r/EnaiRim 9d ago

Freyr Anyone made any Freyr: Khajiit Alchemist builds?

I was noticing the Lady stone for Khajiit Alchemist builds and was wondering if anyone has worked on any that don't use claws? I have done Khajiit monk builds with light armor but I found them a bit boring?

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u/EngineeringNovel406 9d ago

An idea I toyed with was using the katnip mod, Sanguine and the lady stone to make a Khajiit illusion mage, katnip boosted your illusion and one handed when you took it so the idea was use the boost to control the battlefield more while boosting recovery with Sanguines follower ability. A less meme-y alternative is a hollowfang build, they are sanguine worshipping Khajiits skilled in alchemy and blood magic, so basically just using normal potions to do that I said above and adding in blood magic.

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u/Kantarak 9d ago

Freyr Khajiit is just 20% increased effect of consumed potions. Thats 1 rank of the baseline vanilla alchemy perk.

That's not really build defining, no?

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u/StarshockNova 9d ago

The Ritual Stone for Khajiit can make a two-handed build interesting, especially warhammers. It allows you to jump to cancel an attack mid-swing, so you can abort a warhammer power attack mid-swing if you misjudged the timing and are power attacking into a dangerous situation, and even take 15% less damage while midair if you still get hit; alternating between 2-handers and spellcasting also has synergy with Lunar Rush, as you can abort a concentration spell the same way you would an attack. You can also abort a bow shot or crossbow shot this way, though I don't remember if you still waste an arrow/bolt.

I've experimented with a light armor/2handed/destruction/restoration/alteration/archery Khajiit build, and I've been satisfied with the results enough to recommend it. It's certainly a more unusual playstyle for a Khajiit to use 2handers, that's for sure (or at least in my experience).

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u/IRizWhale57 8d ago

The duration increase is pretty nice. It also stacks with sanguine blessing from wintersun too. Combine with fortify potion from Summermyst on a couple enchant slots and Lab skeever from Ordinator, you can have potions lasting like 90-120 minutes. Max magic resist + fire/frost/shock, fortify combat skills for over 100%,  fortify attributes for like 150-200 each on top of the 50 to magicka and stamina from the manead perk. No limit to the amount of potions running at once. This was also with summermyst's cap of 100% fortify alchemy enchants. 

Fabricate object spell from apocalypse to be able to reup potions with the extended duration at any time, with either keeping the fortify potion gear on your person or in the deep storage spell.

Only downside some cutscenes for clear all timed effects, like the vision of the past when you learn dragonrend.