The Scarlet Dancer (Modded Nightblade Build)

Introduction:

13676167491?profile=RESIZE_710x

            She is the Scarlet Dancer. A lethal nightblade that utilizes powerful magic at her disposal. Her scarlet-like orange colored hair earned her the name of the Scarlet Dancer. Or another name known as Scarlet Faerie, a legendary faerie known for her extremely unpredictable and dangerous nature. Be it destruction or illusion magic, she will get the job done. She will utilize her powerful illusion magic to stay in the shadow to swiftly assassinate unsuspecting individuals or destroy her oppositions in open combat with devastating destruction magic. Her magic also makes her an effective thief who can break into even the most secure places of Tamriel and steal prized possessions from powerful individuals. She uses a powerful enchanted elven dagger as her close combat weapon to dispatch and slice her enemies up close when magic is not an option. She also wears the legendary Ring of Khajiit, the legendary daedric artifact belonging to Mephala/Meridia. She is utterly invisible to the naked eyes as she delivers silent assassinations or stealing a priceless belonging from unsuspecting victims.

 

13676167685?profile=RESIZE_710x

Name: Elyn Juciennes

Race: Breton

Class: Nightblade (Magic Assassin/Thief)

Standing Stone: Mage Stone/Atronach Stone (Andromeda Standing Stone Mod)

 

 

 

Backstory:

 

            Elyn Juciennes was born in Maracelle, a quiet town on the edge of Halcyon Lake in the northern Wrothgarian foothills in High Rock. She was raised by Artorius Juciennes, a powerful imperial mage assassin who worked for an influential figure in Riften in Skryim, and to an unknown Breton mother, who has uniquely orange/scarlet colored hair. Elyn was also raised alongside her older sister Laurel. Both Elyn and Laurel inherited her mother’s racial biology, alongside her unique hair color, but only Elyn inherited her father’s aptitude in magic. Elyn and her sister grew up in a relatively peaceful environment, although the town and the residents gave strange and uneasy vibes, led by their enigmatic leader, the Regent. The Regent somehow managed to take over Maracelle and created what seems like a normal everyday town like any other. The town residents adopted a strange way of living, making everyone efficient with weapons and magic of all kinds, including everyday people and even children. The children are forced to adopt the life of a killer and learned to use weapons at a very young age. The Regent is also very zealous of his community, making sure that everyone part of the group stays with the group. When Elyn was five years old, Artorius whisked her away from Maracelle one night and quickly left without explanations. Artorius simply told her, “You deserve a better life than at Maracelle”. Artorius and Elyn quickly traveled to Bruma in Cyrodiil and managed to get themselves a large mansion situated around Jerall Mountains not far from Bruma.

            For the next several years, Artorius raised Elyn along, teaching her how to dance and some of his magical skills. Artorius also gifts Elyn a magically enchanted glass case with a dancing flame figure. There are days when Elyn asks her father about her mother and sister, how she wishes she can remember them. During this time, Artorius maintained connections to his former employer and the Thieves Guild in Skyrim to ensure that if things go wrong, he can count on them. Artorius also trained Elyn on what to do in certain situations when they are put in danger in their home, to ensure that his daughter will be safe when such things happen.

            While Elyn lived a peaceful life with her father in the Jerall mountain for a couple of years, Artorius was always paranoid that one day that the Black Snake would track them down. Unfortunately, Artorius’ fear proved to be true when intruders came into their home one night. Artorius fends off the intruders with his staff and magic before going into Elyn’s room and takes her to the living room. He activates a hidden switch, opening a secret passageway behind a bookshelf and tells Elyn to hide in there. In the passageway, Elyn pulls a book behind a bookshelf, revealing a small view of the living room. She watches as Artorius fights off more intruders, but he was eventually overpowered and wounded. Suddenly, she sees a familiar figure enters the living room accompanied by more men, The Regent. The Regent admonishes Artorius for taking Elyn away from him after he accepted him into their cult and that his wife “paid the price” for the betrayal. The Regent offers him a choice, to either kill himself and spare Elyn or kill him and they both die. Artorius was given a dagger to make the choice and before he could slit his own throat, Elyn called out from the passageway. In a split-second decision, Artorius attacks the henchmen as the Regent leaves. Artorius was once again overpowered when another henchman pins him onto the floor with a dagger. Elyn walks out of the hidden passageway and walks up to a nearby corpse of an intruder. As she is picking up a dagger, she notices a mark on the intruder’s wrist, a depiction of a five headed hydra. Elyn walks up to the intruder pinning her father and plunges the dagger into his throat. Artorius quickly recovers and comforts a traumatized Elyn. The two then make their way to the secret passageway way and Artorius inscribes a powerful fire rune ready to explode near a barrel of potent explosives. As they were fleeing, Artorius was fatally wounded with an arrow on the side of his stomach but managed to dispatch the archer. Elyn and her father manage to escape the mansion before it explodes. Artorius collapses into the snow from his wounds and tells her that he wanted her to have a better life. Artorius then succumbs to his wounds as Elyn tearfully begs for him to get up.

