%
Arcane Circlet - Destruction 25%, Regen. Magicka 62%
Arcane Ring - Destruction 25%, One Handed 40%
Arcane Amulet - Destruction 25%, One Handed 40%
Fine Boots - One Handed 40%, Fortify Stamina 62%
Arcane Wargloves - Fortify Magicka 62%, One Handed 40%

Skill sets:
One Handed 60 - Armsman 4/5, Fighting Stance, Savage Strike, Dual Flurry 2/2 Alteration - All Perks
Destruction 89 - Novice Destruction, Dual Casting, Impact, Aug. Flames 2/2, Aug. Shock 2/2
Conjuration - Novice-Expert Conjuration, Mystic Binding, Summoner 2/2, Atromancy, Elemental Potency, Twin Souls
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord

Follower: Marcurio/Faendal. A ranged follower would be your best bet, using a Mage to supplement your own magical offense and provide summoned minions to serve as a distraction.

Name: Ancient Nord

Level
Race:Nord
Play style: A Two Handed tank with a twist, the ability to revive fallen friends and foes from Sovngard. He has a special set of robes which allow him to call their souls back from beyond the dead, and can Shout to call ancient comrades through time from before the First Era! As a doom-bound warrior sent astray by the Elder Scrolls, you'll be caring very little for your own safety. Be the centre of attention on the battlefield; all your enemies will rush to you and then you can fall back, to where your follower and undead allies will be catching up, or maintain your ground and sweep the enemies away with the blade of your leader from another time, while you benefit the instantaneous assistance of another master of the Voice.
Domain: High Hrothgar

Magicka:Health:Stamina -

Gear:
Wuuthrad Reborn- Damage - Absorb Health and Stamina 31, Especially Deadly to Elves
Ancient Nord Armor - Armor - Fortify Health and Stamina 62
Ancient Nord Boots- 72 Armor - Two Handed 40%, Fortify Stamina 62
Ancient Nord Gauntlets- 72 Armor - Two Handed 40%, Heavy Armor 25
Ancient Nord Helmet- 99 Armor
Ancient Nord Ring- Two Handed 40%, Heavy Armor 25
Ancient Nord Amulet- Two Handed 40%, Resist Magic 20%
Sovngard Robes- Conjuration 25% Sovngard Hood- Conjuration 25%
Sovngard Ring- Conjuration 25% Sovngard Amulet- Conjuration 25%

Skill sets:
Heavy Armor Juggernaut 5/5, Well Fitted, Tower of Strength, Matching Set
Two-Handed Barbarian 5/5, Limbsplitter 3/3, Champion's Stance, Great Critical Charge, Devastating Blow, Sweep
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect
Conjuration Novice Conjuration, Necromancy, Dark Souls, Twin Souls

Standing Stone: The Lord

Follower: Lydia. Having a rounded follower will be most beneficial to this build. She can support from range with archery, and even distract enemies long enough for you to revive a few downed soldiers.

Name: Falmer Warshaman

Level: 47
Race: Argonian
Play style: Stares-At-Ruins was always the curious young Argonian, fascinated with the dwemer from a young age. So, as sad as it was when he disappeared one day, it did not come as much of a shock to his family. He fell down a well, a long forgotten tunnel to Blackreach, and it was there that he was raised and eventually banished by the resident Falmer population. Now a rogue of his brood and of the surface world, he continues to dwell in caves and ruins, sometimes daring the daylight to kill a traveller and amassing a horde of small, shiny objects, and sometimes raiding Blackreach and dwarven ruins for Falmer artifacts. Destruction and Conjuration are the fundamentals of this build, keeping any enemy at bay with a distracting atronach, while firing away with your own spells to quickly take down almost any foe. Heavy Falmer armor means you can absorb a few melee shots as you blast away with fire and frost, but you do carry a sword for close encounters, to take them down quickly. Use a Ward when battling enemy mages, and keep the pressure on them no matter what.
Domain: Blackreach

Magicka:Health:Stamina -

Gear:
Falmer Warblade - 62 Damage - Fire Damage 37, Frost Damage 37
Falmer Warshaman Amulet - Destruction 25%, Resist Magic 20%
Falmer Warshaman Ring - Destruction 25%, Resist Magic 20%
Falmer Warshaman Armor - Armor - Regen. Magicka 62%, Destruction 25%
Falmer Warshaman Helm - Armor - Regen. Magicka 62%, Destruction 25%
Falmer Warshaman Gauntlets - 75 Armor - Fortify Magicka 62, One Handed 40%
Falmer Warshaman Boots - 75 Armor - One Handed 40%, Resist Shock 37%

Skill sets:
Conjuration - Novice-Expert Conjuration, Dual Casting, Summoner 2/2, Atromancy, Elemental Potency, Twin Souls
Destruction 86 - Novice Destruction, Dual Casting, Impact, Aug. Fire, Aug. Frost,
Heavy Armor - All Perks One Handed 64 - Armsman 4/5, Fighting Stance, Bladesman 1/3
Smithing 51 - Steel Smithing, Elven Smithing, Advanced Armors
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord

Follower: None. This character is best on his own. The heavy armor means he has no problem being the centre of attention.

Name: Rogue

Level: 59
Race: Wood Elf
Playstyle: The Rogue is a larcenic vagabond, undaunting infiltrator, and a deadly sword hand. With a sword-dagger dual wielding combo, you'll be swinging the highest DPS melee option available. Pair that with a mastery of Sneak and Illusion, and you've got the fundamentals for the ultimate sneaky assassin. With a high One Handed Skill and a fairly high Light Armor, and you won't have to fear very many enemies in open melee combat. For more powerful enemies, you can turn their allies against them, or invisibly weave between hordes and slit the leader's throat before they know what hit them.
Domain: Twilight Sepulchur

Magicka:Health:Stamina -

Gear:
Blade of Woe - 35 Damage - Absorb Health 10 Chillrend - 55 Damage - Frost Damage 30, Chance Paralyze 2s
Nightingale Blade - 51 Damage - Absorb Health 25, Absorb Stamina 25
Nightingale Bow - 47 Damage - Frost Damage 30, Shock Damage 15
Nightingale Hood - 54 Armor - Illusion 17%
Nightingale Armor - Armor - Fortify Stamina 40, Resist Frost 50% Nightingale Gloves - 38 Armor - Lockpicking 25%, One Handed 25%
Nightingale Boots - 38 Armor - Muffle

Skill sets:
One Handed 93 - Armsman 5/5, Dual Flurry 2/2, Dual Savagery, Bladesman 3/3, Fighting Stance, Savage Strike
Sneak - All Perks
Illusion - All Perks except Master Illusion
Archery 77 - Overdraw 4/5, Eagle Eye, Steady Hand 2/2, Power Shot, Quick Shot, Critical Shot 2/2, Hunter's Discipline, Ranger
Light Armor 77 - Agile Defender 4/5, Custom Fit, Unhindered, Wind Walker, Matching Set

Standing Stone: The Lord

Follower: None. This character does best on his own.

