In the land of Skyrim, a great conflict raged between Ulfric Stormcloak and the Imperials. Ulfric was a powerful figure who believed that certain people, like the Argonians, should not be allowed to live within the protective walls of Windhelm. As an Argonian, you were treated as a lesser citizen, and if Ulfric’s side won the war, you feared you might not be considered a citizen at all.
Your life was a struggle, barely qualifying as a life. Sometimes you were made to carry heavy loads for the city, like a pack mule. Many turned to skooma, a dangerous substance that made you useless to the Nords. You preferred the laborious work at the docks, hoping for a chance to escape this difficult existence and find something better.
One day, a glimmer of hope appeared. A friend devised a plan to sneak you onto a Stormcloak supply run. They packed you into a crate and loaded it onto a wagon. The idea was to free yourself once night fell and disappear into the safety of the woods, perhaps finding a new home in Riften, where your street smarts could be put to good use.
However, the plan took an unexpected turn. Ulfric himself was part of the escort, and the Imperials launched an ambush. Caught by surprise, your escape became even more challenging. Yet, despite the setback, you held on to hope. With patience and perseverance, you believed that another opportunity would eventually come your way.
The agent is unassuming, walking into situations without weapons or armor, dressed in cloth and a smile. Ideally, you’ll use your Illusion magic to bolster your followers and let them dirty their hands. Or drive your enemies into a frenzy and observe the bloodbath. But life will not always be so convenient. From time to time you’ll need to do the killing yourself with the use of poison (Restoration) magic, all while keeping yourself safe with Alteration. In cities, where such acts are frowned upon by the guards, you’ll be able to employ subtler ways of applying poison. Whatever you choose, leave no witnesses.
Full perk information can be found on the Adamant description page.
Free to do as you please, there’s a lot of groundwork to be done before you can have your revenge on the Stormcloaks. Find yourself a distracting ally and a few spell books to get started.
For now, Alchemy is simply a means of income. Make what you can and sell it to fund your other expenses.
You’ll be unarmored but not undefended. Keep a Flesh spell up at all times just in case.
Courage will make your ally beefier, and Fury will turn your enemies against each other.
Poison Spray is but a humble beginning on your path of decay, but it’s your main way of dealing damage when needed.
Along with Alchemy, the goal here is far off in the distance.
When all goes well, you’ll want to be invisible on the battlefield. Start practicing here.
Soon, you’ll be able to sell water to a well. For now, just make a few extra septims.
You’re more likely to become infamous than famous as you hone your skills. Don’t let that bother you and stay focused. If the authorities start to get in your way, relocate to a different hold for a while. The Thieves Guild may not agree with your goals. The Dark Brotherhood may be a bit more welcoming.
You’re close to mastering poisons, but with no weapon you still can’t apply them. That will come later still.
Being unarmored will become the key to numerous benefits.
You can further tilt the scales of the battle from the sidelines.
Your poison spells are becoming potent and quite hard to resist against.
You’ll need experience getting into people’s pockets unnoticed. You will be caught from time to time. No risk, no reward.
Attacking from the shadows becomes child’s play for you.
You’re living a life of villainy. You should be able to enjoy its fruits.
Now you can put your plan in motion. Your words and spells will twist the minds of many and your poison is at its most potent. Those toxic bottles you’ve mixed to perfection? Slip them into your enemy’s pockets just for fun, and slip away without anyone knowing a thing. It’s your world now.
Poison perfection, and more of them. Kill whoever slights you and sell the extra to fatten your wallet.
Magicka is your lifeline, make sure you’re never caught without it.
Very few creatures in Skyrim will resist your influence at this point. Use it to your advantage.
Your backup of poison spells is now at its most deadly.
Beyond the petty thievery, this will allow you to use alchemical poisons with extreme confidence.
Move with conviction through the shadows and hit your targets quickly.
Full standing stone information can be found on the Mundus description page.
Path of Wisdom: Your Magicka is increased by 50, and your spells and enchantments cost 10% less.
The Mage Stone is the ideal starting stone for you. Though the agent is technically a Stealth class, the benefits of the Thief Stone aren’t too beneficial. Feel free to carry this blessing into the mid game.
Serpent’s Kiss: Your Poison Resistance is increased by 50%, your potions last 50% longer, and your poisons last for 50% more hits.
The Serpent Stone is hit or miss for this build, ironically. An additional hit of poison can be great if you’re stabbing your victims instead of reverse pickpocketing. Otherwise, this does next to nothing for you.
Moonshadow: You move 20% faster while sneaking you deal 25% extra damage with sneak attacks.
If you run into problems staying hidden, the Shadow Stone might be your best friend. It will help you move into the shadows swiftly and boost your spell power at the same time.
