Emberpaws Complete perks
Necessary mods USSEP Wintersun (religion) Andromeda (Standing Stones) Summermyst (Enchanting) Imperious (Races) Ordinator (Perks) Also, I recommend using the 50-75-100 perk patch and the 20% perk patch on the Ordinator patch page. This build has a lot of perks! Apocalypse (Spells) Racemenu Khajiit Speak Alternate Start New Beginnings Live another Life Abandoned Prison Tweaks Interesting NPCs Inigo Suggested Start: I am a wandering merchant / mercenary traveling to Skyrim - Cyrodil or Hammerfell Border. This will start you with a full set of steel plate armor, which is awesome. In the prison, remember to get a Amulet of Dibella and the Conjuration, Destruction, and Alteration spell scrolls from the cabinet. As a Khajiit, you'll have the following: Feline Agility: Khajiit move 15% faster at all times. They sprint 40% faster but expend 15 more Stamina per second. Prowl: While sneaking, movement is half as loud, and you can do a power leap with weapons sheathed for 60 Stamina. Rawlith Khaj: Claws deal 10 damage. Power attacks with two free claws deal extra damage equal to 25% of current Stamina. You don't start out naturally good with magic, but that will even out quickly. Quest reward - Acquire 50000 lifetime gold to unlock... Perception: At will - Improves vision in darkness and mutes distracting sounds for 300 seconds or until disabled. I suggest the Mage Stone at first. I suggest worshipping Riddle’Thar: “Master the skills of the Warrior, Thief and Mage. Strive to raise your Health, Magicka and Stamina. Each is as important as the others. Pray only at night.” Shrine blessing - Fortify Unarmed Damage: Unarmed strikes do 10 additional damage. Follower - Path to Llesw’er: All skills are improved X% (based on favor with the Riddle'Thar). Devotee - Beseech the Manes: During prayer, an ancient Mane will grant a blessing they believe to be appropriate for the challenges you are about to face. Buy the Ocato's Recital; Ironflesh; and Soul Cloak spell as soon as you can and use Ocato's to store Ironflesh, Soul Cloak and Bound sword. Alchemy 0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger. 20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger. 20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds. 30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another. Alteration 0 - Alteration Mastery (2) - Cast Alteration spells for 35/50% less Magicka, and Alteration spells last 0.5/1% longer per level of Alteration. 40 - Alter Self: Resistances - You may choose two resistances to increase by 25%. 40 - Spellblade - Whenever you cast a spell with one hand, you deal 20% more attack damage for 4 seconds. 60 - Alter Self: Attributes - You may choose an attribute (Health, Magicka, Stamina) to increase by 50 points. 70 - Energy Roil - Whenever you cast a spell with one hand, reduces the armor of nearby enemies within 10 feet by 150 points for 4 seconds. 90 - Nullifier - You radiate a dampening field, preventing enemies within 25 feet from regenerating Magicka and Stamina. 90 - Rend Resistances - Whenever you attack with a weapon, reduces the magic resistance of nearby enemies within 10 feet by 15% for 4 seconds. Conjuration 0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration. 20 - Conjuration Dual Casting - Dual casting a Conjuration spell empowers it, increasing effectiveness and cost. 20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage. 30 - Planemeld - Able to summon Daedra and other non-undead minions five times farther away. 30 - Soul Raider - Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks last twice as long. 40 - Atromancy - Summoned Daedra and other non-undead minions last three times as long (or five times at night). 40 - Rend From This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to non-conjured Daedra. 50 - Pact Magic - Destruction spells and effects are 10% more effective for each friendly conjured Daedra within 30 feet. 50 - Void Burn - Bound weapons brand victims with unholy energy for 5 seconds, halting Magicka and Stamina regeneration while draining 15 points per second. When both are depleted, the energy starts devouring their flesh, dealing 15 points of magic damage per second. 60 - Hollow Binding - Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds. 60 - Maelstrom - While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain 30% extra attack damage. 70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck. 70 - Elemental Potency - Atronach conjurations now call Potent Atronachs that are higher level and more powerful. 80 - Brand of the Necromancer - Brand a corpse by striking it with a bound weapon 80 - Unleash Hell - Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed). 90 - Covenant of Coldharbour - Hollow Binding reduces magic resistance by an additional 30% if you control a summoned Daedra or other non-undead minion. 90 - Summon Resist - Friendly conjured Daedra and other non-undead minions within 75 feet gain 50% magic resistance and 300 points of armor. 100 - March of Oblivion - You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additional minions. Destruction 0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction. 20 - Combustion (2) - Fire spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Health percentage. 20 - Destruction Dual Casting - Dual casting a Destruction spell empowers it, increasing effectiveness and cost. 30 - Force of Nature - Elemental spells and effects cost 30% less Magicka to cast in favorable weather: fire spells in sunlight, frost spells during snowfall, shock spells in the rain. 30 - Scarring Burns - Fire spells reduce the fire resistance of their targets by 20% for 5 seconds. 40 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 8 points of damage per second for 3 seconds on contact. 40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets. 40 - Runecaster - Can place runes 75 feet farther away, and place three times as many runes at a time. 50 - Flash Fire - Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage that hits an ignited target (except burning ground) detonates, dealing 100% more damage and causing a living target to flee the flames for 4 seconds. 60 - Pyromancer Ascension - Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells and effects are 50% more powerful and cost half Magicka, and you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle. 70 - Ancient Seals - Destruction runes no longer deal instant damage, but inflict a stacking 10 second elemental burn that deals 15% damage per second. 70 - Scorched Earth - Fire spells (except concentration spells) burn corpses to cinders, creating a pyre that burns for 30 seconds. The burning ground deals 50 points of damage per second for 5 seconds on contact. 