Name: Berserker

Level
Race:Orc
Playstyle:The Orc wields a two hander, and only a two hander, to destroy his foes. This ensures a high Two Handed skill for a relatively low player level, but it must be kept in balance with Heavy Armor protection. Be aggressive and own the field with this character, lay down with the power attacks; you'll need to have lots of Stamina, but emphasise the Health a bit more. You're a tank in its ultimate respect. You'll be hitting hard and you'll need to take hits just as well. If surrounded at lower levels, you may want to fall back a bit and lead your enemies to a choke point, or engage the Berserker Rage power. At higher levels, your Heavy Armor and Smithing bonuses will make hordes your fancy, as you deflect blows like dust in the wind and enemies are swept away by your axe or hammer.
Domain:Largashbur Longhouse

Magicka:Health:Stamina -

Gear:
Volendrung- Damage - Absorb Stamina 50
Orcish Warhammer- Damage - Fire Damage 37, Frost Damage 37
Orcish Armor- Armor - Fortify Health 68, Regen. Stamina 34%
Orcish Boots- Armor - Two Handed 44%, Regen. Stamina 34%
Orcish Gauntlets- Armor - Two Handed 44%, Heavy Armor 27
Orcish Helmet- Armor - Restoration 25% Silver Ring- Two Handed 44%, Heavy Armor 27
Silver Necklace- Two Handed 44%, Regen. Stamina 34%

Skill sets:
Two-Handed Barbarian 3/5, Champion's Stance, Skullcrusher 1/3, Great Critical Charge, Devestating Blow
Heavy Armor Juggernaut 5/5, Well Fitted, Tower of Strength, Matching Set Smithing Steel Smithing, Dwarven Smithing, Orcish Smithing
Enchanting Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lady

Follower: Ugor. This character would benefit most from a follower with many capabilities, able to support your tanking with ranged force, and also able to take the forefront of the battle if you need to recover.

Name: Conjurer

Level: 49
Race: Wood Elf
Playstyle: If you ever played a PC game called Nox, you might recognize the inspiration for this build. The Conjurer is an archer primarily, summoning support to keep enemies off him, and in relative place for easy shots. His racial power lets him "charm" creatures, and he can even use a Crossbow(DG) if he wants. It's a simple yet efficient equation that has worked in RPGs for a long time, and gracefully balances three skills from three classes. Combat should always start with an Atronach, or at higher levels, a Dremora Lord, for distraction and tanking. Meanwhile, you'll be either summoning a Bound Bow, or pulling out a physical one. Crossbows are the fastest follow-up weapon as they sit preloaded in your inventory, but Bound Bow is a cheap, unlimited-ammunition resource that keeps up quite well with Master Difficulty. You'll want to get the Summoner perk as soon as possible; the farther away from the heat you are, the better, but your Light Armor ensures you can survive a few hits if it does come down to it.
Domain: Honeystrand Cave

Magicka:Health:Stamina -

Gear:
Conjurer's Armor - Armor - Regen. Health 31%, Regen. Magicka 62%
Conjurer's Helmet - 58 Armor - Regen. Magicka 62%, Archery 40%
Conjurer's Bracers - 41 Armor - Light Armor 25, Archery 40%
Conjurer's Boots - 41 Armor - Resist Fire 37%, Resist Frost 37%
Conjurer's Necklace - Conjuration 25%, Resist Magic 20%
Conjurer's Ring - Conjuration 25%, Resist Magic 20%

Skill sets:
Conjuration - Novice-Expert Conjuration, Mystic Binding, Soul Stealer, Oblivion Binding, Conjuration Dual Casting, Summoner 2/2, Atromancy, Elemental Potency, Twin Souls
Archery 84 - All Perks except Bullseye
Light Armor 80 - All Perks except Deft Movement
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord

Follower: Faendal. An additional archer would do nicely with this build. With the versatility of the Conjuration skill, a spell caster would be counter productive and a melee user would get in the way.

Name: Dragon Priest

Level: 65
Race: Nord
Playstyle: Dragon Priests are the type that can cast a firestorm of spells, and take alot of damage to put down. If you've ever heard the expression "tank-mage", this is your equivelant. There really isn't too much that can go wrong when you're at the reigns of this character; even if you do happen to run out of magicka, you aren't the frail, 1-hit meatbag that the average mage becomes when not covered by a Flesh spell. But that doesn't mean the Alteration class is useless for this character, in fact, I opted for Alteration over Illusion for the protective benefits of Magic Resistance and Spell Absorbtion. Also, this character has enough magicka to easily handle Paralyze spells, which are unlocked at a higher level than most Illusion effects, but the power of Paralysis is arguably as effective as them in most situations, if not more so. The main focus, however, is Destruction. You are a tank, after all, not a tortoise. High magicka and cost-reduction enchantments let you fire away, while Conjuration and Restoration serve as assurances that this character is very rare to fall.
Domain: Forelhost Stronghold

Magicka:Health:Stamina -

Gear:
Dragon Priest Staff Staff of Magnus- Absorb Magicka, If target has no Magicka, Absorb Health instead - 20 DPS
Konahrik - 85 Armor - When Health is low, has a chance to heal wearer and damage enemies
Nahkriin - 83 Armor - Destruction 20%, Restoration 20%, Fortify Magicka 50
Dragon Priest Armor- Armor - Destruction 25%, Regen. Magicka 62%
Dragon Priest Boots - Armor - Carry Weight 37, Resist Shock 37%
Dragon Priest Gauntlets- Armor - Fortify Magicka 62, Carry Weight 37
Dragon Priest Necklace- Destruction 25%, Resist Magic 20%
Dragon Priest Ring - Destruction 25%, Regen. Magicka 62%

Skill Sets:
Destruction Novice-Master Destruction, Aug. Flames 2/2, Aug. Shock 2/2 Conjuration Novice-Master
Conjuration, Dual Casting, Summoner 2/2, Atromancy, Elemental Potency, Twin Souls Alteration Novice-Master Alteration, Dual Casting, Magic Resistance 3/3, Dual Casting, Impact
Restoration Novice-Adept Restoration, Respite, Regeneration, Ward Absorb, Recovery 2/2, Dual Casting
Heavy Armor Juggernaut 5/5, Well Fitted, Tower of Strength, Matching Set
Smithing Steel-Dragon Smithing, Arcane Blacksmith
Enchanting Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord

Follower: None. This character has no trouble being the centre of attention, and is far too busy exploding into flame and disintegrating his enemies to have use for a follower.

