Skyrim AE Builds

Sorcerer

Imperial - Staff - Clothing - Heavy - Battlemage

Background

Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories, just raw power that they direct at will.


Weapons

Any Destruction staff as a backup weapon for the early levels.


Armor

Any heavy armour at the start of the game and the mage robes and mage hood from the torturer’s area in Helgen. Join the College of Winterhold and use the Novice robes of Destruction you get for free as soon as you can

The final gear is a Circlet, Master Robes of Conjuration and Illusion, Steel Spell Knight Gauntlets and a Steel Spell Knight Boots.

The robes can be purchased from Radiant Raiment in Solitude with a high enough character level. They are also available from mage vendors and general goods vendors.

The boots and gauntlets can be acquired during a quest started by reading the journal in the first room on the right in the Blood and Silver Inn at Markarth.


Spells

Alteration for utility spells. Destruction for elemental based spells, Illusion for Fear spells and Restoration for heals.


Standing Stones

The Atronach Stone once the Atronach perk has been acquired for 50% spell absorption, 50 Magicka but -50% magicka regeneration.


Shrines

Use a Shrine of Talos for 20% faster shout cooldown.


Shouts

Become Ethereal (Fade - Spirit - Bind)

Location: Iron Bind Barrow, Lost Valley Redoubt, Ustengrav (The Horn of Jurgen Windcaller).

Makes you temporarily invulnerable so you can cast Hysteria, which takes a few seconds, without being staggered.

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 Imperial

High Elves are the closest match for the build with 30/35 skill points being in perked skills. Imperials and Dark Elves are second with 25/35. I went with Imperial as they get a boost in damage with Destruction and in defence with Heavy Armor and Restoration. The armor boost is particularly useful as you will want mage robes and a mage hood in the early game when your Magicka is low. The boost in enchanting for Imperials also helps as battlemages are very gear dependent to reduce the Magicka cost of spells so getting enchanting high and making gear has a significant impact on the performance of the 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 61 which is required for all the perks the attributes are:

Magicka Health Stamina
400 (565) 400 (515) 100

Perk Point Distribution

The skill boosts for Imperials are marked in bold.

Mage Warrior Rogue
Alteration8 Archery0 Alchemy7
Conjuration0 Block +50 Light Armor0
Destruction +59 Heavy Armor +58 Lockpicking0
Enchanting +58 One-handed +50 Pickpocket0
Illusion11 Smithing1 Sneak0
Restoration +108 Two-handed0 Speech0
Total 44 Total 9 Total 7


Skills and Perks

Mage Skills

Alteration 8

Novice Alteration

Apprentice Alteration

Adept Alteration

Expert Alteration

Magic Resistance 3/3

Atronach

Destruction 9

Novice Destruction

Augmented Flames 2/2

Augmented Frost 2/2

Augmented Shock 2/2

Destruction Dual Casting

Impact

Enchanting 8

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect

Illusion 11

Novice Illusion

Apprentice Illusion

Adept Illusion

Expert Illusion

Master Illusion

Hypntic Gaze

Aspect of Terror

Animage

Kindred Mage

Quiet Casting

Master of the Mind

Restoration 8

Novice Restoration

Apprentice Restoration

Adept Restoration

Expert Restoration

Regeneration

Recovery 2/2

Necromage

Warrior Skills

Heavy Armor 8

Juggernaut 5/5

Fists of Steel

Cushioned

Conditioning

Smithing 1

Steel Smithing

Rogue Skills

Alchemy 7

Alchemist 5/5

Physician

Benefactor


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.

The Detect Life spellbook can be obtained in Whiterun by taking to the Steward in Dragonsreach and following the quest to the Stables. Cast this spell in the market to level Alteration.


Conjuration

Spell Level Description
Soul Trap Apprentice If a target dies within 60 seconds, fills a soul gem.

Used to fill soul gems for enchanting.


Destruction

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.

Get Elemental Flare from Farengar at Dragonsreach as soon as you can. It's a very cheap and effective Destruction spell. I used this all the way to getting crafting gear where I then switched to the higher ranks of the spell with Fortify Destruction spell Magicka reduction enchntments. All 6 Augmented perks in Destruction each add 25% damage to these spells.


Illusion

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 seconds
Hysteria Master Creatures and people up to level 25 flee from combat for 60 seconds

I levelled Illusion last, made it Legendary and then used Call to Arms in Whiterun market to take it back up to 100 again.


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
Grand Healing Expert Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead

Restoration spells are used as a means to restore Health out of combat or in emergencies when you have run out of healing potions.


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

Destruction spells cost 92% less to cast.
Illusion spells cost 68% less to cast.
Restoration spells cost 46% less to cast.
Conjuration spells cost 22% less to cast.
Health and Magicka are increased by 115 points.
Magicka regenerates 150% faster.
Heavy Armor skill is increased by 46 points.
Carrying capacity is increased by 69 points.
Resist 69% of shock damage.
Resist 37% of all magical effects.

Item Enchantment Effect
Head Fortify Destruction Destruction spells cost 46% less to cast.
Fortify Restoration Restoration spells cost 46% less to cast.
Master Robes of Conjuration and Illusion Fortify Conjuration Conjuration spells cost 22% less to cast.
Fortify Illusion Illusion spells cost 22% less to cast.
Fortify Magicka Regen Magicka regenerates 150% faster.
Hands Fortify Heavy Armor Heavy Armor skill is increased by 46 points.
Fortify Magicka Magicka is increased by 115 points.
Feet Fortify Carry Weight Carrying capacity is increased by 69 points
Resist Shock Grants 69% resistance to shock.
Amulet Fortify Health Health is increased by 115 points.
Resist Magic Resist 37% of magical effects
Ring Fortify Destruction Destruction spells cost 46% less to cast.
Fortify Illusion Illusion 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 & Wheat
Effects Fortify Health Health is increased by 170 points for 60 seconds
Restore Health Restores 266 points of Health

You can get all the Blue and Purple Mountain Flowers you need on the way to and in Whiterun. The two farms to the east of Whiterun also get you all the Wheat you need.


Potion of Fortify Carry Weight

Ingredients Creep Cluster, Glowing Mushroom & Steel-Blue Entoloma
Effects Fortify Carry Weight Carrying capacity is increased by 170 for 300 seconds.
Fortify Destruction Destruction spells are 213% stronger for 60 seconds
Restore Magicka Restores 266 points of Magicka

Creep Cluster are numerous near Kynesgrove to the South of Windhelm. Get 2 Glowing Mushrooms just inside Shimmermist Cave to the north east of Whiterun and the remaining 7 are in the secret lab at the farm. Steel-Blue Entoloma are from Khajiit 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

6 x Blue Mountain Flower
9 x Creep Cluster
9 x Glowing Mushroom
15 x Steel-Blue Entoloma
5 x Wheat

Potions and Poisons Produced

24 x Potions of Forify Health
54 x Potions of Fortify Carry Weight

Main Area (27)

Ingredient Qty Harvest Green Thumbs
Creep Cluster (5) 9 45 + 9 = 54 90 + 9 = 99
Glowing Mushrooms (5) 9 45 + 9 = 54 90 + 9 = 99
Steel-Blue Entoloma (3) 9 27 + 9 = 36 54 + 9 = 63

Side Area (11)

Ingredient Qty Harvest Green Thumbs
Blue Mountain Flowers (3) 6 18 + 6 = 24 36 + 6 = 42
Wheat (4) 5 18 + 6 = 24 36 + 6 = 42

Planters (6)

Ingredient Qty Harvest Green Thumbs
Steel-Blue Entoloma (3) 6 15 + 5 = 20 30 + 5 = 35

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