In the ancient land of Valenwood, your home, you grew up following the Green Pact. This sacred code forbade the consumption of plant materials. But your insatiable curiosity questioned its wisdom. Why could you not pluck a flower for its healing properties, while traders could sell the same clipping without consequence? These inquiries branded you an oath-breaker, and you were cast out.
Yet, in your travels, you found kindred spirits. Other oath-breakers seeking the legendary Cradle of Ilmyris crossed your path. You joined them, learning survival skills and exploring the untamed wilderness. However, your thirst for knowledge led you down morally ambiguous paths, and you were once again banished.
Feeling rejected and alone, you turned your gaze to Skyrim, a land free from the restrictions that bound you in Valenwood. Whispers reached your ears of potent magical relics hidden within the northern ruins. This presented an opportunity to acquire the knowledge and power you craved. With nothing to lose, you embarked on a journey to cross the border and begin a new chapter in your quest for understanding.
The Bosmer Mage starts their journey as one would expect: wearing robes and flinging spells with both hands. But instead of investing in Magicka and spell cost reduction perks, they opt to pour their efforts into Enchanting, using scrolls and staves to do their casting for them. This allows the Bosmer to stay nimble and out of harm’s way while still being a devastating master of Destruction.
Your natural predilection for the taboo may lead you to vampirism. Explore it, but be aware that it’s a double edged sword that makes you vulnerable as it does powerful. Instill fear in those around you with Reign of Terror, then proceed to do as you please, how you please.
Full perk information can be found on the Adamant description page.
With no home in Valenwood to return to, you’ve no choice but to make the most of whatever you can get from Skyrim.
The Green Pact has no sway here, not that you ever cared for it. Consume nature all you’d like.
Magic will be your only defense and unfortunately you can spare little towards that end right now.
The school of destruction is your weapon of choice. Make sure you’re adept in all of its applications.
Practice where you’re able to. You’ll have proper enchanting supplies soon enough.
Striking from the shadows will get you the most from your spells.
The lessons taught to you by the other oath-bringers have sunk in and you’re now a respectable mage. The College of Winterhold is an obvious destination for continued learning, though the rumors of vampire attacks has piqued your interest in a darker power. One certainly worth seeking out.
Your potions are your secret weapon. Experiment and find the most advantageous brews.
You’ll need to use your Magicka to cast armor spells until you’ve amassed scrolls for the job.
You can consider yourself adept with all three elements but your ambition will demand even more mastery.
With this you should be able to switch to enchanted spellcasting, giving your Magicka a well deserved break.
Play further into your innate Bosmeri agility and slip through the shadows with ease.
You’ve come a long way. More powerful than most that have come before you but convinced there’s still another level yet to climb. With staff in hand, you’re free to go wherever you please in your search for knowledge, confident you can erase anything that stands in your way.
Potion perfection. You create the best concoctions with tremendous efficiency.
With simple robes and Alteration scrolls you’ll be able to provide yourself with a solid defense.
Your Destruction spells will eliminate all that stand before you.
Your enchanted equipment is unrivaled, whether it be scroll, staff, jewelry, or clothing.
Hit even harder from the shadows and slip away more gracefully when they come looking for the source.
Full perk information can be found on the Scion description page.
You aren’t one to turn away from an opportunity for more power, especially one that others shun.
This greatly helps you in your goal of getting every drop of benefit from alchemical reagents, and works all the time.
Gaining perk points here means spending more time in your Vampire Lord form. Your initial focus will depend on whether you just want to dabble or continue spending time as a Vampire Lord.
Ignore your transformation and bolster your ability to sustain Health off of others.
Embrace the transformation to gain access to special Destruction spells and the extra Magicka resources to utilize them.
Full standing stone information can be found on the Mundus description page.
Path of Wisdom: Your Magicka is increased by 50, and your spells and enchantments cost 10% less.
You won’t have much to your name starting out so you’ll have to do things the old fashioned way. This will give you enough Magicka to get going without having to invest in it.
Sorcerer’s Oath: Your Magicka is increased by 100, and you have a 25% chance to absorb the Magicka from incoming spells. However, you cannot regenerate Magicka in combat.
Another 100 Magicka won’t mean too much to you but 25% Spell Absorption is a fantastic defensive boon. When stacked with high Magic Resistance and Spell Sip, enemy casters will be nothing more than flies.
Serpent’s Kiss: Your Poison Resistance is increased by 50%, your potions last 50% longer, and your poisons last for 50% more hits.
Extra Poison Resistance isn’t nothing but it’s not what you’re here for. A 50% duration boost on your already potent potions will save you plenty of vials in the long run.
Full religion information can be found on the Pilgrim description page.
The Bosmer are Y’ffre’s people but you’ve long since turned your back on him and his Pact. It was the call of Herma-Mora that put you on your current quest for forbidden knowledge, and the promises of Clavicus Vile that keep you walking it. As your mind opened to new possibilities, you even found appreciation for the ambition of Mehrunes Dagon. All three promise rewards but you’re not fool enough to worship any of them to the degree they ask of you.
