Skills
The Elder Scrolls V: Skyrim Special Edition —Skill Guide
BOOKMARK
Skill Guide by SquidFetus
Version: 1.0 | Updated: 05/17/2018
Highest Rated Guide
Table of Contents
Skills
Skills in Skyrim are typically divided into three archetypes: The Warrior, The Mage, and The Thief. However, some skills that are typically associated with one archetype splash into other archetypes, or are considered "across the board" like enchanting. As such, I have neglected to categorize them by class, and instead simply listed them alphabetically. See the Class Archetype section for an idea of which skills will suit any given play style. However, Skyrim's freeform nature allows you to mix and match any skills as you see fit, and these archetypes are by no means binding.
Skills have many related useful items, synergies with other skills, and abilities that work well with them, and I have endeavored to provide a reasonably complete list of the most useful ones. I've also included useful information pertaining to certain skills, such as the various soul sizes for enchanting. My hope is that this guide will serve as a single-click source of information for anything you'd like to know about any given skill.
Alchemy
![]() | ||||
---|---|---|---|---|
The art of combining raw ingredients with matching effects to produce potions and poisons. | ||||
Skill Type: | Crafting | |||
Experience Bonus: | The Thief Stone (+20%), The Lover Stone (+15%) | |||
Racial Bonus: | Breton, Dark Elf, Khajiit, Wood Elf (+5) | |||
How To Improve: | Successfully brewing potions or poisons, eating a raw ingredient and learning a new effect | |||
Skill Books: | • A Game at Dinner | |||
Enhancements: | Enchantments | Created potions are (magnitude)% more powerful | ||
Trainers: | Lami | Adept | Morthal - Thaumaturgist's Hut | |
Arcadia | Expert | Whiterun - Arcadia's Cauldron | ||
Babette | Master | Dark Brotherhood Sanctuary / Dawnstar Sanctuary | ||
Milnore Ienth | Expert | Solstheim - Raven Rock (Dragonborn DLC only) | ||
Notes: | Many people swear by alchemy as a must-have skill. Personally, I think it's mainly useful if you're into min/maxing your character's stats, thanks in large part to the ability to craft increasingly better potions of fortify blacksmithing / enchanting. Especially when you take your fortified enchanting skill and use it to make fortify alchemy gear, then equipping it to make even better fortify enchanting potions, and so on. Still, it is quite useful to keep your supply of health / stamina / magicka potions up, and also for making poisons which are particularly effective with stealth-based characters. | |||
Skill Tree | ||||
No. | Perk Name | Perk Requirements | Perk Effect | |
1 | Alchemist (5) | None | Potions and poisons are 20% stronger | |
• Alchemist 1 • Alchemy 20 | Potions and poisons are 40% stronger | |||
• Alchemist 2 • Alchemy 40 | Potions and poisons are 60% stronger | |||
• Alchemist 3 • Alchemy 60 | Potions and poisons are 80% stronger | |||
• Alchemist 4 • Alchemy 80 | Potions and poisons are 100% stronger | |||
2 | Physician | • Alchemist • Alchemy 20 | Potions you mix that restore health or stamina are 25% more powerful | |
3 | Poisoner | • Physician • Alchemy 30 | Poisons you mix are 25% more effective | |
3 | Benefactor | • Physician • Alchemy 30 | Potions you mix with beneficial effects have an additional 25% greater magnitude | |
4 | Experimenter (3) | • Benefactor • Alchemy 50 | Eating an ingredient reveals the first two effects | |
• Experimenter 1 • Alchemy 70 | Eating an ingredient reveals the first three effects | |||
• Experimenter 2 • Alchemy 90 | Eating an ingredient reveals all four effects | |||
4 | Concentrated Poison | • Poisoner • Alchemy 60 | Poison applied to weapons lasts for twice as many hits | |
5 | Green Thumb | • Concentrated Poison • Alchemy 70 | Gather twice as many ingredients or food items from static harvest points (except for Nirnroot) | |
5 | Snake Blood | • Concentrated Poison • Experimenter • Alchemy 80 | Gain 50% resistance to all poisons | |
6 | Purity | • Snakeblood | All negative effects are removed from created potions, and all positive effects are removed from created poisons |
Unlockable Abilities | |
---|---|
Sinderion's Serendipity | This ability is a reward for completing the "A Return To Your Roots" quest, which is triggered either when you collect your first Crimson Nirnroot in Blackreach, or when you read Sinderion's Field Journal, also found in Blackreach. Blackreach can only be accessed by way of the appropriate quest: This ability is incredibly useful, permanently giving you a decent chance to make duplicate potions. This will prove to be very healthy for both your gold balance and your supply of healing potions and poisons. |
Most Useful Ingredients | |
---|---|
Fortify Enchanting | Blue Butterfly Wing, Hagraven Claw, Snowberries, Spriggan Sap Dragonborn DLC only: Ancestor Moth Wing, Chaurus Hunter Antennae |
Fortify Smithing | Blisterwort, Glowing Mushroom, Saber Cat Tooth, Spriggan Sap |
Fortify Carry Weight | Creep Cluster, Giant's Toe, Hawk Beak, River Betty, Scaly Pholiota, Wisp Wrappings Dawnguard DLC only: Poison Bloom Dragonborn DLC only: Netch Jelly, Trama Root |
Paralyze | Briar Heart, Canis Root, Human Flesh, Imp Stool, Swamp Fungal Pod Dawnguard DLC only: Gleamblossom Dragonborn DLC only: Netch Jelly |
Most Valuable Potions (For Selling) |
---|
With Giant's Toe (more valuable) Without Giant's Toe (easier to find ingredients) |
Useful Items for Alchemy | |
---|---|
Ring of Pure Mixtures Ring with Fortify Alchemy +12% (Can be disenchanted to learn the enchantment) | Travel to Dawnstar and talk to Frida inside The Mortar and Pestle, the local alchemy shop. Complete the quest she offers, and then either purchase or pickpocket the ring from her after you hand it over and complete the quest. If you plan to purchase the ring, the most it can cost is 1,011 gold with a Speech skill of 0. Disenchanting this ring will let you create your own Fortify Alchemy equipment - Eligible items for this enchantment are those that can be equipped on your head, hands, necklace, and ring slots. Note that you cannot disenchant the ring while the quest is not yet completed, because it counts as a quest item. |
Synergies | |
---|---|
Enchanting | Alchemy and Enchanting synergize well with each other. Once you can make Fortify Enchanting potions that are more powerful than found/bought ones, you can drink one and then create a full set of Fortify Alchemy gear while still under its influence. Then, while wearing that set, you can make Fortify Enchanting potions that are more powerful than those you can normally make. You can then drink the improved Fortify Enchanting potions to make even better Fortify Alchemy gear, and so on. If your character is a Vampire, you can also take the Restoration perk Necromage, which will significantly boost the buffs your own potions give you, speeding up and enhancing this process. |
Smithing | Fortify Smithing potions created with Alchemy can be used on top of any Fortify Smithing gear you have equipped to produce more desirable results when improving weapons and armour at workbenches and grindstones. Coupled with the synergy between Alchemy and Enchanting, you can make increasingly powerful gear, to a certain point. |
Alteration
Useful Items for Alteration | |
---|---|
Archmage's Robes • All spells cost 15% less to cast | The Archmage's robes are rewarded to the player after completing the quest "The Eye of Magnus" in the College of Winterhold questline, and are very useful for characters that like to spread across multiple magic schools and make use of the Mage Armour Alteration perk. Characters with very high Enchanting and Alchemy skill who do not fancy the Mage Armour Alteration perk may instead prefer to enchant various pieces of armour with enchantments relative to their chosen magic school(s), as this allows you to enjoy the benefits of armour while still being able to efficiently spread across multiple schools. |
Fortify Alteration Potion | Created using Alchemy with any combination of the following ingredients: • Burnt Spriggan Wood (Dragonborn DLC only) • Grass Pod • River Betty • Spriggan Sap Note: Fortify Alteration potions make Alteration effects last longer. Fortify Alteration enchantments on equipment make Alteration spells cost less. |
Synergies | |
---|---|
Restoration | The Restoration perk Recovery has two levels. It increases your rate of magicka regeneration by 25% on the first level, and by 50% on the second. This is very useful for any magic school. Even though high levels of Enchanting will allow you to negate the cost of Alteration spells entirely, having enough magicka regeneration can instead allow you to focus on other enchantments, and spread yourself across more schools of magic. |
Illusion | The Illusion perk Quiet Casting makes any spell you cast silent to others. Combined with sneaking as well as the invisibility and muffle spells offered by the Illusion school, this will allow you to maintain relative safety while casting spells. |
Novice Alteration Spells (Skill level 0) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Candlelight | Creates a hovering light that lasts for 60 seconds | 21 |
Equilibrium | Convert health into magicka at a rate of 25 points per second - can kill the caster if not careful | 0 (25 health per second) |
Oakflesh | Improves the caster's armour rating by 40 points for 60 seconds | 103 |
Apprentice Alteration Spells (Skill level 25) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Magelight | Fire a ball of light that sticks to the target and lasts for 60 seconds | 84 |
Stoneflesh | Improves the caster's armour rating by 60 for 60 seconds | 194 |
Adept Alteration Spells (Skill level 50) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Ash Shell | Targets that fail to resist are immobilized in hardened ash for 30 seconds (Dragonborn DLC only) | 149 per second |
Detect Life | Nearby living creatures can be seen through walls - does not work on undead, machines, or daedra | 100 per second |
