Skyrim walkthroughs for a mage tips. Walkthrough of "Skyrim" as a mage: system requirements, graphics, plot, saving and game reviews. Well, and for dessert - destruction. Destruction effectively swings on enemies, but this can also be done in a peaceful zone

​Introduction

​This mage runs around in enchanted armor, shreds opponents with one-handed weapons, deceives the mind and tears them apart with destructive magic. He prefers to run alone because summoned animals and partners only get in the way.

Race selection

Regarding the choice of race, you can be completely individual. But when choosing to play as a Breton. You will have much more useful bonuses for the game than with anyone else.

Breton - starting bonuses to magic skills and the racial ability to ignore 25% of damage from magic.
Guardian stones: The Magician's Stone is at the beginning, while we begin our journey. Atronach Stone - I advise you to take it as soon as possible. This will help with pumping and recharging mana.
Upgrading stats: Getting a level, we pump up the character as follows.
Magic 50% - Health 50% - Stamina 0% - up to level 50!

By level 50 you should have 350 points in Magic (Mana) and 350 in Health. After that, we no longer pump up mana and throw points only into health.

​Pumping up and perks

Main - Destruction, Illusion, One-handed, Alchemy, Enchantment
Minor - Restoration, Change, Blacksmithing; Heavy or Light armor (optional)

One-handed weapon- solely to deal damage if they get too close, run out of mana, or if magic is ineffective.
Perks: Steel Arm 5/5;

Destruction- used to destroy enemies and keep them at a distance. With a bonus from perks, we can enhance our enchantments on weapons, increasing their damage.
Perks: Newbie - schools of destruction; Strengthened (flame 2/2, frost 2/2, lightning 2/2); Double destruction; Shock wave;

Illusion- - to control large concentrations of enemies, and moderate especially fat guys. Overall, you can have a lot of fun with this branch, making even the bosses run away from you in fear.
Perks: Beginner - schools of illusion; Double illusion; Animal deception; Deception of human eyes; Hypnotic look; The Science of Fear; Silent spells (optional); Fury; Master of the Mind;

Recovery- will help in battle, and strengthen your spells with the help of the Necromagus perk (it works especially well if you decide to play as a vampire)
Perks: Beginner - recovery schools; Regeneration; Necromagus; Respite (optional);

Change- only needed for three things. The first is Paralysis. The second is Magic Resistance. The third is the Atronach perk.
Perks: Beginner - Expert of the school of change; Magic resistance 3\3; Atronach;

Next, choose one of the branches
Light armor- in my humble opinion, light is more preferable. Since it requires less investment and has more benefits. The rest is unfortunately or fortunately. But any armor in the game, when maxed out, gives the same level of protection from enemy damage. A special feature of light armor is the Agile Fighter perk, which completely ignores damage with a 10% chance. Next, I will tell you the features when choosing armor.
Perks: Agility in defense 1/5 (we throw only one perk); Fit; Second skin; Wings of the Wind; A deft fighter;

Heavy armor- if you want to reflect damage, you can put perks in the second half of the branch (but I don’t recommend it, it’s of little use and a lot of perks are wasted)
Perks: Juggernaut 1/5 (we throw only one perk); Fists of Steel; Soft padding; Hard training;

Enchantment- this imbecile branch is needed to make us very strong. No comments necessary
Perks: Enchanter 5/5; Fire, Frost, Thunder spells; Skill Enchant; Additional effect;

blacksmith craft- the same as with enchantment
Perks: For Light - Steel armor; Blacksmith-wizard; Elven armor; Complex types of armor; Glass armor; Dragon armor;
Perks: For Heavy - Steel armor; Blacksmith-wizard; Dwemer armor; Orc armor; Ebony armor; Daedric armor;

Alchemy- the most valuable branch! Poisons, skill boosts, mana. Complements enchanting and blacksmithing
Perks: Alchemist 5/5; Healer; Pharmacist; Poisoner; Concentrated poison; Herbalist;

Inventory

The best swords in terms of damage are dragon, daedric and ebony.
We make two swords, and use them depending on the type of enemy, improve them in the forge and enchant them as follows

Fire Damage/Electric Damage
Silver sword, great against Undead (Draug, Vampires, Werewolves)

Cold Damage / Electric Damage- Dragon sword, I use it if the enemy is immune to fire (for example, a dragon)

