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Teachers Shooting:. The skill with which you can clean the pockets of the NPC or throw something there. The more skilled the thief, the higher the chance of success. The pinnacle of mastery is to discreetly remove an equipped item from a NPC.
Teachers Theft:. Skill affects the outcome of some plot dialogs and the loyalty of merchants. The higher the level, the more expensive you can sell loot and the cheaper it is to buy the necessary items. In the dialogue, you can convince, intimidate, bribe an opponent or start a fight with him. When you activate the last skill in the branch in the inventory of each merchant, an additional coins will appear - it is very useful after a long trip for loot.
Teachers Eloquence:. It affects the efficiency of using light armor, which provides the necessary protection, but not restricting movements and producing less noise.
Teachers Light Armor:. Affects the effectiveness of heavy armor - more bulky, but gives more protection. Teachers Heavy Armor:.
A skill useful for a thief and a saboteur - in this mode, you can kill everyone or take out everything valuable without being noticed. The pinnacle of mastery is to hide in the shadows right during the battle, when opponents lose sight of the character.
Teachers Stealth:. The effectiveness of craft potions depends on the skill level. The pinnacle of mastery is the creation of elixirs and poisons without side effects.
Teachers Alchemy:. A magical school, whose spells are aimed at manipulating the mind of living beings, making them furious, charming or terrifying. The peak of skill is to make the enemy fight on their side. The spells of this school raise the dead, summon creatures from Oblivion, capture the souls of defeated enemies. The pinnacle of excellence is the appeal of astronomers, very powerful allies.
Posts What is it? Send sweetrolls Nexus Mods Page Archive. Happy 10th anniversary to Skyrim!! I've always kinda found altmer fashion lacking in game s bc with their magically advanced society and always warm colorful spring islands they would definitely not dress the same as nords basically 1.
Dualcasting increases the duration of your Conjuration spells, not their strength. This is useful if you raise undead frequently-- youll get more use from your zombies before they turn to ash-- but its less effective if you primarily conjure creatures, since you can always conjure them again if the battle is taking a long time to conclude.
Apprentice Conjuration Cast Apprentice level Conjuration spells for half magicka. Requires: Conjuration 25, Novice Conjuration. Summoner 2 ranks Rank 1: Can summon atronachs or raise undead twice as far away. Requires: Conjuration 30, Novice Conjuration Rank 2: Can summon atronachs or raise undead three times as far away.
Requires: Conjuration 70, Summoner 1 This perk allows you to summon Atronachs or raise undead at a distance. This tends to be less useful in the tight confines of many dungeons, but works very well outdoors, where you can throw an Atronach well out ahead of you and let it wreak havoc on your enemies before you even get close or remain in cover and let your minion fight for you.
Bound weapons cast Soul Trap on targets. If youre interested in Enchanting and keep a ready supply of empty soul gems on hand, this is a great combination. But make sure you have a gem appropriate to the creature youre killing; dont trap that Skeever soul in your Grand Soul Gem. Check the Enchanting section for more information on Soul Gems. Double duration for conjured Atronachs.
Requires: Conjuration 40, Summoner 1 Again, the duration of your conjured creatures is rarely an issue, since you can just resummon them if necessary.
Greater duration for reanimated undead. Requires: Conjuration 40, Novice Conjuration Since undead disintegrate when your spell wears off, Necromancy significantly increases the effectiveness of these spells. For best results, take Conjuration Dual Casting and dualcast your spell for an even longer duration! Adept Conjuration Cast Adept level Conjuration spells for half magicka. Requires: Conjuration 50, Apprentice Conjuration.
Bound weapons will banish summoned creatures and turn raised ones. Its a good alternative to the single-target versions of those spells, since it works repeatedly and without any Magicka cost. Dark Souls Reanimated undead have points more health.
Requires: Conjuration 70, Necromancy Increases the health of your undead, allowing you to squeeze more life out of them before they collapse. Expert Conjuration Cast Expert level Conjuration spells for half magicka. Requires: Conjuration 75, Adept Conjuration. Requires: Conjuration 80, Atromancy Elemental Potency makes all Atronachs, including the top-tier Elemental Thralls, dramatically more powerful without increasing their casting cost.
