Blade Binder build
Arumin
Arumin is an Altmer from the Summerset Isles. She took a ship to Skyrim and made the mistake of going to Windhelm. She starts the game in Jail in Windhelm.
Bladebinder
Complete perks
Standing Stone: Warrior
RP Hooks;
Arrested in Windhelm, start at Windhelm Jail
No armor or non-conjured weapons; believer in the power of the Aetherius (considering eletric as Aethereal).
Not a Thalmor. Buy Ocato's, Bound Bow, Soul Cloak, Lightning Bolt, Fast Healing, Stoneflesh Lightning Cloak.
Meet Rumarin; head to College of Winterhold.
Do the Interesting NPC's quest at the college?
Worshipper of Auriel.
Alteration (14)
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.
40 - Spellblade - Whenever you cast a spell with one hand, you deal 20% more attack damage for 4 seconds.
50 - Energy Shield - If wearing robes and no light or heavy armor, reduces incoming attack and elemental damage by 35% but you lose Magicka equal to the amount of Health lost. The damage reduction gradually diminishes as Magicka falls below half. The energy shield is disabled when your hands are lowered.
60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points for 4 seconds.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
90 - Rend Resistances - Whenever you attack with a weapon, reduces the magic resistance of nearby enemies within 10 feet by 15% for 4 seconds.
Archery (17)
0 - Archery Mastery (2) - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
20 - Wingstrike (1) - Bashing with a bow or crossbow always staggers the target. Bows and crossbows deal 20/40% more damage to that target for 10 seconds.
30 - Steady Hand (2) - Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
40 - Crippling Shot - Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
40 - Hunter's Discipline - Recover twice as many arrows and bolts from dead bodies.
50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
50 - Ranger - Can move at full speed with a drawn bow.
60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.
60 - Snipe - Shooting targets you haven't shot within the past 10 seconds inflicts a critical strike that deals three times critical damage, and any weapon enchantments applied by the shot are twice as effective.
70 - Focus on the Prey - Cannot be staggered while holding a drawn bow or reloading a crossbow.
70 - Beak and Talon - Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knocking them down if they are staggered.
80 - Hailstorm - Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
80 - Hawkeye - Grants the "Hawkeye" power. Once a day, slow time and focus on your foes for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill.
100 - Perfect Aim - Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining.
Conjuration (8)
0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
30 - Soul Raider - Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks last twice as long.
40 - Rend From This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to non-conjured Daedra.
60 - Hollow Binding - Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds.
70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
90 - Covenant of Coldharbour - Hollow Binding reduces magic resistance by an additional 30% if you control a summoned Daedra or other non-undead minion.
Destruction (17)
0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction.
20 - Destruction Dual Casting - Dual casting a Destruction spell empowers it, increasing effectiveness and cost.
20 - Ionized Path (2) - Shock spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Magicka percentage.
30 - Static Field - Shock spells that would leave their target above 75% Health deal enough additional damage to make up the difference.
40 - Arc Burn - Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresistable fire damage per second for 4 seconds.
40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
40 - Runecaster - Can place runes 75 feet farther away, and place three times as many runes at a time.
50 - Magnetize - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement.
50 - Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 30% more powerful.
60 - Nova Charge - Dual casting 6 shock spells in combat triggers a shock nova that deals 200 points of shock damage to nearby enemies and staggers them. This can only occur once per battle.
70 - Electroconvulsions - Shock spells incapacitate living targets below 25% Health if they are not shock resistant.
80 - Elemental Specialization - You may choose one element (fire, frost, shock). Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker.
80 - Show Them All - Shock spells and effects drain 50% more Magicka.
90 - Stormblast - You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 points of shock damage to Health and Magicka.
100 - Absolute Power - Aiming a Sparks, Lightning Bolt, Chain Lightning, Thunderbolt or Lightning Storm spell directly at a target will magnetically levitate them in front of you for 6 seconds, reducing magic resistance by 25%. This effect has a 45 second cooldown.