            Elyn was picked up by a patrol of guards near Bruma and they escorted her to Bruma’s castle as they went over the incident. While they took pity to her, the Count ultimately decided he was unable to do anything. As Elyn sits in the hallway, watching her dancing flame from her glass, a mysterious nord clad in dark leather armor with a black hood approached her. He expresses his condolences and his knowledge about Artorius’ organization. He offers to take her to a small family living in Shor’s Stone and live with them for a time. The man also offers her to seek him out and his guild when she is old enough to join them and be part of the same organization that Artorius was part of. Elyn accepts his offers and the pair travel to Skyrim. The man drops her off to the family and tells who she is and asked them to look after her. He tells Elyn that when she is ready, she should seek him out in Riften to join the guild.

            Twelve years later, the family raised Elyn and trained her in some essential areas of expertise such as magic and thievery. Some of the family members even trained her in the art of assassination. Once Elyn becomes old enough, she travels to Riften, to take up the mysterious nord’s offer.

 

Roleplaying

13676168074?profile=RESIZE_710x

            The Scarlet Dancer is a nightblade, who utilizes magic and stealth in various situations. She is also proficient in using dagger as her primary weapon of choice, making it versatile in up close combat and stealth kills. Her most powerful arsenal is her magic, which focuses on Destruction, Illusion, and Alteration. She wields a variety of destruction magic to deal damage to her enemies including fire, frost, and lightning. Her illusions encompass stealth and subterfuge, making them an ideal school of magic for her. And Alteration includes some enhancement to her arsenal of magic. As a nightblade, joining the Thieves Guild is a must because it ties back to the backstory of her father being part of the guild. Joining the Dark Brotherhood is also a must because she is trained in the art of killing and assassination, as it fits her role as a nightblade. She will start the story by joining the Thieves Guild immediately (via Alternate Start mod).

 

 

Questline:

Thieves Guild: She will join them as part of backstory when she was offered join the organization her father was part of. She will start her story by immediately joining them once she comes of age. The Thieves Guild will be a source of wealth and jobs while also helping improve upon her skills in thievery. Becoming a Nightingale is also a significant bonus, as Nocturnal’s powers offer a great addition to her magical arsenal, be it staying invisible, manipulating enemies to fight each other or leeching enemies’ life force.

 

Dark Brotherhood: Another important guild she will join, as she learned the art of assassination after being in the care of the family at Shor’s Stone. When she learns about Aventus Aretino’s situation, she emphasizes with him as she has been through similar situation and would gladly kill Grelod. The Dark Brotherhood will serve as another source of income and at the same time, bring glory to the guild of shadowy assassins.

 

 

College of Winterhold: She can join the college to gain access to more powerful magics. The College is an excellent place for her to access master trainers for both destruction, illusion, and enchanting. She can also acquire a variety of magic that will help in her shadowy journey. However, she will not finish the questline, as she has no interest in uncovering the mystery of the Eye of Magnus, nor will she uncover Thalmor’s plot.

 

Daedric Quests: The Scarlet Dancer will do some of the daedric quests to gain access to their powerful daedric artifacts that will benefit her.

 

  • The Black Star: The Scarlet Dancer will acquire the Black Star, as a useful source of replenishing her enchanted weapon.
  • Discerning the Transmundane: She will venture to Blackreach to acquire the knowledge from the Elder Scroll and obtain the Oghma Infinium. The book will prove useful in enhancing her choice skills (preferably mage skills or thief skills).
  • Pieces of the Past: She will collect the pieces of the infamous Mehrunes’ Razor and kill Silus to earn Dagon’s favor.