Master Conjuration Cast Master level Conjuration spells for half magicka. Requires: Conjuration , Expert Conjuration. Twin Souls You can have two atronachs or reanimated zombies. Add a Follower to your adventuring party, and few enemies will even be able to get close to you!
This skill improves when you damage enemies with Destruction spells, based on the amount of damage you do. You get the same increase for killing a Frost Troll with one Fire Storm as for killing it with ten Lightning Bolts, and no increase at all if it the spell misses its target.
In addition to its listed damage, each element has its own innate effect: Flame spells set your enemies on fire doing damage over time , Frost spells slow your foes and sap their stamina, and Shock spells drain their magicka.
Novice Destruction Cast Novice level Destruction spells for half magicka. Destruction Dual Casting Dual casting a Destruction spell overcharges the effects into an even more powerful version.
Requires: Destruction 20, Novice Destruction Dualcasting more than doubles the damage of your Destruction spells. This is a great choice, especially at early levels, where inflicting that extra damage with Flames or Frostbite often means the difference between life and death. Apprentice Destruction Cast Apprentice level Destruction spells for half magicka. Requires: Destruction 25, Novice Destruction. Requires: Destruction 60, Augmented Flames 1. Requires: Destruction 60, Augmented Frost 1.
Requires: Destruction 60, Augmented Shock 1. Most destruction spells will stagger an opponent when dual cast. Requires: Destruction 40, Destruction Dual Casting Impact adds a stagger effect to most dualcast spells. Flames, Frostbite, and Sparks are not included in this set, so you cant stagger enemies at will, but this can still be a powerful effect, allowing you to slow an enemy whos trying to close with you, or giving you a chance to run if you find yourself overwhelmed.
Can place runes five times farther away. Requires: Destruction 40, Apprentice Destruction Rune Spells allow you to create traps that enemies can trigger. The Rune Master Perk allows you to place them dramatically farther away, making it much easier to throw them into an enemys path or place them near an existing trap to create a killing zone without being detected. Adept Destruction Cast Adept level Destruction spells for half magicka. Requires: Destruction 50, Apprentice Destruction.
Requires: Destruction 50, Augmented Flames 1 Sure, by the time this perk takes effect, your enemy was almost dead anyway-- but watching a flaming foe run screaming off the edge of a cliff is just priceless.
Requires: Destruction 60, Augmented Frost 1 Deep Freeze paralyzes enemies near death, allowing you to kill them with impunity or turn your attention to more pressing threats. It often prevents a foe from completing their last attack or two , which may be a lifesaver if your health is also low.
Requires: Destruction 70, Augmented Shock 1. For pure efficiency, this is the best of the three low-health perks. Expert Destruction Cast Expert level Destruction spells for half magicka. Requires: Destruction 75, Adept Destruction. Master Destruction Cast Master level Destruction spells for half magicka. Requires: Destruction , Expert Destruction. Your Restoration skill increases when you use these spells effectively: to heal damage, turn undead, or shield yourself in combat.
It does not increase if you heal someone who is already at full health, or cast a Turn Undead spell when no undead are around.
Novice Restoration Cast Novice level Restoration spells for half magicka. Requires: Restoration 20, Novice Restoration Regeneration makes all healing spells more effective.
It has a low skill requirement, and is definitely worth taking early, when the concentration spell Healing may be your only restorative spell.
Those few extra points of health a second can make all the difference during a particularly dangerous battle. Restoration Dual Casting Dual casting a Restoration spell overcharges the effects into an even more powerful version.
But except in the most dire of circumstances, youre far more likely to want a weapon in your other hand than a second Restoration spell. Apprentice Restoration Cast Apprentice level Restoration spells for half magicka. Requires: Restoration 25, Novice Restoration. Requires: Restoration 60, Recovery 1 A fantastic perk for any mage-- after all, who can resist having more Magicka? Its also a fine choice for non-mages who still want to use magic occasionally, as it helps make up for the Magicka regeneration they miss out on by not wearing mage robes.
Respite Healing spells also restore Stamina. Requires: Restoration 40, Novice Restoration Respite is ideal for warriors, but less effective for a pure mage, since you may not use Stamina except when sprinting away.
Adept Restoration Cast Adept level Restoration spells for half magicka. Requires: Restoration 50, Apprentice Restoration. Wards recharge your magicka when hit with spells. This is handy if you use Wards extensively, as the additional Magicka helps to offset their cost and allows you to maintain them for longer.
