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How the build actually works

The stealth archer is three multipliers wearing a cloak: the sneak attack table, poison burst on the opening strike, and detection mathematics that keep you unseen long enough to use both. Everything below is the verified machinery; the Concepts page carries the deep dives.

Progression Priorities

What each band trains and why.

BandBuild focusActivities to watch forMechanics driving it
1-10Sneak habit, first bow, first poisonsBleak Falls unseen, road alchemy, Muffle self-castsSneak trains by proximity-sneaking; Illusion by casting; Alchemy XP scales with brew value
11-25Deadly Aim, Backstab, Assassin's Blade; Guild craftGhosted Guild jobs, dagger finishes, fence economicsMelee sneak attacks give 12x Sneak XP; no-kill jobs pay bonuses
26-40Quiet Casting, Concentrated Poison, the 30x glovesBrotherhood contracts, Illusion training, enchanting the working setShrouded Gloves double perk multipliers; two-hit poisons; Frenzy caps rise with perks
41-52Dragons, crossbow, Extra Effect, magic resistanceMain quest, Dawnguard, resist-magic stackingEnhanced crossbows ignore 50% armour; resistances cap at 85%
53-65Master of the Mind, Sneak 100, the complete kitDragonborn arc, Solstheim, final auditsIllusion 90 extends to undead/daedra/machines; Shadow Warrior breaks combat

Perk Trees in Depth

Per-tree field notes. Verified numbers; her priorities.

The art

SneakPrimaryStealth ranks, the multiplier perks, and the utility line to Silence.

Key perks & thresholds

  • Stealth 1-5 (harder to detect while sneaking) is the backbone; take ranks whenever detection feels tight.
  • Backstab (30): 6x one-handers. Deadly Aim (40): 3x bows. Assassin's Blade (50): 15x daggers. These three ARE the build.
  • Muffled Movement (30) then the utility line: Light Foot (40), Silent Roll (50), Silence (70), Shadow Warrior (100).

Mechanics

Sneak XP comes from sneaking near unaware enemies and from sneak attacks, with melee sneak attacks worth 12x ranged ones. The skill reduces the noticer's effective skill rather than your own noise or visibility.

For Zaria-do

Dagger finishes on every safe target: damage now, skill XP forever. The utility line is her quality of life; Silence at 70 means armour choice stops mattering to noise at all.

ArcheryPrimaryOverdraw damage, the aim-control line, and Bullseye.

Key perks & thresholds

  • Overdraw 1-5: +20% per rank, the damage spine.
  • Eagle Eye (zoom) then Steady Hand (25%/50% slow-time while zoomed): the aim-control pair for openers.
  • Power Shot (50% stagger), Quick Shot (30% faster draw), Bullseye (15% paralysis chance) round out the tree.

Mechanics

Archery XP follows base bow damage per hit, so the heaviest bow trains fastest even when a lighter one kills faster. Sneak multipliers apply to the physical damage including tempering, not enchantments.

For Zaria-do

The bow is the opener, not the whole plan: 3x from the dark, then the room decides whether the dagger or a second arrow answers. Crossbows join at Dawnguard; the Enhanced line ignoring 50% of armour makes plate targets bow country again.

One-Handed (daggers)PrimaryArmsman ranks and Dual Flurry; the 15x arithmetic.

Key perks & thresholds

  • Armsman 1-5 doubles one-handed damage; every rank multiplies through the sneak table.
  • Dual Flurry if she ever fights openly with two blades; optional for the pure assassin.

Mechanics

Daggers have low base damage, so One-Handed levels slowly from sneak kills; that is fine, because the dagger's real job is delivering the Sneak tree's 15x-30x with the highest-base dagger she can temper (Blade of Woe).

For Zaria-do

One perfect strike over ten adequate ones. Armsman keeps pace with found perk points; the tree never outranks Sneak, Alchemy, or Illusion in priority.