Ironflesh | Improves the caster's armour rating by 80 for 60 seconds | 266 |
Telekinesis | Can pull an object to you from a distance, and either add it to your inventory or launch it away | 170 per second |
Transmute | Transmute one unrefined Iron Ore to Silver Ore, or one unrefined Silver Ore to Gold Ore | 100 |
Waterbreathing | Can breathe underwater for 60 seconds | 222 |
Expert Alteration Spells (Skill level 75) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Ash Rune | Cast on a nearby surface to set a trap - it explodes when enemies are nearby, immobilizing them in hardened ash for 30 seconds (Dragonborn DLC only) | 248 |
Detect Dead | Nearby undead can be seen through walls | 148 per second |
Ebonyflesh | Improves the caster's armour rating by 100 for 60 seconds | 341 |
Paralyze | Targets that fail to resist are paralyzed for 10 seconds | 450 |
Master Alteration Spells (Skill level 100) Master Alteration spells cannot be purchased until you have completed the "Alteration Ritual Spell" quest given by Tolfdir at the College of Winterhold, upon reaching level 90 Alteration | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Dragonhide | Caster ignores 80% of all physical damage for 30 seconds | 837 |
Mass Paralysis | All targets in the area that fail to resist are paralyzed for 15 seconds | 937 |
Archery
Useful Items for Archery | |
---|---|
Nightingale Bow Levelled bow Improved with ebony ingots Does frost damage and shock damage to target | The Nightingale Bow is rewarded to the player upon completion of the "Blindsighted" quest, which is part of the Thieves Guild questline. This bow is scaled to the player upon receiving it, which means the higher level you are when you collect it, the more base damage, elemental damage, weight, and value it has. At character level 46+, it caps out at 19 base damage, 18 weight, 3700 base value, freezes the target for 30 points, and shocks the target for 15 points. This makes it a very powerful bow. |
Zephyr Bow, base damage 14 Improved with Dwarven metal ingots Fires 30% faster than a normal bow (Dawnguard DLC only) | Zephyr is found during the course of the quest "Lost To The Ages", which is triggered by reading the book "The Aetherium Wars", or entering the Dwarven ruin Arkngthamz, far to the southeast of Markarth (it appears on your map if you read "The Aetherium Wars"). At one point in Arkngthamz, after meeting with Katria and clearing your way through the ruin for a while, you'll come across a large tree log jutting out across a chasm and Katria will remark that it's the location where she fell to her death - you can see it if you look up from where you find her corpse. Carefully walking along the log will allow you to retrieve the bow. You cannot retrieve Zephyr from a distance using telekinesis. Zephyr has the highest damage per second of any bow in the game, but achieves this by chewing through arrows at a fast rate and not by having the highest damage per shot. Because of this, it is less effective as a Sneak-based sniping weapon than the higher base damage bows. Given that playing as a stealth-based character is a very attractive and powerful play style when coupled with Archery, it is unlikely to be the best weapon you can find. Still, if you shun the stealth play style, or just want to be able to unload lots of arrows in the shortest possible time, Zephyr is a great option. |
Shrouded Cowl Head gear with Fortify Archery + 20% | The Shrouded Cowl is part of the Shrouded Armour set associated with the Dark Brotherhood. You can acquire it in several ways, but the following are the most easily accessible and all begin with visiting the house of Aventus Aretino in Windhelm, and completing the quest "Innocence Lost" given to you by him. You'll then be ushered into the quest "With Friends Like These..." which will give you the choice of either killing one of three captives, or turning on Astrid and killing her instead. If you kill one of the captives and join the Dark Brotherhood, you'll find a full set of the Shrouded Armour in the Dark Sanctuary. If you kill Astrid, you'll begin the quest "Destroy the Dark Brotherhood!" and will find the armour set on the bodies of defeated members of the Dark Brotherhood. |
Ancient Shrouded Cowl Head gear with Fortify Archery +35% | A reasonable upgrade to the Shrouded Cowl, you receive the Ancient Shrouded Cowl as a reward upon completion of the "Locate The Assassin Of Old" sidequest. This quest is given to you by Olava the Feeble and can only be accepted if you completed the bonus objective of the "Breaching Security" quest in the Dark Brotherhood questline. |
Fortify Archery Potion | Created using Alchemy with any combination of the following ingredients: • Canis Root • Elves Ear • Juniper Berries • Spider Egg |
Synergies | |
---|---|
Sneak | The Sneak skill synergizes quite well with Archery. Not only does the play style of staying undetected by enemies allow for the dominating of opponents at range while keeping you out of harm's way, it also offers some healthy damage bonuses which can be typically dished out to multiple enemies if you are particularly skilled in Sneak. The Deadly Aim perk found in the Sneak tree causes sneak attacks with bows or crossbows to do triple damage, and the Silence perk allows you to break away from combat in the event that your enemies get too close. |
Throw Voice Dragon Shout | All three words of the Throw Voice dragon shout can be learned from the same word wall at Shearpoint, a dragon lair northeast of Whiterun. It works well with the Archery play style, as you can use it to lure enemies further away from you when conditions might lead to you being forced into close ranged combat. You can also use it to lure enemies out of cover, exposing them to your aim. |
Block
Useful Items for Block | |
---|---|
Shield of Solitude Shield, base armour 26 Unable to be improved Increases magic resistance by up to 30% Fortifies Blocking skill by up to 35 points | The Shield of Solitude is rewarded for completing the quest "The Wolf Queen Awakened". You can only start this quest after completing the quest "The Man Who Cried Wolf", received from Falk Firebeard in the Blue Palace in Solitude. After you complete "The Man Who Cried Wolf", and after you level up since completing it, you'll be visited by a courier who will deliver a letter from Falk Firebeard asking you to come and speak with him again. Doing so will begin the quest "The Wolf Queen Awakened". The Shield of Solitude is scaled to your character level when you receive it. It begins as a shield that provides 26 base armour, 10% magic resistance, and 15 points to Fortify Block, but caps out at level 40+ as a shield with 32 base armour, 30% magic resistance, and 35 points to Fortify Block. Despite being a unique item, it can be disenchanted to learn the resist magic and fortify Block enchantments. Furthermore, the resist magic enchantment learned from disenchanting the Shield of Solitude is more powerful than a standard resist magic enchantment, and can be stacked with the standard one by using the Extra Effect Enchanting perk in order to make extremely powerful resist magic items. |
Spellbreaker Improved with Dwarven metal ingots. While blocking, creates a ward that protects against spells up to 50 points | Spellbreaker is a shield that is given to you as a reward for completing the quest "The Only Cure", given to you by Kesh the Clean at character level 12 and onward. Alternatively, you can receive it through a random encounter with the Afflicted, which can trigger from level 10 and onward. As these encounters are random and unreliable, the best way is generally by receiving it from Kesh despite the higher level requirement. Kesh can be found at the Shrine to Peryite, which is near Dragontooth Crater, far to the northeast of Markarth. Spellbreaker is useful when fighting dragons, as the ward it generates completely blocks their breath attacks. It has good synergy with the Elemental Protection perk in the Block tree, since the perk halves the damage from any incoming spell and Spellbreaker's ward generally absorbs the rest, making most spell-casting foes useless against you. It also synergizes with the Restoration perk Ward Absorb, allowing you to regain magicka when blocking enemy spells. |
Fortify Block Potion | Created using Alchemy with any combination of the following ingredients: • Bleeding Crown |
Conjuration
Useful Items for Conjuration | |
---|---|
Archmage's Robes • All spells cost 15% less to cast | The Archmage's robes are rewarded to the player after completing the quest "The Eye of Magnus" in the College of Winterhold questline, and are very useful for characters that like to spread across multiple magic schools and make use of the Mage Armour Alteration perk. Characters with very high Enchanting and Alchemy skill who do not fancy the Mage Armour Alteration perk may instead prefer to enchant various pieces of armour with enchantments relative to their chosen magic school(s), as this allows you to enjoy the benefits of armour while still being able to efficiently spread across multiple schools. |
Fortify Conjuration Potion | Created using Alchemy with any combination of the following ingredients: Note: |
Synergies | |
---|---|
Restoration | The Restoration perk Recovery has two levels. It increases your rate of magicka regeneration by 25% on the first level, and by 50% on the second. This is very useful for any magic school. Even though high levels of Enchanting will allow you to negate the cost of Conjuration spells entirely, having enough magicka regeneration can instead allow you to focus on other enchantments, and spread yourself across more schools of magic. |
Illusion | The Illusion perk Quiet Casting makes any spell you cast silent to others. Combined with sneaking as well as the invisibility and muffle spells offered by the Illusion school, this will allow you to maintain relative safety while casting spells. |
Novice Conjuration Spells (Skill level 0) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Bound Dagger | Creates a magic dagger for 120 seconds, can sheathe to dispel (Dragonborn DLC only) | 32 |