*additionally, if desired, we create a sword to capture souls (if you are too lazy to use the spell
Fire Damage / Soul Capture

**also a good option with a vampire effect
Electric Damage / Health Absorption

***By reducing the cost of destruction spells by 99%, the weapon will practically stop consuming enchantment charges.

Choose armor to your taste, but I can add that with leveled up blacksmithing skill, you can make absolutely any armor legendary with a maximum protection of 80% from damage (iron, leather or dragon). Therefore, we focus exclusively on personal preferences in appearance. Next, I will describe which enchantments are most effective.
When you drink a potion that increases enchantment by 34%, cast an enchantment

Helmet
Illusion - 33%
Destruction - 33%

Bib
Illusion - 33%
Destruction - 33%

Gloves
One-handed weapons - 54%
Increased mana - 85

Boots(Legs)
One-handed weapons - 54%
Fire protection - 60% (if you play as a vampire like me) or any other enchantment of your choice

Ring
One-handed weapons - 54%
Destruction - 33%

Obesity
One-handed weapons - 54%
Illusion - 33%

Result: Destruction - 99%; One-handed weapons - 216%; Illusion - 99%; Mana increase - 80; Fire protection - 60%;

***To achieve such enchantment indicators we do the following.

A set of things for the alchemist-blacksmith

Alchemy and enchantment must be fully upgraded. Then, create 4 things to improve skills

Head - Alchemy 25%
Gloves - Alchemy 25%
Ozhirelye - Alchemy 25%
Ring - Alchemy 25%

We equip and create 6 potions to increase the enchanting skill. It should be 34%. After which we drink the potion we made and make a new set of clothes with these effects.

Head - Alchemy 33%
Chestplate - Blacksmithing 33%
Gloves - Alchemy 33% - Blacksmithing 33%
Boots - Increased carrying weight
Ozhirelye - Alchemy 35% - Blacksmithing 33%
Ring - Alchemy 33% - Blacksmithing 33%

With the help of such a set, you can improve your armor by creating a potion to increase your blacksmithing skill, and also carry it with you everywhere in case you need to create a potion or poison.

Potions and Poisons

Poisons help greatly weaken the enemy’s resistance to the elements and kill them much faster. We use it on “fat” opponents / bosses

We create poisons on:

  • Vulnerability to Fire
  • Vulnerability to cold
  • Lightning Vulnerability
  • Vulnerability to magic
  • Vulnerability to Poison

To make good potions, you need to enchant things to enhance your alchemy skill and carry them with you everywhere.

We create potions for:

  • Destruction Skill Enhancements
  • Illusion skill boost
  • One-handed weapon skill enhancement
  • Strengthening enchantment skill
  • Blacksmithing skill boost
Also, when leveling up and creating a potion, use alchemy calculators - I advise you to search on Google

How to upgrade

You have 2 ways to level up

First- normal gameplay
In the beginning, the emphasis is on destruction magic and one-handed weapons for close contact. Illusions to control the enemy and distract. Every time we cast armor from the change branch before the battle to pump up and increase the armor rating.

In the game, be sure to collect absolutely all the ingredients that we meet on our journey, with the help of them we will brew powerful potions and poisons to instantly kill the enemy, as well as make quick money. We use alchemy to create poisons and enhance skills.

From levels 1 to 20 - actively download Destruction, One-Handed, Illusions. They will be the main ones at the beginning. First of all, we go through the magicians' quest and become a local bigwig. Take the Atronach Stone.
From level 20 - you can gradually start pumping up Enchantment, Alchemy - fortunately, the money will have to accumulate plus the enchantment will be pumped up, by removing enchantments from things. We're pumping up Change for armor spells a little.
From level 35 - Alchemy, Enchantment should be pumped up, although not completely, but enough to do good things.

That is, conventionally, by level 35 you have perks in the Illusion, Destruction, One-Handed, Alchemy, Enchantment branches.

The main thing is not to rush to upgrade everything at once at the beginning. First, in the destruction branch, we maximize fire, then electricity, and pump up cold at the end.

Second- for those who want everything to the maximum at once
After the prologue, we go to Whiterun and head to the local Alchemist. We buy all the herbs. Let's save. Let's hit her in the face. Loading up. (the range of products will be updated). We buy the ingredients - Repeat the procedure.
We ran out of money - open the Alchemy calculator (look in Google) and create potions from the inventory - we create the most expensive one, then we sell it.

