Bethesda shipped Skyrim on 11 November 2011, and app 72850 is that original 32-bit release rather than Special Edition or Anniversary Edition. The last official patch was 1.9.32.0.8 in March 2013, which added Legendary skills and then stopped; Creation Club, Survival Mode and the later fishing content never touched this build. Mods here run on the 32-bit Skyrim Script Extender and inherit the memory ceiling a 32-bit process carries, so advice written for Special Edition does not transfer file for file. What you do get is a finished, heavily patched 2011 game with Dawnguard, Hearthfire and Dragonborn sold as separate add-ons.
Picking the right build determines how your experience plays out. These builds are ranked by overall effectiveness, factoring in damage, survivability, gear requirements, and how well they scale into endgame. New to the game? Start with our beginner's guide first.
Quick Rankings
| Build | Tier | Playstyle | Core Gear |
|---|---|---|---|
| Stealth Archer | S | Open from crouch at maximum draw range, move to a second firing position after the first kill, and use the Shadow Stone's once-a-day invisibility when a camp turns and searches properly. | Dragonbone Bow with Dragonbone arrows, the Ancient Shrouded Armor set from Hag's End for its bow damage bonus, and a Daedric Dagger for finishing patrols |
| Two-Handed Berserker | A | Walk in, take the first hit on purpose, and use Unrelenting Force to knock down anything with a shield. Great Critical Charge closes gaps that would otherwise let mages get a second spell off. | Daedric Greatsword or Volendrung, full Daedric armour, and the Ring of Namira if you took Namira's quest |
| Destruction Mage | B | Dual-cast Impact to stagger lock single targets, use Wall of Flames in doorways, and reach 100 percent Destruction cost reduction on four slots so you can cast forever without a Magicka bar. | Staff of Firebolt or the Skull of Corruption as a backup, Archmage's Robes from the College of Winterhold, and Destruction cost reduction on head, hands, ring and amulet |
| Conjuration Battlemage | A | Raise two thralls before a fight, summon Bound Bow, and let the thralls hold the front while you shoot. Recast Bound Bow rather than letting it expire mid-fight, since the recast is faster than the death animation of whatever is charging you. | Bound Bow from the Conjuration spell tome, Ebony or Daedric light armour, and the Sanguine Rose for a Dremora on demand |
| Illusion Assassin | S | Cast Mayhem or Frenzy from outside the camp, wait for the survivors to thin each other, then Invisibility in and use the Assassin's Blade fifteen times multiplier on whoever is left. | Blade of Woe or Mehrunes' Razor, Ancient Shrouded Armor, and Illusion cost reduction on all four enchantable slots |
For detailed meta rankings, see our The Elder Scrolls V: Skyrim tier list.
S-Tier: Stealth Archer
The build the whole community jokes about, and it is a joke because it works. Sneak attacks with a bow deal triple damage at Deadly Aim, and enemy detection in the 2011 build is generous enough that you can fire, break line of sight and re-enter sneak inside the same room.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Daedric Greatsword | The heaviest base damage two-handed weapon in the 2011 game, craftable at Smithing 90 with the Daedric Smithing perk from ebony ingots and a daedra heart. |
| Core Gear | Dragonbone Bow with Dragonbone arrows, the Ancient Shrouded Armor set from Hag's End for its bow damage bonus, and a Daedric Dagger for finishing patrols | Maximizes build potential |
| Stat Priority | Sneak to 100 first, then Archery, then Smithing and Enchanting; put roughly two level ups into Stamina for every one into Health | Optimal scaling |
| Key Mechanic | Skill use levelling across 18 skills | There is no class system in Skyrim. |
How to Play Stealth Archer
Open from crouch at maximum draw range, move to a second firing position after the first kill, and use the Shadow Stone's once-a-day invisibility when a camp turns and searches properly.
The build the whole community jokes about, and it is a joke because it works. Sneak attacks with a bow deal triple damage at Deadly Aim, and enemy detection in the 2011 build is generous enough that you can fire, break line of sight and re-enter sneak inside the same room.
Why this build works: Daedric Greatsword does the damage and Skill use levelling across 18 skills keeps it running, which is why this sits at the top of the list. Core gear like Dragonbone Bow with Dragonbone arrows, the Ancient Shrouded Armor set from Hag's End for its bow damage bonus, and a Daedric Dagger for finishing patrols pushes it further. See our weapons guide for detailed equipment breakdowns.