70 - War of the Elements - You deal 40% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Electroconvulsions or Hypothermia. 80 - Elemental Specialization - You may choose one element (fire, frost, shock). Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker. 80 - World in Flames - The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension deals 25% more damage. Additionally, other fire spells and effects are 25% more powerful against targets affected by burning ground. 90 - Outburst - When you fall below 75 points of Health, the fiery energy within you explodes and ignites nearby enemies, dealing 30 points of fire damage per second for 4 seconds and applying fire spell perks. This effect has a 180 second cooldown. 100 - Cataclysm - Fire spells that hit targets affected by burning ground explode for 20% of their current Health (max. 250 damage), blasting them into the air and reducing magic resistance by 25% for 6 seconds. This effect has a 45 second cooldown. Enchanting 0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting. 30 - Thunderstruck - Weapon enchantments are 25% more effective when delivered by a power attack (or 50% for a two-handed power attack). 40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem. 40 - Spellscribe - Grants the "Spellscribe" power: use it to store the spell you are dual casting. Your power attacks and power bashes unleash the stored spell for free, with a cooldown based on Enchanting skill. Only works with spells that affect other targets. 60 - Might and Magic - You are adept at weaving blade and magic. Spells cast with your left hand are 10% more effective if you are wielding a weapon in your right hand. Attacks with a weapon in your right hand deal 10% more damage if you are holding a spell in your left hand. 60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger. 70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer. 80 - Twin Enchantment - Can place two enchantments upon the same item. 90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another. 100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat. Heavy Armor 0 - Heavy Armor Mastery (2) - Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat. 20 - Cushioned (2) - You take half/no damage from falling if wearing all Heavy Armor. 30 - Battle Weary - Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take. 30 - Heavy Armor Fit - Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor. 40 - Defiance - You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks. 40 - Face of Death - You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armor". If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating. 40 - Rallying Standard - Grants the "Rallying Standard" power. Once a day, place a banner that grants 150 points of armor and 25% melee damage to allies within 25 feet wearing all Heavy Armor (including you) and prevents them from fleeing. Lasts 60 seconds. 50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn. 50 - Revel in Battle - Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks. 60 - Bedrock - If wearing all Heavy Armor, you have 20% chance to brace for impact when attacked by an enemy, becoming immune to stagger for 4 seconds. 60 - Break Upon Me - You are immune to basic melee weapon perks (Clash of Champions/Heroes, Denting/Crushing Blows, Bleed Like a Lamb/Dog, Bite Marks). If wearing all Heavy Armor, you take 10% less attack damage from enemies affected by one or more of these perks. 60 - Never Kneel - If wearing all Heavy Armor, take 30% less attack damage from power attacks. 70 - Lead the Tempest - Sprinting in combat increases the armor of allied people within 20 feet by 25% of your own armor, and the armor of allied Skeletons created by Bone Collector within 20 feet by 15% of your own armor. Lasts 30 seconds. 70 - Reap the Whirlwind - When struck by a power attack or power bash, your attacks deal 125% more damage to the attacker for 5 seconds if wearing all Heavy Armor. 80 - Out of the Inferno - Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armor. 80 - Rise Above - If wearing all Heavy Armor, you intimidate enemies within 15 feet. They lose 5% attack damage and you gain 5% attack damage for each enemy affected. 80 - Warbringer - Raising your hands (to draw a weapon or spell) places a Rallying Standard at your location for 120 seconds. This does not count against the limit of one Rallying Standard at a time. 90 - Doombringer - Rallying Standard also improves Destruction spells and effects by 15%. 90 - Immortal - If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20% Health if you are affected by Rallying Standard). 90 - Sovereign - When struck by an attack, subsequent attacks are deflected if wearing all Heavy Armor. You take 75% reduced damage from attacks for 1 second. 100 - Face of the Mountain - When struck by a power attack or power bash, the attacker's strike rebounds forcefully as if striking solid rock, staggering them and potentially knocking them to the ground if wearing all Heavy Armor. One-Handed 0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed. 20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points. 30 - Clash of Champions (3) - Attacks with swords reduce the target's attack damage by 10/15/20% for 3 seconds. 30 - Denting Blows (3) - Attacks with maces reduce the armor rating of armored enemies by 50/75/100 points for 15 seconds. 40 - Cross Cut (2) - Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 25/50% for 4 seconds. 40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations. 50 - Falling Sword - Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding target falls below 25% Health, your attacks against that target are critical strikes that deals ten times critical damage. 50 - Overrun - Can perform a one-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt. 60 - Windswept - Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to 40% more damage based on distance traveled. 70 - Into the Dust - Repeated standing power attacks with a sword against a target do escalating damage if no more than 3 seconds pass between each. This effect stacks up to three times, each doing 15% more damage. Reaching four stacks knocks the target off their feet. 70 - Thundering Blow - Whenever you perform a total of 8 or more one-handed regular attacks in combat, your next one-handed power attack is a Thundering Blow that deals double damage and costs no Stamina, resetting the counter. 80 - Judgment - Slaying an enemy under the effect of Clash of Champions restores 100 points of Stamina. 90 - Aftershock - After a Thundering Blow, attack speed is increased by 75% for 3 seconds. 100 - Wandering Warrior - Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a permanent +1% bonus to one-handed damage. This effect stacks up to +20%. |
Emberclaw the Khajiit Conjurer |