Khajiit - Crossbow - Sword - Clothing - Heavy - Archer - Assassin - Warrior
A shadowdancer operates in the border between light and darkness. These nimble artists of deception are never completely trusted but always induce wonder when met. Many use their abilities to infiltrate past defenses and dupe others.
Use the Steel Dagger you can get from the Torturer in Helgen.
If you play with USSEP then you can upgrade it to a Skyforge Steel Dagger for an extra 9 damage. This changes the damage from 261 to 270 so although 9 extra damage seems like a lot realistically it’s not in open combat. It’s an extra 135 sneak attack damage which seems like a lot but it’s an increase from 3915 to 4050 so not that significant. It’s only 2 quests that need to be completed so it’s up to you what value you place on this upgrade relative to how much gaming time you get.
You can get this by clearing Dustmans Cairn with the Companions and then talking to Eorlund at the Skyforge. Without USSEP this weapon cannot be tempered and as such should not be used. You should also not take the Shadow Warrior perk without USSEP as this fixes that it gets absorbed by spell absorption
The dagger is enchanted with Fear and Absorb Health but you need to not have the Absorb Health on maximum magnitude as that means Fortify Destruction is the governing school for charge usage. Therefore apply the Fear enchantment first and then the Absorb Health and then turn down the Absorb Health until the dagger turns from red to blue. In doing so Illusion is the school that governs charge usage and with the gear enchantments that means you will never need to recharge the dagger. Popping a Fortify Carry Weight potion, see the Alchemy section, Raises the Fear level to 124 and the Absorb Health to 53.
Get the Torturer’s Hood in Helgen in the Torturer’s room and then craft a set of Leather Scout Armor as soon as you can. Store the Torturer’s Hood somewhere safe and then use the Leather Scout Helmet as it has the same base armor rating as the Torturer’s hood but can be tempered.
The final gear is Painted Netch Leather armour, boots and gauntlets and the Torturer’s Hood.
The quest to for the Painted Netch Leather is started by reading the journal found on the body of a Dark Elf that is just down from the Wind stone. It’s at small camp with a test and not the one with the Bandits for the Deathbrand quest as going down from the Wind Stone this it to the right of that in the general direction of Frossel.
Ring of Khajiit, which adds an apprentice level invisibility spell for 15 seconds and 10% faster movement speed, is also used. The ring is the ninth quest in the chain given by Viriya at Riften Fisheries.
If you unequip the ring and then use one of the Fortify Carry Weight potions detailed in the Alchmey section of the build the 10% move speed get boosted to 37% If you equip the ring within the 60 seconds that the Fortify Illusion effect in the potion is running. This will remain until you unequip the ring. You can always pop another potion though.
Alteration for utility spells. Hide from the Ring of Khajiit which is an illusion spell. Restoration for heals.
The Atronach Stone sfor 50% spell absorption, 50 Magicka but -50% magicka regeneration.
Use a shrine of Talos for 20% shout cooldown reduction.
Location: Northwind Summit, Valthume, Volunruud
Similar to the Detect Life spell but with a bigger range and also includes undead, daedra and dwemer automatons.
Location: Shearpoint (all 3 words)
Attracts the attention of enemies so you can send them to a location. Can use the Magelight spell before this if you have the Quiet Casting perk. Shouts don’t use magicka so this is better and it produces a noise, whereas Magelight has to be seen to be followed.
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.
Dark Elf and High Elf get a 5 point boost in the build over Khajiit. However, it’s only right to pick a Khajiit when the build has a ring named after them.
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.
Place attribute points at 0 / 2 / 1. At level 61 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
100 (265) | 500 (615) | 300 (415) |
The skill boosts for Khajiit are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration | 8 | Archery +5 | 0 | Alchemy +5 | 7 |
Conjuration | 0 | Block | 0 | Light Armor | 7 |
Destruction | 0 | Heavy Armor | 0 | Lockpicking +5 | 0 |
Enchanting | 8 | One-handed +5 | 7 | Pickpocket +5 | 0 |
Illusion | 5 | Smithing | 1 | Sneak +10 | 9 |
Restoration | 8 | Two-handed | 0 | Speech | 0 |
Total | 29 | Total | 8 | Total | 23 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Magic Resistance 3/3
Atronach
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Illusion
Apprentice Illusion
Animage
Kindred Mage
Quiet Casting
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Respite
Armsman 5/5
Fighting Stance
Savage Strike
Steel Smithing
Alchemist 5/5
Physician
Benefactor
Agile Defender 3/5
Custom Fit
Unhindered
Wind Walker
Deft Movement
Stealth 1/5
Backstab
Deadly Aim
Assassin's Blade
Muffled Movement
Light Foot
Silent Roll
Silence
Shadow Warrior
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds. |
Magelight | Apprentice | Ball of light that lasts 60 seconds and sticks where it strikes |
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 spellbook. This can be used to level Alteration slowly.
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.
Spell | Level | Description |
---|---|---|
Flames | Novice | A gout of fire inflicting a base damage of 8 points of fire damage per second. |
I never used a Destruction spell in playtesting this build.
Spell | Level | Description |
---|---|---|
Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
Hide | Apprentice | TCaster is invisible for 15 seconds. Activating an object or attacking will break the spell. |
Courage can be used to level illusion.
Spell | Level | Description |
---|---|---|
Healing | Novice | Heals the caster 10 points per second. |
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.
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.
Item | Enchantment | Effect |
---|---|---|
Head | Fortify Illusion | Illusion spells cost 46% less to cast. |
Fortify Restoration | Restoration spells cost 46% less to cast. | |
Body | Fortify Health | Health is increased by 115 points. |
Fortify Illusion & Magicka regen | Illusion spells cost 28% less to cast, Magicka regenerates 10% faster. | |
Hands | Fortify Magicka | Magicka is increased by 115 points. |
Fortify Sneak | Sneaking is 75% easier. | |
Feet | Fortify Sneak | Sneaking is 75% easier. |
Fortify Stamina | Stamina is increased by 115 points. | |
Amulet | Fortify Illusion | Illusion spells cost 46% less to cast. |
Resist Magic | Grants 37% resistance to all magic. | |
Ring of Khajiit | Fast | You move 10% faster |
Hide | Allows you to cast Hide | |
Dagger | Fear | Creatures and people up to level 46 flee for 30 seconds |
Absorb Health | Absorb 20 points of Health. |
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.
Ingredients | Blue Mountain Flower & Wheat. | |
---|---|---|
Effects | Fortify Health | Increases 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.
Ingredients | Mora Tapinella, Sclay Pholiota & Steel-Blue Entoloma | |
---|---|---|
Effects | Fortify Carry Weight | You can carry 170 more weight for 300 seconds. |
Fortify Stamina Regeneration | 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.
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.
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.
For more information on getting to and setting up your farm read my guide.
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Scaly Pholiota (5) | 8 | 40 + 8 = 48 | 80 + 8 = 88 |
Steel-Blue Entoloma (3) | 13 | 39 + 13 = 52 | 78 + 13 = 91 |
Mora Tapinella (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Mora Tapinella (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |