High Elf - Staff - Clothing - Light - Mage
Archmages are the most advanced practitioners in the art of magic. They have mastered all the schools of magic and have a vast array of spells at their disposal.

The Staff of Magnus is used and this absorbs 20 magicka per second, which switches to health once the target has no magicka. You will need a supply of filled soul gems to keep this charged, although it has more charges thanks to the Fortify Alteration and Restoration armour enchantments.
The staff is acquired towards the end of the College of Winterhold quest chain.
The Leather Scout set should be crafted as soon as you can, as it’s the best armour that uses just leather and it doesn’t require any smithing perks. Then gather a set of Scaled Armor which can be acquired for free with 3 items from the mudcrab infested area to the south east of Gjukar’s Monument and the helmet from Lost Echo Cave, which is west from Solitide, North past Statue of Meridia and then west along the road.
The final armour is Morokei, Arch-Mage’s Robes, Scaled Boots and Gauntlets.
Morokei and then the Arch-Mage’s Robes are found by following the College of Winterhold faction quests.
If you don’t play with the unofficial patch then you can wear the Archmage Robes and Morokai at the same time. If you do play with it then they cannot be worn together but a hoodless version of the Archmage Robes is available in the Archmage’s room so you can wear Morokai with this version. However, the hoodless version does not have the 50 Magicka but Morokai is patched to include the missing Fortify Shouts enchantments. So without the patch you get 50 extra magicka and with it you get a 20% cooldown reduction on shouts.
Utility spells and Paralyze from Alteration. Conjure Ayleid from Conjuration. All 4 of the elemental spells that benefit cumulatively from all 6 Augmented perks from Destruction. Fear spells from Illusion. Healing spells from Restoration.
The Atronach Stone for 50% spell absorption, 50 Magicka but -50% magicka regeneration.
Use a shrine of Talos for the 20% shout cooldown reduction.
Location: Hag’s End, Korvanjund (The Jagged Crown), Labyrinthian (The Staff of Magnus).
Slows time down for you a bit and everyone else a lot. Can be used to get multiple very quick spells in or cast master level spells before melee enemies can reach you.
Location: Dead Men’s Respite, Volskygge, High Hrothgar (The Way of the Voice)
Use to reach otherwise inaccessible places and to quickly evade attacks or catch up with fleeing enemies.
High Elf get a 35/35 boosted skill points with the racial abilities of extra 50 Magicka and the ability to rapidly replenish Magicka, which makes them very well suited for this build.
Pick female as the sex for your character as there are more male humanoids than females to fight in Skyrim so the 10% damage bonus against the opposite sex from Agent of Dibella gets more use.
Distribute attributes at a ratio of 1 / 1 / 0. At level 67 which is required for all the perks the attributes are:
| Magicka | Health | Stamina |
|---|---|---|
| 430 (595) | 430 | 100 |
The skill boosts for High Elves are marked in bold.
| Mage | Warrior | Rogue | |||
|---|---|---|---|---|---|
| Alteration +5 | 8 | Archery | 0 | Alchemy | 7 |
| Conjuration +5 | 0 | Block | 0 | Light Armor | 0 |
| Destruction +5 | 0 | Heavy Armor | 6 | Lockpicking | 0 |
| Enchanting +5 | 8 | One-handed | 0 | Pickpocket | 0 |
| Illusion +10 | 8 | Smithing | 4 | Sneak | 0 |
| Restoration +5 | 8 | Two-handed | 9 | Speech | 0 |
| Total | 32 | Total | 19 | Total | 7 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Expert Alteration
Alteration Dual Casting
Magic Resistance 3/3
Stability
Atronach
Novice Conjuration
Summoner 1/2
Atromancy
Elemental Potency
Twin Souls
Novice Destruction
Apprentice Destruction
Adept Destruction
Expert Destruction
Augmented Flames 2/2
Augmented Frost 2/2
Augmented Shock 2/2
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Illusion
Animage
Kindred Mage
Quiet Casting
Hypnotic Gaze
Aspect of Terror
Master of the Mind
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Necromage
Steel Smithing
Elven Smithing
Advanced Armors
Arcane Blacksmith
Alchemist 5/5
Physician
Benefactor
Agile Defender 5/5
Custom fit
Unhindered
| Spell | Level | Description |
|---|---|---|
| Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
| Detect Life | Adept | Nearby living creatures, but not undead, machines or Daedra, can be seen through walls |
| Telekinesis | Adept | Can pull an object to you from distance. Add it to your inventory or throw it |
| Waterbreathing | Adept | Can breathe under water for 60 seconds. Stand in water and cast to level Alteration. |
| Paralyze | Expert | Targets that fail to resist are paralyzed for 10 seconds |
The Detect Life spellbook can be obtained in Whiterun by taking to the Steward in Dragonsreach and following the quest to the Stables.