Bound Sword | Creates a magic sword for 120 seconds, can sheathe to dispel | 93 |
Conjure Familiar | Summons a Familiar for 60 seconds wherever the caster is pointing | 107 |
Raise Zombie | Reanimate a weak dead body to fight for the player for 60 seconds | 103 |
Summon Unbound Dremora | Summons an unbound Dremora | 100 |
Apprentice Conjuration Spells (Skill level 25) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Bound Battleaxe | Creates a magic battleaxe for 120 seconds, can sheathe to dispel | 169 |
Conjure Boneman | Summons a Boneman archer for 60 seconds wherever the caster is pointing (Dawnguard DLC only) | 129 |
Conjure Flame Atronach | Summons a Flame Atronach for 60 seconds wherever the caster is pointing | 150 |
Flaming Familiar | Summons a Flaming Familiar for 60 seconds wherever the caster is pointing | 57 |
Reanimate Corpse | Reanimate a more powerful body than the Raise Zombie spell to fight for the player for 60 seconds | 144 |
Soul Trap | If the target dies withing 60 seconds, fills a soul gem of the appropriate size (if carrying one) | 107 |
Summon Arniel's Shade | Summons the shade of Arniel Gane for 60 seconds wherever the caster is pointing | 71 |
Summon Arvak | Summons the horse Arvak wherever the caster is pointing (Dawnguard DLC only) | 136 |
Adept Conjuration Spells (Skill level 50) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Banish Daedra | Weaker summoned daedra are banished back to Oblivion | 196 |
Bound Bow | Creates a magic bow for 120 seconds, can sheathe to dispel | 207 |
Conjure Ash Spawn | Summons an Ash Spawn for 60 seconds wherever the caster is pointing (Dragonborn DLC only) | 186 |
Conjure Frost Atronach | Summons a Frost Atronach for 60 seconds wherever the caster is pointing | 215 |
Conjure Mistman | Summons a Mistman for 60 seconds wherever the caster is pointing (Dawnguard DLC only) | 193 |
Conjure Seeker | Summons a Seeker for 60 seconds wherever the caster is pointing (Dragonborn DLC only) | 157 |
Revenant | Reanimate a more powerful body than the Reanimate Corpse spell to fight for the player for 60 seconds | 183 |
Expert Conjuration Spells (Skill level 75) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Conjure Ash Guardian | Creates an Ash Guardian that guards the selected location until it is destroyed, will be hostile towards the player unless the player is carrying a heart stone which is consumed on cast (Dragonborn DLC only) | 207 |
Command Daedra | Powerful summoned and raised creatures are put under the caster's control | 243 |
Conjure Dremora Lord | Summons a Dremora Lord for 60 seconds wherever the caster is pointing | 358 |
Conjure Wrathman | Summons a Wrathman for 60 seconds wherever the caster is pointing (Dawnguard DLC only) | 301 |
Conjure Storm Atronach | Summons a Storm Atronach for 60 seconds wherever the caster is pointing | 322 |
Dread Zombie | Reanimate a more powerful body than the Revenant spell to fight for the player for 60 seconds | 302 |
Expel Daedra | Powerful summoned daedra are banished to Oblivion | 215 |
Master Conjuration Spells (Skill level 100) Master Conjuration spells cannot be purchased until you have completed the "Conjuration Ritual Spell" quest given by Phinis Gestor at the College of Winterhold, upon reaching level 90 Conjuration | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Dead Thrall | Reanimate a dead body to fight for the player permanently | 1000 |
Flame Thrall | Summons a permanent Flame Atronach | 900 |
Frost Thrall | Summons a permanent Frost Atronach | 1100 |
Storm Thrall | Summons a permanent Storm Atronach | 1200 |
Destruction
Useful Items for Destruction | |
---|---|
Archmage's Robes • All spells cost 15% less to cast | The Archmage's robes are rewarded to the player after completing the quest "The Eye of Magnus" in the College of Winterhold questline, and are very useful for characters that like to spread across multiple magic schools and make use of the Mage Armour Alteration perk. Characters with very high Enchanting and Alchemy skill who do not fancy the Mage Armour Alteration perk may instead prefer to enchant various pieces of armour with enchantments relative to their chosen magic school(s), as this allows you to enjoy the benefits of armour while still being able to efficiently spread across multiple schools. |
Fortify Destruction Potion | Created using Alchemy with any combination of the following ingredients: • Ash Creep Cluster (Dragonborn DLC only) • Beehive Husk • Ectoplasm • Glow Dust • Glowing Mushroom • Nightshade • Wisp Wrappings Note: Fortify Destruction potions make Destruction effects more powerful. Fortify Destruction enchantments on equipment make Destruction spells cost less. |
Synergies | |
---|---|
Restoration | The Restoration perk Recovery has two levels. It increases your rate of magicka regeneration by 25% on the first level, and by 50% on the second. This is very useful for any magic school. Even though high levels of Enchanting will allow you to negate the cost of Destruction spells entirely, having enough magicka regeneration can instead allow you to focus on other enchantments, and spread yourself across more schools of magic. |
Illusion | The Illusion perk Quiet Casting makes any spell you cast silent to others. Combined with sneaking as well as the invisibility and muffle spells offered by the Illusion school, this will allow you to maintain relative safety while casting spells. |
Novice Destruction Spells (Skill level 0) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Flames | A gout of continuous fire that does 8 fire damage per second, igniting them and causing them to take extra damage | 14 per second |
Frostbite | A continuous blast of cold that does 8 frost damage per second to health and stamina | 16 per second |
Sparks | A continuous stream of lightning that does 8 shock damage per second to health and magicka | 19 per second |
Arniel's Conviction | A gout of continuous fire that does 1 damage per second, igniting them and causing them to take extra damage | 0 |
Vampyric Drain | Absorb 2, 3, 4, or 5 health from the target per second (amount depends on level of vampirism) | 6, 10, 13, or 17 per second (depends on level of vampirism) |
Apprentice Destruction Spells (Skill level 25) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Firebolt | A bolt of fire that inflicts 25 fire damage, igniting them and causing them to take extra damage | 41 |
Freeze | A spike of ice that inflicts 20 frost damage to health and stamina and slows the target for 15 seconds (Dragonborn DLC only) | 30 |
Ice Spike | A spike of ice that inflicts 25 frost damage to health and stamina | 48 |
Ignite | A blast of flame that sets targets on fire, doing 4 damage per second for 15 seconds and causing them to take extra damage (Dragonborn DLC only) | 30 |
Lightning Bolt | A bolt of lightning that inflicts 25 shock damage to health and half as much to magicka | 51 |
Fire Rune | Cast on a nearby surface, it explodes for 50 fire damage when enemies come near, igniting them and causing them to take extra damage | 234 |
Frost Rune | Cast on a nearby surface, it explodes for 50 frost damage to health and stamina when enemies come near, slowing them temporarily | 293 |
Lightning Rune | Cast on a nearby surface, it explodes for 50 shock damage to health and magicka when enemies come near | 323 |
Adept Destruction Spells (Skill level 50) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Chain Lightning | A lightning bolt that inflicts 40 damage to health and half as much to magicka, then leaps to a new target (plus one additional target if the caster has the Augmented Shock 2 perk) | 156 |
Fireball | A fireball which explodes for 40 damage in a 15-foot radius, igniting targets and causing them to take extra damage (becomes a 20 foot radius if the caster has the Augmented Flames 2 perk) | 133 |
Ice Storm | A freezing whirlwind that does 40 damage per second to health and stamina (has an increased radius if the caster has the Augmented Frost 2 perk) | 144 |
Flame Cloak | For 60 seconds, nearby targets in melee range take 8 fire damage per second, igniting them and causing them to take extra damage | 289 |
Frost Cloak | For 60 seconds, nearby targets in melee range take 8 frost damage per second to health and stamina | 316 |
Lightning Cloak | For 60 seconds, nearby targets in melee range take 8 shock damage per second to health and half as much to magicka | 370 |
Whirlwind Cloak | For 60 seconds, targets in melee range have a chance to be flung away from the caster | 338 |
Expert Destruction Spells (Skill level 75 | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Icy Spear | A spear of ice that does 60 points of frost damage to health and stamina | 320 |
Incinerate | A blast of fire that does 60 points of fire damage, igniting the target and causing them to take extra damage | 298 |
Thunderbolt | A thunderbolt that does 60 points of shock damage to health and half as much to magicka | 343 |
Wall of Flames | Sprayed on the ground, creates a wall of fire that does 50 fire damage per second | 118 per second |
Wall of Frost | Sprayed on the ground, creates a wall of frost that does 50 frost damage per second | 137 per second |
Wall of Storms | Sprayed on the ground, creates a wall of lightning that does 50 shock damage per second | 145 per second |
Master Destruction Spells (Skill level 100) Master Destruction spells cannot be purchased until you have completed the "Destruction Ritual Spell" quest given by Faralda at the College of Winterhold, upon reaching level 90 Destruction | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Blizzard | Creates a blizzard around the caster, doing 20 points of frost damage every second for 10 seconds, plus stamina damage | 656 |
Fire Storm | Causes the area around the caster to explode, doing up to 100 fire damage depending on how close the target is | 846 |
Lightning Storm | Fires a continuous stream of lightning that does 75 damage per second to health and half as much to magicka | 138 per second |