 

 

 

Race, Standing Stone, and Stats:

13676168459?profile=RESIZE_710x

As a Breton (with the Imperious Race Mod) she starts off with 95 Health, 105 Magicka, and 100 Stamina. Her primary stats focus is health and magicka, but stamina is also important when she must rely on physical combat. It’s important to put points in her health and magicka first (Health 250+ and Magicka 500+), as she would heavily use destruction magic in combat and some illusion magic as well. She will use a variety of fire, frost, and shock spells to deal damage while she will use invisibility and mind control illusion spells to turn the tides of battle. When it comes to standing stone, she can either use the Mage Stone or the Atronach Stone.

Breton Ability Traits:

  • Grail of Betony: A treasure hunter in Skyrim carries the mythical Grail of Betony. A Breton in possession of the Grail regenerates Magicka and Stamina 50% faster.
  • Spell Mantle: Magic resistance increased by 15%. You also gain 25% spell absorpotion when Magicka is 25% or less.
  • Stones of Galen: Each standing stone grants its own additional effect.


Quest reward - Discover 10 standing stones to unlock...

  • Shared Ancestry: 1/day - Invoke your Aldmeri-Nedic heritage to gain the racial power of a living human or elven target for 300 seconds.

 


The Mage Stone

  • Power of the Arcane: Spells are 10% more effective. Scrolls are 20% more effective.
  • Mage's Path: Learn all Mage skills 10% faster.


Unlockable...

  • Ultimate Power: 1/day - Choose one of three random schools of magic. Spells are twice as effective and cost half as much for 60 seconds.

 


The Atronach Stone

  • Corrupted Arcana: Magicka does not regenerate. Each death within 50 feet restores Magicka equal to 25 times their level.
  • Oblivion Bound: If you have Magicka remaining, spells are 25% more effective and cost 50% less Magicka.


Unlockable...

  • Devour from Within: 1/day - Paralyzes a living target, absorbing 50 Magicka for 10 seconds. When depleted, absorbs Health instead.

 

 

 

 

Perks and Skills

 

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 – Bite Marks (3)– Unblocked attacks with daggers deal an additional ½/3 point/s of bleed damage per second for 30/45/60 seconds to living targets. This effect stacks.
  • 30 – Ravage (2)– Dual wielding attacks are 20/35% faster.
  • 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.
  • 40 – Savage (2)– Attacks with a dagger deal 25/50% more damage if you rapidly hit the target three or more times. Resets when 2 seconds pass between hits.
  • 50 – Rogue’s Parry– When wielding a one-handed weapon and an empty other hand, attacking with the weapon while the opponent is winding up their attack or drawing a bow deals 40% more damage and delivers a critical strike.
  • 50 – Twin Fang– Forwards power attacks with a dagger impale the target, dealing double Bite Marks damage, whether or not the attack is blocked.
  • 60 – Swaying Cobra– Sideways power attacks with a dagger inflict distracting wounds, draining 100 points of Magicka and Stamina and halting regeneration for 5 seconds.
  • 70 – Death Adder– Standing power attacks with a dagger ignore armor.
  • 90 – Unleash the Beast– While dual wielding in combat, enter a murderous frenzy every 20 to 40 seconds. For 8 seconds, dual wield power attacks deal 50% more damage and 100% more critical damage.

Light Armor:

  • 0 - Light Armor Mastery (2)- Armor rating of Light Armor increased by 20/40%. You gain a small amount of Light Armor experience when wearing at least two pieces of Light Armor in combat.
  • 20 - Annoying Mosquitoes (2) - You take 10/20% less attack damage from enemies with full Health if wearing all Light Armor.
  • 30 - As a Leaf- While sprinting in Light Armor, you cannot be staggered and take 50% less damage from power attacks.
  • 30 - Light Armor Fit- Armor rating of Light Armor increased by 25% if wearing all Light Armor.
  • 40 - Initiative (2)- When you enter combat, if wearing all Light Armor, regenerate up to 10/20% of your maximum Stamina per second. This bonus gradually diminishes over the course of 15 seconds.
  • 40 - Keen Senses- You no longer need to wear a helmet to benefit from perks that require "wearing all Light Armor". If you are not wearing a helmet, Light Armor pieces have 20% increased armor rating.
  • 50 - Unhindered- Light Armor weighs nothing and doesn't slow you down when worn.
  • 50 - Windrunner- Move 10% faster in combat if wearing all Light Armor.
  • 60 - Evasive Leap- If wearing all Light Armor, jump in combat to cause all incoming attacks and spells to miss for 1 second. This effect has a 5 second cooldown.
  • 60 - Into the Maelstrom- You take 10% less attack damage when fighting more than one enemy if wearing all Light Armor.
  • 70 - Fight or Flight- When struck by an unblocked attack or spell in combat, an adrenaline rush regenerates 5% of your maximum Stamina per second for 6 seconds if wearing all Light Armor.
  • 70 - Wardancer- Your agility enables you to strike more effectively, granting 20% more attack damage and critical damage if wearing all Light Armor. This effect is lost for 6 seconds whenever you get struck by an unblocked attack or a hostile spell in combat.
  • 80 - Spelldancer- Wardancer also improves elemental (fire, frost and shock) spells and effects by the same amount.
  • 80 - Survival Instinct- When you get struck by an unblocked attack or hostile spell in combat, gain 10% movement speed for 6 seconds if wearing all Light Armor.
  • 80 - Wild and Free- While sprinting in Light Armor, you take 50% less damage from attacks.
  • 90 - Glancing Blows - You take 30% less damage from blocked attacks while Wardancer is active. When you lose the Wardancer effect due to an unblocked attack, it also deals 30% less damage.
  • 90 - Lightning Strike - Your critical strikes deal 75% more critical damage for 10 seconds after entering combat while wearing all Light Armor.
  • 100 - Tempting Fate - You gain 20% movement speed if you are not blocking during an enemy's power attack. If the power attack misses, the effect lasts until combat ends or until you get struck by a power attack.

 

Sneak:

  • 0 - Sneak Mastery (2)- Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
  • 20 - Sneak Attack- Sneak attacks with one-handed weapons deal 100% more damage. Sneak attacks with any other weapon or fists deal 25% more damage.
  • 30 - Demolition Job - All Destruction spells and scrolls are 1% more powerful per level of Sneak if the target is not detecting the caster (2% for rune spells).
  • 30 - Fog of War- Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
  • 30 - Silent Roll- Sprinting while sneaking executes a silent forward roll.
  • 30 - Spot Detection - Grants the "Spot Detection" power. At will, outlines all humanoids within 150 feet that are detecting you with a green glow. Lasts 30 seconds.
  • 40 - Assassin's Blade- Sneak attacks with daggers deal 1% more damage per level of Sneak.
  • 40 - Dynamic Entry- Performing a silent roll increases your weapon damage by 40% and unarmed damage by 40 points for 3 seconds.
  • 40 - Infiltrator- Your footsteps and equipped armor make 75% less noise when sneaking.
  • 40 - Whiplash - Tripwire also reduces armor rating by 1000 points for 5 seconds.
  • 50 - Backstab (2)- You deal 25/50% more damage and critical damage with daggers when striking a target from behind.
  • 50 - Light Foot- You won't trigger pressure plates.
  • 50 - Right Behind You- You are adept at hiding in your target's blind spot. Sneaking is 15% more effective within 30 feet and 30% more effective within 15 feet.
  • 60 - Disengage- Grants the "Disengage" power. Once a day, all enemies within 100 feet who are attacking you or searching for you instantly stop and resume their normal activities.
  • 60 - Dodge Roll- Performing a silent roll makes you ethereal for 1 second, causing all incoming attacks and spells to miss.
  • 70 - Clean Escape- When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you.
  • 80 - Behind Enemy Lines- Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
  • 80 - Problem Solver- Sneak attacks deal 10% more damage for each 200 points of Health the target has, up to 50% more damage.
  • 90 - Cloak and Dagger- Breaking invisibility with a power attack is a guaranteed critical strike that deals 50% more critical damage.
  • 90 - Shadow Warrior- Entering sneak mode in combat grants 2 seconds of invisibility, briefly leaving combat and forcing distant opponents to search for you. This effect has an 8 second cooldown.
  • 100 - Laughing Ghost- Grants the "Laughing Ghost" power. At will, while sneaking, teleport through the shadows behind a target to attempt a sneak power attack with your right weapon that deals double sneak attack damage. The target must be out of combat.

 

Illusion:

  • 0 - Illusion Mastery (2)- Illusion spells cost 35/50% less Magicka, Illusion spells last 0.5/1% longer per level of Illusion, and mind affecting Illusion spells (Calm, Fear, Frenzy, Rally) are 0.1/0.2 points stronger per level of Illusion.
  • 20 - Dream Thief- Activate sleeping victims to steal their dream, increasing the effectiveness of your Illusion spells by 50% for 3600 seconds. Chance to fail and alert the victim, based on Illusion skill.
  • 20 - Illusion Dual Casting- Dual casting an Illusion spell empowers it, increasing effectiveness and cost.
  • 30 - Commanding Presence- In combat, you radiate an aura of mystical nobility that touches allied creatures and people within 40 feet. Those affected gain 20% extra attack damage and have 20% chance of a critical strike.
  • 30 - Imposing Presence - You radiate an aura of mystical charisma that touches all within 40 feet. Any Illusion spell you cast on those affected is 25% more powerful and lasts 30% longer.
  • 40 - Crown of the False King- Commanding Presence also increases armor by 80 points and magic resistance by 20%.
  • 40 - Kindred Mage- Mind affecting spells and effects are 15 points stronger (or 30 points if you are the same race as the target).
  • 40 - Silent Storm (2)- All spells you cast from any school of magic/, as well as all shouts, are silent to others.
  • 40 - Wilting- Those affected by a Calm spell or effect within the radius of Imposing Presence lose 200 points of armor and 50% magic resistance.
  • 50 - Fickle Fate- Mind affecting spells and effects cast on others are between 1 and 40 points stronger, chosen at random.
  • 50 - Terror- Those affected by a Fear spell or effect within the radius of Imposing Presence drop their weapon.
  • 60 - Imperious Splendor- Commanding Presence and Crown of the False King are twice as powerful as long as you remain above 75% Health.
  • 60 - Master of the Mind- Mind affecting spells (Calm, Fear, Frenzy, Rally) and Commanding Presence also work on undead, daedra and automatons.
  • 60 - Pandemonium- Those affected by a Frenzy spell or effect within the radius of Imposing Presence gain 50% extra attack damage.
  • 70 - Dream Charm- Activate sleeping victims to project yourself into their dream, improving their disposition towards you. High disposition may earn you quests, discounts and gifts. Chance to fail and alert the victim, based on Illusion skill.
  • 70 - Neverworld- Those affected by a Calm spell or effect within the radius of Imposing Presence are enraptured by a lotus dream from which they may refuse to return to reality. When the Calm is broken due to an attack, they may become Calmed again for 30 seconds.
  • 70 - Shadow Refuge- While affected by an invisibility spell or effect, you take 35% less damage from attacks and sneaking is 15% better.
  • 80 - Soulcrusher- Feast upon the minds of those affected by a Fear spell or effect within the radius of Imposing Presence, absorbing 25 points of Magicka per second.

 

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.
  • 20 - Ionized Path (2)- Shock spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Magicka percentage.
  • 20 - Merciless Cold (2)- Frost spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Stamina percentage.
  • 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 - Frostfall- Frost spells reduce the attack damage of their targets by 25% for 5 seconds.
  • 30 - Raw Power (3)- Destruction spells that do not deal fire, frost or shock damage are 10/20/30% more powerful.
  • 30 - Scarring Burns- Fire spells reduce the fire resistance of their targets by 20% for 5 seconds.
  • 30 - Static Field- Shock spells that would leave their target above 75% Health deal enough additional damage to make up the difference.
  • 40 - Arc Burn- Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresistable fire damage per second for 4 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 - Crystalize- Frost spells freeze the blood of their targets, halting Stamina regeneration for 5 seconds. If the targets are not resistant to frost, frost spells also reduce armor by 125 points for 5 seconds.
  • 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.
  • 50 - Shatter- Frost spells that hit a frost resistant target fragment and explode in a 15 foot area, reducing frost resistance by 25% for 10 seconds. This effect stacks.
  • 60 - Iced Earth- Dual casting frost spells freezes the earth under your feet. The frozen ground deals 40 points of damage per second to Health and Stamina for 4 seconds on contact. Frost spells and effects are 50% more powerful against affected targets.
  • 60 - Nova Charge- Dual casting 6 shock spells in combat triggers a shock nova that deals 200 points of shock damage to nearby enemies and staggers them. This can only occur once per battle.
  • 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 - Electroconvulsions- Shock spells incapacitate living targets below 25% Health if they are not shock resistant.
  • 70 - Hypothermia- Frost spells paralyze living targets below 25% Health if they are not frost resistant.
  • 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 - Exhaust- Frost spells and effects drain 50% more Stamina.
  • 80 - Show Them All- Shock spells and effects drain 50% more Magicka.
  • 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.
  • 90 - Stormblast- You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 points of shock damage to Health and Magicka.
  • 90 - Winter's Majesty- You radiate freezing cold, reducing the frost resistance of enemies within 25 feet by 50%. This penalty is applied on top of Shatter.

 

Enchanting:

  • 0 - Enchanting Mastery (2)- New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
  • 20 - Last Word (3)- Scrolls are 2/4/6% more powerful or last 4/8/12% longer per level of Enchanting.
  • 20 - Soul Siphon- Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
  • 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.
  • 50 - Flame of Magnus - While casting or concentrating on a staff in your left hand, you may attack with your right hand, dealing 50% more damage and critical damage.
  • 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.
  • 70 - Attunement- All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
  • 70 - Power Echoes- Spellscribe activates twice before going on cooldown.
  • 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.

 

 

Secondary Skills and Perks (Optional):

 

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.
  • 20 - Alteration Dual Casting- Dual casting an Alteration spell empowers it, increasing effectiveness and cost.
  • 20 - Mage Armor (3)- Protection spells like Stoneflesh are 100/150/200% stronger if not wearing armor.
  • 30 - Wild Shrines- Five shrines dedicated to nature's mysteries can be found in Skyrim. Each shrine grants a permanent bonus to one school of magic, making all spells from that school 15% more powerful or last 30% longer.
  • 40 - Alter Self: Resistances - You may choose two resistances to increase by 25%.
  • 40 - Distorted Shape- When you gain an armor spell in combat (or enter combat with an active armor spell), you become intangible and unable to be affected by spells or attacks for 10 seconds or until you perform an offensive or defensive action.
  • 50 - Intuitive Magic (2)- Novice/ and apprentice spells of any school cost 100% less Magicka to cast.
  • 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.
  • 100 - Arcane Thesis- Grants the "Arcane Thesis" power: use it to master the spell you are dual casting. A mastered spell is 20% more powerful or lasts 40% longer. Only one spell can be mastered.

 

Lockpicking:

  • 0 - Lockpicking Mastery (2)- Weaker/all locks are easier to pick.
  • 20 - Game of Fate- There are 5 Dragons of Fate hidden in random locked containers in Skyrim. Each grants 15000 gold and a free perk point when removed from its container. The name of the container changes to indicate the treasure inside.
  • 30 - Robber's Eye- When you enter a dwelling you don't own, illuminates a locked container for 120 seconds. During this time, it contains valuable items (based on your Lockpicking skill and the difficulty of its lock). This can only occur once every 12-60 ingame hours.
  • 30 - Wax Key- Gives you a copy of a picked lock's key if it has one.
  • 40 - Gone in Fifteen Seconds- Taking 15 seconds or less to pick the lock on a container illuminated by Robber's Eye improves the added treasure by an average of 50% based on the level of the lock and resets the cooldown of Robber's Eye.
  • 40 - Locksmith- Pick starts much closer to the lock opening position.

 50 - Nose for Treasure - You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, weapons, armor, scrolls). Containers illuminated by Robber's Eye are three times more likely to contain items of your chosen type over other types.

  • 60 - Dungeoneer- Robber's Eye also works in dungeons and lasts three times as long.
  • 60 - Golden Touch- Find 20-100 more gold in many dungeon chests and 2-10 more gold in some corpses, urns, etc.
  • 100 - Seen This Before- Your skill at lockpicking is such that you may bypass locks of Expert or lower level without using a key or manually picking the lock. After picking or bypassing at least 100 locks, you gain 2 perk points.