All spells are more effective against undead. Requires: Restoration 70, Regeneration Necromage improves all of your spells, not just Turn Undead spells. Expert Restoration Cast Expert level Restoration spells for half magicka. Requires: Restoration 75, Adept Restoration. Effectively an extra life, Avoid Death is a free, passive power that automatically activates to restore your health when you need it most.
The Restoration skill requirement is steep, but if you can meet it, its well worth your time. Master Restoration Cast Master level Restoration spells for half magicka.
Requires: Restoration , Expert Restoration. This school includes some of the best defensive spells available the Flesh spells , as well as a wide range of utility spells like Waterbreathing, Telekenesis, and Paralysis. Your Alteration skill increases when you cast a useful Alteration spell on a valid target.
For example, you dont get credit for casting Oakflesh but never entering combat, casting Waterbreathing but never entering the water, or Detect Life if no one is around. Alteration Dual Casting Dual casting an Alteration spell overcharges the effects into an even more powerful version. Requires: Alteration 20, Novice Alteration Dualcasting doubles the duration of most Alteration spells. Especially at early levels, this primarily affects the Flesh line of spells, so make sure youre using them frequently enough and really need that extra time before taking this Perk.
Apprentice Alteration Cast Apprentice level Alteration spells for half magicka. Requires: Alteration 25, Novice Alteration. Mage Armor 3 ranks Rank 1: Protection spells like Stoneflesh are twice as strong if not wearing armor. Requires: Alteration 50, Apprentice Alteration Rank 3: Protection spells like Stoneflesh are three times as strong if not wearing armor. Requires: Alteration 70, Apprentice Alteration The Mage Armor perks significantly increases the effectiveness of Flesh line of spells if youre not wearing any armor.
If youre willing to commit to these spells as your primary means of defense, these perks are incredibly useful. But be sure youre willing to accept the no armor restriction before you invest in them. Requires: Alteration 70, Apprentice Alteration These perks are a great way of boosting your defense against magic, either instead of, or in addition to, the Restoration line of Ward spells. This is a solid choice for any caster, and is especially good for Bretons, as it stacks with their racial magic resistance.
Adept Alteration Cast Adept level Alteration spells for half magicka. Requires: Alteration 50, Apprentice Alteration. Alteration spells have greater duration. At this point in the Alteration tree, you may have begun to experiment with spells like Paralysis, where the longer duration can definitely make a difference. If you plan to use it extensively, or need even longer-lasting Flesh spells, its worth taking Stability and possibly Alteration Dual Casting as well to get the most from each cast.
Expert Alteration Cast Expert level Alteration spells for half magicka. Requires: Alteration 75, Adept Alteration. Requires: Alteration , Expert Alteration This perk is worthwhile if you still find yourself running low on Magicka at high levels. Master Alteration Cast Master level Alteration spells for half magicka. Requires: Alteration , Expert Alteration. Your Enchanting Skill increases whenever you enchant or disenchant an item based on the value of the enchantment , and when you recharge an enchanted item.
While initially more difficult to level than Smithing or Alchemy, Enchanting is especially powerful in allowing you to maximize your potential with the right combination of enchantments.
If you plan to explore Enchanting later in your adventure, its worth disenchanting the magic items you find early on to build up your Enchanting skill and learn a wide variety of effects. You may also want to develop your Smithing skill to ensure you have a ready supply of weapons and armor to work with. See the Crafting section for more details.
Requires: Enchanting 80, Enchanter 4 The Enchanter perks increase the strength of your Enchantments across the board, making weapons use fewer charges per hit, and armor enchantments more powerful. Take ranks in this whenever your skill level permits. While these effects appear on both weapons and armor, theyre most important on weapons, and as you only need one weapon at a time, you may want to take the Fire Enchanter perk early and save the other two for later.
Requires: Enchanting 40, Fire Enchanter. Requires: Enchanting 40, Soul Squeezer. Requires: Enchanting 50, Enchanter 1. Requires: Enchanting 50, Frost Enchanter. Requires: Enchanting 70, Insightful Enchanter.