IllusionSecondaryQuiet Casting, the cap-raising perks, Master of the Mind.

Key perks & thresholds

  • Quiet Casting (50): all spells from all schools silent. Non-negotiable.
  • Cap raisers: Animage (20), Kindred Mage (40), plus Hypnotic Gaze / Aspect of Terror / Rage per effect, cumulative.
  • Master of the Mind (90): undead, daedra, automatons.
  • Dual casting overcharges effects: higher effective caps per cast.

For Zaria-do

Muffle on the road levels the school for free. Frenzy is the crowded-room answer; Calm is the walk-away-clean answer. See the Illusion concept for the full system.

Craft and defence

AlchemyPrimary craftPoison bench, funding engine, and the Fortify loop's first leg.

Key perks & thresholds

  • Alchemist ranks scale everything; Poisoner (30) +25% poisons; Concentrated Poison (60) two hits per vial.
  • Physician and Benefactor serve the potion side that funds the build.

For Zaria-do

XP follows brew value, so the expensive brews train AND pay. Her bench rule: every dungeon exits with more vials than it entered.

EnchantingSupport craftMuffle boots, Fortify gear, Extra Effect endgame.

Key perks & thresholds

  • Enchanter ranks as points allow; Extra Effect (100) is the destination: Muffle + Fortify Sneak on one pair of boots.
  • Flat XP per craft: batch petty-soul enchants to level, keep grand souls for the working set.

For Zaria-do

The Black Star plus a Soul Trap backup dagger keeps recharge XP flowing. Smithing stays a service skill: temper the blades and bows, skip the armour ambitions.

Light ArmorThe failure budgetAgile Defender line for the fights that should not happen.

Key perks & thresholds

  • Agile Defender 1-5 (+100% total), Custom Fit (25% with all light), Unhindered (weightless at 50), Matching Set (70), Deft Movement (100: 10% melee dodge).
  • Light armour can reach the same 542/567 display caps eventually, but that is not the plan; not being hit is.

For Zaria-do

Unhindered also silences the weight-noise question permanently. Wind Walker's stamina regen is a sprint-escape perk wearing a defensive name.

The Opening Strike Math

Why one arrow or one blade decides fights.

The multiplier stackVerifiedWeapon damage x sneak multiplier + poison, itemised.
Bow opener
tempered bow damage x3 (Deadly Aim) + poison on the arrow
Dagger finish
tempered dagger damage x15 (Assassin's Blade), x30 with Shrouded Gloves
What multiplies
physical damage including tempering; enchantment damage does not
Poison
full effect on the hit, armour-ignoring; two hits with Concentrated Poison

On Adept, that stack one-shots almost everything that bleeds well past level 50; what survives is staggered, poisoned, and alone in the dark with her.

When stealth breaksContingencyThe honest plan for the alarm.
  • First resort: Invisibility or Silent Roll to a shadow, re-enter stealth, reset the fight on her terms.
  • Second: Frenzy the room from a corner and audit the survivors.
  • Third: Slow Time or Become Ethereal, the crossbow, and Light Armor doing its quiet job.
  • The magic-resist stack (Lord Stone 25% + Agent of Mara 15% + one enchant) matters most here: mages are what kill a caught assassin.

Verified Source Notes

Patch baseline: Skyrim Anniversary Edition 1.6.1170, verified 2026-07-17 against UESP (Sneak, Archery, Light Armor, Illusion, Alchemy, Races pages).

Verified here: the sneak multiplier table (2x/3x base; 3x/6x/15x perked; gloves to 12x/30x), melee 12x sneak-XP weighting, perk names/levels/effects quoted above, Khajiit racials, Enhanced-crossbow 50% armour pierce, poison one-hit rule and Concentrated Poison, Illusion perk caps and Quiet Casting.

Hedged: exact per-spell Illusion level caps and specific poison recipe magnitudes vary; check the spell or Alchemy Effects page when a number matters. No glitches used or needed anywhere in this build.