Enchanting
Useful Items for Enchanting | |
---|---|
Azura's Star / The Black Star Reusable soul gem | Accept the quest "The Black Star" given to you by Aranea Ienith at Azura's Shrine south of Winterhold, and complete objectives until you are given a choice of who to return the Broken Azura's Star to. |
Fortify Enchanting Potion | Created using Alchemy with any combination of the following ingredients: • Ancestor Moth Wing (Dawnguard DLC only) |
Synergies | |
---|---|
Alchemy | Alchemy and Enchanting synergize well with each other. Once you can make Fortify Enchanting potions that are more powerful than found/bought ones, you can drink one and then create a full set of Fortify Alchemy gear while still under its influence. Then, while wearing that set, you can make Fortify Enchanting potions that are more powerful than those you can normally make. You can then drink the improved Fortify Enchanting potions to make even better Fortify Alchemy gear, and so on. If your character is a Vampire, you can also take the Restoration perk Necromage, which will significantly boost the buffs your own potions give you, speeding up and enhancing this process. |
Smithing | Smithing cannot directly affect Enchanting, but Enchanting can greatly affect Smithing when coupled with the synergy between Enchanting and Alchemy. Fortify Smithing potions created with Alchemy can be used on top of any Fortify Smithing gear you have equipped to produce more desirable results when improving weapons and armour at workbenches and grindstones. Coupled with the synergy between Alchemy and Enchanting, you can make increasingly powerful gear, to a certain point. |
Disenchantable Items with Useful Enchantments | |
---|---|
Note: There are many items in Skyrim that can be disenchanted to learn these enchantments, however most of them are found in randomly generated merchant inventories, or as randomly generated loot in chests and on enemies. I have only listed items that are guaranteed spawns in case you are chasing a particular enchantment. If you'd prefer to try your luck with merchants, there is an exploit that allows you to "reset" a merchant's inventory, and you can do it repeatedly until an item with the enchantment you seek is for sale. This can be time consuming, however. To do this, simply save the game in front of any merchant, then attack them and reload your save. Doing this will reset their inventories. | |
Fortify Carry Weight | Leather Boots of Hauling, found in Sinderion's Laboratory in Blackreach. Blackreach can only be accessed by way of the appropriate quest: |
Fortify Archery (Dragonborn DLC only) | Dwarven Helmet of Archery, found in Nchardak Aqueduct. Nchardak can be found northeast of Tel Mithryn, but cannot be entered until you have begun the main quest, "The Path of Knowledge". The Aqueduct is the last part of Ncharduk that you are likely to enter as part of the quest. |
Fortify Conjuration | Novice Robes of Conjuration, found in the Ansilvund Burial Chambers. Ansilvund is a good distance north of Riften, and can be found along the edge of the mountains bordering Skyrim. Once you get to the end of the dungeon, you'll fight Lu'ah Al-Skaven. Take the key found on her corpse, and use it to open a door with a master level lock up the nearby stairs. The robes can be found on a set of shelves in a room past that door. |
Fortify Destruction | Novice Robes of Destruction, found in Septimus Signus' Outpose, an ice cave north of Winterhold. The robes will be in a cupboard. |
Fortify Illusion | Novice Robes of Illusion, found in Angeline's Aromatics in Solitude. You'll find them on one of the two shelves near Angeline's bed. |
Soul Trap (Dawnguard DLC only) | Elven Dagger of Binding, found in Volkihar Keep. The keep can only be accessed at a point in the Dawnguard storyline. You'll find the dagger inside a labaratory-like room containing an arcane enchanter and two display cases - it'll be inside one of the cases. |
Waterbreathing (Dawnguard DLC only) | Circlet of Waterbreathing, found in the Inner Sanctum of the Forgotten Vale during the Dawnguard quest "Touching the Sky". There will be a room full of frozen statues with four chaurus and a Falmer in it - the circlet can be found on the Falmer's corpse after you kill it. Note that this will wake up the statues and probably create another combat scenario for you. |
Petty Souls | Lesser Souls | Common Souls | Greater Souls | Grand Souls |
---|---|---|---|---|
• Chicken • Cow • Deer • Dog • Draugr • Elk • Fox • Frostbite Spider • Goat • Horker • Mudcrab • Rabbit • Sabre Cat • Skeever • Skeleton • Slaughterfish • Wisp • Wolf | • Alpha Wolf • Ash Hopper • Bear • Chaurus • Draugr Overlord • Draugr Wight • Falmer • Falmer Skulker • Flame Atronach • Giant Frostbite Spider • Horse • Ice Wolf • Ice Wraith • Restless Draugr • Spriggan • Troll • Werewolf • Wounded Frostbite Spider | • Cave Bear • Chaurus Reaper • Curalmil • Draugr Deathlord • Draugr Scourge • Draugr Scourge Lord • Falmer Gloomlurker • Falmer Nightprowler • Falmer Shadowmaster • Frost Atronach • Frost Troll • Hagraven • Hulking Draugr • Riekling • Snow Bear • Spriggan Matron • Udefrykte | • Chaurus Hunter | • Corrupted Shade |
Note: Some creatures appear multiple times on this list, as they are scaled to the player's level and have scaling soul sizes as well. |
Heavy Armour
Useful Items for Heavy Armour | |
---|---|
Ebony Mail Armour, 45 defense Improved with ebony ingots • 50% Muffle: The wearer moves 50% more silently | The Ebony Mail is looted from the corpse of the Champion of Boethiah, who is encountered during the quest "Boethiah's Calling" which is triggered when you read the book "Boethiah's Proving". This book is found at various locations after reaching level 30, and can also be found on the corpse of a Boethiah follower, who will attack the player in a random encounter after the player reaches level 30. The quest will initially direct the player to go to the Sacellum of Boethiah, which can be found east of the Windhelm stables, on top of the mountains. Note that one of the objectives of this quest is to sacrifice a follower to Boethiah, which permanently kills them. If you choose to go ahead, you should bring along a follower that you do not ever plan to use. The Ebony Mail has the best defense-to-weight ratio in the game (1.61), although it has a lower overall defense than daedric, dragonplate, or stalhrim armour. It is also the only non-footwear piece of armour to feature the muffle enchantment, although it only activates when in sneak mode and only has 50% of the effectiveness of the Illusion spell Muffle. The poison damage aura is not overly powerful, but it helps increase damage output, particularly to groups of melee enemies. It only activates when in sneak mode, or when you approach a hostile target. However, the poison aura has a few nuances that you should be mindful of. Despite being paired with the muffle enchantment, it is a poor complement to stealth-based attacks - the poison aura typically hits an enemy before your weapon can and alerts the enemy to your presence, preventing a sneak attack bonus. It also may unintentionally damage characters that you do not wish to damage while sneaking around them, provoking them into combat. This is especially true when pick-pocketing, as you typically do this in sneak mode and you must get close to your target. It also impairs vision when aiming with a bow, and counts as non-brawling damage if engaging in a brawl, which will attract a bounty and declare lethal aggression in most cases. Finally, the Ebony Mail does not benefit from or contribute to the Matching Set Heavy Armour perk. If the many downsides of the poison aura don't affect your playstyle, or you simply get used to taking off the armour when you wish to ensure it doesn't activate, you may find a solid piece of gear. Otherwise, you may wish to avoid getting this armour. |
Gloves of the Pugilist (Unarmed attacks do 10 extra damage) | Gloves of the Pugilist are found on the corpse of Gian the Fist, an Imperial thief that you can find in the Ratway of Riften who attacks the player on sight. They are the only item in the game with the Fortify Unarmed enchantment, which can be used to create synergy with the Fists of Steel Heavy Armour perk for interesting (although not particularly well supported) unarmed builds. It is important to note that the Gloves of the Pugilist themselves are light armour, which will not work with Fists of Steel. You'll need to disenchant them and put the enchantment on a pair of heavy armour gauntlets in order to achieve any synergy with it. The Gloves of the Pugilist have no real synergy with the Light Armour skill either, due to the absence of any perks for unarmed combat. |
Fortify Heavy Armour Potion | Created using Alchemy with any combination of the following ingredients: • Ice Wraith Teeth |
Illusion
Useful Items for Illusion | |
---|---|
Archmage's Robes • All spells cost 15% less to cast | The Archmage's robes are rewarded to the player after completing the quest "The Eye of Magnus" in the College of Winterhold questline, and are very useful for characters that like to spread across multiple magic schools and make use of the Mage Armour Alteration perk. Characters with very high Enchanting and Alchemy skill who do not fancy the Mage Armour Alteration perk may instead prefer to enchant various pieces of armour with enchantments relative to their chosen magic school(s), as this allows you to enjoy the benefits of armour while still being able to efficiently spread across multiple schools. |
Fortify Illusion Potion | Created using Alchemy with any combination of the following ingredients: • Dragon's Tongue • Dwarven Oil • Mora Tapinella • Scaly Pholiota • Taproot Note: Fortify Illusion potions make Illusion effects more powerful. Fortify Illusion enchantments on equipment make Illusion spells cost less. |
Synergies | |
---|---|