Enchanting (10)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
40 - Spellscribe - Grants the "Spellscribe" power: use it to store the spell you are dual casting. Your power attacks and power bashes unleash the stored spell for free, with a cooldown based on Enchanting skill. Only works with spells that affect other targets.
60 - Might and Magic - You are adept at weaving blade and magic. Spells cast with your left hand are 10% more effective if you are wielding a weapon in your right hand. Attacks with a weapon in your right hand deal 10% more damage if you are holding a spell in your left hand.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
70 - Power Echoes - Spellscribe activates twice before going on cooldown.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
One-Handed (14)
0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
30 - Clash of Champions (1) - Attacks with swords reduce the target's attack damage by 10/15/20% for 3 seconds.
40 - Cross Cut (1) - Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 25/50% for 4 seconds.
40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
50 - Falling Sword - Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding target falls below 25% Health, your attacks against that target are critical strikes that deals ten times critical damage.
50 - Overrun - Can perform a one-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
50 - Rogue's Parry - When wielding a one-handed weapon and an empty other hand, attacking with the weapon while the opponent is winding up their attack or drawing a bow deals 40% more damage and delivers a critical strike.
60 - Windswept - Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to 40% more damage based on distance traveled.
70 - Into the Dust - Repeated standing power attacks with a sword against a target do escalating damage if no more than 3 seconds pass between each. This effect stacks up to three times, each doing 15% more damage. Reaching four stacks knocks the target off their feet.
80 - Judgment - Slaying an enemy under the effect of Clash of Champions restores 100 points of Stamina.
90 - Aftershock - After a Thundering Blow, attack speed is increased by 75% for 3 seconds.
100 - Wandering Warrior - Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a permanent +1% bonus to one-handed damage. This effect stacks up to +20%.
Restoration (6)
0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.
20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
40 - Respite - Healing spells also restore Stamina equal to their power.
Arumin
Arumin is an Altmer from the Summerset Isles. She took a ship to Skyrim and made the mistake of going to Windhelm. She starts the game in Jail in Windhelm.
Bladebinder
Complete perks
Standing Stone: Warrior
RP Hooks;
Arrested in Windhelm, start at Windhelm Jail
No armor or non-conjured weapons; believer in the power of the Aetherius (considering eletric as Aethereal).
Not a Thalmor. Buy Ocato's, Bound Bow, Soul Cloak, Lightning Bolt, Fast Healing, Stoneflesh Lightning Cloak.
Meet Rumarin; head to College of Winterhold.
Do the Interesting NPC's quest at the college?
Worshipper of Auriel.
Alteration (14)
0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration.
20 - Alteration Dual Casting - Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
20 - Mage Armor (3) - Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
40 - Distorted Shape - When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.
40 - Spellblade - Whenever you cast a spell with one hand, you deal 20% more attack damage for 4 seconds.
50 - Energy Shield - If wearing robes and no light or heavy armor, reduces incoming attack and elemental damage by 35% but you lose Magicka equal to the amount of Health lost. The damage reduction gradually diminishes as Magicka falls below half. The energy shield is disabled when your hands are lowered.
60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points.
70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points for 4 seconds.
90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina.
90 - Rend Resistances - Whenever you attack with a weapon, reduces the magic resistance of nearby enemies within 10 feet by 15% for 4 seconds.
Archery (17)
0 - Archery Mastery (2) - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
20 - Wingstrike (1) - Bashing with a bow or crossbow always staggers the target. Bows and crossbows deal 20/40% more damage to that target for 10 seconds.
30 - Steady Hand (2) - Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
40 - Crippling Shot - Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
40 - Hunter's Discipline - Recover twice as many arrows and bolts from dead bodies.
50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
50 - Ranger - Can move at full speed with a drawn bow.
60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.
60 - Snipe - Shooting targets you haven't shot within the past 10 seconds inflicts a critical strike that deals three times critical damage, and any weapon enchantments applied by the shot are twice as effective.
