Build · Fists, quick feet and nothing to break
Khajiit Brawler
An unarmed fighter who levels by punching, dodging and moving fast. The Khajiit blood hits harder with fists, and Hand-to-Hand needs no weapon to buy, carry or repair.
Khajiit · custom class
Silentpaw
+1difficulty · skills ×0.98 effort
- Hand-to-Hand
- Dodging
- Critical Strike
- Running
- Stealth
- Medical
- Short Blade
- Climbing
- Jumping
- Streetwise
- Pickpocket
- Lockpicking
- Strength
- 55
- Intelligence
- 25
- Willpower
- 30
- Agility
- 75
- Endurance
- 60
- Personality
- 25
- Speed
- 70
- Luck
- 60
12 (+4 points)
- Expertise In Hand-to-Hand+2
- Athleticism+4
- Forbidden Weaponry Axe-2
- Forbidden Weaponry Blunt Weapon-2
- Forbidden Weaponry Long Blade-2
- Forbidden Weaponry Missile Weapon-2
- Forbidden Shield Types Tower Shield-1
Why this build
- Why a Khajiit: the race table gives Khajiit a stat-driven bonus with fists and short blades, and counts them as having 30 more Climbing skill on a climb. See races.
- Why Hand-to-Hand: it is a weapon skill like any other, so you level by fighting. Expertise In Hand-to-Hand adds a bonus from Agility, Speed, Strength, Endurance and Luck. See Combat basics.
- Why Dodging is primary: whoever swings at you loses half your Dodging skill from their hit chance, and you level every time it works. See Combat basics.
- Why Agility 75 and Speed 70: both feed the Hand-to-Hand bonus, and Agility is the biggest stat in the hit chance.
- Total +1, skills advance at ×0.98 the effort. 12 HP costs 4, advantages give +6 and the disadvantages give −9.
Open this build in the class calculator
Gear you start with
Each primary and major skill adds an item to your pack. Everyone also starts with an iron dagger and a few torches. See Starting gear.
Weapons that fit
Every weapon for the weapon skills this class trains and does not forbid.
| Skill | Weapon | Damage | Weight | Price |
|---|---|---|---|---|
| Short Blade | 1–6 | 0.5 | 1 | |
| 1–8 | 0.75 | 3 | ||
| 1–8 | 2 | 5 | ||
| 1–10 | 2.25 | 8 |
Legendary pieces worth chasing
Named Legendary drops whose bonuses meet this build’s weapons, skills or strongest attributes. They are rare; see Item rarity for the odds.
- Nightwhisper (weapon): +25% damage, +12 Agility, +10 Speed, +25 Stealth. Silent Death
- Tsaesci Fang (weapon): +28% damage, +12 Speed, +25 Critical Strike. Serpent's Kiss
- Worm's Tooth (weapon): +24% damage, +12 Intelligence, +22 Mysticism, +20 Backstabbing. Soul Siphon
- Wyrmbane (weapon): +35% damage, +12 Strength, +20 Critical Strike. Dragonsbane
- Gauntlets of the Rose (armour): +14 armor, +12 Strength, +25 Hand-to-Hand. Open Hand
- The Mountain's Root (armour): +16 armor, +12 Endurance, +40% carrying capacity. Bedrock
- The Night Mother's Embrace (armour): +14 armor, +10 Agility, +25 Backstabbing, +20 Stealth. Sweet Mother's Kiss
- The Raven's Wings (armour): +14 armor, +12 Agility, +25 Dodging. Raven's Evasion
- The Wall of Daggerfall (armour): +18 armor, +12 Endurance, +40% Shock resistance. Bulwark
- The Warden (armour): +15 armor, +12 Endurance, +40% Magic resistance. Last Stand
- The Wayrest Courier's Treads (armour): +12 armor, +15 Speed, +25 Running. Courier's Haste
- Foxglove (jewellery): +15 Luck, +10 Speed, +35% Poison resistance. Fortune's Favour
- The Duelist's Vambrace (jewellery): +12 Agility, +10 Speed, +25 Critical Strike. First Blood
- The Mark of the Hist (jewellery): +12 Endurance, +45% Poison resistance, +25 Swimming. Hist-Sap
Guides for this build
- Races and weapon bonusesWhich races hit harder with which weapons, driven by your stats, plus the built-in resistances.
- Levelling and skillsWhich skills move your level, why the level-up seems late, and the 95 cap.
- Death and lineageEnduring, Bloodline or No Lineage: what each choice does when you die, online and off.
- Combat basicsHow to attack, what decides a hit, what a hit does, and how armour and shields really work under the game's default rules.
- Your first hoursFrom waking in Privateer's Hold to a bow in your hands and coin in your purse.
- Melee weapons and shieldsChoosing a blade, axe, mace or fists, what a shield really does, and how metal, Strength and speed fit together.
- Shops and hagglingWhat a shop asks and pays, how Mercantile and Personality change it, and what changes online.
- Repairs and armourWhat armour materials do, how repairs are priced, and what a repair kit can and cannot do.
- Food and cookingHow long each food keeps you full, how it spoils, and how to cook raw meat and fish.
- Weight, bandages and trainingWhat carrying too much costs you, how bandages heal, what guild training costs, and two smaller rules from Roleplay & Realism.
- Dungeons and the automapHow the automap fills in, why a closed door hides a hall, and what the grey rooms mean.
- Resting and timeWhere you can rest, how often, and the two clocks that run the online world.
- Banking, loans and letters of creditWhere your gold is safe, what a loan really costs, and the fee on a letter of credit.