Restoration | The Restoration perk Recovery has two levels. It increases your rate of magicka regeneration by 25% on the first level, and by 50% on the second. This is very useful for any magic school. Even though high levels of Enchanting will allow you to negate the cost of Illusion spells entirely, having enough magicka regeneration can instead allow you to focus on other enchantments, and spread yourself across more schools of magic. |
Novice Illusion Spells (Skill level 0) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Clairvoyance | Shows the path to the current goal | 25 per second |
Courage | Target gains extra health and stamina, and cannot flee for 60 seconds | 39 |
Fury | Creatures and people up to level 6 will attack anything nearby for 30 seconds | 67 |
Vision of the Tenth Eye | Makes the Master Illusion texts visible, and gives night vision for 30 seconds | 0 |
Apprentice Illusion Spells (Skill level 25) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Calm | Creatures and people up to level 9 won't fight for 30 seconds | 146 |
Fear | Creatures and people up to level 9 flee from combat for 30 seconds | 153 |
Muffle | Move silently for 180 seconds | 144 |
Vampire's Seduction | Calms creatures and people up to level 10 for 30 seconds | 146 |
Adept Illusion Spells (Skill level 50) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Frenzy | Creatures and people up to level 14 will attack anyone nearby for 60 seconds | 209 |
Frenzy Rune | Cast on a nearby surface, creatures and people up to level 14 will attack anyone nearby for 60 seconds after they move over it | 165 |
Rally | Target gains extra health and stamina (more than the Courage spell), and cannot flee for 60 seconds | 113 |
Expert Illusion Spells (Skill level 75) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Invisibility | Caster becomes invisible for 30 seconds, but cancels the effect if they attack or activate an object | 334 |
Pacify | Creatures and people up to level 20 won't fight for 60 seconds | 290 |
Rout | Creatures and people up to level 20 flee from combat for 60 seconds | 316 |
Master Illusion Spells (Skill level 100) Master Illusion spells cannot be purchased until you have completed the "Illusion Ritual Spell" quest given by Drevis Neloren at the College of Winterhold, upon reaching level 90 Illusion | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Call To Arms | Targets have improved combat skills, health, and stamina for 10 minutes | 655 |
Harmony | Nearby creatures and people up to level 25 won't fight for 60 seconds | 1052 |
Hysteria | Creatures and people up to level 25 flee from combat for 60 seconds | 866 |
Mayhem | Creatures and people up to level 25 will attack anyone nearby for 60 seconds | 990 |
Light Armour
Useful Items for Light Armour | |
---|---|
Deathbrand Armour Improved with stalhrim Various bonuses dependant on equipped pieces (see description) | All four pieces of the Deathbrand armour set are obtained from ancient chests that can only be found during the quest, "Deathbrand". There are two ways to start this quest: the first is finding and reading a copy of the book "Deathbrand" at level 36 or higher (lower levels do not trigger the quest). You can find this book in Tel Mithryn or Raven Rock Temple. The other way is by killing the pirates guarding the chest at Haknir's Shoal (northwest from Skaal Village), from level 36 and above. Once they are all dead, the Deathbrand Helmet will spawn in the ancient chest, the quest will trigger, and you can retrieve a map showing the locations of the other pieces on the corpse of the pirate captain. The Deathbrand armour set is an excellent light armour set with very good set bonuses. The chest increases your stamina by 15 for each Deathbrand item you wear, the boots increase your carrying capacity by 10 for each Deathbrand item you wear, the helmet provides waterbreathing, and the gauntlets make your one-handed attacks do 10% more damage for each Deathbrand item you wear while dual wielding. There is also a bonus +100 armour rating for wearing the whole set. All together, the final bonus is +60 stamina, +40 carry capacity, +40% damage while dual wielding, waterbreathing, and +100 armour. When you combine its 78.5 base armour (with all pieces equipped) with the set bonus, the resultant 178.5 armour makes it stronger than unimproved Daedric armour. The main drawback of Deathbrand armour is how it is improved through Smithing. Despite being Light Armour, and benefiting from Light Armour perks, it is tied to the Ebony Smithing perk (traditionally a heavy armour) when improving at a workbench. This means that as a light armour user, you'll likely have committed to the other side of the Smithing tree and it will require a significant investment in a side of Smithing that you're not likely to use in order to maximize the improvement of this armour. |
Thieves Guild Armour Improved with leather Carry capacity +20, Fortify Lockpicking +15%, Fortify Pickpocket +15%, Prices are 10% better | The Thieves Guild Armour set is given to the player upon joining the Thieves Guild in Riften. After you complete the Thieves Guild quest, "Scoundrel's Folly", you'll be asked to speak to Tonilia in The Ragged Flagon. When you do, she'll give you the opportunity to improve one piece of the Thieves Guild Armour set. Depending on what you choose, the following statistics are obtainable: • Carry capacity +35 |
Shrouded Armour Improved with leather 50% poison resist, muffle, double sneak damage with one-handed weapons, bows do 20% more damage | The Shrouded Armour set is unique to the Dark Brotherhood. You can acquire it in several ways, but the following are the most easily accessible and all begin with visiting the house of Aventus Aretino in Windhelm, and completing the quest "Innocence Lost" given to you by him. You'll then be ushered into the quest "With Friends Like These..." which will give you the choice of either killing one of three captives, or turning on Astrid and killing her instead. If you kill one of the captives and join the Dark Brotherhood, you'll find a full set of the Shrouded Armour in the Dark Sanctuary. If you kill Astrid, you'll begin the quest "Destroy the Dark Brotherhood!" and will find the armour set on the bodies of defeated members of the Dark Brotherhood. |
Ancient Shrouded Armour Improved with leather 100% poison resist, muffle, double sneak damage with one-handed weapons, bows do 35% more damage | Superior to the Shrouded Armour set, the Ancient Shrouded Armour set can only be acquired if you are a member of the Dark Brotherhood. You receive the Ancient Shrouded Armour set as a reward upon completion of the "Locate The Assassin Of Old" sidequest. This quest is given to you by Olava the Feeble and can only be accepted if you completed the bonus objective of the "Breaching Security" quest in the Dark Brotherhood questline. |
Fortify Light Armour Potion | Created using Alchemy with any combination of the following ingredients: • Ash Hopper Jelly (Dragonborn DLC only) |
Lockpicking
Useful Items for Lockpicking | |
---|---|
Skeleton Key Unbreakable lockpick | The Skeleton Key is acquired after completing the Thieve's Guild quest, "Blindsighted". Once you have it, you can open locks without any fear of breaking a lockpick. The unfortunate side of the Skeleton Key is that it must be handed in to properly complete the Thieves Guild questline. However, you are free to delay doing so and keep it as long as you wish in the meantime, giving you ample opportunity to build up your regular lockpicks as well as accessing valuable treasures with ease. Once you hand it in, you can never get it back. Do so only when you are sure you are ready and/or have levelled up your lockpicking skill to a point you are comfortable with. |
Thieves Guild Gloves Improved with leather Fortify Lockpicking 15% | These gloves are part of the Thieves Guild Armour set, which is given to the player upon joining the Thieves Guild in Riften. After you complete the Thieves Guild quest, "Scoundrel's Folly", you'll be asked to speak to Tonilia in The Ragged Flagon. When you do, she'll give you the opportunity to improve one piece of the Thieves Guild Armour set. If you choose to improve the gloves, it'll upgrade the enchantment to Fortify Lockpicking 25%. |
Guild Master's Gloves Improved with leather Fortify Lockpicking 35% | Completing the Thieves Guild quest "Under New Management" will reward you with a full set of the Guild Master's Armour - which include gloves with a powerful Fortify Lockpicking enchantment. The quest is only available right at the end of the Thieves Guild questline, however. |
Fortify Lockpicking Potion | Created using Alchemy with any combination of the following ingredients: • Ashen Grass Pod (Dragonborn DLC only) |
One-Handed
Useful Items for One-Handed | |
---|---|
Chillrend Levelled sword Improved with refined malachite Does frost damage to health and stamina, and has a chance to paralyze target for 2 seconds | Chillrend can be acquired inside the tunnels underneath Riftweald Manor in Riften. You can access the manor during the events of the Thieves Guild quest "The Pursuit". Alternatively, you can get inside from the roof of the Temple of Mara - which can be accessed by jumping on the brazier or barrel to the left of the door, and then jumping on to the roof. Once you're on the roof, you can use the Whirlwind Sprint shout to reach the balcony of the Riftweald Manor and pick the lock on the door there. There's a wardrobe on the first floor of the manor that has a false backing that can be opened to find the way leading to the tunnels. Near the end of the tunnels, you'll find the display case containing Chillrend inside a small room. You'll need to pick the expert level lock on the case to retrieve it. This sword is scaled to the player upon receiving it, which means the higher level you are when you collect it, the more base damage, elemental damage, weight, and value it has. At character level 46+, it caps out at 15 base damage, 16 weight, 1442 base value, and 30 points of frost damage to health and stamina. Regardless of the level you acquire it, the paralyze duration will always be 2 seconds. Chillrend is one of the most powerful one-handed swords in the game if collected at maximum level - second only to Miraak's Sword. It benefits from the Glass Smithing perk in the Smithing tree when calculating the strength of any improvements made to it. |