We continue this way until the pump is fully pumped. And only then we take on blacksmithing and enchanting.
After such procedures, you will have a lot of money

Answers on questions

Why no witchcraft? - I will answer.

Witchcraft loses any meaning in leveling up after level 50 simply because your atronachs and dremora will be cut out in two pokes. But you won’t revive a corpse simply because it will be of a high level. If you're lonely, take a partner. Well, or download it - if you like it :)

Why no Adept-Master perks?

Why if there is an enchantment that will reduce the cost of spells up to 100%. You can use perks much more wisely. Change branch exception. Paralysis is cheaper. Perk Atronach. Magic Resistance Perk.

No mana regeneration

The regeneration charm is absolutely useless. Reducing the cost of spells for schools of magic is much more effective. In battle, the regeneration rate will be the same, both with a 0% bonus and with a 300% bonus - the effect only exists outside of battle (it’s easier to wait an hour by pressing T or drinking a potion). Again, with pumped up Alchemy, you simply won’t feel the lack of mana.

Heavy Armor and Light Armor

Of course, you can take heavy armor instead of light. She is beautiful and generally cool. But Bethesda completely killed any sense in it, and it does not give anything other than the function of decoration. So decide for yourself what is closer to your liking. But I believe that the light one will be more profitable

Magic Resistance and Absorption

Counting the Briton race, bonuses for quests, perks and guardian stones. Your resistance and ability to absorb spells will be about 80% if you also wear Miraak's carcass, absorption is generally 100%, which means complete immunity to all types of magical attacks + recharging your mana. Automatically you become - IMBOY
If anything, absorption and resistance are different abilities and they are summed up separately from each other. But at the same time they are interconnected. If you are hit by a spell, Absorb will trigger with a chance check. If it doesn’t pass, damage occurs and this damage is already cut with the help of resistance. For example, 100 damage = 50 damage at 50% Resistance.

Armor limit

The maximum amount of armor, after which there is no point in increasing characteristics and pumping up 567 units = 80% damage resistance i.e. maximum. This indicator is very easy to achieve by improving armor using blacksmithing. This is why there is no point in heavy armor and its perks. It’s better to upgrade the easy one, which requires fewer perks and is more useful.

Mandatory quests, items and more

Items

Black Star- on the quest Black Star of Azura
Silver sword- for vampires and draugr
Wabbajack Staff- for fun
Staff of Magnus- if you click the mouse a little at a time, and not keep the beam on the enemy, you can replenish mana in battle and spend charges much slower
Vokun mask- will help before leveling up enchantment and alchemy
Nakrin mask- also a great alternative

College of Winterhold- for a magician it is extremely important to first complete a series of quests for the college
Driftshade Shelter- here you can find Silver Swords, which will be faithful companions against the undead up to level 60!

"From the Depths"
Pick up in the port of Riften from an Argonian woman named From the Deepest. She will ask you to take the Dwemer dictionary back to the ruins.
For completing the quest you receive the permanent effect "Dwemer Knowledge", which increases the class of Dwemer armor by 25%, and your blacksmithing skill grows 15% faster.

"Murder at Frost Lighthouse"
The quest is NOT displayed in the quest log, but a message pops up about what needs to be done. This quest can be started by going to "Rime Lighthouse". It is located almost exactly in the middle between Dawnstar and Winterhold, or just a little southwest of Hob's Cave. In this quest we have to find out the cause of death of the lighthouse owners. Throughout the lighthouse there are diaries of ordinary people, from which you can read a very touching story.
For completing this quest you will receive the permanent "Sailor's Rest" effect, which increases the effectiveness of healing spells by 10%.

"The Scarlet Roots of Nirn"
For completing this quest you will receive the permanent effect "Sinderion's Surprise", which allows you to create a second identical potion at a time with a 25% chance.