Buying and selling prices are 10% better.
Clavicus Vile sings promises of wealth and status and can help you navigate the markets of Skyrim better than what your upbringing prepared you for. If you’re on the hunt to purchase powerful staves, let this Daedric Prince help with the negotiations.
You have a 5% chance to absorb the Magicka from incoming spells.
Herma-Mora gives little for your half-hearted devotion but the Spell Absorption can add up nicely with other sources. If you’re looking to manipulate your luck on the battlefield, you’ll need the Lord of Fate and Knowledge on your side.
Destruction spells cost 10% less.
The Sovereign of Destruction sees promise in you, an ambitious destruction mage who’s open to revolution. For that, he’s willing to make your spells just a little bit easier to cast. This benefit extends to your staves as well.
Full magic information can be found on the Mysticism description page.
Enchanted staves have limited support for this school of magic but scrolls are around to save the day. You’ll want to carry a handful of useful buffs in scroll form as their durations will be supercharged by your perks. In the early game, use your Magicka to cast Novice and Apprentice level spells.
Scroll of Oakflesh (Novice+): Your Armor Rating is increased by 40 for 120 seconds.
Armor spell staves aren’t available so you’ll need to rely on scrolls for your protection needs. With all of your perks these should last quite a long time and are definitely worth the trouble.
Scroll of Feather (Apprentice+): Your Carry Weight is increased by 50 for 120 seconds.
Keep a few of these handy just in case you find yourself overburdened on the road. The stamina drain from carrying too much is simply not something you can tolerate.
Scroll of Weight of the World (Master): Reduces enemy Movement Speed and Attack Speed in a large area by 50% for 60 seconds. With an unfurling of this scroll you can bring a room of enemies to a crawl, and that’s before your frost magic has had its way with them. It’s one worth carrying around in your back pocket, so to speak.
As an elementalist you have the option of choosing fire, frost, or shock magic in any situation. You’ll also have Vampiric options should you want to drain Health from your victims instead. Instead of listing 3 recommended spells, here are three go-to spell types:
Missile (Apprentice+): Firebolt / Ice Spike / Lightning Bolt
These are single target bursts of respectable damage at range. You’ll be using these often to pick off targets from afar while undetected. Carry one staff of every element for these as it’s your bread and butter.
Area Missile (Adept+): Fireball / Ice Storm / Chain Lightning The area spells behave a little differently from each other but they’re useful for clearing out a mob should you be fortunate enough to find one clumped together. Fireball is a solid go-to in this category as successive casts will benefit from Firebrand.
Wall (Expert): Wall of Flames / Wall of Frost / Wall of Storms
A late addition to your toolkit but a good one. Wall of Frost is especially useful as it will also slow anyone who walks through the wall approaching you, giving you an opportunity to widen the distance.
Full dragon shout information can be found on the Stormcrown description page.
Cooldown: 60/90/120 seconds
A facsimile of the vanilla Command Animal power Bosmer had that’s useful for keeping some distance between you and your enemies in a fight.
Cooldown: 60/90/120 seconds
Sometimes raining down chaos alone doesn’t instill the panic you were hoping for. Use this to encourage your victims into the right mindset.
Cooldown: 120/150/180 seconds
This fills a void left by your perk selection. Damage combined with a Soul Trap effect allows you to fill your gems without swapping staves. With the final word you can turn your victims into allies which is also thematic for a vampire.
Full enchanting information can be found on the Thaumaturgy description page.
You can make your potions last even longer with this slot, which is always beneficial. Stamina Regeneration is vital for sneaking around at length. Cheaper spells are more useful to a mage who uses their own Magicka, but if you’re finding that your staves are running out of juice too quickly you should consider the third option here.
If you aren’t at 75% Magic Resistance this is a great slot for getting caught up. Otherwise you can make your damage staves last even longer or give a rare boost to your shouts (as the three recommended would all benefit).
Sneak Spell Attacks make up the bulk of your damage when things go well so make sure to boost it here while you can. More Potion Duration is also great too. If you don’t have access to those you can round off your elemental Resistance.
Sneaking is something you do often so it’s only natural for your footwear choices to revolve around it. The sneakier you are, the more havok you can wreak without anyone counterattacking. It’s a win/win. Carry Weight is another decent option as it allows you to carry more staves and scrolls into the field.
Necklace has plenty for you to enjoy. As mostly all of your damage is from Destruction magic, boosting that is your #1 priority. After that you have the luxury to experiment with other choices, though Alteration Duration will make your scrolls last even longer.
This slot is even more competitive than the necklace. Again, a boost to your bread and butter can not be ignored, but there’s another damage boost to be had. If you can’t take advantage of those two, remaining hidden is a high priority.