Miraak's Sword Levelled sword Improved with ebony ingots and daedra hearts Absorbs 15 points of stamina on hit | When acquired at a high enough level, Miraak's Sword has the highest base damage of any one-handed sword in the game, and the second lightest weight. It can only be collected from the skeletal remains of Miraak at the end of the quest, "At the Summit of Apocrypha". This is the final quest in the Dragonborn DLC, and as such takes a reasonable amount of investment to achieve. Furthermore, to get the best version of the sword, you need to be level 60 or higher, which demands a lot of investment as well. The sword has three different versions depending on which level you are when you collect it: Miraak's Sword benefits from the Dwarven Smithing perk in the Smithing tree when calculating the quality of improvements. |
Mace of Molag Bal Mace, 16 base damage Improved with ebony ingots Deals 25 damage to stamina and magicka If the target dies within 3 seconds, fills a soul gem | The Mace of Molag Bal is a reward for completing the quest "The House of Horrors", which can be obtained by speaking to Tyranus at the abandoned house near the entrance to Markarth. Since its stats are set rather than levelled to your character, it can prove to be significantly more powerful than anything else you can find when collected early. Its soul trap ability helps you keep soul gems full which helps ensure the mace never runs out of power, and proves to have good synergy with Azura's Star / The Black Star (see the Useful Items for Enchanting section) as you will always have a soul gem on you to recharge it. The Mace of Molag Bal does not benefit from any Smithing perks, which means you can only improve it to flawless quality naturally. You'll need to raise your Smithing level over 100 using enchanted gear and/or potions with Fortify Smithing in order to improve it further. |
Blade of Woe Dagger, base damage 12 Improved without ingots Absorb 10 points of health on hit | You can acquire the Blade of Woe in several ways, but the following are the most easily accessible and all begin with visiting the house of Aventus Aretino in Windhelm, and completing the quest "Innocence Lost" given to you by him. You'll then be ushered into the quest "With Friends Like These..." which will give you the choice of either killing one of three captives, or turning on Astrid and killing her instead. If you kill Astrid instead of one of the captives, you'll begin the quest "Destroy the Dark Brotherhood!" and will find the Blade of Woe on Astrid's corpse. If you wish to join the Dark Brotherhood, though, you'll need to kill one of the captives and follow the Dark Brotherhood questline until you are able to complete the quest, "Death Incarnate". Doing so will reward you with the Blade of Woe. If you have a high Pickpocketing skill with the Misdirection perk, you'll also be able to pickpocket the Blade of Woe from Astrid prior to completing "Death Incarnate". You'll get another one of them when you complete "Death Incarnate" if you do this, allowing you to dual wield them! The Blade of Woe has a higher base damage than a daedric dagger, and is on par with a dragonbone dagger (albeit weighing slightly more). It can be improved if you have the Arcane Blacksmith perk in the Smithing tree without any ingots at all, although it benefits from the Steel Smithing perk when calculating the quality of the improvement. The main drawback of the Blade of Woe is that its enchantment is quite weak. At higher levels of the Enchanting skill, you'll be able to make weapons with more more powerful enchantments. It also has only six charges, which makes the enchantment of questionable usefulness. However, the amount of charge drained by the dagger with each swing is reduced by the user's Destruction skill level. If you equip four pieces of gear that each have Fortify Destruction 25%, it is actually possible to make the dagger use no charge at all when it swings. |
Mehrunes' Razor Dagger, base damage 11 Improved with ebony ingots Has a 1.98% chance to instantly kill its target | You can acquire Mehrunes' Razor by way of the "Pieces of the Past" quest, which you can only receive by reading a letter delivered to you by the courier after reaching level 20, inviting you to come to a museum in Dawnstar. Complete the objectives of the quest up until you are offered the choice to kill Silus Vesuius. If you do, you are rewarded with Mehrunes' Razor. If you allow him to leave alive, you do not get another opportunity to acquire it as Silus places the pieces of the dagger in a case inside his museum that cannot be interacted with. Mehrunes' Razor has a powerful although unreliable ability to instantly kill any opponent (with the exception of Miraak and Karstaag in the Dragonborn DLC). The best thing about this ability is that it isn't a typical weapon enchantment - it does not have charges and does not require any form of recharging. If you dual wield Mehrunes' Razor with another weapon, put Mehrunes' Razor in the left arm slot. This is because power attacks while dual wielding swing the left arm twice, where the right arm is only swung once. This provides two chances to trigger the instant kill effect with each power attack. Mehrunes' Razor does not benefit from any Smithing perks, which means you can only improve it to flawless quality naturally. You'll need to raise your Smithing level over 100 using enchanted gear and/or potions with Fortify Smithing in order to improve it further. |
Shrouded Gloves Improved with leather Double sneak damage with one-handed weapons | The Shrouded Gloves are part of the Shrouded Armour set associated with the Dark Brotherhood. You can acquire it in several ways, but the following are the most easily accessible and all begin with visiting the house of Aventus Aretino in Windhelm, and completing the quest "Innocence Lost" given to you by him. You'll then be ushered into the quest "With Friends Like These..." which will give you the choice of either killing one of three captives, or turning on Astrid and killing her instead. If you kill one of the captives and join the Dark Brotherhood, you'll find a full set of the Shrouded Armour in the Dark Sanctuary. If you kill Astrid, you'll begin the quest "Destroy the Dark Brotherhood!" and will find the armour set on the bodies of defeated members of the Dark Brotherhood. The gloves in particular have a very powerful bonus which is unique to the Shrouded Armour set (or the Ancient Shrouded Armour set that can also be acquired as a member of the Dark Brotherhood - however, the enchantment on the gloves is the same). Being able to do double sneak damage has insane synergy with the Backstab and Assassin's Blade perks in the Sneak tree. Backstab's bonus is doubled to 12 times extra sneak damage with one-handed weapons, and Assassin's Blade's bonus damage becomes a whopping 30 times damage. Because of this, the Shrouded Gloves make an excellent complement to any sneak and dagger user, and you will not likely ever want to replace them (with the exception of swapping them out for the Ancient Shrouded Gloves). |
Ancient Shrouded Gloves Improved with leather Double sneak damage with one-handed weapons | An upgrade of the Shrouded Gloves, you receive it with the Ancient Shrouded Armour set as a reward upon completion of the "Locate The Assassin Of Old" sidequest. This quest is given to you by Olava the Feeble and can only be accepted if you completed the bonus objective of the "Breaching Security" quest in the Dark Brotherhood questline. While the Ancient Shrouded Gloves have the same enchantment as the Shrouded Gloves, it offers more base armour which makes it more fitting when paired with other endgame armour. |
Fortify One-Handed Potion | Created using Alchemy with any combination of the following ingredients: • Bear Claws |
Pickpocket
Useful Items for Pickpocket | |
---|---|
Thieves Guild Boots Improved with leather Fortify Pickpocket 15% | These boots are part of the Thieves Guild Armour set, which is given to the player upon joining the Thieves Guild in Riften. After you complete the Thieves Guild quest, "Scoundrel's Folly", you'll be asked to speak to Tonilia in The Ragged Flagon. When you do, she'll give you the opportunity to improve one piece of the Thieves Guild Armour set. If you choose to improve the boots, it'll upgrade the enchantment to Fortify Pickpocket 25%. |
Guild Master's Boots Improved with leather Fortify Pickpocket 35% | Completing the Thieves Guild quest "Under New Management" will reward you with a full set of the Guild Master's Armour - which include boots with a powerful Fortify Pickpocket enchantment. The quest is only available right at the end of the Thieves Guild questline, however. |
Fortify Pickpocket Potion | Created using Alchemy with any combination of the following ingredients: • Blue Dartwing |
Synergies | |
---|---|
Paralyze | At high levels of Alteration, you can cast spells that paralyze. You can also find staves that cast spells that paralyze. Finally, you can also craft potions that paralyze using Alchemy and use the Pickpocket perk Poisoned in order to plant them on a target and paralyze them without it counting as a hostile act. Once a target is paralyzed, wait for them to start getting back up. If you pickpocket someone in this exact moment, you'll be able to take anything they have off of them with a 100% success rate regardless of the difficulty level that would be displayed otherwise. This also works with ragdoll effects, such as the Unrelenting Force shout. This will count as a hostile act in all but the most specialized cases, however, and lacks the subtlety you'd generally want to maintain as someone who calls themselves a pickpocket. |
Restoration
Unlockable Abilities | |
---|---|
