Imperial - Dagger - Heavy - Dual Wield - Battlemage
The Tempest is the point of calm within a whirling barrier of blades. The Tempest focuses on learning the ultimate secrets of the storm for a single purpose - the destruction of their enemies.
The build is inspired by the Tempest prestige class from Dungeons and Dragons but then changed to incorporate shock damage and the wind into the build.
Dual Wielded Steel Daggers. If you play with the Unofficial Skyrim Special Edition Patch (USSEP) then upgrade the daggers to Skyforge Steel as this increases the damage from 261 to 270. Both daggers are enchanted with Shock Damage and for the second enchantment one has Absorb Health and the second Absorb Stamina.
Any heavy armour to start with but Zahkriisos for the head, Heavy Dawnguard Armor, Iron Plate Gauntlets and Iron Plate Boots. As soon as I got the Advanced Armors perk I made a set of Nordic Carved gear to wear while levelling.
Restoration for out of combat heals. Alteration for utility spells and Destruction for shock spells and whirlwind cloak to knock down enemies in melee range.
The Lord Stone for the 50 extra armour and 25% magic resistance. Getting this early helps with mages. Then when the Atronach perk is acquired switch to the Atronach Stone.
Shrine of Talos for faster shout cooldown.
Location: Forelhost, High Gate Ruins, Skuldafn Temple (The World-Eater’s Eyrie)
Summons a storm that does lightning bolt damage in an area. Only works outside.
Location: Benkongerike, Kolbjorn Barrow (Unearthed), White Ridge Sanctum
Used to flip enemies up into the air. I generally use this against archers to take them out of action for a bit wheile dealing with melee enemies or to close the distance without them being able to attack.
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.
Imperials get a skill boost to 5 out of the 6 skills needed for the build. They also get a nice boost to combat skills early with an increase to both Heavy Armor and One-handed. On the magic side they get a boost to Restoration, Destruction and Enchanting, which are all prominent in the build.
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. All Dwemer Automatons count as Male.
The companions must be joined to get the better versions of steel daggers, if you play with USSEP. It's not too deep into the faction quests as it's only the second quest you need to complete. The Dawnguard must also be joined to get the Armor and you need to get a few quests deep and Sorine and Gunmer must be sought before you can buy the armor from Gunmer.
Distribute attributes at a ratio of 0 / 2 / 1. At level 64 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
100 (265) | 500 (615) | 290 (405) |
The skill boosts for Imperials are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration | 8 | Archery | 0 | Alchemy | 7 |
Conjuration | 0 | Block +5 | 0 | Light Armor | 0 |
Destruction +5 | 6 | Heavy Armor +5 | 6 | Lockpicking | 0 |
Enchanting +5 | 11 | One-handed +5 | 10 | Pickpocket | 0 |
Illusion | 0 | Smithing | 4 | Sneak | 0 |
Restoration +10 | 5 | Two-handed | 0 | Speech | 2 |
Total | 30 | Total | 20 | Total | 9 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Magic Resistance 3/3
Expert Alteration
Atronach
Novice Destruction
Augmented Shock 2/2
Disintegrate
Destruction Dual Casting
Impact
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Fire Enchanter
Frost Enchanter
Shock Enchanter
Novice Restoration
Regeneration
Recovery 2/2
Respite
Juggernaught 1/5
Fists of Steel
Cushioned
Conditioned
Well Fitted
Tower of Strength
Armsman 5/5
Fighting Stance
Savage Strike
Dual Flurry 2/2
Dual Savagery
Steel Smithing
Elven Smithing
Advanced Armors
Arcane Blacksmith
Alchemist 5/5
Physician
Benefactor
Haggling 1/5
Alure
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
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. Stand in water and cast to level Alteration. |
Get training from Dravynea at Kynesgrove to get Alteration to 50 you can cast Waterbreathing when in water to level Alteration when you have enchanted gear.
Spell | Level | Description |
---|---|---|
Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem. |
Used to fill soul gems for enchanting.
Spell | Level | Description |
---|---|---|
Flames | Novice | A gout of fire that does 8 points per second. Targets on fire take extra damage |
Sparks | Novice | Lightning that does 8 points of shock damage to Health and Magicka per second |
Lighting Bolt | Apprentice | A bolt of lightning that does 25 points of shock damage to Health and half that to Magicka |
Chain Lightning | Adept | Lightning bolt that does 40 points of shock damage to Health and half to Magicka, then leaps to a new target |
Whirlwind Cloak | Adept | For 60 seconds, opponents in melee range have a chance of being flung away |
Thunderbolt | Expert | A Thunderbolt that does 60 points of shock damage to Health and half that to Magicka |
Unbounded Storms | Expert | Targets in melee range take 40 shock damage per second to Health, and half that to Magicka. Random lightning strikes deal an additional 30 damage |
Lightning Storm | Master | Target takes 75 points of shock damage per second to Health, and half that to Magicka |
Unbounded Storms is purely used as a means to speed the levelling of Destruction by casting and using fast travel. It could be used when enemies are close but the dual wield attacks with the daggers do more damage. I didn't use any shock spells along the way to levelling the character as One-handed is slower to level than Destruction to level. Once I had crafted my final gear I only used Lightning Storm as the spell. You can therefore shave Destruction Dual Casting and Impact off the build if this is how you prefer to play as well.
Spell | Level | Description |
---|---|---|
Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
Courage can be used to level illusion by casting it at an NPC.
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 |
Restoration spells are used out of combat and it can be useful to play as a spellsword in the early game with a dagger and a healing spell in the off hand.
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 Xahkriisos |
Shock Damage | Increases spell shock damage by 25% |
Resist Shock | Increases shock reisstance by 50% | |
Body | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Health | Health is increased by 115 points | |
Feet | Fortify Stamina | Stamina is increased by 115 points |
Resist Fire | Grants 86% resistance to fire | |
Hands | Fortify Lockpicking | Lockpicking is 75% easier |
Fortify Magicka | Magicka is increased by 115 points | |
Amulet | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Resist Magic | Resist 37% of magical effects | |
Ring | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Magicka Regen | Magicka regenerates 115% faster | |
Dagger 1 | Shock Damage | Target takes 85 points of shock damage, and half as much Magicka damage. |
Absorb Health | Absorb 55 points of Health | |
Dagger 2 | Shock Damage | Target takes 85 points of shock damage, and half as much Magicka damage. |
Absorb Stamina | Absorb 69 points of Stamina |
The shock damage on the daggers can be increased from 85 to 334 points by using a potion of fortify destruction. This also raises the absorb health from 55 to 217 points and absorb stamina from 69 to 269 points.
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 | 170 points for 60 seconds |
Restore Health | 266 points restored |
You can get all the Blue Mountain Flowers you need is in Whiterun. The two farms to the east of Whiterun also get you all the Wheat you need.
Ingredients | Glowing Mushroom, Snowberries & Steel-Blue Entoloma | |
---|---|---|
Effects | Fortify Destruction | Destruction spells are 213% stronger for 60 seconds |
Resist Frost | Resist 128% of frost damage for 60 seconds | |
Resist Shock | Resist 128% of shock damage for 60 seconds |
All the glowing mushrooms you need are at the farm. Snowberries are from around Windhelm. Steel-Blue Entoloma are from Khajiit caravans
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 |
---|---|---|---|
Steel-Blue Entoloma (3) | 13 | 39 + 13 = 52 | 78 + 13 = 91 |
Glowing Mushrooms (5) | 9 | 45 + 9 = 54 | 90 + 9 = 99 |
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Snowberries (4) | 7 | 28 + 7 = 35 | 56 + 7 = 64 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 44 |