Skyrim AE Builds

Master of the Two-Moons Dance

Khajiit - Unarmed - Clothing - Heavy - Warrior

Background

To understand the Two-Moons Dance you must come to understand that the tempering of the body must attend the tempering of the mind, and to become a master you must have mastery over yourself.


Weapons

This is an unarmed build so there are no weapons used. I used baby mud crabs to level my Heavy Armor skill early so that I could get the Fists of Steel perk as soon as possible. This adds the base armor rating of the gauntlets to your unarmed damage. The final damage for the build is 86 unarmed damage, which is 20 from being a Khajiit, 20 from the Ebony Spell Knight Gauntlets and 2 x Fortify Unarmed 23 enchantments.

It is a low damage build but I didn't have a problem completing any part of the game, it just takes a bit longer and as such the build has good defence and healing capabilities that allows you to win in these long fights.


Armor

Any heavy armour as soon as you can and buy a Brawler’s gauntlet as soon as you can. The final gear Ebony Spell Knight Gauntlets and Boots, Red Extravagant Robes and a Gold and Ruby Circlet. 77% damage reduction can be achieved with gauntlet, boots and 2 x Fortify Heavy Armor 46 enchantments, with 80% being the cap.

The Ebony Spell Knight gear can be made once you have completed the Crypt of the Heart quest which is started by reading the journal in Blood and Silver Inn at Markarth.

The Extravagant Robe can be bought from Radiant Raiment in Solitude.


Spells

Alteration for utility spells. Destruction for Whirlwind Cloak. Illusion for Fear spells for crowd control. Muffle and Invisibility to get through the Thieves Guild quests, without investing into Sneak so you can get the third Disarm word. Restoration for Heals.


Standing Stones

The Atronach Stone so you can reach 80% spell absorption.


Shrines

Use a shrine of Talos for 20% shout cooldown reduction.


Shouts

Disarm (Weapon - Hand - Defeat)

Location: Eldersblood Peak, Silverdrift Lair, Snow Veil Sanctum (thieves guild quest).

Disarms opponents up to level 30 for all 3 words.

Dragon Aspect (Strength – Armor – Wyrm)

Location: Hag’s End, Korvanjund (The Jagged Crown), Labyrinthian (The Staff of Magnus)

For 5 minutes deal 25% extra damage with power attacks, +125 points of armour, +25% fire and frost resistance, shouts are stronger and have a 20% cooldown reduction. I just used the one word here, which applies a visual effect to the arms only and adds the 25% extra power attack damage and 25 armor rating.

Whirlwind Sprint (Whirlwind - Fury - Tempest)

Location: Dead Men’s Respite, Volskygge, High Hrothgar (The Way of the Voice)

Use to reach otherwise inaccessible places and to quickly evade attacks or catch up with fleeing enemies.


Character Creation

Female Khajiit

I decided to use a beast race for the beast master and with this being an Archery based build Khajiit seemed the better choice as they get a starting boost in Archery.

Pick female as the sex for your character as there are more male humanoids than females to fight in Skyrim so the 10% damage bonus against the opposite sex from Agent of Dibella gets more use. There are more male bandits than female and Dwemer automatons are all classed as male.


Attribute Distribution

Place attribute points at 0 / 4 / 1. At level 59 which is required for all the perks the attributes are:

Magicka Health Stamina
100 (265) 570 (685) 210 (325)

Perk Point Distribution

The skill boosts for Khajiit are marked in bold.

Mage Warrior Rogue
Alteration8 Archery +50 Alchemy +59
Conjuration0 Block0 Light Armor0
Destruction3 Heavy Armor8 Lockpicking +50
Enchanting8 One-handed +50 Pickpocket +50
Illusion10 Smithing4 Sneak +100
Restoration8 Two-handed0 Speech0
Total 37 Total 12 Total 9


Skills and Perks

Mage Skills

Alteration 8

Novice Alteration

Apprentice Alteration

Adept Alteration

Expert Alteration

Magic Resistance 3/3

Atronach

Destruction 3

Novice Destruction

Apprentice Destruction

Adept Destruction


Enchanting 8

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect

Illusion 10

Novice Illusion

Apprentice Illusion

Adept Illusion

Expert Illusion

Animage

Kindred Mage

Quiet Casting

Hypnotic Gaze

Aspect of Terror

Master of the Mind

Restoration 8

Novice Restoration

Apprentice Restoration

Adept Restoration

Expert Restoration

Regeneration

Recovery 2/2

Respite

Warrior Skills

Heavy Armor 8

Juggernaut 5/5

Fist of Steel

Cushioned

Conditioning

Smithing 4

Steel Smithing

Dwarven Smithing

Orcish Smithing

Ebony Smithing

Rogue Skills

Alchemy 9

Alchemist 5/5

Physician

Benefactor

Experimenter

Snakeblood


Spells

Alteration

Spell Level Description
Candlelight Novice Creates a hovering light that lasts for 60 seconds.
Detect Life Adept Nearby living creatures, but not undead, machines or daedra, can be seen through walls,
Telekinesis Adept Can pull an object to you from distance. Add it to your inventory or throw it.
Waterbreathing Adept Can breathe under water for 60 seconds.

Talk to the Steward in Dragonsreach to get a quest to investigate an assassination attemp on the Jarl. After reading the buiness ledger at Arcadia's Cauldron go the Whiterun Stables and on the body of a stablehand is a Detect Life sepllbook. This can be used to level Alteration. Cast this with both hands Until your magicka has run out as this will generate twice as much XP. Then your magicka has a chance to regenerate and repeat again.


