Breton - Dagger - Clothing - Heavy - Conjurer - Mage
A practitioner of vile and forbidden arts, the necromancer roots about in graveyards, searching out moldering components for her obscene spells. They call upon restless, tormented spirits of the dead, seeking their arcane secrets.
I played as a spellsword while levelling but that's because mages are not so easy to play in legendary difficulty. I used an Imperial Steel Sword for the majority of my damage. At the end of the build use a Daedric Dagger.
I kept getting progressively better heavy armour as I advanced Smithing and acquired the materials. For the final look Blue Robes, Vokun, Daedric Gauntlets and because the Daedric Boots didn't show for some reason with the robe I used Ebony Boots.
Conjuration to raise the dead or conjure minions from the Necromantic Grimoire CC pre-combat. Destruction magic for frost spells. Restoration for heals. Illusion for Frenzy and Fear. It's useful to upgrade the Familiar to a Fire Atronach in the early levels.
The Lord Stone for 50 armour and 25% magic resistance and then the Atronach Stone once you are a vampire with both the Necromage and Atronach perks.
Use a shrine of Akatosh for 10% faster magicka regeneration.
Location: Arcwind Point, Dimhollow Crypt (Dawnguard), Forgotten Vale (Dawnguard)
Damages progressively more attributes the more words you use.
Location: Durnehviir in the Soul Cairn
Summons an undead dragon to where you are pointing on the ground but only if there is enought space.
Location: All words are leaned from Durnehviir by summoning him 3 times
Does a push with the first 2 words and has a very quick cooldown. The 3rd word does 300 gamage and a soul trap that reanimates the body if it dies.
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.
Bretons are a good choice as all 6 skill boosts are used in this build. The magic resistance is also useful prior to having spell absorption.
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. All Dwemer Automatons count as Male.
As with all mages your focus on training should be Enchanting so you can get the magicka regeneration and spell cost reductions needed for the build to function. This means using Alchemy to make potions to sell to fund this. After Enchanting focus on Smithing and when all 3 crafting skills are at 100 make your final gear.
Distribute attributes at a ratio of 1/1/0. At level 62 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
410 (575) | 400 | 100 |
The skill boosts for Bretons are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration +5 | 8 | Archery | 0 | Alchemy +5 | 7 |
Conjuration +10 | 6 | Block | 0 | Light Armor | 0 |
Destruction | 4 | Heavy Armor | 7 | Lockpicking | 0 |
Enchanting | 8 | One-handed | 0 | Pickpocket | 0 |
Illusion +5 | 8 | Smithing | 6 | Sneak | 0 |
Restoration +5 | 5 | Two-handed | 0 | Speech +5 | 2 |
Total | 39 | Total | 13 | Total | 9 |
Novice Alteration
Apprentice Alteration
Magic Resistance 3/3
Adept Alteration
Expert Alteration
Atronach
Novice Conjuration
Summoner 2/2
Necromancy
Dark Souls
Twin Souls
Novice Destruction
Augmented Frost 2/2
Deep Freeze
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Restoration
Regeneration
Recovery 2/2
Necromage
Novice Illusion
Animage
Kindred Mage
Quiet Casting
Hypnotic Gaze
Aspect of Terror
Rage
Master of Mind
Juggernaut 4/5
Fists of Steel
Cushioned
Conditioned
Steel Smithing
Dwarven Smithing
Orcish Smithing
Ebony Smithing
Daedric Smithing
Arcane Blacksmith
Alchemist 5/5
Physician
Benefactor
Haggling 1/5
Alure
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
Paralysis Rune | Adept | Cast on a nearby surface, it explodes when enemies are nearby, immobilising them for 8 seconds |
Transmute | Adept | Transmute one piece of unrefined Iron Ore to Silver, or Silver Ore to Gold, if the caster is carrying any |
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. |
Get training from Dravynea at Kynesgrove to get Alteration to 50 and with Adept Alteration you can cast Waterbreathing when in water to level Alteration.
