Skyrim AE Builds

Shadowdancer

Khajiit - Crossbow - Sword - Clothing - Heavy - Archer - Assassin - Warrior

Background

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.


Weapons

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.


Armor

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.


Spells

Alteration for utility spells. Hide from the Ring of Khajiit which is an illusion spell. Restoration for heals.


Standing Stones

The Atronach Stone sfor 50% spell absorption, 50 Magicka but -50% magicka regeneration.


Shrines

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


Shouts

Aura Whisper (Life - Seak - Hunt)

Location: Northwind Summit, Valthume, Volunruud

Similar to the Detect Life spell but with a bigger range and also includes undead, daedra and dwemer automatons.

Throw Voice (Voice - Fool - Far))

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.

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

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.


Attribute Distribution

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)

Perk Point Distribution

The skill boosts for Khajiit are marked in bold.

Mage Warrior Rogue
Alteration8 Archery +50 Alchemy +57
Conjuration0 Block0 Light Armor7
Destruction0 Heavy Armor0 Lockpicking +50
Enchanting8 One-handed +57 Pickpocket +50
Illusion5 Smithing1 Sneak +109
Restoration8 Two-handed0 Speech0
Total 29 Total 8 Total 23


Skills and Perks

Mage Skills

Alteration 8

Novice Alteration

Apprentice Alteration

Adept Alteration

Expert Alteration

Magic Resistance 3/3

Atronach

Enchanting 9

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect

Illusion 5

Novice Illusion

Apprentice Illusion

Animage

Kindred Mage

Quiet Casting

Restoration 8

Novice Restoration

Apprentice Restoration

Adept Restoration

Expert Restoration

Regeneration

Recovery 2/2

Respite

Warrior Skills

One-haned 7

Armsman 5/5

Fighting Stance

Savage Strike

Smithing 1

Steel Smithing

Rogue Skills

Alchemy 7

Alchemist 5/5

Physician

Benefactor

Light Armor 7

Agile Defender 3/5

Custom Fit

Unhindered

Wind Walker

Deft Movement

Sneak 9

Stealth 1/5

Backstab

Deadly Aim

Assassin's Blade

Muffled Movement

Light Foot

Silent Roll

Silence

Shadow Warrior


Spells

Alteration

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.


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.

I never used a Destruction spell in playtesting this build.


Illusion

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.


Restoration

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.


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

Weapon uses no charges
Illusion spells cost no magicka.
Restoration spells cost 46% less to cast.
Health, Magicka and Stamina are increased by 115 points.
Magicka regnerates 10% faster.
Sneaking is 150% easier.
Resist 37% of all magiic.
You move 10% faster.
Able to cast Hide.

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.


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 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.


Potion of Foritfy Carry Weight

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.


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

6 x Blue Mountain Flowers
12 x Mora Tapinella
8 x Scaly Pholiota
13 x Steel-Blue Entoloma
5 x Wheat

Potions and Poisons Produced

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

Main Area (27)

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

Side Area (11)

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

Planters (6)

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

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