 

Pickpocket:

  • 0 - Pickpocket Mastery (2)- Adds 20/40% to your pickpocket chance and increases carry weight by 50/100 points.
  • 20 - Trained Rabbit- Grants the "Trained Rabbit" power. At will, silently sends out a trained rabbit to lead you to the nearest loose valuable item (armor, weapon, key, book, soul gem, ingredient). It then returns to you.
  • 30 - Cutpurse- Adds 25% to your chance to pickpocket gold, keys and jewelry.
  • 30 - Thief's Eye- When you enter a major city, illuminates a random citizen on the streets for 300 seconds. If you interact with the target during this time, they will carry valuable items (based on your Pickpocket skill). This can only occur once every 12-60 ingame hours.
  • 40 - On the Run - After you successfully pickpocket someone, sneaking is 200% more effective and movement speed is increased by 25% for 10 seconds.
  • 50 - Lawless World- Petty crimes are slowly forgotten, allowing your bounties for non-violent crimes to decay at a rate of 50% of your Pickpocket skill level each day.
  • 50 - Thief's Luck- You may choose an item type (gold, jewelry, books, ingredients, potions, ingots, scrolls). Those illuminated by Thief's Eye are three times more likely to carry items of your chosen type over other types.
  • 60 - Stalk the Prey- Preparing to pickpocket (sneaking behind a victim with the pickpocket message displayed) for at least 10 seconds adds 20% to your chance to pickpocket any item.
  • 70 - Trickster- Can pickpocket equipped weapons. If the target is sleeping, can pickpocket any equipped item.
  • 80 - Crime Wave- Shortly after you pickpocket or speak with the target illuminated by Thief's Eye, a new victim is illuminated, up to 4 times in a row.
  • 80 - You Saw Nothing- Grants the "You Saw Nothing" power. Once a day, distract a target and others in a 40 foot radius around the target. For 45 seconds, you will not receive a bounty if they are the only witness of your crimes. Does not prevent them from defending themselves.
  • 90 - Robbed Blind- Adds the Thief's Eye effect to You Saw Nothing.
  • 100 - Dragon Hoard- Whenever you sleep with 50000 or more gold in your inventory, you may choose to spend it to purchase a perk point.

 

 

 

 

Weapon and Armor:

13676168654?profile=RESIZE_710x

Armor:

  • Apotheus Hood (Scarlet Dancer Hood)
    • Amplify Illusion Power by 50%+
    • Amplify Destruction Power by 50%+
  • Apotheus Scarf (Scarlet Dancer Scarf)
    • Fortify Stamina by 100+
    • Fortify Health 100+
  • Redguard Assassin Mask (Scarlet Dancer Mask) (Optional)
    • Fortify Magicka 100+ Points
    • Fortify Magic Resistance by 25%+
  • Infiltrator Armor (Scarlet Dancer Armor)
    • Fortify Light Armor by 50+ Points
    • Fortify Magicka Regeneration by 50%+
  • Infiltrator Gauntlet (Scarlet Dancer Gauntlet)
    • Fortify One Handed Damage by 50%+
  • Infiltrator Boots (Scarlet Dancer Boots)
    • Fortify Sneak by 50%+
    • Fortify Stamina Regeneration by 50%+
  • Necklace
    • Fortify Destruction Magick 50%+
    • Fortify Illusion Magic by 50%
  • Ring of Khajitti (Right):
    • Shroud you with an unbreakable invisibility while sneaking but drains 20 points of stamina every second. Movement is 20% faster
  • Ring (Left)
    • Recharge Weapon Points by 50+ every second
    • Fortify Pickpocket Chance by 50%
  • Volsung (Belt-Left)
    • When struck, a chance that weaker creatures and people flee for 30 seconds, and Illusion spells are 10% stronger for every 100 weight carried.
  • Vokun (Belt-Right)
    • Sneaking causes all nearby opponents targeting the wearer or searching for the wearer to leave combat. Wearer is muffled and moves silently.

 

Weapon:

  • Talon of the Swift
    • Absorb Magicka by 50+ Points
    • Soul Trap for 8 seconds

 

 

Destruction Magic:

13676168667?profile=RESIZE_710x

Vanilla:

  • Elemental Blast (Arcane Accessories CC)
  • Incinerate
  • Fireball
  • Icy Spear
  • Ice Storm
  • Thunderbolt
  • Chain Lightning
  • Fire Rune
  • Unbounded Flames (Arcane Accessories CC)
  • Fire Storm
  • Touch of Death

 

Modded

  • Chaos Fireball
  • Banefire
  • Crimson Bolt
  • Frigid Gyre
  • Ice Shiv
  • Electrocute
  • Unstable Current
  • Crystalline Spear
  • Firespark
  • Frostfire
  • Fire Dragon Breath
  • Zap

 

 

 

Illusion Magic:

13676168852?profile=RESIZE_710x

Vanilla:

  • Pacify
  • Invisibility (Optional)
  • Rout
  • Frenzy
  • Muffle

 

Modded:

  • Master Invisibility (Dragonborn Crafting Hall)
  • Silence
  • Delusive Smokescreen
  • Ceaseless Torment
  • Infiltration Charm
  • Thief’s Gambit (Optional)
  • Chameleon (Optional)
  • Deep Analysis
  • Calm Rune
  • Dispel

 

Alteration Magic (Optional)

Modded:

  • Unlock (Phenderix Magic)
  • Blink
  • Teleport
  • Shadow Teleport
  • Paralyze
  • Ocato’s Recital
  • The Unwelcome Guest

 

 

Other Spells

  • Fast Healing or Master Fast Healing (Drabonborn Crafting Hall)

 

 

 

 

Gameplay:

13676168690?profile=RESIZE_710x

            This character build revolves heavily around mods, especially magic overhaul mods. The Scarlet Dancer is a nightblade and will use combat and stealth interchangeably. She switches around with magic and her dagger on the fly during combat, ensuring she almost never runs out of magicka. She will use her enchanted dagger (and the Atroncach Stone blessing if chosen) to absorb magicka from her enemies. When she has enough magicka, she unleashes a barrage of deadly spells. She will use a combination of vanilla and modded spells at her disposal. With a variety of destruction magic, she can unleash fire, frost, shock, or all three-elemental combined at her enemies. She will also use a variety of illusion magic to up her playing field. From manipulating her enemies’ minds to becoming a shadow is one of her strengths as a nightblade. There are also some other magic spells from other schools she can utilize, though she will not master them. She can use her ‘unlock’ spell to open any locked doors and containers without picking them open. She can also use magic while sneaking, thanks to the Silent Storm perk from the Illusion tree.

            As a member of both the Dark Brotherhood and the Thieves Guild, stealth is still essential, so she still needs to rely on her skill to stick to the shadows. One of the primary gear tools at her disposal is the Ring of Khajiit, which provides unbreakable invisibility while sneaking, but drains significant points of stamina every second. She will have to occasionally take it off to allow her stamina to regenerate (or she can use potions to restore her stamina) before putting the ring back on.  

 

 

 

 

Mods:

Creation Club/Verified Creations:

  • Arcane Accessories
  • Myrawatch

 

Magic Mods:

 

 

Other Essential Mods:

 

Recommended/Optional Mods:

 

 

 

 

 

Closing Notes:

            Just like my previous builds, this one also heavily relies on mods, especially the “cheat” ones. Its not perfect, it doesn’t have fixed estimates and calculations when it comes to enchantments. It may turn off some people and I understand. I make builds mostly because they’re inspired by movie characters or characters from other media and not really in for the balancing experience.

ballerina-movies-poster-02.jpg

            The Scarlet Dancer is inspired by Eve Macarro (played by Ana De Armes) from the newly released Ballerina movie, a spin-off from the John Wick movie franchise. She is a Ruska Roma assassin who embarks on a quest against a cult of assassin who is responsible for her father’s death. The heavy use of magic for the Scarlet Dancer is my own original take and twists, since my previous John Wick inspired builds relied heavily on one handed and archery combat skills, so I wanted to change that up for this one to make her different. Since she is physically weaker than most of the enemies she comes across, she will need rely on her wit and in this case, magic as her strengh. Fight like an assassin. Fight like a nightblade. Fight like a girl. As of this moment, I’m also developing a fanfiction retelling of the Ballerina movie set in the Elder Scroll universe with the Scarlet Dancer as the main protagonist. I already wrote my fanfiction retelling of the 4 John Wick movies. I call it “Corvus Rem” and I will appreciate it if you take the time to check out my fan fiction series.

You need to be a member of THE SKY FORGE to add comments!

Join THE SKY FORGE

Email me when people reply –