In the days of old, when Hosgunn Crossed-Daggers became Jarl of Riften, your heart was burdened with memories of the chaos that ensued. The city you once called home had turned into a place of unrest and despair. The protests erupted like wildfire, curfews gripped the streets, and whispers of hasty executions permeated the taverns. It became clear to you that the city was plagued by a sickness that couldn’t be ignored. And so, with a heavy heart, you made the decision to leave.
Returning to your ancestral home in Morrowind was but a distant dream, for the land still bore the scars of its own hardships. Instead, you sought solace as a recluse, seeking refuge amidst the serene forests of the Rift. There, away from the scrutinizing eyes of the Imperials, you found freedom to worship the Daedra, both the Good and the Bad. Days were spent refining your physical prowess, while nights were dedicated to delving deep into your thoughts, reflecting on times gone by.
Within the stillness of your meditations, a single purpose emerged: to make the House of Troubles your spiritual sanctuary. Embracing the trials presented by the Bad Daedra, you believed that through their influence, true enlightenment could be attained. It was a daring path, to walk the line between their power and the allure of corruption, but you were determined to rise above it all.
Thus, your journey began. Venturing towards Windhelm, you sought passage to the distant land of Solstheim, where whispers of a shrine to the Bad Daedra could be found. However, fate had different plans in store. Just as you reached the vicinity of Darkwater Crossing, an unexpected encounter halted your progress. It was an Imperial contingent, bringing an unforeseen twist to your path.
Note: For unarmed perks to work, both hands need to be empty. To easily do this with hotkeys, go to the SkyUI MCM and toggle
Unequip Hands
for one of the groups. That group can now be used as an Unarmed hotkey.
You are not a wildfire; you are a deliberate, controlled burn. You deftly slip into position, starting fights on your own terms to give yourself the most advantage. Once the fight has broken out, turn up the heat with your Fire magic and a flurry of fists and eliminate your threats one by one. With the aid of Alteration magic you’ll be formidable on the frontlines, imposing and able to withstand your opponent’s counterattacks. A visit to Solstheim is a must. The island has not only the shrines for your pilgrimage but a number of spells that complement your skills. With all these tools in hand, you will make your ancestors proud.
Heavily consider taking on the beast blood as yet another challenge from the Daedra. Its Animal tree of perks will grant you vital Health and Stamina Regeneration that’s lacking in the main build as well as increased unarmed damage and Movement Speed.
Full perk information can be found on the Adamant description page.
Your arrest and near execution made you painfully aware of the war that’s broken out. If you’re to complete your pilgrimage to Solstheim you’ll first need to be strong like your ancestors. Only then will you be able to survive the conflict around you.
Heavy armor would only slow you down. Let your mastery of the arcane shield you.
For now, Conjuration is simply a means of filling soul gems for your Enchanting.
Harnessing the destructive power of fire is a tall task but you’re up to the challenge.
To you, Enchanting is a form of meditation. A daily practice that takes time before bearing fruit.
Your fists are your most reliable weapon. Don’t miss a chance to improve them.
Sneak to start fights on your own terms, not to avoid the fights altogether.
Along with the realization that you’re Dovahkiin, as the Nords call it, is the realization that there’s a target on your back. You will need to dig deeper for even greater strength to meet the challenges ahead. Train with the Companions, they’ll help you refine your martial prowess.
Your magic is a projection of your steel will and holds just as strong.
To resist the Daedra, one must know them. Dabble in their arts but do not lose yourself.
Your flames scorch your enemies and seal their fate.
Practice and push your craft to higher levels yet.
End fights quickly and decisively. Don’t give them more chances to strike than necessary.
You’re light on your feet, able to slip around with grace.
Now is the time for your trial and your reward. Unlock Cultist Rank 2 as soon as you’re able and complete your pilgrimage to elevate your fighting style. Meanwhile, your flames grow hotter and hotter still, comparable to a dragon’s as you deliver devastating unarmed strikes.
Your magic fully envelopes you, boosting your offense and defense immensely.
Having met your challenge, welcome the assistance of powerful ancestors.
What others see as chaos is a controlled conflagration centered around you.
You seek perfection in all of your endeavors, starting with Enchanting.
Move quickly, strike quickly, end the fight before they’re aware it began.
Slip unnoticed into place and land a devastating opening blow.
Full perk information can be found on the Manbeast description page.
A gift from Hircine can be seen as another challenge from the Daedra. Embrace it and push yourself to new heights.
Resist the temptation to give into the power and reap its benefits in your mortal form.
Full standing stone information can be found on the Mundus description page.
Warborn: Your Health is increased by 50, and blocking is 25% more effective.
At the end of the day Monk is a Combat build. You could opt for the Mage instead but you should get used to standing toe to toe with your enemies from the start. You’ll be unable to block with your fists so the extra Health will go a long way.
Blood of the North: Your Health Regeneration is increased by 100%, and your Magic Resistance is increased by 25%.
One thing this build lacks is built-in healing and the Lord provides. On top of that it adds to your Magic Resistance which is always good to have. Even moreso if you’re following Mehrunes Dagon as his blessing will be less painful to work with.
Warden’s Wall: Your Armor Rating is increased by 100, and you reflect 100% of incoming melee damage back at your attacker.
Extra armor on the frontlines is always useful and the damage reflect aspect just adds that much more to your offense. If you’ve stacked Reflect Damage enchantments, this is a perfect complement.
Full religion information can be found on the Pilgrim description page.
Most Dunmer would shy away from the House of Troubles, but not you. You invite the Daedra and their trials into your life, confronting them in order to reach enlightenment. Malacath will test your strength, Molag Bal your mental fortitude, and Mehrunes Dagon the ambition of your destructive arts. Pay little heed to Sheogorath, whose unpredictability will deprive you of sanity.
You have 25/50 Stamina. / Power attacks are 50% stronger, but all other attacks are half as strong.
If you want to lean into your Hand to Hand side, Malacath can be a strong choice. Be mindful that he doesn’t tolerate half-measures. Commit to your attacks or they won’t be effective. Position yourself well so that you can land power attacks without opening yourself up to extra damage.
Destruction spells cost 10/20% less. / You reduce the Fire, Frost, and Shock Resistance of all nearby enemies by up to 25%, but your own Fire, Frost, and Shock Resistance are reduced by 50%.
Lowering your own resistances is daunting at first but remember you’ll pick up extra resistance from your Alteration perks and spells. The Lord Stone and enchantments can also help negate the downside of the Flame Tyrant. With that out of the way, he delivers a very beneficial blessing.
You have 25/50 extra Magicka. / You cannot regenerate Magicka in combat, but you absorb 20 points of Magicka per second from nearby enemies.
The Corrupter may be the riskiest Daedra to court but doing so will supercharge your magical side. Extra Magicka will allow you to cast stronger spells earlier and more frequently. And you’ll keep your reserves reliably full as you’ll be in close proximity for your punches.
Full magic information can be found on the Mysticism description page.
Your primary purpose here is defending yourself but this school of magic offers a multitude of treats you can partake in. Don’t be shy about dabbling in its offerings, the 3 spells below barely scratch the surface of what’s useful.
Oakflesh (Novice+): Your Armor Rating is increased by 40 for 120 seconds.
Your main source of armor throughout your adventures. With perks, this will give you stagger resistance, magic resistance, and magic absorption, making you incredibly beefy in robes.
Fire Shell (Adept+): Your Fire Resistance is increased by 50% for 120 seconds.
You’re not using this for the extra Resistance (though it’s nice, especially under Mehrunes Dagon). You’re using it to empower your unarmed strikes with Spell Strike. Grab that perk as soon as you hit 60 Alteration.
Weakness to Fire (Expert): You reduce enemy Fire Resistance by 50% for 60 seconds.