Sailor's Repose | This ability can be gained after completing the "Frostflow Abyss" quest, which is obtained upon entering the Frostflow Lighthouse for the first time. The Frostflow Lighthouse can be found roughly in between Dawnstar and Winterhold, not far from the coast. After you kill the Chaurus Reaper, collect Habd’s remains and the lighthouse key from its corpse. Then, once you’re back inside the lighthouse, go through the door that leads upstairs and exit through the door at the top. There will be a ladder at the top of the lighthouse leading to a brazier - climb it and activate it to hand in Habd’s remains, light the brazier, and receive the Sailor’s Repose ability. Being a permanent boost to the efficacy of healing spells, Sailor's Repose can be useful for any character that uses Restoration to heal themselves. It also affects the amount healed by the Avoid Death Restoration perk. |
Useful Items for Restoration | |
---|---|
Archmage's Robes • All spells cost 15% less to cast | The Archmage's robes are rewarded to the player after completing the quest "The Eye of Magnus" in the College of Winterhold questline, and are very useful for characters that like to spread across multiple magic schools and make use of the Mage Armour Alteration perk. Characters with very high Enchanting and Alchemy skill who do not fancy the Mage Armour Alteration perk may instead prefer to enchant various pieces of armour with enchantments relative to their chosen magic school(s), as this allows you to enjoy the benefits of armour while still being able to efficiently spread across multiple schools. |
Fortify Restoration Potion | Created using Alchemy with any combination of the following ingredients: • Abecian Longfin • Cyrodilic Spadetail • Salt Pile • Small Antlers • Small Pearl • Yellow Mountain Flower (Dawnguard DLC only) Note: Fortify Restoration potions make Restoration effects more powerful. Fortify Restoration enchantments on equipment make Restoration spells cost less. |
Synergies | |
---|---|
Illusion | The Illusion perk Quiet Casting makes any spell you cast silent to others. Combined with sneaking as well as the invisibility and muffle spells offered by the Illusion school, this will allow you to maintain relative safety while casting spells. |
Novice Restoration Spells (Skill level 0) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Healing | Heals the caster for 10 health per second | 12 per second |
Lesser Ward | Increases armour rating by 40 and negates up to 40 points of spell damage or effects | 34 per second |
Apprentice Restoration Spells (Skill level 25) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Fast Healing | Heals the caster for 50 health | 73 |
Healing Hands | Heals the target for 10 health per second, but not undead, atronachs, or automatons | 25 per second |
Necromantic Healing | Heals an undead target for 10 health per second, but not the living, atronachs, or automatons (Dawnguard DLC only) | 37 per second |
Steadfast Ward | Increases armour rating by 60 and negates up to 60 points of spell damage or effects | 58 per second |
Sun Fire | A ball of sunlight that does 25 damage to undead (Dawnguard DLC only) | 24 |
Turn Lesser Undead | Undead up to level 6 flee from combat for 30 seconds | 84 |
Adept Restoration Spells (Skill level 50) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Close Wounds | Heals the caster for 100 health | 126 |
Greater Ward | Increases armour rating by 80 and negates up to 80 points of spell damage or effects | 86 per second |
Heal Other | Heals the target for 75 health, but not undead, atronachs, or automatons | 80 |
Heal Undead | Heals an undead target for 75 health, but not the living, atronachs, or automatons (Dawnguard DLC only) | 115 |
Poison Rune | Cast on a nearby surface, does 3 damage per second for 30 second to a target that walks over it and fails to resist (Dragonborn DLC only) | 146 |
Repel Lesser Undead | All affected undead up to level 8 flee from combat for 30 seconds | 115 |
Stendarr's Aura | For 60 seconds, undead in melee range take 10 points of sun damage per second (Dawnguard DLC only) | 248 |
Turn Undead | Undead up to level 13 flee from combat for 30 seconds | 168 |
Vampire's Bane | An explosion of sunlight that deals 40 damage to undead in a 15-foot radius (Dawnguard DLC only) | 72 |
Expert Restoration Spells (Skill level 75) | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Circle of Protection | Undead up to level 20 will flee upon entering the circle | 171 |
Grand Healing | Heals everyone close to the caster for 200 health, does not affect undead, atronachs, or automatons | 254 |
Repel Undead | All affected undead up to level 16 flee from combat for 30 seconds | 353 |
Turn Greater Undead | Undead up to level 21 flee from combat for 30 seconds | 267 |
Master Restoration Spells (Skill level 100) Master Restoration spells cannot be purchased until you have completed the "Restoration Ritual Spell" quest given by Colette Marence at the College of Winterhold, upon reaching level 90 Restoration | ||
Spell Name | Description | Base Magicka Cost |
---|---|---|
Bane of the Undead | Sets undead up to level 44 on fire and makes them flee for 30 seconds | 988 |
Guardian Circle | Undead up to level 35 will flee upon entering the circle, caster heals 20 health per second inside it | 716 |
Smithing
Unlockable Abilities | |
---|---|
Ancient Knowledge Bugged: See description | This ability is a reward for completing the "Unfathomable Depths" quest, given to you by From-Deepest-Fathoms who is usually found wandering the docks outside Riften. Travel to Riften and go inside the city proper, then go through one of the regular sized doors that lead to Skyrim on the west side. You’ll be in the right area if you find the Riften Warehouse, usually guarded by Maul. The 15% increase to experience gain for the Smithing skill is very useful for any character who utilizes Smithing to any meaningful degree, especially when taken early. It will effectively reduce the amount of time and materials required to maximize your Smithing skill. Note that this ability appears to be bugged. The description says that it gives a 25% defense bonus when wearing Dwarven Armour. In practice, it works with every armour except for Dwarven. Patch 1.9.31.0.8 supposedly contains a fix for this bug, but it can still occur. |
Useful Items for Smithing | |
---|---|
Notched Pickaxe Pickaxe with Fortify Smithing +5%, does 5 shock damage to enemies on hit (Can be disenchanted to learn the enchantment) | The Notched Pickaxe can be found on the highest peak of the Throat of the World, which you can only access once you've progressed through the main storyline to the point where you are to meet / have met Paarthurnax. Equipped in your weapon slot, it is the only weapon-slot item in the game with the Fortify Smithing enchantment. It can be disenchanted to learn the unique Smithing Expertise enchantment, but no matter what your enchantment skill is, the bonus is always 5 to Smithing - it is only the shock damage portion that changes with skill. This item is useful as you can equip it in conjunction with standard Fortify Smithing gear in order to maximize your Smithing prior to improving weapons or armour. It may only be 5 points, but it's 5 points you wouldn't be able to get otherwise, since traditional Fortify Smithing enchantments only work on chest, hands, necklace, and ring items. |
Silver-Blood Family Ring Ring with Fortify Smithing +15% (Can be disenchanted to learn the enchantment) | Travel to Markarth and witness Weylin's attack against Margret. Then, talk to Eltrys and read the note he slips you, starting the quest "The Forsworn Conspiracy". You'll be rewarded with the Silver-Blood Family Ring upon completion, which you can then disenchant in order to create your own set of gear with the Fortify Smithing enchantment - Eligible items for this enchantment are those that can be equipped on your chest, hands, necklace, and ring slots. |
Fortify Smithing Potion | Created using Alchemy with any combination of the following ingredients: • Blisterwort |
Synergies | |
---|---|
Enchanting and Alchemy | Enchanting, when coupled with Alchemy, can help you make increasingly powerful gear. Once you can make Fortify Enchanting potions that are more powerful than found/bought ones, you can drink one and then create a full set of Fortify Alchemy gear while still under its influence. Then, while wearing that set, you can make Fortify Enchanting potions that are more powerful than those you can normally make. You can then drink the improved Fortify Enchanting potions to make even better Fortify Alchemy gear, and so on. If your character is a Vampire, you can also take the Restoration perk Necromage, which will significantly boost the buffs your own potions give you, speeding up and enhancing this process. Using this synergy between Enchanting and Alchemy, you can make very powerful Fortify Smithing gear once you've maximized the bonuses to your Enchanting skill, as well as make Fortify Smithing potions that are more powerful than would normally be available in the game. Combine the two to get maximum improvements on your gear with Smithing. |
Sneak
Useful Items for Sneak | |
---|---|