| Spell | Level | Description |
|---|---|---|
| Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem |
| Conjure Ayleid Lich | Expert | Summons an Ayleid Lich for 60 seconds |
The Cause Creation adds the Conjure Ayleid Lich spell. You will get a message delivered by courier at level 46 to start this quest. The Spellbook for it can be crafted at the Atronach Forge in the midden underneath the College of Winterhold. The materials are a Great Welkynd Stone, Ruined Book and a Salt Pile. The Consequences quest needs to be completed before you can make the spellbook as the Great Welkynd Stone is a quest item up until that point and cannot be removed from your inventory. The spell will also not get absorbed by spell absorption, which is why this build features it.
| Spell | Level | Description |
|---|---|---|
| Elemental Flare | Novice | An elemental explosion for 15 points of magic damage and half as much stamina. Deals shock damage on impact. |
| Flames | Novice | A gout of fire inflicting a base damage of 8 points of fire damage per second |
| Elemental Bolt | Apprentice | An elemental explosion for 20 points of magic damage and half as much stamina. Deals shock damage on impact. |
| Elemental Burst | Adept | An elemental explosion for 30 points of magic damage and half as much stamina. Deals shock damage on impact. |
| Elemental Blast | Adept | An elemental explosion for 40 points of magic damage and half as much stamina. Deals shock damage on impact. |
I uses Elemental Flare until I had my crafting gear made and then I had some Fortify Destruction enchants to reduce magicka cost usage.
| Spell | Level | Description |
|---|---|---|
| Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
| Fury | Novice | Creatures and people up to level 6 will attack anything nearby for 30 seconds. |
| Fear | Apprentice | Creatures and people up to level 9 flee from combat for 30 seconds. |
| Rout | Expert | Creatures and people up to level 20 flee from combat for 30 seconds. |
| Hysteria | Master | Creatures and people up to level 25 flee from combat for 60 seconds. |
Courage can be used to level illusion by casting it at an NPC.
| Spell | Level | Description |
|---|---|---|
| Healing | Novice | Heals the caster 10 points per second |
| Fast Healing | Apprentice | Heals caster by 50 points |
| Close Wounds | Adept | Heals caster by 100 points |
| Circle of Protection | Expert | Undead up to level 20 entering the circle will flee |
| Grand Healing | Expert | Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead |
Just the healing spells from Restoration. Circle of Protection can also be used when you have some Spell Absorption as a means to regenerate magicka. It is quicker just to pop a potion with Restore Magicka though.
The effects listed below are based upon 100 Enchanting skill, all the enchanting perks in the build and with a set of enchanted crafting gear. Read my guide on making crafting gear if you are not familiar with it.