Name:Shaman

Level: 54
Race: Dark Elf
Playstyle:The Shaman is a defensive hybrid of all three nebuli; Destruction and Conjuration take the forefront, while One-Handed and Light Armor bring up the secondary wave of offense and defense. You should keep your ground at a strategic choke point whenever you have the opportunity. As your Conjuration skill climbs, you will more and more often have a Thrall from your last encounter, but sometimes, you'll have to start with your Destruction. Time your shots, hold back the forefront of the enemy force for as long as you can, but allow one or two severely weakened enemies to make their way to you. The timing here is critical. Switch to Conjuration; Bound Sword in one hand, Dread Zombie in the other, and quickly cut them down. Raise them, switch back to Destruction, rinse and repeat. Frost spells are most efficient for this build, as they slow your enemies and drain their stamina. Light Armor ensures that you can survive a few hits in the melee encounter, without spending precious seconds and magicka on Flesh spells.
Domain: Drudach Redoubt Cave

Magicka:Health:Stamina -

Gear:
Forsworn Shaman Armor- Armor - Fortify Health 62, Regen. Magicka 62%
Forsworn Shaman Boots- 43 Armor - One-Handed 40%, Resist Shock 37%
Forsworn Shaman Gauntlets- 43 Armor - One-Handed 40%, Fortify Magicka 62
Forsworn Shaman Headdress- 60 Armor - Destruction 25%, Conjuration 25%
Shaman Necklace- Destruction 25%, Conjuration 25%
Shaman Ring - Regen. Magicka 62%, Resist Magic 20%

Skill Sets:
Destruction 96 - Novice-Expert Destruction, Aug. Flames 2/2, Aug. Shock 2/2, Dual Casting, Impact
Conjuration Novice-Expert Conjuration, Mystic Binding, Necromancy, Dark Souls, Twin Souls
Restoration - Novice-Adept Restoration, Respite, Regeneration, Recovery 2/2, Dual Casting
Alteration Novice-Apprentice Alteration, Magic Resistance 3/3
Enchanting - Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect
One-Handed Armsman 5/5
Light Armor All perks except Deft Movement

Standing Stone: The Lord

Follower: Faendal. This character could benefit from having an archer follower, bringing those first few enemies down even quicker, and able to distract them with a one handed weapon while you raise your undead minions.

Name: Barbarian

Level: 36
Race:Orc
Playstyle:The Barbarian is a Light Armored, dual-wielding, in-your-face melee combatant with no interest in ranged combat, and a sadistic desire to be in the middle of the bloodshed. No blocking with this one, so you will want to be very wary of enemy power attacks at lower levels. Backpedal for horizontal attacks, sidestep vertical attacks, and keep the pressure on as hard and fast as you can. The key to overpowering the battlefield with this character is being able to throw out non-stop flurries of blades, staggering your foes with sheer damage, and laying into them. Enchantments which focus on Stamina and Health are your best bet, as they'll keep your power attacks coming in the face of all adversity.
Domain: The Dainty Sload

Magicka:Health:Stamina -

Gear:
Steel War Axe of Malice- 90 Damage - Absorb Health 20, Absorb Health 25
Steel War Axe of Malice- 90 Damage - Absorb Health 20, Absorb Health 25
Scaled Armor- - Regen. Health 31%, Regen. Stamina 31%
Scaled Boots- 84 Armor - One-Handed 40%, Regen. Stamina 31%
Scaled Bracers- 90 Armor - One-Handed 40%, Light Armor 25
Scaled Helmet- Armor - Fortify Magicka 62
Silver Garnet Ring of Anti-Magic- Resist Magic 20%, Regen. Health 31%
Sapphire Necklace of Anti-Magic- Resist Magic 20%, Regen. Health 31%

Skill Sets:
One-Handed Armsman 4/5, Dual Flurry 2/2, Fighting Stance, Savage Strike, Critical Charge, Hack and Slash 2/3
Light Armor 83 - All perks except Deft Movement
Restoration Novice Restoration, Regeneration, Respite
Enchanting Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect

Standing Stone: The Lord

Follower: Faendal. This character has no ranged capability. Having an archer to back you up can help. Just be sure to give them an open shot.

Name: Priest

Level
Race:Wood Elf
Playstyle:The Priest is a healer and a messenger of the Nine Divines, primarily, but his long years in the study of a former Knight of the Nine allow him to potently wade through hordes of undead without so much as flinching. While undead are your specialty, that doesn't mean you are unfit when it comes to the living. For the most powerful enemies, Paralysis will leave them relatively helpless, but for the most part, your Restoration magics can turn away any Draugr, Vampire, or Shade. Your blade-hand is one to be reckoned with, but if you're going in that close, you'll want to protect yourself with a Flesh spell, and keep within the bounds of your Circle of Protection to ensure you are not overwhelmed. If you have the Dawnguard DLC, the Sunfire, Vampire's Bane, and Stendaar's Aura spells can be exceedingly useful as well, broadening your capabilities to be able to meet the undead at range, and to have extra passive offense for the close range encounter.
Domain: Temple of Talos

Magicka:Health:Stamina -

Gear:
Staff of Chain Lightning- 40 Shock Damage
Dawnbreaker- 88 Damage - 10 Fire Damage, Casts Bane of the Undead when killing Undead enemies
Infernal Silver Sword of Gaia- 35 Damage, 20 extra to Undead - 25 Fire Damage, Absorb Health 25
Chilling Silver Sword of Dispel- 35 Damage, 20 extra to Undead - 25 Cold Damage, Turn Undead 21
Priest Robes- Restoration 25%, Regen. Magicka 62%
Gold Circlet of Negation- Alteration 25%, Regen. Magicka 62%
Gold Necklace of Grand Healing- Restoration 25%, Fortify Magicka 62
Silver Ring of Resistance- Resist Magic 20%, Restoration 25%
Gloves- Fortify Magicka 62, One-Handed 40% Boots- Carry Weight 37, One-Handed 40%

Skill Sets:
One-Handed Armsman 4/5, Bladesman 1/3, Fighting Stance, Savage Strike, Critical Charge Block 62 - Shield Wall 1/5, Power Bash, Quick Reflexes
Alteration All Perks
Restoration All perks except Master Restoration
Enchanting Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect
Smithing Steel Smithing, Arcane Blacksmith

Standing Stone: The Lord

Follower: Stenvar. Having a big, brutish mercernary for delving into ruins is always a plus.