Shrouded Armour Set Improved with leather 50% poison resist, 50% muffle, double sneak damage with one-handed weapons, bows do 20% more damage | The Shrouded Armour set is unique to the Dark Brotherhood. You can acquire it in several ways, but the following are the most easily accessible and all begin with visiting the house of Aventus Aretino in Windhelm, and completing the quest "Innocence Lost" given to you by him. You'll then be ushered into the quest "With Friends Like These..." which will give you the choice of either killing one of three captives, or turning on Astrid and killing her instead. If you kill one of the captives and join the Dark Brotherhood, you'll find a full set of the Shrouded Armour in the Dark Sanctuary. If you kill Astrid, you'll begin the quest "Destroy the Dark Brotherhood!" and will find the armour set on the bodies of defeated members of the Dark Brotherhood. The Shrouded Armour set is useful for sneaking as the Muffle enchantment on the boots make it harder to be detected, as well as gloves that double one-handed sneak attacks. Coupled it with a 20% damage increase to bows, and you have fairly potent synergy with many of the Sneak-based play styles. Note that the double damage for one-handed sneak attacks provided by the gloves in this set has excellent synergy with the Backstab and Assassin's Blade perks - doubling their effects. This means that Sneak attacks with one-handed weapons can do 12 times their regular damage, while Sneak attacks with daggers can do a whopping 30 times their damage! Sadly, this effect cannot be disenchanted or found on any other items, apart from the Ancient Shrouded Gloves upgrade. |
Ancient Shrouded Armour Set Improved with leather 100% poison resist, 50% muffle, double sneak damage with one-handed weapons, bows do 35% more damage | Superior to the Shrouded Armour set, the Ancient Shrouded Armour set can only be acquired if you are a member of the Dark Brotherhood. You receive the Ancient Shrouded Armour set as a reward upon completion of the "Locate The Assassin Of Old" sidequest. This quest is given to you by Olava the Feeble and can only be accepted if you completed the bonus objective of the "Breaching Security" quest in the Dark Brotherhood questline. This set features a more powerful version of the poison resist and bow damage enchantments, and has higher base armour than the standard Shrouded Armour set. Note that the double damage for one-handed sneak attacks provided by the gloves in this set has excellent synergy with the Backstab and Assassin's Blade perks - doubling their effects. This means that Sneak attacks with one-handed weapons can do 12 times their regular damage, while Sneak attacks with daggers can do a whopping 30 times their damage! Sadly, this effect cannot be disenchanted or found on any other items, apart from the regular Shrouded Gloves. |
Shrouded Hood Fortify Sneak 25% | The Shrouded Hood can be found in the same way as the standard Shrouded Armour set - however, the hood counts as clothing and not armour, and as such does not benefit from Light Armour or Heavy Armour. Furthermore, it cannot be improved using Smithing. Despite this, the Fortify Sneak enchantment on it may prove useful when coupled with the 50% Muffle enchantment on the standard armour set. |
Muffle Spell / Enchantment | The Muffle effect makes your footsteps silent, which is extremely useful when coupled with Sneak. This is especially true against the mostly blind Falmer enemies, who are alerted by sound more than sight. Muffle can be found as a spell in the Illusion school of magic, or as an enchantment that can only be found on randomly generated loot - there is no guaranteed disenchantable item with a Muffle enchantment. You can also find a variant of Muffle on the following unique items: Ebony Mail, Shrouded Boots, Ancient Shrouded Boots, Cicero's Boots and Nightingale Boots. However, the enchantment on these unique pieces is only 50% as effective as the spell or properly enchanted items. |
Invisibility Spell / Potion Effect | Invisibility does what you would expect - it makes you completely unable to be detected by sight. This is quite powerful when combined with Muffle, as the only way you can be detected is by bumping into something, or performing an action (which breaks Invisibility). Invisibility cannot be found as an enchantment, sadly, but it can be found as a spell in the Illusion school of magic, as well as being an effect found in potions made with any combination of the following ingredients: • Ash Creep Cluster (Dragonborn DLC only) |
Fortify Sneak Potion | Created using Alchemy and any combination of the following ingredients: • Abecean Longfin |
Speech
Useful Items for Speech | |
---|---|
Amulet of Dibella Fortify Speech 15% | The only guaranteed place for the Amulet of Dibella to appear is in the inventory of Haelga, who works at Haelga's Bunkhouse in Riften. It can be occasionally looted from dead mages, boss chests, defeated draugr, and on Imperial or Stormcloak soldiers. Not a particularly special item, but it can help if you're trying to pass a difficult persuasion check without much luck or just as a way to get better prices while buying and selling. |
Amulet of Articulation Persuasion checks almost always succeed, Fortify Speech up to 35% | The Amulet of Articulation is received as a reward after completing the Thieves Guild quest "Under New Management". There are 7 different versions of this amulet, given at random. The best one adds 35% to Speech. You can save the game just before recieving the reward and reload if you aren't given the best version of this amulet. The Amulet of Articulation also counts as light armour and provides up to 8 base armour (if you have the best version of the amulet). It also receives relevant bonuses from the Light Armour skill tree. Thankfully, wearing it will not prevent the effects of the Mage Armour Alteration perk or the Matching Set Light Armour or Heavy Armour perk. This amulet makes the Speech perk Persuasion Speech perk obsolete. |
Masque of Clavicus Vile Mask, heavy armour +10 Speech, improves prices by 20%, increases magicka regeneration by 5% | The Masque of Clavicus Vile is a possible reward for the quest "A Daedra's Best Friend". The best way to get started on this quest is to talk to Lod, the blacksmith in Falkreath, and then follow the road outside of town until you encounter the talking dog, Barbas. Near the conclusion of the quest, you'll be asked to make a decision between killing Barbas with the Rueful Axe, or returning the Rueful Axe to the shrine. You will need to return the axe in order to receive the Masque of Clavicus Vile. |
Fortify Speech Potion | Unlike most other potions, Fortify Speech Potions cannot be created using Alchemy. They can only be found or bought. |
Two-Handed
Useful Items for Two-Handed | |
---|---|
Bloodskal Blade (Dragonborn DLC only) Greatsword, 21 base damage, 16 weight Improved with silver ingots Releases energy waves with power attacks that do 30 damage each | The Bloodskal Blade can be acquired during the quest "The Final Descent" at Raven Rock Mine. Raven Rock is the capital of Solstheim, and the mine can be found at the northernmost point of Raven Rock. Upon entering, you'll witness Aphia Velothi and Crescius Caerellius arguing about going into the mine. The quest begins after talking to Crescius. In the depths of the mine, you'll find the Bloodskal Blade next to the remains of Gratian Caerellius. The Bloodskal Blade has the longest range of any melee weapon thanks to its unique enchantment. It also does not use charges and as such cannot exhaust its ability with use. The energy waves travel roughly 15 feet and can even travel through walls and multiple targets in a line. Depending on the type of power attack used, it will project either a horizontal or vertical wave. The Bloodskal Blade does not benefit from any Smithing perks, which means you can only improve it to flawless quality naturally. You'll need to raise your Smithing level over 100 using enchanted gear and/or potions with Fortify Smithing in order to improve it further. |
The Longhammer Warhammer, 21 base damage, 18 weight Improved with orichalcum ingots Swings 30% faster than a regular warhammer | The Longhammer is found near the corpse of its owner, Rahd, inside Liar's Retreat. Liar's Retreat can be found a fair distance southwest of Solitude. Since it swings 30% faster than other warhammers, the Longhammer can potentially outclass Daedric warhammers in damage per second. The attack speed effect is not considered an enchantment, and is affected by the Elemental Fury shout to further increase its attack speed. It can also be enchanted, and in doing so it will retain its attack speed boost on top of any other benefits you place on it. This makes the Longhammer have frightening damage potential (as long as you keep it charged), if enchanted at the highest levels of Enchanting. It benefits from the Orcish Smithing perk in the Smithing tree when calculating the strength of any improvements made to it. |
Volendrung Warhammer, base damage 25, 26 weight Improved with ebony ingots Absorb 50 points of stamina per hit | Volendrung is a reward from Daedric Prince Malacath after completing the quest "The Cursed Tribe", which is given to you by Atub in the Orc stronghold of Largashbur from character level 9 and above. Largashbur can be found west-by-southwest from Riften, southwest of Lake Honrich. Its enchantment helps feed your power attacks, as two-handed weapons are typically stamina-thirsty. Provided you connect with your hits, and you keep the weapon charged, you'll be able to keep swinging for longer than most two-handed weapons. It also has the unique benefit of swinging as fast as a greatsword despite being a warhammer, which is typically a slower weapon. It is more useful early in the game, since later its damage is outclassed by higher tier weapons that benefit from Smithing perks. Volendrung does not benefit from any Smithing perks, which means you can only improve it to flawless quality naturally. You'll need to raise your Smithing level over 100 using enchanted gear and/or potions with Fortify Smithing in order to improve it further. |
Ironhand Gauntlets Fortify Two-Handed 15% (Can be disenchanted to learn the enchantment) | The Ironhand Gauntlets can be looted from Hajvarr Iron-Hand, the leader of the bandits at White River Watch. He can be found at White River Outlook, which is accessed at the end of the cave. You can find White River Watch east of Whiterun, past the river near Honningbrew Meadery. Once they lose their usefulness as gauntlets, you can disenchant them and begin enchanting future bracers, gauntlets, necklaces, and rings for a boost to two-handed weapon damage. |
Fortify Two-Handed Potion | Created using Alchemy with any combination of the following ingredients: • Dragon's Tongue |