Skyrim AE Builds

Archmage

High Elf - Staff - Clothing - Light - Mage

Background

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.


Weapons

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.


Armor

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.


Spells

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.


Standing Stones

The Atronach Stone for 50% spell absorption, 50 Magicka but -50% magicka regeneration.


Shrines

Use a shrine of Talos for the 20% shout cooldown reduction.


Shouts

Slow Time (Time - Sand - Eternity)

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.

Whirlwind Sprint (Whirlwind - Fury - Tempest)

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.


Character Creation

Female High Elf

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.


Attribute Distribution

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

Perk Point Distribution

The skill boosts for High Elves are marked in bold.

Mage Warrior Rogue
Alteration +58 Archery0 Alchemy7
Conjuration +50 Block0 Light Armor0
Destruction +50 Heavy Armor6 Lockpicking0
Enchanting +58 One-handed0 Pickpocket0
Illusion +108 Smithing4 Sneak0
Restoration +58 Two-handed9 Speech0
Total 32 Total 19 Total 7


Skills and Perks

Mage Skills

Alteration 10

Novice Alteration

Apprentice Alteration

Adept Alteration

Expert Alteration

Alteration Dual Casting

Magic Resistance 3/3

Stability

Atronach

Conjuration 5

Novice Conjuration

Summoner 1/2

Atromancy

Elemental Potency

Twin Souls


Destruction 10

Novice Destruction

Apprentice Destruction

Adept Destruction

Expert Destruction

Augmented Flames 2/2

Augmented Frost 2/2

Augmented Shock 2/2

Enchanting 8

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect


Illusion 7

Novice Illusion

Animage

Kindred Mage

Quiet Casting

Hypnotic Gaze

Aspect of Terror

Master of the Mind

Restoration 8

Novice Restoration

Apprentice Restoration

Adept Restoration

Expert Restoration

Regeneration

Recovery 2/2

Necromage

Warrior Skills

Smithing 4

Steel Smithing

Elven Smithing

Advanced Armors

Arcane Blacksmith

Rogue Skills

Alchemy 7

Alchemist 5/5

Physician

Benefactor

Light Armor 7

Agile Defender 5/5

Custom fit

Unhindered


Spells

Alteration

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.


Conjuration

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.


Destruction

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.


Illusion

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.


Restoration

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.


Enchantments

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.

Summary of combined effects

Staff of Magnus charge usage is reduced by 61%
Alteration, Destruction and Restoration spells cost 61% less to cast
Conjuration and Illusion spells cost 15% less to cast.
Magicka is increased by 115 points (165 without USSEP)
Magicka regenerates 200% faster.
Time between shouts is reduced by 20% (USSEP only).
Carrying capacity is increased by 138
Shock Resistance is increased by 69%.
Magic Resistance is increased by 37%.

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.


Alchemy

All the details for the potions and poisons are based on having all the listed alchemy perks, Alchemy at 100 and a set of crafting gear.

Potion of Fortify Health

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.


Potion of Fortify Destruction

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.


Potion of Fortify Carry Weight

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.


Potion of Fortify Enchanting

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.


Potion of Fortify Smithing

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.


Farming

For more information on getting to and setting up your farm read my guide.

Ingredients Needed

4 x Blue Mountain Flower
8 x Glowing Mushrooms
4 x Lavender
5 x Mora Tapinella
12 x Nightshade
3 x Scaly Pholiota
5 x Steel-Blue Entoloma
3 x Wheat

Potions and Poisons Produced

15 x Potions of Forify Health
18 x Potions of Fortify Carry Weight
48 x Potions of Forify Destruction

Main Area (27)

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

Side Area (11)

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

Planters (6)

Ingredient Qty Harvest Green Thumbs
Nightshade (3) 6 18 + 6 = 24 36 + 6 = 42

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