Rehfeldt's Unique Build

​Name-Thanatos

Level

Race- Breton

Playstyle- Thanatos is the God of Death, as such he is immune to magic and has massive stats and impressive gear. This is the last sight your enemies will see, so attack with impunity. No sneaking involved just attack and don't defend. The hardest part will be leveling up alchemy, speech, and enchanting. Note- when enchanting you must use Ahzkidor's armor set.Technically you will have greater enchantments than standard if you use alchemy, enchanting, and smithing right.

Domain-Raven Rock

Magicka/Stamina/Health-1/2/3

GEAR

Left Hand-Paralyze Spell

Right Hand-Ghostblade

Head-Daedric Helm: Waterbreathing, & Fortify Alteration.

Chest-Daedric Cuirass:Fortify Health Regen, & Fortify Alteration.

Hands-Daedric Gauntlets:Fortify One Handed, & Fortify Magicka.

Feet-Daedric Boots:Fortify One Handed, & Resist Shock.

Necklace-Gold Diamond Necklace:Fortify Health Regen, & Resist Fire.

Ring-Gold Diamond Ring:Fortify Health Regen, & Resist Frost.

Skill Sets:
Alteration:Everything But Mage Armor & Dual Casting.
Heavy Armor: Everything But Reflect Blows. One Handed: Armsman 5/5, Fighting Stance, Bladesman 3/3, & Savage Strike.
Lockpicking: All 5 rank-ups. Alchemy: Alchemist 5/5, Physician, & Benefactor.
Speech: Everything But Bribery, Intimidation, and Coercion.
Smithing: Everything.
Enchanting: Enchanter 5/5, Insightful Enchanter, Skillful Enchanter, & Dual Enchantment.

Standing Stone-Lord Stone

Follower- Serana. She can't die, and is a well rounded character with enchanted Ancient Falmer Armor.

In This Wiki Guide

The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Bethesda Game Studios' blockbuster open-world RPG puts players on the precipice of determining the future of Skyrim as the Empire waits for the prophesized Dragonborn to come; a hero born with the power of The Voice, and the only one who can stand amongst the dragons.
Sours: https://www.ign.com/wikis/the-elder-scrollsskyrim/Character_Archetypes

The world of Skyrim features many different races, including the Bretons, High Elves, Imperials, Orcs, and many more. We've rounded up the perks and bonuses of each race, in our handy Skyrim race guide.

We have a variety of other guides on the gamer here at USgamer, all of which can be found within our Skyrim tips and tricks guides hub, including how to get started in the game, as well as how to romance characters like Farkas and Serana.

Skyrim Races Guide

Tamriel's many races converge in Skyrim (whether they want to or not). When the game begins, you're given the option to pick the race you want to play as. Even though each race has a skill bonus and some are a bit more suited for certain character builds than others (e.g. Nords make good sword-swinging warriors), there are no restrictions.

But which is the best Skyrim race? The answer to that question isn't an easy one, and it's really up to you as to which race would suit you best. If you want to make a magic-using Argonian, it should prove more than sufficiently powerful enough to get through the game without major issue. Here's a list of Skyrim's races and a very quick rundown of the bonuses they enjoy. The Unofficial Elder Scrolls Pages has a percentage breakdown of each bonus.

  • Altmer (High Elves) -- These adept magic-users receive a +50 Magicka (MP / mana) bonus.
  • Argonian -- Argonians' cold blood help them resist disease (don't let that stop you from becoming a werewolf, though). They can also breathe underwater, receive a +10 in lockpicking, and are good at unarmed combat.
  • Bosmer (Wood Elves) -- Bosmer can resist disease, resist poison, and receive a +10 archery bonus.
  • Breton -- Bretons have natural defenses against magic attacks. They also receive small bonuses in conjuration and alchemy.
  • Dunmer (Dark Elves) -- Dunmer enjoy 50% resistance against fire attacks. They also receive small bonuses when casting Destruction magic.
  • Imperials -- Imperials are great at finding extra gold, and they're particularly effective at healing their injuries.
  • Khajiit -- These big cats are excellent at unarmed combat, and they're naturals at sneaking and stealth.
  • Nords -- Skyrim's native race (well, one of them) enjoy natural resistance to frost magic. They also receive a bonus when wielding heavy two-handed weapons.
  • Orcs (Orsimer) -- Orcs wear heavy armor with ease (and get a small bonus for doing so), and can enter Orc strongholds unchallenged.
  • Redguard -- The Redguard race is resistant against poison, plus its members receive small bonuses when wielding one-handed weapons and casting Destruction magic.

Skyrim Best Skills/Best Character Builds

While you shouldn't let your character's race dictate a single, set path for their development, each race's innate bonuses do make them well-suited for certain character builds. For instance:

Nords, Imperials, Orcs, and Redguard are strong races that enjoy bonuses to smithing and sword-wielding. They make good warrior builds, and will do well if you continue to nurture related skills. Count on blades, hammers, maces, and shields. You can't wield shields if you're holding a two-handed weapon, so you may want to save two-handed combat for races really suited for it, e.g. Orcs.

Argonians, Bosmer, and Khajiit are light-bodied and light-fingered, making them good candidates for stealth/thief builds. Keep levelling up their sneak ability in conjunction with archery, and you'll have a powerful sniper on your hands. You'll also want to pay attention to light armor upgrades, though Skyrim's armor-crafting choices for archers and thieves are a little on the "bleh" side. Thankfully there's a mod that opens up some awesome crafting projects for playerrs who prefer light armor.

Altmer, Dunmer, and Bretons enjoy innate Magicka bonuses, which make them decent choices for mage builds.