With Fire being a core damage type of the build this should come as no surprise. Toss this on resistant enemies and all manner of bosses where the extra damage will help shorten a long encounter.
Conjuration should be viewed as a secondary school. Its key summons are harder to acquire than others but it’ll eventually allow you to call for aid from your ancestors.
Soul Trap (Novice+): If a target dies within 60 seconds, fills a soul gem.
A staple spell for an enchanter. Keep your soul gems filled so you can level your craft.
Conjure Ancestral Guardian (Adept+): Summons an Ancestral Guardian for 60 seconds.
Originally a Dunmer racial ability from earlier games, this is the perfect summon for the concept. Later versions allow you to “choose” the class of ancestor for flexibility.
Conjure Ash Spawn (Adept+): Summons an Ash Spawn for 60 seconds.
Ildari Sarothril may have created the horrid ash spawn but that doesn’t mean you can’t use them for your own purposes. Just remember to carry heart stones or you’ll have a bad time.
You can make use of every fire spell in the school with all the perks you have but every second casting is a second you’re not punching. The Vampiric spells are a solid backup plan. They won’t benefit from as many perks but they serve as a means of healing and bypassing resistance.
Firebolt (Apprentice+): Deals 20 Fire damage. Targets on fire take extra damage over time.
This is your main ranged attack option. Consider having Vampiric Bolt as a backup for fire-resistant enemies.
Flame Cloak (Adept): For 60 seconds, nearby enemies take 8 Fire damage per second. Targets on fire take extra damage over time.
A constant area of effect that complements your punches? Yes, please.
Vampiric Touch (Adept+): Absorbs 60 Health from living enemies in melee range.
Without Alchemy or Restoration, your biggest challenge might be healing yourself. These spells help solve that. Against the living at least.
Full dragon shout information can be found on the Stormcrown description page.
Cooldown: 60/90/120 seconds
An alternative to the Vampiric spells if you want to keep your hands empty. The meditation will double its effect, vastly improving your endurance in combat at the expense of your enemies’.
Cooldown: 60/90/120 seconds
Increased mobility is right up the monk’s alley and extra attack speed is icing on the cake. The meditation is especially useful for followers of Malacath.
Cooldown: 30/45/60 seconds
This does not benefit from your Destruction perks but it’s still the most suitable offensive shout you can choose from. The flame trails left by the meditation won’t bother you much at all with natural resistance and Fire Shell.
Full enchanting information can be found on the Thaumaturgy description page.
You have the option here of making your spells cheaper but you shouldn’t. Your Combat half takes precedence over your Magic half and there’s a wealth of good combat options in this slot. You can’t go wrong with the first two and the last is great for a retribution build.
One of two slots you get for improving your power attacks. When you’re not doing that, use it to bolster your defenses or, again, go for a retribution build.
One of two slots where you can boost your unarmed damage. Take it. If that’s not available, a bonus to Magicka always helps you cast better spells. If following Mehrunes Dagon, undoing his malus to one of your resistances is always an option as well.
It’s easy to forget the Sneak aspect of the build, but it’s there and it can get strong support in this slot. Muffling your footsteps will allow you to wear Heavy Armor (except chest) without penalties if you want the extra protection. The build doesn’t grant any extra Stamina Regeneration on its own so you can also fit that in here if needed.
If you’re not at the 75% Magic Resistance cap you should consider this to help get there. A boost to your Fire damage is always welcome. Alternatively, taking a lot of melee hits results in contracting a lot of diseases. If getting hit is part of the plan you may want some protection for those lest you spend a fortune in Potions of Cure Disease.
A very contested enchantment slot for the monk. Both of your damage boosts are options here alongside all the resists. Grab what you can and play it by ear as you reach plateaus. Or carry multiple rings for multiple situations. Also keep in mind that the Ring of Hircine takes this slot if you’re using it to resist transformations. It’s 100 bonus Stamina is significant, but not equal to boosting Unarmed Damage.