Skip to content
Lvl 25
7 / 10
7 / 12
2 / 10
2 / 9
2 / 15

Tomb Purifier
Skyrim
Alteration, Restoration, Spellsword
build
Published

A challenging experience for Adept Difficulty. Roleplay a scholar, preserving history and purifying the undead. A tactical fighter, One-handed weapons and a torch or nothing, play reactionally with Quick Reflexes. Plan before engaging: Detect Life/Dead to scout the opposition, flesh spell pre-buff, Turn Undead for crowd control and Wards to recharge Magicka, Soul Trap to "Purify" Draugr. Use whatever Enchanted Gear you find most useful.

Tried this build? Add a badge for what it does best, or agree with one that's already there.

More: Budget builds, Mule builds, Roleplay builds

lvl 25
Based on spent perk points
You get 9635 XP from skills
You need 9300 XP to level up
Race
Redguard
+10
One Handed
+5
Smithing, Block, Archery, Destruction, and Alteration
Unlocks: Resist Poison, Adrenaline Rush
Standing Stones
The Steed Stone

Those under the sign of The Steed can carry more and do not suffer a movement penalty from armor.

Attributes
health
170
stamina
170
magica
200
Set skill levels with the arrows; open a constellation to pick perks.
Smithing
0 xp
0
2
0
Heavy Armor
0 xp
0
1
5
Block
255 xp
0
3
0
15
Shield Wall (1/5)
30
Quick Reflexes
Two-handed
0 xp
0
1
5
One-handed
1215 xp
0
5
5
15
Armsman (1/5)
20
Armsman (2/5) ,
Fighting Stance
Archery
0 xp
0
2
0
Light Armor
0 xp
0
1
5
Sneak
0 xp
0
1
5
Lockpicking
0 xp
0
1
5
Pickpocket
0 xp
0
1
5
Speech
0 xp
0
1
5
Alchemy
0 xp
0
1
5
Illusion
0 xp
0
1
5
Conjuration
205 xp
0
2
5
15
Novice Conjuration
25
Apprentice Conjuration
Destruction
0 xp
0
2
0
Restoration
3120 xp
0
8
0
15
Novice Restoration
20
Regeneration
25
Apprentice Restoration
30
Recovery (1/2)
40
Respite
50
Adept Restoration
60
Recovery (2/2) ,
Ward Absorb
Alteration
4840 xp
1
0
0
15
Novice Alteration
25
Apprentice Alteration
30
Magic Resistance (1/3)
50
Magic Resistance (2/3) ,
Adept Alteration
70
Magic Resistance (3/3) ,
Stability
75
Expert Alteration
100
Atronach
Enchanting
0 xp
0
1
5

Condition

Werewolf
↔
Human
↔
Vampire 1
↔
Vampire 2
↔
Vampire 3
↔
Vampire 4
Mortal: no vampire blood, no beast blood. Pick a condition above to plan lycanthropy or the four stages of vampirism. Switching is safe: every tree keeps its perks, and only the active condition feeds the character sheet.

Loadout

right hand
Eduj
Sword
20
11
Speed
1
Reach
1
Stagger
0.75

Target takes 10 points of frost damage to Health and Stamina.

improve · Fine
Steel Smithing
130
9
Detect Dead
expert alteration

Nearby dead can be seen through walls.

300
Detect Life
adept alteration

Nearby living creatures, but not undead, machines, or Daedra, can be seen through walls.

200
left hand
Close Wounds
adept restoration

Heals the caster 100 points.

126
Greater Ward
adept restoration

Increases armor rating by 80 points and negates up to 80 points of spell damage or effects.

43
Soul Trap
apprentice conjuration

If target dies within 60 seconds, fills a soul gem.

107
Turn Undead
adept restoration

Undead up to level 13 flee for 30 seconds.

168
head
Hat
Any hood or hat. No armor rating; Mage Armor keeps working and enchantments do the rest.
add enchantment
18
hands
Light Gauntlets
Any light gauntlets, hide to dragonscale. Count toward Light Armor perks and skill leveling.
add enchantment
13
body
Light Armor
Any light cuirass, hide to dragonscale. Counts toward Light Armor perks and skill leveling.
add enchantment
27
feet
Light Boots
Any light boots, hide to dragonscale. Count toward Light Armor perks and skill leveling.
add enchantment
13
backpack
Mage Backpack
Clothing
1

Carrying capacity increased by 75 points.; Increases your Magicka by 20 points.

improve · Fine
15
1
cc
shoulder
add shoulder
ring
Ring
Any plain ring. It adds nothing by itself; the enchantment you put on it is the point.
add enchantment
amulet
The Gauldur Amulet
Jewelry

Increases your Health, Magicka, and Stamina by 30 points.

1000
1
Stats reflect your skills and perks. Press the anvil to improve an item at your Smithing level. The first item in a slot is worn, extras are swap-ins.

Powers

Redguard
Resist Poison
constant

Your Redguard blood gives you 50% resistance to poison.

Adrenaline Rush
power · 1/day

Stamina regenerates 10x faster for 60 seconds.

The Steed Stone
The Steed Stone
constant

Carry capacity increased by 100 points, (50 if Survival Mode is enabled), armor weighs nothing and doesn't slow you down when worn.

Selected
Agent of Mara
constant

Increases Magic Resistance by 15%.

The Book of Love
Sailor's Repose
constant

Healing spells cure 10% more.

Frostflow Abyss
Eternal Spirit
constant

While Ethereal, you recover Health 25% faster.

Meditation on a Word of Power
Add Power

Shouts

Become Ethereal

The Thu'um reaches out to the Void, changing your form to one that cannot harm, or be harmed.

Recovery: 40s
Cyclone

Your Thu'um creates a whirling cyclone that sows chaos among your enemies.

Recovery: 60s
Disarm

Shout defies steel, as you rip the weapon from an opponent's grasp.

Recovery: 40s
Throw Voice

The Thu'um is heard, but its source unknown, fooling those into seeking it out.

Recovery: 5s
Whirlwind Sprint

The Thu'um rushes forward, carrying you in its wake with the speed of a tempest.

Recovery: 35s
Add Shout

Consumables

Potions, Food & Drink
Craft Potion Effect

Potions, food and drink you find or buy. Their buffs are counted into your stats.

For potions you plan to brew yourself, just pick the effects you want. Their strength follows this build's Alchemy skill, perks and gear. For the actual ingredients and bottles, use the Alchemy calculator below.

Alchemy Calculator Skyrim
Plan ingredients, multi-effect bottles and profits. Your crafted effects, skills, perks and gear carry over.
Survival Mode
Survival Mode halves your base carry weight, makes warmth matter, and adds hunger, cold and fatigue. Set the state you plan to fight in — the character sheet calculates with it.
Survival Mode
Hunger
Satisfied
You are not hungry.
Cold
Comfortable
You are comfortably warm.
Fatigue
Refreshed
You feel refreshed.
Crafting bonuses
Your skills, perks, equipped Fortify enchantments and the potions picked in Consumables already feed crafting power. Adjust the bonuses here only when your in-game numbers differ.
Alchemy bonus %
0
0
0
already +0%
Smithing gear bonus %
0
0
0
already +0%
Smithing potion bonus %
0
0
0
already +0%
Enchanting bonus %
0
0
0
already +0%
Character stats
Health
200
Stamina
200
Magicka
250
Carry
510
Armor
1
−3.1%
Magic
45%
Poison
50%
Warmth
71
Share