Full religion information can be found on the Pilgrim description page.
You’ve no love for this realm nor its deities. And if you were born in Skyrim, and thus lukiul, you could not hear the Hist the way others do. Nonetheless, you know that the Hist acknowledges Sithis so, in turn, he is the only “higher being” you deign to revere.
You are 10% better at sneaking.
The Dark Brotherhood is a natural fit for you and Sithis is a natural fit for the Dark Brotherhood. Boosts to Sneak are always welcome and, since you’re not getting any Pilgrim or Cultist perks, this is about as perfect as it gets.
Full magic information can be found on the Mysticism description page.
Your investment in Alteration is mainly for the Magicka benefits however there’s no reason not to pick up a few useful spells along the way. Feel free to grab any number of utility spells to help level this skill during your travels.
Oakflesh (Novice+): Your Armor Rating is increased by 40 for 120 seconds.
Early on you might find yourself in more scuffles than you’d like. This will give you some protection. Just don’t rely on it later in the game.
Open Novice Lock (Novice+): You can open any lock of Novice difficulty for 30 seconds.
You skipped the lockpicking side of Security for a reason. This is it.
Weakness to Poison (Expert): You reduce enemy Poison Resistance by 50% for 60 seconds.
You mainly output Poison damage so it would be problematic if the enemy was resistant. Why take a chance when you can be sure they aren’t?
Sometimes it’s impossible to sneak up on everyone in a room but if it’s possible to influence one of them that might just be enough. Illusion will allow you to cause mayhem from afar, thinning the herd before you enter and clean up the rest. The rune variety of spells at Expert level are tempting but without revealing yourself it’ll be hard to get enemies to walk into them.
Frenzy (Novice+): Living targets up to level 5 will attack anyone nearby for 30 seconds.
If they can’t see you they have no choice but to attack someone else. Likely an ally.
Fear (Apprentice+): Living targets up to level 10 flee from combat for 30 seconds.
Send someone away from the fight, preferrably after you’ve given them a large dose of poison.
Invisibility (Expert+): For 30 seconds, you cannot be seen or heard. Activating an object or attacking will break this spell.
For when you need to vanish and reset the situation.
You’ll rarely be using this to heal someone, if ever. Your knowledge of the restorative arts exists solely to rob others of their lives. Take every Poison spell you can find as you’ll never know when the right situation will present itself. Below are just the bread and butter options.
Poison Spray (Novice+): Deals 8 Poison damage per second. Poisoned targets take extra damage over time.
A staple from the start, you can use this to triumph over others in open combat.
Poison Bolt (Apprentice+): Deals 3 Poison damage per second for 10 seconds.
You’ll have a hard time fighting dragons without this. And with it they’re still challenging.
Poisonous Touch (Apprentice+): Deals 4.5 Poison damage per second for 10 seconds to enemies in melee range.
If reverse pickpocket isn’t possible you’ll still be in range for this to be effective.
Full dragon shout information can be found on the Stormcrown description page.
Cooldown: 60/90/120 seconds
An alternative to Bend Will that’s easier to access. Calming an enemy will give you a chance to hide and reset the situation when it goes off the rails.
Cooldown: 60/90/120 seconds
Thematically perfect for a poison master and not a bad panic button to hit whenever enemies detect you and get in your face.
Cooldown: 180/240/300 seconds
Slow Time’s effect doesn’t cover damage over time such as poison, which is the majority of your damage. In other words, this shout makes your poison work through your victims at an accelerated pace while helping you sidestep pretty much anything coming your way.
Full enchanting information can be found on the Thaumaturgy description page.
Your weapon is just a vessel for your poisons so you’ll definitely want to make your stab victim more susceptible to whatever you laced it with. Extra Poison doesn’t hurt (you) but it doesn’t benefit from perks. Lastly, paralysis can prevent a counter attack while the Poison does its work.
Choose a boost to the school of magic you use more often. Otherwise, you can shore up your physical defense on top of your Alteration spells.
This is a similar decision to head. You can make the same school of magic even cheaper, balance it out, or shore up your resistance against mages.
This seems like an obvious choice. If that’s unavailable, grab more Magicka for your spellcasting.
In a stealth-focused build the first two options are golden. If you feel as though you’re undetectable without the enchantments, grab the last option. The extra carry weight will give you room to stock up on poisons for the adventure ahead.
You don’t get too many chances to boost your damage output in this build so take it. Boosting Illusion instead will allow you to tackle tougher areas earlier by raising the level cap on your spells.
Unfortunately for you, the ring slot is capable of fortifying all of your key skills. If it’s a tough decision on which one you go with, think about the method with which you kill the most enemies.