Can put two enchantments on the same item. Double-enchant everything you have, and youll notice a tremendous leap in your power level! Overview The following sample characters are a rogues gallery of battle-hardened adventurers, with races, skills, perks, and equipment chosen to maximize their effectiveness. They have titles like Battlemage, Berserker, or Assassin, but these labels only describe their specialties; they dont appear in game.
This is because you can literally create any type of character you wish, focus on any combination of Skills and Perks, carry and wield any weapon or spell -- and choose any type of reaction to enemies and citizens of this world.
But if this infinite flexibility leaves you feeling a little overwhelmed, the following Archetypes are a good place to start. While these Archetypes have been tuned to perform well at their specific style of play, you should feel free to adapt them to suit your particular skills or interests. They are here to aid you in understanding how the choices you make can affect your character, and guide you in developing an effective style of play.
Remember to cross-reference the following information with the section on Skills, Perks, Items, and Followers for more information. Character Archetype Legend Title: The style of play the character primarily exhibits. Race: The characters race; picked to accentuate the style of play. Gender: This has no effect on the character, aside from occasional citizen reactions.
Statistic Focus: How to distribute the Health, Magicka, and Stamina bonuses you receive when leveling up. Primary Skills: Two key skills that govern the characters style of play; these should be raised as quickly as possible. Secondary Skills: Two other skills important to the character that should be developed heavily. Stone Ability: Which of the Stones of Power you should visit to receive an ability from. Essential Perks: The Perks most critical to the characters development; you should always purchase these as they become available.
Weapons: The type of combat this character is best suited to such as melee, spells, bow and arrows. Follower: A Follower or Hireling that compliments this style of play.
Archetype Advice: Useful tips and plans for progression as you explore Skyrim. Follower: You can command the attention of your foes in melee combat, so take a ranged Follower to maximize your damage potential.
Marcurio and Jenassa are both good choices. Archetype Advice: As a Nord, you start with bonuses to your most critical Skills, and Racial abilities that help you thrive in the thick of combat. Before each combat, quickly take stock of the area and decide where you want the fight to take place; give yourself enough room to maneuver, but dont let your enemies surround you.
Your shield is useless against attacks from behind. Stand your ground and let the enemy come to you. Use your bow to fire off a few shots from range before switching back to a weapon and shield for melee combat switch using Favorites.
Hold the attention of your foes. If enemies begin to target your Follower, take them down quickly so your Follower can return to their own attacks.
Dont hesitate to fall back if you feel like youre getting overwhelmed, or if enemies begin to flank you. A doorway or narrow hall wont leave you much room to maneuver, but it will ensure you only have to address one enemy at a time. If you do find yourself surrounded, invoke your Battle Cry Power to scatter your foes and give yourself a few seconds to recover and reposition.
Master the rhythm of combat, and learn how to use your attack, power attack, and shield bash for greatest effect. One-Handed Perks like Armsman and Fighting Stance improve your damage output, but dont forget to take Block Perks as well: Power Bash, Disarming Bash, and Elemental Protection are all critical to taking full advantage of your shields potential.
If you can block attacks effectively, you wont take much damage, making Light Armor an efficient choice that allows you to remain mobile in combat.
If you find yourself struggling, you can always switch to Heavy Armor instead. While you may not take many Perks in Archery, its always a good idea to keep a bow on hand for pulling enemies or taking out a lone sniper. The Warrior Stone is a solid choice, helping three of your four major skills increase more quickly. Always take the highest Magicka Regeneration rate robe you can find. Then look for more gear that increases your regeneration, adds to your total Magicka, or decreases the cost of your spells.
Follower: Keep a heavily-armored warrior at your side to hold foes at bay. Vorstag and Lydia are both good choices, especially early on. Archetype Advice: As a High Elf Wizard, youll have the highest starting Magicka of any race, and can maintain that advantage by focusing on Magicka bonuses as you level.
When even thats not enough, call on your Highborn Racial power to sustain your casting in even the longest battles. Highborn is your lifeline; make sure its your active Power and a Favorite unless you need to use something else, and switch back to it when youre done. Prepare for each battle by summoning a creature, then start the fight with your best Destruction spell from range. In combat, expect to spend most of your time casting Destruction and Restoration spells. Learn what each type of Destruction spell is best at and how to use them effectively.