"Service to Mara - Goddess of Love"
To start the quest, just talk to one of the priests in the Temple of Mara, which is located in Riften. They will instruct you to help 3 lovers.
For completing this quest you will receive the permanent effect "Mara's Chosen", which increases your magic resistance by 15

"Service to Dibella - Goddess of Beauty"
You need to talk to the beggar in Markarth, he will ask you to steal the figurine of Dibella from the temple, but don’t be in such a hurry, the quest can be completed in two ways. The first one is for real thieves, steal the figurine and give it back, but then you won’t get that coveted permanent effect.
The second way is to catch the eye of the servants, or if you are a professional thief or assassin, to be deliberately noticed, then the very part of the quest that we need will begin. In this part of the quest, they will tell us that since we got here, they should have killed us, but we will be more useful alive, and they will entrust us with the task.
For completing this quest you will receive the permanent “Chosen of Dibella” effect, which increases the damage you deal to the opposite sex.

Mods for the game

  1. SkyUI - convenient menu
  2. Unofficial Skyrim Legendary Edition Patch - bug fix
  3. Atlas Map Markers - a better map
  4. A Quality World Map - a better map
  5. Better Vampires - a more interesting game for a vampire
  6. Dual Wield Parrying - block with a sword, even if magic is used in the left hand
  7. Acquisitive Soul Gems - placing the souls of creatures into appropriate stones
  8. moreHUD - item details
  9. Immersive HUD - a more beautiful HUD
  10. Simply Knock - you can enter almost any home even at night by knocking on the door
  11. Immersive Citizens - more advanced population AI
  12. Pure Weather - improved climate and gamma
  13. RLO (Realistic Lighting Overhaul) or ELFX - more natural lighting
  14. Immersive Armors - new armor
  15. Immersive Weapons - new weapons
  16. Immersive Sounds Compendium - improved sounds (or analogues)
  17. Cloaks of Skyrim - cloaks in the game
  18. aMidianBorn Book of Silence - HD textures
  19. Immersive College of Winterhold - improved College of Mages
  20. Skyrim Flora Overhaul - more vegetation
  21. ETaC - more developed cities
  22. Revenge Of the Enemies - more advanced AI
  23. Run For Your Lives
  24. Oblivious Horses

​This is how my first written build for the Battle Mage in Skyrim turned out.
You will be completely pumped up in the game by level 63. And believe me, you don’t need to swing anymore :)

If you have any questions, leave a comment
Thank you for your attention and enjoy the game!

> Is it worth becoming a mage in Skyrim?

Is it worth becoming a mage in Skyrim?

The specialization of a magician always seems desirable, because powerful wizards do not need to run after their opponents, they do not need to deal with each of them individually. A cleansing flame or an unprecedented frost will help to cope with a whole gang of bandits or other insidious creatures. So in Skyrim there are many followers of the path of strength of mind rather than body. The character on whose behalf the entire passage of Skyrim is written is also a practicing magician, so you can read the entire process of becoming a hero.

My opinion on this issue has changed significantly since the release of the game. Before the release of Skyrim, in anticipation of the new world, I decided to create a character who gravitates towards magic. No sooner said than done, and I began developing the mage, despite the hero’s obvious weakness in melee combat. However, this choice was also influenced by the fact that in previous games of The Elder Scrolls series I did not play a mage thoroughly. Alas, this experiment revealed much more weaknesses of the magician in TES 5 than advantages. Let's start in order, and not only in time, but also in order of importance of the problems on the hero's path.

The mage in Skyrim swings quite slowly, that is, at first it’s difficult to play relying on magic. I preferred the magic of destruction, change and witchcraft. It is likely that the school of illusions was forgotten without reason, since panic and fear spells are very effective. But the goal was to strike terror into the hearts of enemies and burn them in batches, and not to influence the weak cerebral cortex. Yes, as you guessed correctly, I gave preference to fire than lightning or cold. Some of the problems of such a character, as well as strengths, are reflected in the walkthrough, which is also published on the site, like this material. The general verdict for the magician is not too rosy, playing a character is quite difficult, and not everyone will wait to accumulate power in the weak body of a wizard.

Just lack of health of the magician is one of the following weaknesses of such character development, because the vast majority of new levels will have to be invested in mana, and not in health. One thing is simple - the need for endurance was not found, which is not much, but it simplifies the choice. As a result, the mage almost always turns sour very quickly in close combat, especially with several opponents. It is understandable, because the magician must rely on spells, of which there are many at his disposal. Although Skyrim will not allow you to create your own, this possibility has been eliminated in the current version of the Elder Scrolls. It is difficult to say how much this affected the strength of magicians, but it has become more convenient to play, there is no need to invent new spells based on existing ones. However, this undoubtedly deprived the players of some of their freedom.