If you want to mix things up, consider a hybrid build. Dunmer, for example, are good illusionists and are light-footed. Those are the ingredients for a decent magic-using assassin or thief.

Whatever race or build you choose, you should nurture the Sneak and Lockpicking skills to at least some small degree. Sneak is invaluable for letting you execute surprise attacks (or avoiding combat entirely), and Lockpicking lets you get your hands on Skyrim's myriad locked-up goodies without breaking expensive lockpicks like twigs.

There's no such thing as getting too much information in this game, so be sure to take a look at our other Skyrim guides, walkthroughs, and tips, or take a look at our picks for the best Skyrim Xbox One and PlayStation 4 mods. We've also got a how to get Zelda items in Skyrim Switch guide.

Sours: https://www.usgamer.net/articles/skyrim-guide-for-xbox-one-and-ps4-which-races-and-character-builds-are-the-best
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Skyrim character creation: the best races, abilities, stats and how to use them

By Cian Maher

The Skyrim character builder can be overwhelming if you're new to the game, so read our character creation guide for some tips

There’s a lot more to the Skyrim character creation builder than meets the eye, which is why it’s important to break down what character creation actually constitutes. It’s easy to choose a character type in the Elder Scrolls Skyrim based on aesthetic alone - maybe you think the reptilian Argonians are the most interesting, or perhaps the feline Khajiit will pique your curiosity. However, there’s a lot more to it than this, which is why you need to know what exactly you’re getting into when you create your first Skyrim character.

Understand the hidden stats with each race

First of all, every race has its own unique range of stats. Wood Elves start off with a natural propensity for ranged combat, so their base Archery stat is higher than that of a Nord’s. However, Dark Elves are more attuned to the art of Destruction magic, which is why that’s one of their inherently boosted stats. 

This doesn’t matter much in the long run, as you can always just choose to level up something else - just because Destruction is initially boosted doesn’t mean you need to refrain from using swords and shields. However, it does make a difference early on. If you’ve got that initial boost, you should try to use it. There’s no point avoiding Destruction in to start with if you’re a High Elf, as your gravitation toward it will result in a far easier task at the beginning of the game. Here’s a full breakdown of the starting stat buffs for every race in Skyrim:

  • Argonian: +10 Lockpicking, +5 Sneak, Light Armour, Pickpocket, Restoration, Alteration
  • Breton: +10 Conjuration, +5 Speech, Alchemy, Illusion, Restoration, Alteration
  • Dark Elf: +10 Destruction, +5 Sneak, Alchemy, Light Armour, Illusion, Alteration
  • High Elf: +10 Illusion, +5 Destruction, Conjuration, Alteration, Restoration, Enchanting
  • Imperial: +10 Restoration, +5 Enchanting, Heavy Armour, One-Handed, Block, Destruction
  • Khajiit: +10 Sneak, +5 Lockpicking, Archery, Pickpocket, One-Handed, Alchemy
  • Nord: +10 Two-Handed, +5 Smithing, Block, Light Armour, One-Handed, Speech
  • Orc: +10 Heavy Armour, +5 Smithing, One-Handed, Block, Enchanting, Two-Handed
  • Redguard: +10 One-Handed, +5 Archery, Block, Smithing, Destruction, Alteration
  • Wood Elf: +10 Archery, +5 Sneak, Alchemy, Lockpicking, Pickpocket, Light Armour

Each race has a unique ability so choose wisely

Each race also has its own unique ability. These abilities are magical and are displayed in the same category as shouts. You can only use your ability once per day, but they’re all incredibly powerful and can really get you out of a tight spot if you’re clever with them. This is probably the most important factor in choosing a race in Skyrim, as these abilities are essential on higher difficulties. Here’s a list of every race and their corresponding ability:

Argonian: Histskin
Regenerates health 10 times faster for 60 seconds.

Breton: Dragonskin 
Absorbs 50% of magicka from all incoming spells for 60 seconds.

Dark Elf: Ancestor's Wrath 
Surrounds the character in fire for 60 seconds.

High Elf: Highborn
Regenerates 25% of the character's maximum magicka per second for 60 seconds.

Imperial: Voice of the Emperor 
Nearby people are Calmed for 30 seconds.

Khajiit: Night Eye 
Improved night vision for 60 seconds (can be used multiple times per day).

Nord: Battle Cry 
Nearby enemies are Frightened for 30 seconds.

Orc: Berserker Rage 
Take half damage and do double physical damage for 60 seconds.

Redguard: Adrenaline Rush 
Regenerates stamina 10 times faster for 60 seconds.

Wood Elf: Command Animal 
Makes all surrounding animals your allies for 60 seconds.

Races have unique strengths and resistances to consider

On top of unique abilities, every character also has their own innate strengths and resistances too. Picking something to suit your playstyle can make a big difference. These abilities are as follows:

  • Argonian: 50% Resistance to Disease, Waterbreathing
  • Breton: 25% Resistance to Magic
  • Dark Elf: 50% Resistance to Fire Damage
  • High Elf: +50 Magicka
  • Imperial: Find more gold than usual
  • Khajiit: +15 Base Unarmed Damage
  • Nord: 50% Resistance to Frost Damage
  • Orc: None
  • Redguard: 50% Resistance to Poison
  • Wood Elf: 50% Resistance to both Poison and Disease

Once you’ve chosen your race based on the above factors - stat buffs, abilities, and resistances - you’re ready to go through customization. This is pretty standard as far as designing your character’s appearance in an RPG goes, but for the sake of convenience, it’s best to choose a preset and work from there instead of working from scratch. If you want to go really in-depth, you can change everything from cheekbone depth to eyebrow width anyway, but you might as well start with a basic build.

Once you’ve finished up with customization, the last thing to do is pick a hairstyle and hair colour. Once you’ve done this, click confirm and you’ll get a prompt asking if you’re happy with your character. All you need to do now is change your name from the standardized “Prisoner” to whatever you want. Once you’ve confirmed your name, you can officially start Skyrim. First point of order: proceed to the executioner’s block to be punished for a crime you didn’t commit.

How to change your character appearance later down the line

If you’re not content with your character’s appearance, you can change all of this once you get to the Thieves’ Guild in Riften… for a small fee, that is. This was added as part of the Dawnguard DLC, so if you want to change your eye colour and war paint, you’ll need to install that first. Also, it isn’t cheap by any means. The person who offers this curious service, Galathil, sets up shop in the Ragged Flagon, the underground Thieves’ Guild den in Riften where nothing comes for free. To change your appearance, you’ll need to have 1, gold ready to drop. Also, you can’t change your race, just how you look. 

