Builds

Every level in Skyrim asks the same question: health, magicka or stamina? Skills can be re-trained, perks can be planned around, gear can be swapped, but the ten points you put into an attribute at level-up are the one decision that quietly defines a character for eighty levels. So this guide sorts the folder's three build pages by that decision. The archetypes page states a ratio for nearly every playstyle, and once you know yours, the rest of a build (race, two primary skills, two secondary ones, a standing stone and a follower) follows in a line.

Eleven archetypes and the split each one asks for

The archetypes page is deliberately blunt: one race, one ratio, two primary skills, two secondary, one stone, a follower or two. The ratios are given as percentages of your level-ups, with the order of the attributes changing by archetype.

ArchetypeRaceLevel-up splitPrimary skillsSecondary skillsStoneFollowers
WarriorNordHealth 60 / Stamina 40One-Handed, BlockLight Armor, Archery (Heavy Armor and Smithing if two-handed)WarriorMarcurio or Jenassa
Pure MageHigh ElfMagicka 80 / Health 20Any two schools, such as Destruction and ConjurationPerks from two more schoolsMageA heavily armored warrior: Vorstag or Lydia
ArcherWood ElfHealth 80 / Stamina 20Archery, SneakLight Armor, BlockThiefJenassa, Faendal, Vorstag or Argis as a distraction
WarlockNot statedNot statedDestructionConjuration, Enchanting, a little armorNot statedNot stated
BerserkerOrcHealth and Stamina equallyTwo-Handed, Heavy ArmorSmithing, BlockLordStenvar, Belrand, Vigilance or Meeko
SpellswordDark ElfHealth 40 / Magicka 30 / Stamina 30One-Handed, DestructionLight Armor, IllusionLoverLydia or Vorstag
NecromancerBretonMagicka 70 / Health 30Conjuration, IllusionAlteration, RestorationRitualAs for the mage
AssassinKhajiitHealth 60 / Magicka 20 / Stamina 20One-Handed, SneakAlchemy, PickpocketShadowNone; they give you away
BattlemageImperialMagicka 60 / Health 40Destruction, RestorationIllusion, Heavy ArmorApprenticeAnyone
WeaponmasterRedguardHealth 60 / Stamina 40One-Handed, Heavy ArmorArchery, EnchantingSteedMarcurio or Illia
RogueArgonianHealth 40 / Magicka 40 / Stamina 20Sneak, IllusionArchery, One-HandedSerpentJenassa or Faendal

Read the split column top to bottom and the eleven collapse into three shapes. Six archetypes ignore magicka entirely or nearly so, and their argument is only how much stamina a two-hander needs. Three put magicka first and keep enough health to survive being cornered. Two, the spellsword and the rogue, refuse to choose and pay for it with a thinner health pool than anyone else. The page closes with five playstyles it rates above the rest, sword and board, illusion control, sneak archery, the dagger assassin with the fifteen-times sneak multiplier, and the conjuration warrior with bound swords, and the standing stones it names are mapped in the locations guide.

Thirty-four named builds and their perk lists

The character builds page is the deep end. Its first seven builds are race recommendations with full perk lists (the pure mage, the battle mage, the thief, the assassin, both kinds of warrior, and the dual-wielder it advises against), and the remaining twenty-seven are finished characters with a race, a level and skill levels to match. The page's one hard rule applies to all of them: you are limited to seventy perks at a time, so no build can take every perk in every listed tree, and the lists are the cuts.