Take advantage of the spells secondary effects; spray a room with flames to set your foes on fire, or hit a foe with ice from a distance to slow them down, allowing you to keep casting as they struggle to advance. When not dualcasting, keep a ward in hand to deflect blows and shield yourself from enemy spells. This is a powerful but fragile character; while you have plenty of Magicka to cast devastating spells, your health is low and your defenses are weak, putting you in serious risk if attacked directly.
Let your Follower and summoned creatures distract enemies and soak up damage while you focus on taking out each foe in turn. If your summoned creature is destroyed, resummon it immediately.
Keep a close eye on your Health and cast Healing or Fast Healing when needed, or drink a potion remember you can tag Potions as Favorites. If an enemy closes to melee range, check their health and quickly decide whether to keep your Ward up and maintain your attack, or escalate by Dualcasting Destruction for a quick takedown , Fear to send them running , or Calm so you can escape.
When in doubt, remember that your robes are lighter than your enemies armor. Sprint to make a clean getaway, or tactically retreat to put some distance between yourself and your foes so you have time to finish one more spell. Because of your low health and ever-increasing need for Magicka, youll use potions at a faster rate than most other characters.
For this reason, consider taking up Alchemy to supplement what you find in dungeons and save your gold. As with all mages, buy Spell Tomes! This should always be your top shopping priority. Join the College of Winterhold early for convenient access to all the best spell vendors.
The Mage Stone is a solid choice for this character, allowing you to quickly increase your Skills and master a wide range of spells across all diciplines. Ideally, find a bow with a fire, frost, or shock enchantment for even more damage. Keep a One-Handed weapon for backup.
Armor: Light Armor, for protection without sacrificing speed and stealth. Follower: For an aggressive choice, take Jenassa or Faendal. For a sturdier companion, try a warrior like Vorstag or Argis. Archetype Advice: As a Wood Elf, you excel at stealth archery, with bonuses in all your critical skills. If you spot an enemy, drop into a stealth crouch immediately, then creep closer and start the battle with a sneak attack for maximum damage.
Use your bow exclusively to raise your Archery skill as quickly as possible. When rushed by an enemy, bash them with your bow, then back up and keep firing. Every single Archery Perk is worthwhile for the stealth archer; the real choice is not what perks to take, but when to take them. Always take Overdraw whenever your skill allows it. Want more help lining up your shots? Take Eagle Eye and Steady Hand. Need to increase your damage output?
Grab Deadly Aim and Power Shot. Dont neglect your Sneak skill, either. Practice sneaking up on even low-level enemies, or your skill may not be high enough to help you when it really matters.
Take Light Armor to gain some protection without sacrificing your ability to Sneak effectively. It also wont hamper your mobility as much, allowing you to dodge or back away as you continue to fire at an especially persistent foe. Block is a good choice for another skill. While you cant take advantage of its Shield-specific perks, Power Bash and Disarming Bash work just as well with a bow, and give you an opening to make one last shot at point-blank range. Stat bonuses are less important for your character than most, since many of your foes will never make it to melee range.
A high Health never hurts, but take a little Stamina as well to ensure you can bash when you really need to. When assaulting an outdoor Camp or Redoubt, find a nearby predator and use Command Animal on them. If your first shot isnt quite enough to take out the sentries, your new pet wolf or bear will probably do the job; or at least keep them at bay.
The Thief Stone is a good match for the Sniper, helping your Sneak and Light Armor skills keep pace with your Archery and ensuring they remain effective. Armor: Heavy Armor, for added defense. Follower: Find a melee Follower who can wade into combat at your side: Stenvar is an aggressive choice, while Belrand offers more versatility.
When fighting in the wilderness, take along an animal companion as well; both Vigilance and Meeko will help distract your foes. Charge into combat and hit hard. Your attacks may be slow, but they connect with devastating force, staggering foes and dealing massive damage. Power Attacks are critical to using Two-Handed Weapons effectively, so boost your Stamina and take Perks that improve them, especially Champions Stance.
Your greatest risk is wading into the thick of combat and becoming surrounded. If you do find yourself surrounded, invoke your Berserk power to increase your damage resistance and gain the damage bonus you need to carve a path through your foes.
This is not a traditional berserker: Instead of hides and war paint, outfit your warrior in a full suit of heavy armor to offset the lack of a protective shield or spell. With the right Heavy Armor Perks, you can shrug off even the most powerful blows. The Lord Stone improves your defenses even further, allowing you to endure whatever your adversaries can throw at you. Remember that parrying an attack with your weapon counts as a block. While the shield-based perks in the Block constellation wont be of use to you, you can still take advantage of perks like Power Bash or Disarming Bash.
Since your combat style relies exclusively on your weapons and armor, Smithing makes a great supporting skill, allowing you to forge and improve your own gear. For best results, look for enchanted armor that increases your maximum Magicka or Magicka regeneration rate.
Follower: If you want a friend to absorb damage, find a warrior like Lydia or Vorstag. For a more ranged support, take Jenassa or Marcurio. Archetype Advice: As a Dark Elf, you may have to work a little harder to increase your One-Handed Skill which doesnt start with a bonus , but your other Skills are an excellent fit.
A Spellsword is all about flexibility, switching between weapons and spells as the situation demands, aggressively creating and exploiting enemy weaknesses. Use Destruction spells to soften up foes from a distance before they can close to melee range. Hit weaker enemies with fire spells to quickly cut down their health, use frost on stronger foes to slow their approach, and target mages with shock spells. In melee combat, your best defense is a good offense.
Early on, spray Flames or Sparks with one hand while you hack away with your weapon; youll be surprised at how quickly your enemies fall. As time goes on, staggering foes becomes increasingly important. Take Fighting Stance which allows you to Power Attack more frequently and Impact to allow your spells to stagger enemies as well.
Use your Ancestors Wrath Racial Power to inflict even more damage in close combat. At later levels, Destructions line of Cloak spells is more powerful, but Ancestors Wrath may still be useful if you need to conserve Magicka. Although most of your attention will be on offense, learn a Ward spell for better protection when fighting Mages, or a Flesh spell Oakflesh, Ironflesh, etc. Both will supplement your defenses without slowing you down.
Try to balance your One-Handed and Destruction skills. If either falls too far behind, you may not be able to rely on it when you need it most. Dont neglect Light Armor Perks, either. Without a shield or the ability to block, youre reliant on your armor and spells for protection. Illusion spells like Fear and Frenzy are helpful at disrupting large groups of foes, allowing you to concentrate on each enemy in turn without becoming overwhelmed.
Since your skills are so wide-ranging, the Lovers Stone is a good choice to help all of them advance quickly. If you notice any of them starting to fall behind, switch to a more specific stone Warrior, Mage, or Thief to balance them out again. Follower: Bring a tough, high-damage Follower to create corpses you can resurrect.
Stenvar or Ahtar are good choices. Archetype Advice: As a Breton, you have strong skill bonuses and a fantastic resistance to magic. Prepare for each fight by casting your best Flesh spell Oakflesh, Ironflesh, etc.
Early on, this is expensive -- you may want to wait a few seconds to let your Magicka recover -- but it becomes less of an issue as your Magicka improves. Necromancy has one major drawback: you need fresh corpses to resurrect. When you approach a combat, quickly size up your options and decide how to proceed: If there are any dead bodies lying around, exploit them! Raise the corpse, and your new zombie will charge in ahead of you. Against a group of foes, try an Illusion spell like Frenzy.
One enemy may well kill another, giving you fresh zombie material. Or conjure a bound weapon and attack. Work with your follower to quickly take down the first enemy, resurrect them, and then take on the remaining foes with your new ally. With only your Flesh spells to protect you, youre susceptible to damage in melee combat. If an enemy rushes you, use Illusion spells like Fear or Calm to stop their attack and escape, or conjure a Bound Weapon to quickly cut them down.
When confronting mages, call on your Dragonskin Power to absorb their spells as Magicka and use it to power your own spells. For even more resilience, cast a Ward-- combined with your innate magic resistance, this can make you almost invulnerable. If a battle is taking a long time to conclude, rush out into the center of the battlefield and invoke the Ritual Stones Power to raise all the surrounding dead at once, creating a zombie army to quickly overrun your opposition! When combat has ended, your work has not-- resurrect one final zombie before moving on.
You never know what lurks around the next corner. Join the College of Winterhold early for convenient access to all the finest spell vendors. Keep a bow on hand for situations where no good stealth route is available, and for misdirecting foes.