Powerful magic seems not so powerful in reality, as we would like. And the mana runs out treacherously quickly, forcing you to get hooked on mana recovery potions, it’s not difficult to make them - at the same time, the alchemy skill will develop. Schools of magic are voracious to the point of perks, which forces you not only to choose, but also to wait. We have to develop the skills of magic schools and leave free perk points in reserve in advance. So you often have to use a bow or even engage in hand-to-hand combat, revealing a light and convenient glass blade. In this case it is always necessary keep an eye on your health bar and keep a healing spell ready.

As a result, we can say that the big there is no practical reason to become a mage in Skyrim. Since on the one hand it is easier to play as a warrior, but... But, it is worth considering that this is a largely subjective assessment, so if you still want to become a master of the elements or the minds of characters in The Elder Scrolls 5, it makes sense to choose this profession. Everything would be absolutely wonderful if it weren’t for the perk system and increasing the character’s level with the choice of mana or health (stamina for a magician is not relevant). Otherwise, it would be possible to develop a real all-rounder without any problems, or change the direction of the hero’s development without consequences in the future. In any case, when playing as a mage, you will always have to control the battlefield, since the very first blows can be fatal. This, for all its external negativity, significantly diversifies combat operations.

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Find out answers to others questions about The Elder Scrolls 5


tanks - bonus codes - FAQ - mods

let's start with the easier ones

Witchcraft

The skills of this magical art are very easy to level up. To quickly improve my skill, I used this method: we go to the forest or to the river bank, look for a deer, mud crab, wolf, any living creature and turn it into inanimate (kill). Then we approach his corpse and cast the “soul capture” spell (on the corpse), improving the witchcraft skill. Patience and you are already a master of this magician. art. Try to cast this spell in a place where there are no enemies nearby, because the magic periodically runs out and sometimes you need to wait an hour (in the game) to replenish the magic.

Illusion

In my opinion, the easiest skill to level up is: learn the “muffle steps” spell and run around some city or village, casting it all the time. At the initial levels you will have to wait after 2-3 casts (because mana is not enough). With this spell you can easily level up to the master level.

Alchemy

This skill is also quite easy to level up - collect as many ingredients as possible and eat them, studying their properties. I don’t use this skill, but the principle is to find out as many properties of ingredients as possible and brew a bunch of potions.

Enchantment

This skill will require more effort on your part. There are many ways to upgrade enchantment: charging weapons, enchanting items, etc. But in my opinion, the most acceptable in material terms is enchanting weapons. This is done like this:

1) we buy a bunch of weapons (from blacksmiths or in stores) or go to some gathering of bandits and collect daggers, swords, and axes there. I would advise collecting daggers (Dwemer, iron, steel, etc.), because they weigh less than any weapon (otherwise you can overload.) The main thing is that the weapon is UNENCHANCED! (simple).

2) you will need filled soul stones (it doesn’t matter whether they are tiny, small or large, the main thing is that they are filled) and larger ones. If there are empty soul stones, they can be filled by killing a protovnik with a soul capture spell. But you can also buy them - there are plenty of them from court magicians, and some stores also have them.

3) go to the altar of enchantment - pentagram of souls and begin to apply effects (health absorption, cold damage, etc.) to the weapon. If you do not know any effects, then simply buy or find an enchanted weapon and remove this effect from it (on the same soul pentogram).

After the skill has increased and the resources have run out, we try again. I agree, it takes patience, but it's worth it. I specifically advised enchanting weapons (more precisely, daggers) because the armor that you enchant cannot be sold as expensively as enchanted weapons (proven!). You can enchant jewelry, but this will require large material costs (although I have not tried) and they are more difficult to find than simple daggers.

Change

I would suggest developing change magic with a detect life spell. We go out to a crowded place (some square or market) and start using it. It seemed easy - I swung like this.

Recovery

Recovery can be upgraded in combat, but it is much more pleasant and calm to upgrade it in a peaceful environment. To do this, put a healing spell in one hand, and in the other, a spell from the school of change - “balance” (for some, “equilibrium”). “Balance” transforms life into magic - HP decreases, and healing - magic into life. In my opinion, it’s simple, but, unfortunately, you can’t download change this way - only restoration. And most importantly, don’t overdo it with “balance” - this spell can kill you.

Destruction

Well, and for dessert - destruction. Destruction effectively swings on enemies, but this can also be done in a peaceful zone.

1) In a city or in a village, it’s dangerous to do this; the guards don’t like it when someone breaks the law. Therefore, we need to find “harmless and immortal friends.” There are plenty of them in the dark brotherhood, the guild of thieves, the college of magicians - everywhere there are those who cannot be killed with one spell (as a rule, these are plot characters). They will become our “meat”: take a destruction spell and cast on them. But know when to stop!!! They won’t die on the first hit; on the second, the main thing is to use the spell not on one character, but on several in turn. I’ll try to explain: the more quest characters there are, the more targets you have. Shoot at one, then at another, at the third. Don't get carried away - shoot, regenerate your mana, start again. I brought destruction to the level of a master, and no one is offended. You can cast spells on your companions, but they are more touchy: after 2-3 shots at them with magic, they can leave you or even attack.

2) This method is more universal. As you complete the quests of the dark brotherhood, you will get a black, and most importantly, “immortal and harmless horse.” Even a dragon can’t overwhelm her (checked!)). Therefore, you can safely cast destruction spells on her, although sometimes she can fight back. You can also use it to train skills such as one-handed weapons, two-handed weapons, and shooting.

Well, perhaps that's all)

Although no: Guys, level up evenly. That is, you can’t level up one skill while neglecting all the others. For example. your witchcraft is at 100. and destruction is 30. It will be difficult to level up further. Therefore, it’s better to level up evenly, and for those skills that you don’t use, it’s better not to level up at all and not spend points (level) on them.

Sorcerers in the game Skyrim are pragmatic people. They will not run or sneak, jump, dodge or hit. They prefer to do everything calmly and measuredly: if they kill enemies, then do it without unnecessary movements, simultaneously examining the surroundings in search of something valuable. They are the ones who burn, incinerate, leaving behind only handfuls of ashes on the scorched earth from those who dared to stand in their way. As always in the TES 5 universe in Skyrim, any player can play as a magician. You can throw fireballs and lightning while walking in heavy armor. But today we propose to talk about playing as a mage who does not use any armor or weapons. Only magic, only hardcore!

Where to begin?

A properly upgraded mage is literally a walking anti-aircraft gun, capable of showering enemies with an endless stream of lightning and fire without spending a single bottle of healing potion or mana. If you are interested in playing Skyrim as a mage, first of all you need to choose a race. In principle, any class is suitable for this purpose, but elves and Bretons have a number of advantages. For example, an elf has the ability to turn on rapid mana regeneration once a day, this is necessary to defeat particularly tough enemies. In turn, the Breton has a natural resistance to magic, and therefore can survive a fight with magicians.

College of Winterhold

At the very end of a long and dangerous path for a magician to complete the game “Skyrim” (or rather, this story quest), the player approaches a large hall. Here he must defeat the centurion, take the key from the chest, and the focusing crystal from the Falmer's body. After this, the protagonist will meet with Paratus Decimius, the only magician of the Synod who managed to survive. As a result of communicating with him and solving the puzzle, the player will have to go to Labyrinthian. However, first you need to visit the College again.

Crisis in Winterhold

Tragic events are unfolding in the College of Magicians. And Dovahkiin awaits a new task: he needs to get rid of the magical anomalies that have spread throughout the city. After this, you need to return to Mirabella, who will give you the Savos Arena amulet and the key, and then send you to Labyrinthian.

Staff of Magnus

The penultimate stage of completing Skyrim in the Mages Guild begins in Labyrinthian. Here you will meet ghostly draugr, their dogs, trolls, mother smoke, a bone dragon and a crowd of skeletons. After Dovahkiin defeats the ghostly draugr warlord, you need to “catch” the Word of Power and prepare to meet Morokei. Note that he remains invulnerable until you defeat the two mages feeding his defense. After dealing with Morokei, be sure to take his staff and mask from him. By the way, on the way to the exit the player will meet the Altmer Estormo. Of course, he is very unfriendly.

Eye of Magnus

The passage of the game “Skyrim” for the magician ends with the battle with Ancano in the College. The staff will help with this. They need to influence the Eye, and then hit Ancano with magic.

Ready! The ball is taken away by the Psijics, and Dovahkiin becomes the head of the College of Magicians.

In Skyrim there are three main classes: warrior, thief and mage.

In this article I will tell you about the magician, the tactics of playing a magician, and the intricacies of the game.

general information

Mages in Skyrim are frail creatures in terms of defense that cause a lot of damage. His craft is “enchantment,” although no one forbade him to engage in other crafts. In addition to greater damage, magicians have a number of useful spells from various schools of magic. However, magicians are very vulnerable to ordinary attacks and at high levels they can kill you with 1 power attack, to avoid this you need to think through further actions - this is the interesting part of playing as a magician.

Schools of magic:

1) Destruction - spells are aimed at damage by fire, frost or electricity.

Each of the elements (fire, frost, electricity) has its own pros and cons:

Fire - causes additional damage by setting the enemy on fire. Vampires and snow trolls are vulnerable to it. Dark elves are resistive (have resistance).

Frost - deals damage, burns out the enemy's strength and slows him down, most effective against warriors. Nords and vampires are resistant to it.

Lightning - deals damage and burns the enemy's mana. Probably the most effective element, it instantly hits the enemy. The only resistive creature is the Storm Atronach.

Useful perks: shock wave and double destruction.

2) Restoration - spells are aimed at replenishing HP and other parameters, protection.

Not a particularly useful school, it only helps at the initial levels.

Useful perks: Replenishment, respite, regeneration and necromagic (the perk is especially useful if you are a vampire).

3) Illusion - spells are aimed at calming, enraging enemies, as well as hiding the magician from enemies.

Allows you to quarrel with enemies and move unnoticed, which is very useful for a magician who has never spent skill points on stealth.

Useful perks: silent spells.

4) Change - spells are aimed at protection, lighting the territory, paralyzing the enemy, and the ability of water breathing.

I don’t use it often, but alteration spells will be a good support at the initial levels. We should also say about paralysis - a very useful spell that immobilizes the enemy (in 5-10 seconds you can deal huge damage, run away or something else #haha#)

Useful perks: magic resistance, atronach.

5) Witchcraft - spells are aimed at summoning creatures, scaring away evil, capturing the souls of enemies.

A very useful school that allows you to summon a tank or damage dealer.

Special attention to necromancy - a branch of little use, but it includes the “dead thrall” spell, which allows you to PERMANENTLY resurrect 1 enemy.

6) enchanting - a craft that allows you to enchant objects (weapons, armor, jewelry)

The most suitable races for playing a mage: High Elves, Bretons, Dark Elves, Imperials.

Guardian stones (birth signs): Mage, Atronach, Apprentice, Lord.

Tactics

First of all, you need to decide on the schools of magic whose spells are most interesting and useful to you. Over time, you will learn to effectively use the spells of these schools.

Here are some examples of school combinations:

Elemental Mage

MAIN SCHOOLS: “DESTRUCTION”, “CHANGE”, “RESTORATION”.

This path is universal for a single magician. Such magicians usually do not wear armor and are always armed. This strategy requires the magician to strictly adhere to the simplest algorithms.

Before the battle, the magician casts two spells: “Cloak of the Elements”, “Ebony Flesh”. Then the magician, using mass or targeted spells, kills the enemies.

Attack Mage

MAIN SCHOOLS: “WITCHCRAFT”, “DESTRUCTION”.

A fairly easy way, the essence of which is to summon a tank, keep a distance and deal damage from behind the tank. This strategy is very useful for quickly defeating mid-level enemies and is available almost from the very beginning of the game. True, at high levels of the hero, the benefits of summoned creatures are noticeably reduced.

Support Mage

MAIN SCHOOLS: “ILLUSION”, “WITCHCRAFT”, “RESTORATION”.

The main principle of this strategy is to help the tank effectively destroy enemies. To do this, you need to heal, inspire (buff the school of illusion) the tank.

Helpful information

A way to eliminate the rapid waste of mana: 1) play as a high elf (+50 mana and the ability to quickly replenish mana). This helps a lot in the initial stages of the game.

2) the game contains enchanted characteristics “reducing the cost of spells of such and such a school”; if you collect a set with a reduction in the cost of spells, for example destruction, then you will practically not spend mana on destruction spells.

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