Conjuration

Spell Level Description
Soul Trap Apprentice If a target dies within 60 seconds, fills a soul gem.

Soul Trap is used to level Conjuration and also fill soul gems.


Destruction

Spell Level Description
Flames Novice A gout of fire inflicting a base damage of 8 points of fire damage per second.
Whirwind Cloak Adept For 60 seconds, opponents in melee range have a chance of being flung away

Whirwind cloak works on most enemies but larger enemies are immune to it.


Illusion

Spell Level Description
Courage Novice Target won't flee for 60 seconds, and gets some extra health and stamina.
Fear Apprentice Creatures and people up to level 9 flee from combat for 30 seconds.
Muffle Apprentice You move more quietly for 180 seconds.
Muffle Apprentice You move more quietly for 180 seconds.
Invisibility Expert Caster is invisible for 30 seconds. Activating an object or attacking will break the spell.
Rout Expert Creatures and people up to level 20 flee from combat for 30 seconds.

Courage can be used to level illusion.


Restoration

Spell Level Description
Healing Novice Heals the caster 10 points per second.
Healing Hands Apprentice Heals the target 10 points per second, but not undead, atronachs, or machines.
Fast Healing Apprentice Heals caster by 50 points
Close Wounds Adept Heals caster by 100 points.
Grand Healing Expert Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead.

You can start using better healing spells as the cost reduction perks are acquired but I pretty much just used Healing and Fast Healing before getting enchanted gear.


Enchantments

The effects listed below are based upon 100 Enchanting skill, all the enchanting perks in the build and with a set of enchanted crafting gear. Read my guide on making crafting gear if you are not familiar with it.

Summary of combined effects

Unarmed strikes do 46 more damage.
Destruction, Illusion and Restoration spells costs 46% less magicka.
Health, Magicka and Stamina are increased by 115 points.
Heavy Armor skill is increased by 92 points.
Resist 37% of all magiic.
Resist 69% of frost damage.

Item Enchantment Effect
Head Fortify Destruction Destruction spells and enchnatments cost 46% less
Fortify Restoration Restoration spells and enchantments cost 46% less
Body Fortify Health Increases Health by 115 points
Fortify Heavy Armor Increases Heavy Armor skill by 46 points
Hands Fortify Magcika Increases Magicka by 115 points
Fortify Unarmed Unarmed strikes do 23 additional damage
Feet Resist Frost Grants 69% resistance to Frost
Fortify Stamina Increases Stamina by 115 points
Amulet Fortify Illusion Illusion spells and enchantments cost 46% less
Resist Magic Grants 37% resistance to all magic
Ring Fortify Heavy Armor Increases Heavy Armor skill by 46 points
Fortify Unarmed Unarmed strikes do 23 additional damage

With the Sallowed Regent Black Book the magnitude of all enchantments can be increased.

Please note that Black Books can only be used on Solstheim.

The magnitude of the enchantments can be further increased by equipping 4 pieces of Azhidal's gear.


Alchemy

All the details for the potions and poisons are based on having all the listed alchemy perks, Alchemy at 100 and a set of crafting gear.

Potion of Fortify Health

Ingredients Blue Mountain Flower & Wheat
Effects Fortify Health Fortifies health by 170 points for 60 seconds
Restore Health Restores 266 points of health

All of the ingredients can be found in or around Whiterun.


Potion of Foritfy Carry Weight

Ingredients Mora Tapinella, Scaly Pholiota & Steel-Blue Entoloma
Effects Fortify Carry Weight You can carry 170 more weight for 300 seconds
Regenerate Stamina Stamina regenerates 213% faster for 300 seconds
Fortify Illusion Illusion spells are 170% stronger for 60 seconds
Restore Magicka Restores 266 points of Magicka

Mora Tapinella are on the route from Helgen to Whiterun. There’s a lot of Scaly Pholiota to the south of Ivarstead and around Riften. Steel-Blue Entoloma are from Khajiit caravan merchants.


Potion of Fortify Enchanting

Ingredients Dreugh Wax/Stoneflower Petals & Snowberries
Effects Fortify Enchanting 85% stronger for 30 seconds

Dreugh Wax and Stoneflower Petals are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Snowberries are abundant near Windhelm.


Potion of Fortify Smithing

Ingredients Dreugh Wax/Gold Kanet & Glowing Mushrooms
Effects Fortify Smithing 213% stronger for 30 seconds

Dreugh Wax and Gold Kanet are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Glowing Mushrooms are in Falmer caves.


Farming

For more information on getting to and setting up your farm read my guide.

Ingredients Needed

15 x Blue Mountain Flowers
6 x Mora Tapinella
4 x Scaly Pholiota
6 x Steel-Blue Entoloma
13 x Wheat

Potions and Poisons Produced

60 x Potions of Forify Health
24 x Potions of Fortify Carry Weight

Main Area (27)

Ingredient Qty Harvest Green Thumbs
Blue Mountain Flowers (3) 4 12 + 4 = 16 24 + 4 = 28
Scaly Pholiota (5) 4 20 + 4 = 24 40 + 4 = 44
Wheat (4) 13 52 + 13 = 65 104 + 13 = 117
Steel-Blue Entoloma (3) 6 18 + 6 = 24 36 + 6 = 42

Side Area (11)

Ingredient Qty Harvest Green Thumbs
Blue Mountain Flowers (3) 11 33 + 11 = 44 66 + 11 = 77

Planters (6)

Ingredient Qty Harvest Green Thumbs
Mora Tapinella (3) 6 18 + 6 = 24 36 + 6 = 42

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