Skyrim AE Builds

Warmage

Redguard - Dagger - Light - Shield - Knight - Mage

Background

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.


Weapons

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.


Armor

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.


Spells

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.


Standing Stones

Use the Lord Stone for the armour and magic resistance and then get the Atronach Stone once you have enchanted gear.


Shrines

Use a shrine of Stendarr for 10% better blocking.


Shouts

Slow Time (Sand - Time - Eternity)

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.

Unrelenting Force (Force - Balance - Push)

Location: Just follow the main story quests

Staggers enemies.

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 Redguard

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.


Attribute Distribution

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)

Perk Point Distribution

The skill boosts for Redguards are marked in bold.

Mage Warrior Rogue
Alteration +59 Archery +50 Alchemy7
Conjuration0 Block +56 Light Armor5
Destruction +57 Heavy Armor0 Lockpicking0
Enchanting8 One-handed +100 Pickpocket0
Illusion7 Smithing +53 Sneak0
Restoration6 Two-handed0 Speech2
Total 37 Total 9 Total 14


Skills and Perks

Mage Skills

Alteration 9

Novice Alteration

Apprentice Alteration

Magic Resistance 3/3

Adept Alteration

Expert Alteration

Stability

Atronach

Destruction 7

Novice Destruction

Augmented Flames 2/2

Augmented Frost 2/2

Augmented Shock 2/2


Enchanting 8

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect

Illusion 7

Novice Illusion

Animage

Kindred Mage

Quiet Casting

Hypnotic Gaze

Aspect of Terror

Master of Mind

Restoration 6

Novice Restoration

Regeneration

Respite

Recovery 2/2

Necromage

Warrior Skills

Block 6

Shield Wall 1/5

Quick Reflexes

Deflect Arrows

Elemental Protection

Block Runner

Shield Charge

Smithing 3

Steel Smithing

Elven Smithing

Advanced Armors

Rogue Skills

Alchemy 7

Alchemist 5/5

Physician

Benefactor

Light Armor 5

Agile Defender 1/5

Custom Fit

Unhindered

Wind Walker

Deft Movement

Speech 2

Haggling 1/5

Alure


Spells

Alteration

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.


Conjuration

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.


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

Flames is there purely because you start with it.


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 second.

Courage can be used to level illusion by casting it at an NPC. The fear spells help when overwhelmed.


Restoration

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.


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

Weapon uses no charges
Destruction spells cost no magicka
Illusion and Restoration spells costs 46% less magicka.
Health is increased by 230 points.
Magicka and Stamina are increased by 115 points.
Magicka regenerates 230% faster
Resist 37% of all magical effects
Block 75% more damage
Carrying Capacity is increased by 69 points

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.


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 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.


Potion of Fortify Carry Weight

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.


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 Glowing Mushrooms
8 x Mora Tapinella
9 x Nightshade
6 x Scaly Pholiota
8 x Steel-Blue Entoloma
7 x Wheat

Potions and Poisons Produced

35 x Potions of Fortify Destruction
32 x Potions of Fortify Carry Weight

Main Area (27)

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

Side Area (11)

Ingredient Qty Harvest Green Thumbs
Scaly Pholiota (5) 6 30 + 6 = 36 60 + 6 = 66
Wheat (4) 5 20 + 5 = 25 40 + 5 = 45

Planters (6)

Ingredient Qty Harvest Green Thumbs
Glowing Mushrooms (5) 6 30 + 6 = 36 60 + 6 = 66

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