Nord - Werewolf - Mace - Heavy - Spellsword
Mage Killers are essentially bounty hunters specialising in a particular sort of prey. They learn not only combat skills, such as might be taught to a warrior, but also magic designed to combat spellcasters.
I based the background on the Prestige class of the same name from Dungeons and Dragons 3.5E.
Any one handed weapon as soon as you can. Once you join the Companions you can get a Steel Mace for free from the weapon rack at the top of the stairs when leaving the living quarters in Jorrvaskr. I upgraded my Steel Mace to a Nordic Mace and crafted it at the same time as the Nordic Carved items.
The final weapon is a Nord Hero Mace, which can be made at the Skyforge from an Ancient Nord Mace,2 steel ingots and 2 leather strips, once you have completed all the main quests with the Companions. It has the same base damage as a Nordic Mace buy weighs as light as an Iron Mace. That means it does the same damage but uses less stamina for power attacks.
Side with Ralof and get a set of Heavy Armor in the first encounter. Steel Solider Armor which you can craft once you have the Steel Smithing Perk.
The Final Gear is Ancient Nord Helmet, Nordic Carved Armor, Iron Spell Knight Boots and Gauntlets.
An Ancient Nord Helmet is found just inside Valthume. You don’t need to complete the dungeon to get it so you can go there as early as you like and return to complete it later when your character is stronger. You can get there easily by heading South East from Markarth and when you get to the Bridge with a Shrine of Dibella keep going straight on along the banks of the river towards Gloomreach. From their head South West and you will reach Valthume. I went there from Markarth before continuing my journey to Goldenhils Plantation.
It’s probably easy enough to craft some Nordic Carved Armor, Boost and Gauntlets before doing the quest to get the Iron Boots and Gauntlets. They benefit from a smithing Perk so will increase your armor rating significantly. You’ll need to have 3 Ebony Ingot, a few Quicksilver Ingots, Steel Ingots and some Leather Strips to make the boots gauntlets and armour. There’s some Quicksilver ore to the east of Whiterun and a mine full of it in Dawnstar and you can buy Ebony Ingots from vendors.
The quest to get the Iron Spell Knight gear can be started by reading the journal inside the first room on the right in the Silver-Blood Inn in Markarth.
Restoration for heals and spell wards.
This is specifically a single school of magic build where Restoration is deemed an acceptable school of magic. Receiving training in this from Collete at the College of Winterhold and doing the First Lesson quest to learn spell wards from Tolfdir is therefore fitting with the background. Danica at the Temple of Kynareth in Whiterun as a master level Restoration trainer that is also fitting with the background as she sends you to claim Nettlebane from a filthy Hagraven.
Use 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: Arcwind Point, Dimhollow Crypt (Dawnguard), Forgotten Vale (Dawnguard)
You only need this up to Rank 2 to drain magicka. It’s useful to drain dragons of magicka as that means no breath attacks. It also does a short stagger which is enough to 2 hit kill frost trolls with the mace while not taking any damage.
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.
Nords work well with the theme for this build due to their distain of spellcasters for anything other than the Restoration school of magic.
Female characters get a greater opportunity to do more damage from Agent of Dibella but this armour combination looks better with the male version of the Ancient Nord Helmet.
The Dawnguard need to be joined and taken to at least rescuing Serana from Dim Hollow Crypt so that you can get 2 words of the Drain Vitality Shout. The Third is not needed for the build as the first two words drain both Stamina and Magicka.
Getting all the perked skills to 100 gives 2 free perk points. I placed the first in rank 2 of juggernaut, which will make the early game easier by giving more armor rating, and the second was placed into Haggling, which increases sale prices and reduces purchase prices by 10%, which helps with septim generation in the early game to buy training.