Spell | Level | Description |
---|---|---|
Conjure Familiar | Novice | If a target dies within 60 seconds, fills a soul gem |
Conjure Flame Atronach | Apprentice | Summons a Flame Atronach for 60 seconds wherever the caster is pointing |
Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem |
Conjure Skeleton Warlock | Expert | Summons a Skeleton Warlock that wields powerful shock magic for 60 seconds |
Ancient Death Priest | Master | Summons an Ancient Deathpriest that wields powerful magic and commands the undead for 60 seconds. When killed, the Deathpriest splits into 3 Tortured Shades |
Used Soul Trap to fill soul gems for enchanting. Use a Flame Atronach in the early game.
Spell | Level | Description |
---|---|---|
Flames | Novice | A gout of fire that does 8 points per second. Targets on fire take extra damage. |
Ice Spike | Apprentice | A spike of ice that does 25 points of frost damage to Health and Stamina |
Ice Storm | Adept | A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina |
Ice Spear | Expert | A freezing wind envelops the caster, knocking down nearby enemies and freezing them for 50 points of damage per second to Health and Stamina |
Wall of Frost | Expert | Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second |
Flames is there purely because you start with it.
Spell | Level | Description |
---|---|---|
Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
Fear | Apprentice | Creatures and people up to level 9 flee from combat for 30 seconds. |
Frenzy | Adept | Creatures and people up to level 14 will attack anyone nearby for 60 seconds. |
Rout | Expert | Creatures and people up to level 20 flee from combat for 30 second. |
Courage can be used to level illusion by casting it at an NPC. The fear spells help when overwhelmed.
Spell | Level | Description |
---|---|---|
Healing | Novice | Heals the caster 10 points per second |
Healing Hands | Apprentice | Heals the target 10 points per second, but not undead, atronachs, or machines |
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 and with spell absorption use Circle of Protection for unlimited magicka when levelling mage skills.
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 Vokun |
Fortify Alteration | Alteration spells and enchantments cost 20% less |
Fortify Conjuration | Conjuration spells and enchantments cost 20% less | |
Fortify Illusion | Illusion spells and enchantments cost 20% less | |
Body | Fortify Conjuration | Conjuration spells and enchantments cost 46% less |
Fortify Magicka Regen | Magicka Regnerates 115% faster | |
Feet | Muffle | You move silently |
Resist Fire | Grants 69% resistance to fire | |
Hands | Fortify Sneak | Sneaking is 75% more effective |
Fortify Magicka | Magicka is increased by 115 points | |
Amulet | <Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Conjuration | Conjuration spells and enchantments cost 46% less | |
Ring | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Illusion | Illusion spells and enchantments cost 46% less | |
Dagger | Frost Damage | 46 points of frost damage to health and stamina |
Absorb Health | Absorb 37 points of health |
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.
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.
Ingredients | Blue Mountain Flower, Lavender & Wheat | |
---|---|---|
Effects | Fortify Health | 170 points for 60 seconds |
Restore Health | 266 points restored | |
Fortify Conjuration | Conjuration spells last 213% longer |
You can get all the Blue Mountain Flowers and Lavender 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 | 213% more damage for 60 seconds |
Resist Frost | 128% for 60 seconds | |
Resist Shock | 128% for 60 seconds |
All the Glowing Mushrooms you need are at the farm. Snowberries are around Windhelm in numbers. Steel-Blue Entoloma are from Khajiit caravan merchants.
Ingredients | Mora Tapinella & Scaly Pholiota | |
---|---|---|
Effects | Fortify Stamina Regeneration | Stamina regenerates 213% faster for 300 seconds |
Fortify Illusion | Illusion spells are 170% stronger for 60 seconds |
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.
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 |
---|---|---|---|
Mora Tapinella (3) | 7 | 21 + 7 = 28 | 42 + 7 = 49 |
Scaly Pholiota (5) | 5 | 25 + 5 = 30 | 50 + 5 =55 |
Steel-Blue Entoloma (3) | 8 | 24 + 8 = 32 | 48 + 8 = 56 |
Snowberries (4) | 7 | 28 + 7 = 35 | 56 + 7 = 64 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flower (3) | 4 | 12 + 4 = 16 | 24 + 4 = 28 |
Lavender (3) | 4 | 12 + 4 = 16 | 24 + 4 = 28 |
Wheat (4) | 3 | 12 + 3 = 15 | 24 + 3 = 27 |
Ingredient | Qty | Harvest | Green Thumbs | Glowing Mushrooms (5) | 6 | 30 + 6 = 36 | 60 + 6 = 66 |
---|