| Item | Enchantment | Effect |
|---|---|---|
| Morokei | Fortify Shouts (USSEP) | Time between shouts is reduced 20%. |
| Fortify Magicka Regen | Magicka Regenerates 100% faster. | |
| Arch-Mages's Robes | Fortify Magicka (without USSEP) | Magicka is increased by 50 points. |
| Fortify Magicka Regen | Magicka Regenerates 100% faster. | |
| Fortify Alteration | Alteration spells cost 15% less to cast | |
| Fortify Conjuration | Conjuration spells cost 15% less to cast | |
| Fortify Destruction | Destruction spells cost 15% less to cast | |
| Fortify Illusion | Illusion spells cost 15% less to cast | |
| Fortify Restoration | Restoration spells cost 15% less to cast | |
| Feet | Fortify Carry Weight | Carrying capacity is increased by 69 points. |
| Resist Shock | Shock Resistance is increased by 69%. | |
| Hands | Fortify Carry Weight | Carrying capacity is increased by 69 points. |
| Fortify Magicka | Increases your Magicka by 115 points. | |
| Amulet | Fortify Destruction | Destruction spells cost 46% less to cast. |
| Resist Magic | Magic Resistance is increased by 37%. | |
| Ring | Fortify Alteration | Alteration spells cost 46% less to cast. |
| Fortify Restoration | Restoration spells cost 46% less to cast. |
With the Sallowed Regent Black Book the magnitude of all enchantments can be increased. Please note that Black Books can only be used on Solstheim.
The magnitude of the enchantments can be further increased by equipping 4 pieces of Azhidal's gear.
| Ingredients | Blue Mountain Flower, Lavender & Wheat | |
|---|---|---|
| Effects | Fortify Health | 170 points for 60 seconds |
| Fortify Conjuration | Conjuration spells last 213% longer for 30 seconds | |
| Restore Health | 266 points restored | |
All the ingredients are in or around Whiterun.
| Ingredients | Glowing Mushrooms & Nightshade | |
|---|---|---|
7 Glowing Mushrooms can be found in the secret lab at the farm but you need 8 and additional ones can be found just inside the entrance of Shimmermist Cave to the North East of Whiterun. Nightshade can be found at the Hall of the Dead and in front of Arcadia’s Cauldron in Whiterun.
| Ingredients | Mora Tapinella, Scaly Pholiota, & Steel-Blue Entoloma | |
|---|---|---|
| Effects | Fortify Carry Weight | Carry 170 more weight for 300 seconds |
| Regenerate Stamina | Stamina regenerates 213% faster for 300 seconds | |
| Fortify Illusion | 170% stronger for 60 seconds | |
| Restore Magicka | Restores 266 points of magicka | |
Mora Tapinella are on the route from Helgen to Whiterun. There’s a lot of Scaly Pholiota to the south of Ivarstead and around Riften. Steel-Blue Entoloma are from Khajiit caravan merchants.
| Ingredients | Dreugh Wax/Stoneflower Petals & Snowberries | |
|---|---|---|
| Effects | Fortify Enchanting | 85% stronger for 30 seconds |
Dreugh Wax and Stoneflower Petals are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Snowberries are abundant near Windhelm.
| Ingredients | Dreugh Wax/Gold Kanet & Glowing Mushrooms | |
|---|---|---|
| Effects | Fortify Smithing | 213% stronger for 30 seconds |
Dreugh Wax and Gold Kanet are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Glowing Mushrooms are in Falmer caves.
For more information on getting to and setting up your farm read my guide.
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Glowing Mushrooms (5) | 8 | 40 + 8 = 48 | 80 + 8 = 88 |
| Steel-Blue Rntoloma (3) | 5 | 15 + 5 = 20 | 30 + 5 = 35 |
| Mora Tapinella (3) | 5 | 15 + 5 = 20 | 30 + 5 = 35 |
| Scaly Pholiota (5) | 3 | 15 + 3 = 18 | 30 + 3 = 33 |
| Nightshade (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Lavender (3) | 4 | 12 + 4 = 16 | 24 + 4 = 28 |
| Blue Mountain Flowers (3) | 4 | 12 + 4 = 16 | 24 + 4 = 28 |
| Wheat (4) | 3 | 12 + 3 = 15 | 24 + 3 = 27 |
| Ingredient | Qty | Harvest | Green Thumbs |
|---|---|---|---|
| Nightshade (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |