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Lvl 60
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Spellsword for Hire
Skyrim
Jack of all Traits
build
Published

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lvl 60
Based on spent perk points
You get 33325 XP from skills
You need 48675 XP to level up
Race
Imperial
+10
Restoration
+5
Heavy Armor, Block, One Handed, Destruction, and Enchanting
Unlocks: Imperial Luck, Voice of the Emperor
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
330
stamina
330
magica
230
Set skill levels with the arrows; open a constellation to pick perks.
Smithing
3120 xp
0
8
0
15
Steel Smithing
30
Dwarven Smithing
50
Orcish Smithing
60
Arcane Blacksmith
80
Ebony Smithing
Heavy Armor
4840 xp
1
0
0
15
Juggernaut (1/5)
30
Well Fitted ,
Fists of Steel
50
Tower of Strength ,
Cushioned
70
Matching Set ,
Conditioning
100
Reflect Blows
Block
0 xp
0
2
0
Two-handed
0 xp
0
1
5
One-handed
4840 xp
1
0
0
15
Armsman (1/5)
30
Bone Breaker (1/3)
Archery
4930 xp
1
0
0
15
Overdraw (1/5)
30
Eagle Eye ,
Critical Shot (1/3)
40
Steady Hand (1/2)
50
Power Shot ,
Hunter's Discipline
60
Ranger
70
Quick Shot
100
Bullseye
Light Armor
0 xp
0
1
5
Sneak
345 xp
0
3
0
15
Stealth (1/5)
30
Muffled Movement
Lockpicking
4930 xp
1
0
0
15
Novice Locks
25
Apprentice Locks
50
Adept Locks
60
Golden Touch
70
Treasure Hunter
75
Expert Locks
100
Master Locks
Pickpocket
0 xp
0
1
5
Speech
2365 xp
0
7
0
15
Haggling (1/5)
30
Bribery ,
Allure
50
Persuasion
70
Intimidation
Alchemy
3120 xp
0
8
0
15
Alchemist (1/5)
20
Physician
30
Poisoner ,
Benefactor
60
Concentrated Poison
80
Snakeblood
Illusion
1155 xp
0
5
0
15
Novice Illusion
25
Apprentice Illusion
50
Adept Illusion
Conjuration
0 xp
0
1
5
Destruction
0 xp
0
2
0
Restoration
950 xp
0
5
0
15
Novice Restoration
20
Regeneration
25
Apprentice Restoration
30
Recovery (1/2)
40
Respite
50
Adept Restoration
Alteration
2730 xp
0
7
5
15
Novice Alteration
25
Apprentice Alteration
30
Magic Resistance (1/3)
50
Adept Alteration
70
Stability
75
Expert Alteration
Enchanting
0 xp
0
2
0

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.

Powers

Imperial
Imperial Luck
constant

Anywhere gold coins might be found, Imperials always seem to find a few more.

Voice of the Emperor
power · 1/day

Calms nearby people 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
Add Power
Granted powers appear on their own. Add the ones you plan to earn in the world.

Loadout

right hand
Mace
Any mace. One-Handed perks apply.
add enchantment
Crossbow
Any crossbow. Hits harder than a bow but reloads slowly. Archery perks apply.
add enchantment
left hand
Any Bolt
Whatever bolts you load. The tier adds a little damage; the crossbow does the real work.
Paralyze
expert alteration

Targets that fail to resist are paralyzed for 10 seconds.

450
Clairvoyance
novice illusion

Shows the path to the current goal.

25
Muffle
apprentice illusion

You move more quietly for 180 seconds.

144
Close Wounds
adept restoration

Heals the caster 100 points.

126
Ebonyflesh
expert alteration

Improves the caster's armor rating by 100 points for 60 seconds.

341
Detect Life
adept alteration

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

200
Heavy Helmet
Any heavy helmet, iron to Daedric. Counts toward Heavy Armor perks and skill leveling.
add enchantment
18
Heavy Gauntlets
Any heavy gauntlets, iron to Daedric. Count toward Heavy Armor perks and skill leveling.
add enchantment
13
Heavy Armor
Any heavy cuirass, iron to Daedric. Counts toward Heavy Armor perks and skill leveling.
add enchantment
27
Heavy Boots
Any heavy boots, iron to Daedric. Count toward Heavy Armor perks and skill leveling.
add enchantment
13
Backpack
Any backpack. Worn for the carry weight, not protection; it never counts as armor.

Carrying capacity increased by 75 points.

Ring
Any plain ring. It adds nothing by itself; the enchantment you put on it is the point.
add enchantment
Necklace
Any plain necklace or amulet. It adds nothing by itself; the enchantment is the point.
add enchantment
Stats reflect your skills and perks. Press the anvil to improve an item at your Smithing level.

Shouts

Whirlwind Sprint

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

Recovery: 35s
Unrelenting Force

Your Voice is raw power, pushing aside anything - or anyone - who stands in your path.

Recovery: 45s
Slow Time

Shout at time, and command it to obey, as the world around you stands still.

Recovery: 60s
Disarm

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

Recovery: 40s
Marked for Death

Speak, and let your Voice herald doom, as an opponent's armor and lifeforce are weakened.

Recovery: 20s
Aura Whisper

Your Voice is not a Shout, but a whisper, revealing the life forces of any and all.

Recovery: 30s
Add Shout
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.
Character stats
Health
330
Stamina
330
Magicka
230
Carry
390
Magic
10%
Poison
50%
Warmth
71
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