Distribute attributes at a ratio of 0 / 2 / 1. At level 50 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
100 (265) | 430 (545) | 260 (375) |
The skill boosts for Nords are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration | 0 | Archery | 0 | Alchemy | 10 |
Conjuration | 0 | Block +5 | 0 | Light Armor +5 | 0 |
Destruction | 0 | Heavy Armor | 7 | Lockpicking | 0 |
Enchanting | 9 | One-handed +5 | 10 | Pickpocket | 0 |
Illusion | 0 | Smithing +5 | 3 | Sneak | 0 |
Restoration | 9 | Two-handed +10 | 0 | Speech +5 | 1 |
Total | 18 | Total | 20 | Total | 11 |
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Fire Enchanter
Novice Restoration
Apprentice Restoration
Adept Restoration
Expert Restoration
Regeneration
Recovery 2/2
Respite
Ward Absorb
Juggernaut 2/5
Well Fitted
Tower of Strength
Fists of Steel
Cushioned
Conditioning
Steel Smithing
Elven Smithing
Advanced Armor
Armsman 5/5
Fighting Stance
Savage Strike
Bone Breaker 3/3
Alchemist 5/5
Physician
Benefactor
Poisoner
Concentrated Poison
Green Thumb
Haggling 1/5
Spell | Level | Description |
---|---|---|
Flames | Novice | A gout of fire inflicting a base damage of 8 points of fire damage per second. |
Every race starts with this spell but it's not needed for this build.
Spell | Level | Description |
---|---|---|
Healing | Novice | Heals the caster 10 points per second |
Lesser Ward | Novice | Increases armor rating by 40 points and negates up to 40 points of spell damage or effects |
Fast Healing | Apprentice | Heals caster by 50 points |
Steadfast Ward | Apprentice | Increases armor rating by 60 points and negates up to 60 points of spell damage or effects |
Close Wounds | Adept | Heals caster by 100 points |
Greater Ward | Adept | Increases armor rating by 80 points and negates up to 80 points of spell damage or effects |
Grand Healing | Expert | Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead |
Restoration is used for emergency healing in combat and to replenish Stamina, whihc should be more common.
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 |
---|---|---|
Head | Fortify Destruction | Destruction spells cost 46% less to cast |
Fortify Restoration | Restoration spells cost 46% less to cast | |
Body | Fortify Destruction and Magicka Regen | Destruction spells cost 28% less to cast. Magicka regenerates 10% faster. |
Fortify Health | Increases your Health by 115 points | |
Feet | Fortify Stamina | Increases Stamina by 115 points |
Resist Fire | Grants 86% fire resistance | |
Hands | Fortify Magicka | Increases your Magicka by 115 points |
Fortify One-handed | One-handed weapons do 75% more damage | |
Amulet | Fortify Restoration | Restoration spells cost 46% less to cast |
Resist Magic | Grants 37% resistance to all magic | |
Ring | Fortify Destruction | Destruction spells cost 46% less to cast |
Resist Magic | Grants 37% resistance to all magic | |
Mace | Damage Magicka | Does 69 points of Magicka damage |
Absorb Magicka | Absorbs 67 point of Magicka |
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 & Wheat | |
---|---|---|
Effects | Fortify Health | Health increases by 170 points for 60 seconds |
Restore Health | 266 points of health restored |
You can get all the Blue Mountain Flowers you need in Whiterun. The two farms to the east of Whiterun also get you all the Wheat you need.
Ingredients | Glowing Mushroom, Snowberries & Steel-Blue Entoloma | |
---|---|---|
Effects | Fortify Destruction | Destruction spells are 213% stronger for 60 seconds |
Resist Frost | Resist 128% of Frost Damage for 60 seconds | |
Resist Shock | Resist 128% of Shock Damage for 60 seconds |
All the Glowing Mushrooms are in the secret lab at the farm. Snowberries are abundant around Windhelm. Steel-Blue Entoloma are from Khajiit caravan merchants. With the build being low on Glowing Mushrroms at the start before the Green Thumbs perk is acquired I went to Shimmermist Cave to the North East of Whiterun and gathered 8 and planted them in the garden behind Tundra Homestead. You can go back there every 3 days and collect 40 of them so once should be enough.
This potion raises the Damage Magicka to 215 and the Absorb Magicka to 140 on the mace
Ingredients | Blue Mountain Flowers & Nightshade | |
---|---|---|
Effects | Damage Magicka Regen | Decreases the target’s magicka regeneration by 100% for 213 seconds |
Blue Mountain flowers can be found on the way from Helgen to Riverwood. Nightshade are by the Halls of the Dead in Whiterun.
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 |
---|---|---|---|
Snowberries (4) | 9 | 36 + 9 = 45 | 72 + 9 = 81 | Glowing Mushrooms (5) | 7 | 35 + 7 = 42 | 70 + 7 = 77 |
Steel-Blue Entoloma (11) | 11 | 33 + 11 = 44 | 66 + 11 = 77 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flowers (3) | 3 | 9 + 3 = 12 | 18 + 3 = 21 |
Nightshade (3) | 3 | 9 + 3 = 12 | 18 + 3 = 21 |