70 - Focus on the Prey - Cannot be staggered while holding a drawn bow or reloading a crossbow.
70 - Beak and Talon - Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knocking them down if they are staggered.
80 - Hailstorm - Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
80 - Hawkeye - Grants the "Hawkeye" power. Once a day, slow time and focus on your foes for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill.
100 - Perfect Aim - Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining.
Conjuration (8)
0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
30 - Soul Raider - Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks last twice as long.
40 - Rend From This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to non-conjured Daedra.
60 - Hollow Binding - Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds.
70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
90 - Covenant of Coldharbour - Hollow Binding reduces magic resistance by an additional 30% if you control a summoned Daedra or other non-undead minion.
Destruction (17)
0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction.
20 - Destruction Dual Casting - Dual casting a Destruction spell empowers it, increasing effectiveness and cost.
20 - Ionized Path (2) - Shock spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Magicka percentage.
30 - Static Field - Shock spells that would leave their target above 75% Health deal enough additional damage to make up the difference.
40 - Arc Burn - Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresistable fire damage per second for 4 seconds.
40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
40 - Runecaster - Can place runes 75 feet farther away, and place three times as many runes at a time.
50 - Magnetize - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement.
50 - Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 30% more powerful.
60 - Nova Charge - Dual casting 6 shock spells in combat triggers a shock nova that deals 200 points of shock damage to nearby enemies and staggers them. This can only occur once per battle.
70 - Electroconvulsions - Shock spells incapacitate living targets below 25% Health if they are not shock resistant.
80 - Elemental Specialization - You may choose one element (fire, frost, shock). Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker.
80 - Show Them All - Shock spells and effects drain 50% more Magicka.
90 - Stormblast - You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 points of shock damage to Health and Magicka.
100 - Absolute Power - Aiming a Sparks, Lightning Bolt, Chain Lightning, Thunderbolt or Lightning Storm spell directly at a target will magnetically levitate them in front of you for 6 seconds, reducing magic resistance by 25%. This effect has a 45 second cooldown.
Enchanting (10)
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
40 - Spellscribe - Grants the "Spellscribe" power: use it to store the spell you are dual casting. Your power attacks and power bashes unleash the stored spell for free, with a cooldown based on Enchanting skill. Only works with spells that affect other targets.
60 - Might and Magic - You are adept at weaving blade and magic. Spells cast with your left hand are 10% more effective if you are wielding a weapon in your right hand. Attacks with a weapon in your right hand deal 10% more damage if you are holding a spell in your left hand.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
70 - Power Echoes - Spellscribe activates twice before going on cooldown.
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
One-Handed (14)
0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
30 - Clash of Champions (1) - Attacks with swords reduce the target's attack damage by 10/15/20% for 3 seconds.
40 - Cross Cut (1) - Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 25/50% for 4 seconds.
40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
50 - Falling Sword - Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding target falls below 25% Health, your attacks against that target are critical strikes that deals ten times critical damage.
50 - Overrun - Can perform a one-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
50 - Rogue's Parry - When wielding a one-handed weapon and an empty other hand, attacking with the weapon while the opponent is winding up their attack or drawing a bow deals 40% more damage and delivers a critical strike.
60 - Windswept - Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to 40% more damage based on distance traveled.
70 - Into the Dust - Repeated standing power attacks with a sword against a target do escalating damage if no more than 3 seconds pass between each. This effect stacks up to three times, each doing 15% more damage. Reaching four stacks knocks the target off their feet.
80 - Judgment - Slaying an enemy under the effect of Clash of Champions restores 100 points of Stamina.
90 - Aftershock - After a Thundering Blow, attack speed is increased by 75% for 3 seconds.
100 - Wandering Warrior - Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a permanent +1% bonus to one-handed damage. This effect stacks up to +20%.
Restoration (6)
0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration.
20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting.
20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost.
30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases.
40 - Respite - Healing spells also restore Stamina equal to their power.