Pros:
- Highest overall performance
- Clear stat priority (Sneak to 100 first, then Archery, then Smithing and Enchanting; put roughly two level ups into Stamina for every one into Health) makes gearing straightforward
- Works in all content types
Cons:
- Popular pick, resources may be contested
- Needs specific gear to reach full potential
A-Tier: Two-Handed Berserker
Heavy Armor plus Two-Handed is the most direct build in the game and the one that benefits most from the crafting loop. Armour rating caps at 567 for 80 percent damage reduction, which is reachable in Daedric plate at Smithing 90 without any potion tricks.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Dragonbone Bow | Added by Dawnguard and craftable at Smithing 100 with the Dragon Armor perk. |
| Core Gear | Daedric Greatsword or Volendrung, full Daedric armour, and the Ring of Namira if you took Namira's quest | Maximizes build potential |
| Stat Priority | Two-Handed and Heavy Armor to 100, Smithing to 90 for Daedric, then Health heavily with Stamina for power attacks | Optimal scaling |
| Key Mechanic | Dragon Shouts and Words of Power | Twenty shouts exist in the 2011 base game, each assembled from three Words of Power carved onto word walls. |
How to Play Two-Handed Berserker
Walk in, take the first hit on purpose, and use Unrelenting Force to knock down anything with a shield. Great Critical Charge closes gaps that would otherwise let mages get a second spell off.
Heavy Armor plus Two-Handed is the most direct build in the game and the one that benefits most from the crafting loop. Armour rating caps at 567 for 80 percent damage reduction, which is reachable in Daedric plate at Smithing 90 without any potion tricks.
Why this build works: Pair Dragonbone Bow with Dragon Shouts and Words of Power and the build stops depending on a good start, so it holds up across most content. Core gear like Daedric Greatsword or Volendrung, full Daedric armour, and the Ring of Namira if you took Namira's quest pushes it further. See our weapons guide for detailed equipment breakdowns.
Pros:
- Most versatile option
- Clear stat priority (Two-Handed and Heavy Armor to 100, Smithing to 90 for Daedric, then Health heavily with Stamina for power attacks) makes gearing straightforward
- Works in all content types
Cons:
- Lower peak damage than S-tier
- Needs specific gear to reach full potential
B-Tier: Destruction Mage
Honest ranking: Destruction is the weakest of the five because spell damage does not scale with skill level, only cost does. It carries the first thirty levels comfortably and then falls behind enemies that have been scaling the whole time.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Mehrunes' Razor | Reward for Pieces of the Past, reassembled at the Shrine of Mehrunes Dagon. |
| Core Gear | Staff of Firebolt or the Skull of Corruption as a backup, Archmage's Robes from the College of Winterhold, and Destruction cost reduction on head, hands, ring and amulet | Maximizes build potential |
| Stat Priority | Destruction and Enchanting to 100, Alteration for Mage Armor spells, Magicka almost exclusively | Optimal scaling |
| Key Mechanic | The thirteen Standing Stones | Thirteen stones sit across the map and you may carry exactly one blessing at a time. |
How to Play Destruction Mage
Dual-cast Impact to stagger lock single targets, use Wall of Flames in doorways, and reach 100 percent Destruction cost reduction on four slots so you can cast forever without a Magicka bar.
Honest ranking: Destruction is the weakest of the five because spell damage does not scale with skill level, only cost does. It carries the first thirty levels comfortably and then falls behind enemies that have been scaling the whole time.
Why this build works: The thirteen Standing Stones covers the gap Mehrunes' Razor leaves open, so the build stays usable even when a fight goes badly. Core gear like Staff of Firebolt or the Skull of Corruption as a backup, Archmage's Robes from the College of Winterhold, and Destruction cost reduction on head, hands, ring and amulet pushes it further. See our weapons guide for detailed equipment breakdowns.
Pros:
- Best survivability
- Clear stat priority (Destruction and Enchanting to 100, Alteration for Mage Armor spells, Magicka almost exclusively) makes gearing straightforward
- Works in all content types
Cons:
- Slower clear speeds
- Needs specific gear to reach full potential
A-Tier: Conjuration Battlemage
Conjuration carries this build twice over: Bound Bow counts as a Daedric bow for damage and levels Archery while you use it, and Dead Thrall permanently raises two corpses with no time limit. You bring your own tank and your own damage.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Dawnbreaker | Meridia's reward from The Break of Dawn at Kilkreath Ruins. |
| Core Gear | Bound Bow from the Conjuration spell tome, Ebony or Daedric light armour, and the Sanguine Rose for a Dremora on demand | Maximizes build potential |
| Stat Priority | Conjuration to 100 for Twin Souls and Dead Thrall, Archery second, Restoration for Necromage if you go vampire, then Magicka | Optimal scaling |
| Key Mechanic | The Smithing, Enchanting and Alchemy loop | Fortify Alchemy fits on four gear slots only: head, hands, ring and amulet. |
How to Play Conjuration Battlemage
Raise two thralls before a fight, summon Bound Bow, and let the thralls hold the front while you shoot. Recast Bound Bow rather than letting it expire mid-fight, since the recast is faster than the death animation of whatever is charging you.