That’s all there is to it. Some races are more attuned to certain stats than others, every race has its own unique ability, and each character type comes with their own innate strengths and resistances. Once you’ve taken all of this into account and chosen your Dragonborn, all you need to do is customize their appearance, choose a name, and escape a dragon attack in Helgen. Next thing you know, you’ll be wandering the wilds of Skyrim, fulfilling your destiny to destroy the Alduin, the World-Eater.

Sours: https://www.gamesradar.com/skyrim-character-creation-builder-guide-how-to/

The Elder Scrolls V: Skyrim Wiki Guide

Starting Stats

This chart illustrates the various stat bonuses that each race receives when starting the game. The base value for all skills is 15, so a character with +10 to Heavy Armor would start the game with a Heavy Armor rating of

There are three categories of skills: Magic, Combat, and Stealth. Lavender-colored stats are for magicka-related skills. Orange-colored stats represent combatskills, and green-colored stats represent stealth-based skills.

You can click the image above for a larger view of the starting stats chart.

Race Abilities

Each race has various innate abilities unique to that race; some innate abilities are always active, while others are special powers that can be activated once per day. Some racial abilities are weaker versions of later skills that can be aquired during gameplay. These abilities can be incredibly useful in certain situations, especially early on, but they should not define character choice. They should be used as added abilities that complement your playing style, rather than used to enhance a skill path that would result in obtaining the true version of the ability.

Every character starts with these two spells

Flames: A gout of fire that does 8 points per second. Targets on fire take extra damage.

Healing: Heals the caster 10 points per second.

Bretons also start with

Conjure Familiar: Summons a Familiar for 60 seconds wherever the caster is pointing.

Dunmer also start with

Sparks: Lightning that does 8 points of shock damage to health and magicka per second.

Altmer also start with

Fury: Creatures and people up to level 6 will attack anything nearby for 30 seconds.

Racial Stats

Note on racial stats: Each race starts off with different stats. Unimproved skills begin at A net of 35 points is added from the base skills of 15 for each race.

  • Argonians start with 25 in Lockpicking, 20 in Alteration, Light Armor, Pickpocket, Restoration, and Sneak.
  • Bretons start with 25 in Conjuration, 20 in Alchemy, Alteration, Illusion, Restoration, and Speech.
  • Dark Elves start with 25 in Destruction, 20 in Alchemy, Alteration, Illusion, Light Armor, and Sneak.
  • High Elves start with 25 in Illusion, 20 in Alteration, Conjuration, Destruction, Enchanting, and Restoration.
  • Imperials start with 25 in Restoration, 20 in Block, Destruction,
    Enchanting, Heavy Armor, and One-handed.
  • Khajiit start with 25 in Sneak, 20 in Alchemy, Archery,
    Lockpicking, Pickpocket, and One-handed.
  • Nord start with 25 in Two-handed, 20 in Block, Light Armor,
    One-handed, Smithing, and Speech.
  • Orcs start with 25 in Heavy Armor, 20 in Block, Enchanting,
    One-handed, Smithing, and Two-handed.
  • Redguards start with 25 in One-handed, 20 in Alteration, Archery, Block, Destruction, and Smithing.
  • Wood Elves start with 25 in Archery, 20 in Alchemy, Light Armor, Lockpicking, Pickpocket, and Sneak.

In This Wiki Guide

The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Bethesda Game Studios' blockbuster open-world RPG puts players on the precipice of determining the future of Skyrim as the Empire waits for the prophesized Dragonborn to come; a hero born with the power of The Voice, and the only one who can stand amongst the dragons.
Sword Expert Rates Rey and Kylo's Lightsaber Skills

Sword Expert Rates Rey and Kylo's Lightsaber Skills

We got Matt Easton, a Historical European Martial Artist, Antique Arms Dealer, and owner of the fencing club Schola Gladiatoria, to react to the sequel Star Wars Trilogy. Telling us his sword-fighting expert opinion on just how realistic Episode VII - The Force Awakens, Episode VIII - The Last Jedi, and Episode IX - The Rise of Skywalker is when it comes to lightsaber (or sword) combatFrom breaking down Finn and his battle against FN with his riot baton, to Rey and Kylo taking on the Praetorian Guards, and more, Matt breaks down these iconic Star Wars battles! Want to watch more of Matt's own videos? Make sure to check out his Scholagladiatoria YouTube channel: https://www.youtube.com/channel/UCt14YOvYhd5FCGCwcjhrOdA
Sours: https://www.ign.com/wikis/the-elder-scrollsskyrim/Races

Starting classes skyrim

List of the Races of Skyrim

Guide to Racial Bonus Stats and Special Abilities

This guide serves to list and provide strategies for the various races in The Elder Scrolls V: Skyrim. You'll see what each race looks like, their starting skill bonuses, special abilities, and racial passives. I'll suggest how each might be used, and note my favorite passive bonuses to give you some help choosing a race.

Skyrim's Argonian Race
A Male of the Argonian Race

Race: Argonian

Starting Skill Bonuses: +10Lockpicking, +5Alteration, Restoration, Light Armor, Pickpocket, and Sneak

Racial Perks: +50% Resist Disease, Waterbreathing, better Unarmed damage

Special Abilities - Histskin: Health regenerates 10x faster for 60 seconds. Usable once per day.

Strategies for Playing as an Argonian: Argonians are suited to thief-type play, being better at lockpicking from the start. It's a skill that normally takes a bit longer to level, so this is a welcome bonus. Otherwise, their bonuses are a bit spread out. They're not a great race to play unless you'll lean heaviliy on those thief skills, but in that case will need to decide between this Race or Khajiit. Both have a bonus to unarmed damage, though Khajiit are better at this and have a more focused set of bonus skills. Water-breathing has limited usefulness in Skyrim. Diseases can be a nuisance, so picking Argonian may lead to some more care-free play. You're less likely to become a vampire or get an annoying disease that lowers your carrying capacity or skills.



Skyrim's Breton Race
A Male of the Breton Race

Race: Breton

Starting Skill Bonuses: +10Conjuration, +5Alteration, Illusion, Restoration, Alchemy, and Speech

Racial Perks: +25% Resist Magic

Special Abilities - Dragonskin: 50% chance to absorb all damage and gain the full Magicka cost of any hostile spells that hit your character for 60 seconds, usable once per day.

Strategies for Playing as a Breton: Bretons can get the highest Magic Resistance in Skyrim. This powerful resist affects all spell damage of any element, and combines with elemental resistances to absorb more damage. Breton make natural summoners, and their conjured allies can help tank for them while they sling spells. This is a good all-around caster, but the Magic Resistance and bonus to Speech and Alchemy makes the Breton Race capable in any role. The best offense is a good defense, as they say.



Skyrim's Dark Elf Race
A Male of the Dark Elf Race

Race: Dark Elf

Starting Skill Bonuses: +10Destruction, +5Alteration, Illusion, Alchemy, Light Armor, and Sneak

Racial Perks: +50% Resist Fire

Special Abilities - Ancestor's Wrath: Any enemies in melee range will take 8 points of fire damage each second for 60 seconds. Usable once per day.

Strategies for Playing as a Dark Elf: Dark elves make excellent casters, and get the most useful resistance type aside from generic Magic Resistance. Ancestor's Wrath counts as a fire shield spell, and does not stack with other shield spells. Use this while running around melee opponents and casting short-range destruction spells for maximum effect. Melee opponents will have a hard time hitting you this way, and take damage from your spells and the shield every moment you're around. This is an active and effective offense early in the game.



Skyrim's High Elf Race
A Male of the High Elf Race

Race: High Elf

Starting Skill Bonuses: +10Illusion, +5Alteration, Conjuration, Destruction, Enchanting, and Restoration

Racial Perks: +50 Maximum Magicka

Special Abilities - Highborn: Magicka regenerates 25x faster for 60 seconds. Usable once per day.

Strategies for Playing as a High Elf: Any playstyle that will lean heavily on magic will benefit from being a High Elf. The +50 Magicka bonus is huge, offering 5 levels worth of reward in one racial bonus. Combine that with Highborn, used right before you initiate combat, and you'll have a load of Magicka at your disposal to dish major damage to your enemies. This is incredibly helpful when facing a dragon or a room full of angry monsters. A good all-around choice unless you're making a pure warrior.



Skyrim's Imperial Race
A Male of the Imperial Race

Race: Imperial

Starting Skill Bonuses: +10Restoration, +5Block, Heavy Armor, One-handed Weapons, Destruction, and Enchanting

Racial Perks: The Imperial Luck passive ability, which gives extra gold any time you find some

Special Abilities - Voice of the Emperor: Calms all nearby humanoids for 60 seconds, once per day

Strategies for Playing as an Imperial: The Imperial race caters to any playstyle. Getting a bonus to restoration will help either a caster or fighter to heal themselves and allies. Their racial perk is an interesting one. Any time you find gold coins in a treasure chest or as loot on a dead creature's corpse, you'll find anywhere from more coins, meaning the minimum gold you'll find from most sources is increased. This is a big percent bonus early in the game, though it weakens later on when the gold piles' average size increases. Voice of the Emperor affects humanoids of any kind, and allows you to stop combat for 60 seconds even against high level opponents.



Skyrim's Khajiit Race
A Male of the Khajiit Race

Race: Khajiit

Starting Skill Bonuses: +10Sneak, +5Archery, One-handed Weapons, Alchemy, Lockpicking, and Pickpocket

Racial Perks: Claws, which do extra damage (+12) in unarmed combat. This effect does stack with Heavy Armor's Fists of Steel, adding the bracer's armor rating to the punch.

Special Abilities - Night Eye: Improves night vision for 60 seconds, usable multiple times each day unlike other powers.

Strategies for Playing as a Khajiit: Khajiit are the master thieves of Skyrim. They have a heavy bonus to sneak, which facilitates both sneak attacks, slipping by your foes unnoticed and pickpocketing. The race is a master of Unarmed combat. They'll do 12 extra damage when wielding no weapon, which actually makes going weaponless more sensible than actually using one in the early game. Your reach will suffer, but the damage is comparatively huge. You can boost this further by going with the Fists of Steel perk from Heavy Armor, though that Khajiit is not nearly as stealthy it will be exceptional at brawling in Skyrim's Inns. Overall, you're better off using that amazing sneak skill with a dagger for a 15x sneak attack bonus.



Skyrim's Nord Race
A Male of the Nord Race

Race: Nord

Starting Skill Bonuses: +10Two-handed Weapons, +5Block, One-handed Weapons, Smithing, Light Armor, and Speech

Racial Perks: +50% Frost Resistance

Special Abilities - Battle Cry: Makes all targets nearby flee for 30 seconds. Usable once per day, considered a hostile action to NPCs.

Strategies for Playing as a Nord: Nord can use their skills to make a very easy build to play, wielding a two-handed weapon they are skilled at blocking with, wearing light armor for mobility, smithing their own armor and selling at higher prices with the Speech skill. It's a really simple but effective build, that could swap out any of its components for something else. The passive Frost Resistance they get helps against many dragons and some of Skyrim's nastier monsters. Battle Cry can let you scare off enemies to regenerate stamina, scatter them and take them out separately or let you escape with your life. Overall, a good race for a Warrior but poor as a caster compared to other Races.



Skyrim's Orc Race
A Male of the Orc Race

Race: Orc

Starting Skill Bonuses: +10Heavy Armor, +5Block, One-handed Weapons, Smithing, Two-handed Weapons, and Enchanting

Racial Perks: None!

Special Abilities - Berserker Rage: Deal double damage while taking half for 60 seconds. Usable once per day.

Strategies for Playing as an Orc: I consider Breton the best race for their Magic Resistance, which makes them great multitaskers, but Orcs are masters at being a big mean Warrior. Go with a two-hander or sword and shield, and you're set to make and enchant weapons a little better than other Races. Their racial ability is one you will use fairly often, though it does not affect spell damage offensively or defensively. Berserker Rage does archery and melee damage both dealt and received. Use this to get a dragon down fast, facing bosses of any kind, or when you need to clear a room full of melee opponents. It's the best racial special ability in Skyrim by far. Orcs start with access to all Orc Strongholds upon starting the game, while other Races must do a quest to gain entry. This gives you access to shopkeepers and trainers other Races have to work to be able to use.



