Redguard - Dagger - Light - Shield - Knight - Mage
Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops, and the unleashed destruction found on battlefields everywhere.
Graduates of special arcane war colleges, those known as warmages are drilled only and utterly in the casting of spells most useful for laying down destruction, confusing an enemy, or screening an allied action. The utilitarian spells used by wizards and sorcerers have little importance to a warmage's way of thinking. What are support casters for, after all? A warmage cares only for success on the battlefield, or, in some cases, in a series of smaller campaigns favoured by adventuring companies.
A Steel Sword at the start of the game and then use a Steel Dagger for the speed once you have enchanted gear. Better is a Skyforge Steel Dagger from the Companions.
Remnant Armor and shield. There’s some scaled armour near a bunch of mudcrabs near Gjunka’s Tower so pick that up as soon as you can and then any light hood and a hide shield in the early game.
Destruction magic for damaging spell. Alteration for Paralysis against living enemies. Restoration for heals. Illusion for Fear spells. Get Novice Destruction and Elemental Flare early.
Use the Lord Stone for the armour and magic resistance and then get the Atronach Stone once you have enchanted gear.
Use a shrine of Stendarr for 10% better blocking.
Location: Hag’s End, Korvandjund (The Jagged Crown), Labyrinthian (The Staff of Magnus)
Allows you to cast spells at a slightly reduced speed while the enemy moves significantly slower.
Location: Just follow the main story quests
Staggers enemies.
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.
Pick Redguard as they have a good skillset for the build and 50% poison resistance.
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.
There’s 2 potions in this build which are a combat boosting potion that increases destruction damage and raises your health. The second is a utility potion that increases the level of enemies affected by fear spells, restores magicka, increases stamina regeneration and allows you to carry more.
Distribute attributes at a ratio of 2/1/1. At level 61 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
400 (565) | 250 (480) | 250 (365) |
The skill boosts for Redguards are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration +5 | 9 | Archery +5 | 0 | Alchemy | 7 |
Conjuration | 0 | Block +5 | 6 | Light Armor | 5 |
Destruction +5 | 7 | Heavy Armor | 0 | Lockpicking | 0 |
Enchanting | 8 | One-handed +10 | 0 | Pickpocket | 0 |
Illusion | 7 | Smithing +5 | 3 | Sneak | 0 |
Restoration | 6 | Two-handed | 0 | Speech | 2 |
Total | 37 | Total | 9 | Total | 14 |
Novice Alteration
Apprentice Alteration
Magic Resistance 3/3
Adept Alteration
Expert Alteration
Stability
Atronach
Novice 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 Mind
Novice Restoration
Regeneration
Respite
Recovery 2/2
Necromage
Shield Wall 1/5
Quick Reflexes
Deflect Arrows
Elemental Protection
Block Runner
Shield Charge
Steel Smithing
Elven Smithing
Advanced Armors
Alchemist 5/5
Physician
Benefactor
Agile Defender 1/5
Custom Fit
Unhindered
Wind Walker
Deft Movement
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. |
Paralyze | Expert | Targets that fail to resist are paralyzed for 10 seconds |
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 |
---|---|---|
Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem |
Used Soul Trap to fill soul gems for enchanting.
Spell | Level | Description |
---|---|---|
Flames | Novice | A gout of fire that does 8 points per second. Targets on fire take extra damage. |
Elemental Flare | Novice | An elemental explosion for 15 points of magic damage and half as much stamina. Deals shock damage on impact |
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 | Expert | An elemental explosion for 40 points of magic damage and half as much stamina. Deals shock damage on impact |
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. |
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 | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Magicka Regen | Magicka Regnerates 115% faster | |
Body | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Health | Health is increased by 115 points | |
Feet | Fortify Stamina | Stamina is increased by 115 points |
Fortify Carry Weight | Carrying Capacity is increased by 69 points | |
Hands | Fortify Block | Blocks 75% more damage with your shield |
Fortify Magicka | Magcika is increased by 115 points | |
Amulet | Fortify Illusion | Illusion spells and enchantments cost 46% less |
Fortify Restoration | Restoration spells and enchantments cost 46% less | |
Ring | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Magicka Regen | Magicka Regnerates 115% faster | |
Shield | Resist Magic | Resist 37% of magical effects |
Fortify Health | Health is increased by 115 points | |
Dagger | Absorb Magicka | Absorb 57 points of magicka |
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 | Glowing Mushroom, Nightshade & Wheat | |
---|---|---|
Effects | Fortify Destruction | 213% stronger for 60 seconds |
Fortify Health | 170 points for 60 seconds |
All the Glowing Musroom you need are in the secret lab at Goldenhills Plantation. All the Nighshade you need can be gathered around the Hall of the Dead in Whiterun. Wheat is in the farms outside Whiterun.
Ingredients | Mora Tapinella, Scaly Pholiota & Steel-Blue Entoloma | |
---|---|---|
Effects | Fortify Carry Weight | Carry 170 more weight for 300 seconds |
Fortify Stamina Regeneration | Stamina regenerates 213% faster for 300 seconds | |
Fortify Illusion | Illusion spells are 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 |
---|---|---|---|
Mora Tapinella (3) | 8 | 24 + 8 = 32 | 48 + 8 = 56 |
Steel-Blue Entoloma (3) | 8 | 24 + 8 = 32 | 48 + 8 = 56 |
Wheat (4) | 2 | 8 + 2 = 10 | 16 + 2 = 18 |
Nightshade (3) | 9 | 27 + 9 = 36 | 54 + 9 = 63 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Scaly Pholiota (5) | 6 | 30 + 6 = 36 | 60 + 6 = 66 |
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Ingredient | Qty | Harvest | Green Thumbs | Glowing Mushrooms (5) | 6 | 30 + 6 = 36 | 60 + 6 = 66 |
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