Follower: None. Or take a warrior such as Iona or Vorstag, but have them wait at a distance in case you need the backup. Stealth is tricky enough without having to worry about a Follower. Archetype Advice: As a Khajiit, you start with the Sneak and One-Handed skills needed to be an effective assassin, and bonuses to your Archery, Alchemy, and Lockpicking skills for support.
For you, every encounter is a puzzle waiting to be solved. If you spot an enemy, drop into stealthy crouch immediately, then look for a way to sneak up behind them for a lethal back-stab. When assaulting an exterior camp or ruin, you may have better luck at night, when the cover of darkness provides better concealment. Weather matters, too: a stormy night offers better concealment than a clear one.
In dungeons, look for alternate paths and ways to get the drop on your foes. In Crypts and Catacombs, your high Sneak skill may allow you to slip past the Draugr without disturbing their rest. But dont hesitate to lash out with a preemptive attack; few things are more satisfying than ambushing a foe before they can ambush you. Sneak is your most critical skill. At early levels, it may be difficult to sneak up on an enemy without being spotted, but keep practicing!
Youll be amazed at how well you can avoid detection once your skill is high enough. As an Assassin, you need a fast, powerful offense to cut down your foes before they can retaliate. Take Perks in One-Handed and Sneak to increase your damage output as much as possible. Alchemy is a great supporting skill; poisons make every strike count, while potions can restore your health and shore up your otherwise-fragile defenses. Dont forget to add both Potions and Poisons to your Favorites.
Pickpocket is also worth exploring. With your high Sneak skill, you should have little trouble concealing yourself from townsfolk which improves your odds of success.
At low levels, you can pilfer items for a little extra gold or the occasional enchanted treasure. But the real reward comes at higher levels, where you can steal the weapons and armor off your foes before stabbing them in the back. Use your racial Night Eye Power whenever you want better visibility. This is ideal for a stealthy character; it is free, unrestricted, and absolutely silent.
The Shadow Stones Power gives you free use of Invisibility once per day. Even if you learn the Invisibility spell, this can still be useful, giving you a chance to disengage with foes and make your escape, or set up another sneak attack. Follower: As a spellcaster that can stand up to melee combat, almost any Follower can complement your skills.
Belrand or Stenvar are both good choices for a more aggressive melee companion. Archetype Advice: As an Imperial, you have the right mixture of magic and martial skills needed to succeed as a Battlemage.
Long a respected profession in Tamriel, the Battlemage combines the mages power and versatility with a warriors durability. Though magic is your primary focus, you can endure the rigors of melee combat if needed. As a Battlemage, you can choose your own approach to any combat situation: Use Destruction spells to blast foes from a distance, or pull them in, where you can switch to a Dualcast spell to finish them off. Use Restoration spells to sustain yourself or strengthen your allies.
Use wards to protect yourself from Mages, while countering their elemental magic with your own. Use Illusion spells to weaken and disrupt groups of foes at range.
Dabble in Conjuration to summon allies or raise the dead, or try Alteration for an even stronger defense in melee. Without the benefit of enchanted robes, your Magicka will regenerate far more slowly than a pure Mages, severely restricting your spellcasting. You have options here, too: Take more Magicka bonuses when leveling up to increase your maximum Magicka. Invest in or make armor and items that fortify your Magicka or Magicka regeneration.
Take Restorations line of Recovery perks, which increase your regeneration rate. Draw on the Apprentice Stones power to increase your Magicka regeneration rate, and offset the lower magic resistance with other items or wards. Keep staffs, scrolls, or a melee weapon as back-up, just in case. Destruction is your primary means of damaging your foes. Take new ranks in Destruction as they become available, as well as any other Perks you can use increase your damage output. Restoration provides you with magical wards to supplement your armor, and healing spells to sustain yourself and your allies.
Illusion spells allow you to disrupt larger groups of foes, and to fortify your companions in battle. Heavy Armor is what sets a Battlemage apart from any other wizard. While the Juggernaut perks are important, you will probably need to put spellcasting rank Perks ahead of the other Heavy Armor perks.
If you find yourself surrounded, dont forget to use your Voice of the Emperor ability to pacify nearby foes, giving you time to make a tactical retreat.
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