Skyrim's Redguard Race
A Male of the Redguard Race

Race: Redguard

Starting Skill Bonuses: +10One-handed Weapons, +5Archery, Block, Smithing, Alteration, and Destruction

Racial Perks: +50% Poison Resistance

Special Abilities - Adrenaline Rush: Regenerate Stamina 10x faster for 60 seconds. Usable once per day.

Strategies for Playing as a Redguard: While Redguard start with a nice weapon bonus, they do not really shine at anything in particular. The Poison Resistance is weak and not as helpful as others, and while Adrenaline Rush is good you can easily use Stamina Potions to accomplish the same. I'd stay away from this Race.



Skyrim's Wood Elf Race
A Male of the Wood Elf Race

Race: Wood Elf

Starting Skill Bonuses: +10Archery, +5Alchemy, Light Armor, Lockpicking, Pickpocket, and Sneak

Racial Perks: +50% Disease and Poison Resistance

Special Abilities - Command Animal: Forces an Animal to fight for you for 60 seconds. Usable once per day.

Strategies for Playing as a Wood Elf: Wood Elves are the best Archers in Skyrim, but mainly thanks to the starting bonus. A Khajiit can do just as well, given Sneak should be used with Archery. Their Disease and Poison resistance will come in handy in many many situations, as combined they're seen heavily in the game. Command Animal can affect even high level animals like Mammoths and cause them to turn on their allies. Remember to put down your buddy when the effect wears off.





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Skyrim - Best Start + Tips

Elder Scrolls V: Skyrim - How to Choose the Best Race For Your Playstyle (Updated )

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Elder Scrolls V: Skyrim Special Edition contains the same ten races that launched with the original game back in Many players might hop into a new game, choose their favored race and go about the game without ever thinking about the consequences. However, each race in the game has a particular set of advantages, and today we’re going to teach you about every race and racial advantage in Skyrim.

Argonians

The first race on our list, the Argonians, are built for thievery. They feature favored skills towards Lockpicking, Pickpocket, Sneak, Alteration, Restoration and Light Armor. They start off with the Flames and Healing spells, and regenerate health 10X faster for 60 seconds thanks to their Racial Power, Histskin.

Breton

The Bretons are built more around the game’s Magicka system. Their favored skills include Conjuration, Illusion, Restoration, Alchemy, Alteration and Speech. They start off the game with Flames, Healing and Conjure Familiar. Their Racial Power, Dragonskin, allows this race to absorb 50 percent of the Magicka from incoming spells for 60 seconds.

Dark Elf

Dark Elves are one of the few races that are best used when focusing on two playstyles. By using Thief and Mage features, this race has favored skills in Destruction, Illusion, Sneak, Alteration, Alchemy and Light Armor. Their Racial Power, Ancestor’s Wrath, creates a Flame Cloak that damages nearby enemies 10 points for 60 seconds.

High Elf

Players wishing to play as a more offensive based Mage should check out the High Elf race, as their starting spells, Flames, Fury and Healing make them exceptionally dangerous on the battlefield. They also have favored skills in Illusion, Conjuration, Destruction, Alteration, Enchanting and Restoration. This race’s Racial Power, Highborn, allows them to regenerate 25 percent of their maximum Magicka each second.

Imperial

Looking to make your living as a Battlemage? Then the Imperial race is the perfect choice for your character. With highly favored skills like Restoration, Destruction, Enchanting, Block, Heavy Armor and One-Handed, this race is built to dominate the battlefield with magic and muscle. This race starts out with the Flames and Healing spells, and its Racial Power, Voice of the Emperor, calms any nearby people for 60 seconds total.

Khajiit

This race of cat-like creatures is perfect for players looking to build up an offensive Thief character. With favored skills in Sneak, Lockpicking, Pickpocket, One-Handed, Archery, and Alchemy, this race makes the perfect thief/assassin combination. Featuring starting spells like Flames and Healing, and a Racial Power that improves night vision for 60 seconds (Night Eye), this race is perfect for slinking around the dark alleyways of Tamriel.

Nord

The Nords are a brutal and powerful race, and the raw power of this warrior race shows in their favored skills and Racial Power. Not only does their Racial Power, Battle Cry, cause all nearby enemies to flee for 30 seconds, but their favored skills in Two-Handed, One-Handed, Block, Speech, Light Armor and Smithing make them exceptionally powerful on the battlefield. They also begin with the Flames and Healing spells, which give them a slight use of magicka, though it isn’t one of their stronger abilities.

Orc

The fearsome Orc tribes that roam the land of Tamriel are known for their defensive warrior capabilities. This class is perfect for those who want to be able to take a beating in battle and still keep fighting. With favored skills like Heavy Armor, One-Handed, Two-Handed, Enchanting and Smithing, this race is perfect for providing a solid defense against any enemy. Their Racial Power, Berserk, allows them to inflict double damage in melee combat, while only taking half damage for 60 seconds.

Redguard

Often heralded as the most naturally talented warriors in all of Tamriel, this race has favored skills in One-Handed, Archery, Block, Smithing, Alteration and Destruction. Their Racial Power, Adrenaline Rush, allows them to regenerate Stamina 10X faster for 60 seconds, which makes them an almost unstoppable force on the battlefield. This race is perfect for those looking to make their living as a Spellsword, or as a duel-wielding warrior.

Wood Elf

Built for Archery, this race of elves is known for their ability to command animals using their Racial Power, Command Animal. This allows them to ally with beasts of the wild for 60 seconds. They also have highly favored skills, like Archery, Sneak, Lockpicking, Pickpocket, Light Armor and Alchemy. If you prefer the life of a thief, but wish to focus on ranged combat with bows, the Wood Elf is the perfect race to naturally progress towards the Archer skillset.

That’s all the basic information you need to know about the ten races that make up the world of Tamriel in Elder Scrolls V: Skyrim Remastered. While you’re at it, take a look at these tips to help you survive in Skyrim, or head over to our guide on all the Dragon Shout and Word Wall locations hidden throughout Tamriel. We also have a complete guide to help you find all the Standing Stone locations, which offer up special bonuses depending on which one you activate.

You can learn more about each race by picking up the Prima Games Official Strategy Guide. We also have more information about the game available for free in our Elder Scrolls V: Skyrim walkthrough, so be sure to head back over there for more tips and tricks to help you stay alive.


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I even fancied approval on his manly face. Although there was still more complacency. Julia (in my opinion, that was the name of a charming creature in a raised skirt).



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