Conjuration carries this build twice over: Bound Bow counts as a Daedric bow for damage and levels Archery while you use it, and Dead Thrall permanently raises two corpses with no time limit. You bring your own tank and your own damage.
Why this build works: This one leans on The Smithing, Enchanting and Alchemy loop rather than raw numbers, and Dawnbreaker is what makes that trade pay off. Core gear like Bound Bow from the Conjuration spell tome, Ebony or Daedric light armour, and the Sanguine Rose for a Dremora on demand pushes it further. See our weapons guide for detailed equipment breakdowns.
Pros:
- Strong in group/team content
- Clear stat priority (Conjuration to 100 for Twin Souls and Dead Thrall, Archery second, Restoration for Necromage if you go vampire, then Magicka) makes gearing straightforward
- Excels in its niche
Cons:
- Weaker solo performance
- Requires deep game knowledge
S-Tier: Illusion Assassin
Illusion is the most broken tree in the 2011 build once Master of the Mind removes the undead and daedra immunity. Quiet Casting makes every spell silent, so Frenzy on a bandit camp clears it without you being detected at all.
Core Setup
| Slot | Choice | Why |
|---|---|---|
| Primary Equipment | Chillrend | A glass sword found in Riftweald Manor during the Thieves Guild questline, and one of the few artefacts whose stats lock to your level when you first see it. |
| Core Gear | Blade of Woe or Mehrunes' Razor, Ancient Shrouded Armor, and Illusion cost reduction on all four enchantable slots | Maximizes build potential |
| Stat Priority | Illusion to 100 for Master of the Mind, Sneak second, One-Handed third, Magicka until dual-cast Mayhem is affordable | Optimal scaling |
| Key Mechanic | Legendary skills and endless scaling | Patch 1. |
How to Play Illusion Assassin
Cast Mayhem or Frenzy from outside the camp, wait for the survivors to thin each other, then Invisibility in and use the Assassin's Blade fifteen times multiplier on whoever is left.
Illusion is the most broken tree in the 2011 build once Master of the Mind removes the undead and daedra immunity. Quiet Casting makes every spell silent, so Frenzy on a bandit camp clears it without you being detected at all.
Why this build works: Chillrend and Legendary skills and endless scaling pull in the same direction here, which separates this from the safer picks above. Core gear like Blade of Woe or Mehrunes' Razor, Ancient Shrouded Armor, and Illusion cost reduction on all four enchantable slots pushes it further. See our weapons guide for detailed equipment breakdowns.
Pros:
- Unique, rewarding playstyle
- Clear stat priority (Illusion to 100 for Master of the Mind, Sneak second, One-Handed third, Magicka until dual-cast Mayhem is affordable) makes gearing straightforward
- Excels in its niche
Cons:
- High skill floor, punishing when misplayed
- Requires deep game knowledge
Build Progression Path
- Start with Two-Handed Berserker: the most forgiving option for learning the game
- Transition to Stealth Archer once you understand core mechanics and have access to Daedric Greatsword
- Keep a Destruction Mage setup for content that keeps killing you
- Try Illusion Assassin for a fresh experience once you've mastered the basics
Follow our walkthrough for the optimal progression path through each area.
Gearing Tips
- Invest in your primary equipment first, since it gives the biggest power spike. See our weapons guide for rankings.
- The nine holds are Whiterun, Eastmarch, The Rift, Haafingar, The Reach, Falkreath, Hjaalmarch, The Pale and Winterhold, and every one of them has a Jarl who becomes a housecarl and a house sale once you complete a favour chain. Doing the Whiterun and Riften favours early gives you two storage points before you own a horse.
- Smithing levels on the value of the item you create, not the number of items. Smelting Dwemer scrap metal from any Dwemer ruin into ingots and crafting Dwarven bows is the cheapest ratio in the 2011 build, because scrap is free, heavy and everywhere in Markarth's ruins.
- Don't spread upgrade resources across multiple builds until endgame
More The Elder Scrolls V: Skyrim Guides
- The Elder Scrolls V: Skyrim The Elder Scrolls V: Skyrim Overview
- The Elder Scrolls V: Skyrim Tier List
- The Elder Scrolls V: Skyrim Walkthrough
- The Elder Scrolls V: Skyrim Beginner's Guide
- The Elder Scrolls V: Skyrim Tips & Tricks
- The Elder Scrolls V: Skyrim Weapons Guide
- The Elder Scrolls V: Skyrim Combat Guide
- The Elder Scrolls V: Skyrim Boss Guide
- The Elder Scrolls V: Skyrim Maps & Locations
- The Elder Scrolls V: Skyrim Crafting Guide
- The Elder Scrolls V: Skyrim Classes & Characters
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