BuildRaceLevelCore skills
BarbarianOrc36One-Handed 67, Light Armor 83, Restoration 82, Enchanting 100
VampireDark Elf36Sneak 90, Illusion 100, Conjuration 100
ShadowscaleArgonian40Sneak 100, Illusion 98, Destruction 70, Alchemy 54
Ancient NordNord43Heavy Armor 92, Two-Handed 95, Conjuration 100
Pit FighterArgonian43One-Handed 76, Light Armor 72, Block 60, Archery 65
TelepathicHigh Elf44Illusion 100, Alteration 100, Sneak 100, Restoration 60
PaladinRedguard46Heavy Armor 100, Restoration 96, Smithing 100, Speech 84
Falmer WarshamanArgonian47Conjuration 100, Heavy Armor 100, Destruction 86
ConjurerWood Elf49Conjuration 100, Archery 84, Light Armor 80
Death KnightBreton49Two-Handed 96, Conjuration 100, Smithing 97
ClericImperial52Block 100, Heavy Armor 100, Restoration 100
SorcererOrc53Block 100, Heavy Armor 100, Destruction 100, Restoration 100
NecromancerBreton53Conjuration 100, Sneak 100, Destruction 100, Illusion 100
MarksmanWood Elf53Archery 100, Light Armor 100, Smithing 100, Sneak 100
ShamanDark Elf54Destruction 96, Conjuration 100, Restoration 100, Light Armor 100
Alik'r WarriorRedguard57One-Handed 77, Alteration 100, Sneak 100
MonkKhajiit58Heavy Armor 88 with Fists of Steel, Illusion 100, Restoration 95, Alteration 100
RogueWood Elf59One-Handed 93, Sneak 100, Illusion 100, Archery 77
SpellswordHigh Elf59One-Handed 81, Destruction 100, Conjuration 100, Light Armor 95
DruidArgonian61Destruction 100, Restoration 100, Alteration 100, Alchemy 83, Lycanthropy
WarlordNord61Heavy Armor 96, Two-Handed 95, One-Handed 99, Archery 83
DragonbornNord66Heavy Armor 100, Block 100, One-Handed 100, Archery 100
NightbladeDark Elf68Sneak 100, One-Handed 87, Destruction 94, Archery 90
WarlockHigh Elf68Destruction 100, Illusion 100, Alteration 100, Restoration 100, Conjuration 100
Dragon PriestNot statedNot statedDestruction 100, Conjuration 100, Alteration 100, Heavy Armor 100
BerserkerNot statedNot statedTwo-Handed 57, Heavy Armor 91, Smithing 60
Arcane WarriorDark ElfNot statedOne-Handed 60, Alteration 100, Destruction 89, Conjuration 100

Nearly every finished build ends its list with Enchanting 100 and the same four perks (five ranks of Enchanter, Insightful Enchanter, Corpus Enchanter, Extra Effect), which is the page's quiet admission that a second enchantment on every piece is the one upgrade no split can do without. The skills themselves, and the perk count the game actually allows across all eighteen trees, are laid out in the skills guide.

Dual-wielding: the split that pays in stamina

Two weapons swing on two stamina bars' worth of cost, which is why the dual-wielding page starts with race before weapons. Redguards get Adrenaline Rush, a tenfold stamina regeneration for a short spell, and Orcs get Berserker Rage, which doubles outgoing damage; Orcs also start with a bonus to every stat but magicka. Put the lighter weapon in the right hand, since the right hand swings first and the left follows, and enchant both for damage, an element and stamina cost.

PairWhy the page likes it
Chillrend and DawnbreakerFrost with a paralysis chance beside fire that can detonate undead
Bloodscythe and SoulrenderHaknir Death-Brand's scimitars, which drain health and armor together
Chillrend and the Blade of WoeParalysis on one hand and 10 health absorbed on the other
Stalhrim sword and Stalhrim daggerHigh base damage from the same rare material
Mehrunes' Razor and Valdr's Lucky DaggerAn instant-kill chance next to a 25% critical chance
Daedric Sword and Dragonbone MaceRaw damage with room for enchantments

The perks are all in the One-Handed tree and apply to both hands: two ranks of Dual Flurry for speed, Dual Savagery for half again as much power-attack damage, five ranks of Armsman up to double damage, Fighting Stance for cheaper stamina, and Savage Strike. Elemental Fury is the shout to pair with unenchanted blades, raising attack speed by 30, 50 or 70 percent depending on the words known, and Marked for Death softens armor and health. Light or heavy armor both work: Smithing at 100 makes light armor protective enough, and the Heavy Armor tree's Encumbrance perk removes the speed penalty. The pairs above are ranked against every other unique blade in the weapons guide.

Build questions

How many perks can one character hold?

Seventy at any one time, according to the character builds page, which is why every list there is a selection rather than a tree.

Which stone matches which split?

The archetypes page pairs them: Warrior for the sword-and-board Nord, Mage for the 80/20 caster, Thief for the archer, Lord for the berserker, Lover for the spellsword's three-way split, Ritual for the necromancer, Shadow for the assassin, Apprentice for the battlemage, Steed for the weaponmaster and Serpent for the rogue.

Is dual-wielding worth it?

The builds page says no as a default style, because two weapons give up most of your defense, and it suggests paralysis first and blades second; the dual-wielding page says yes with the right race and pairs. Both live under the Skyrim hub, next to the followers that a heavy-armor archetype leans on.