Conjuration is the art of summoning or resurrecting people to fight for you or work as a living shields. With Dead Thralls Conjurers can resurrect a dead NPC permanently. Not only can they be given gear to upgrade their damage, they also function as extra pack mules that can carry an unlimited amount of goodies. By raising the dead or summoning Atronachs, conjuruers can turn the tide of battle in a second. They can also conjure powerful bound weapons that can deal very respectable damage without the carry weight of a real weapon. This magic school also features the Soul Trap spell that allows you to fill soul gems to enchant your equipment or recharge magical weapons.
Conjuration Spells List, Perks, Summons and Dead ThrallsBy Leto Kersten
Be aware that playing with the dead is not appreciated by most common town folk and they often will call you out on that by saying things like: 'That spell looks dangerous. Keep your distance' while you're walking through town with a Dead Thrall (or two).
Benefits of Training Conjuration
This school is mostly based on letting others fight for you, be it summoned Atronachs or risen zombies. Also, especially in the beginning of the game, some players use Bound Sword, Bound Battleaxe or Bound Bow in combat. The benefit of these weapons is that they don't have a carry weight, and the bow even gets free arrows while active. The conjured weapons are stronger than most that can be found in the beginning of the game.
The most powerful spell in Conjuration is with no doubt Dead Thrall, which can bring back one zombie permanently (two if you've invested in the Twin Souls perk), until it dies at which point you can bring it back again. And again. So long as they aren't disintegrated by lightning, there is no limit on how many times you can bring someone back. If you do not want to tinker with the dead, you can also learn spells to summon permanent Atronachs in the form of the Flame, Frost, and Storm Thrall spells. These cannot be outfitted with gear or used as pack mules, but are highly disposable so have their own advantages.
Raising the Conjuration Skill
Because Conjuration can be easily trained, it can be used like a few other skills to level up your character - even if it's just to have more perk points to spend on other things. Whenever you summon a bound weapon or a dead body to the land of the living, you are training Conjuration. In order to get experience for summoning creatures you need to be in combat, however. In addition to the initial cast experience, you will get a little experience for any damage your summoned creatures do. Leveling strictly through combat might take a while, so if you want to speed up the process I'd advise you to cast Soul Trap on a dead body repeatedly while using the blessing of the Mage Stone. You can push this further by applying four +25% Fortify Conjuration enchants to your equipment to cast the spell without having to wait for your Magicka pool to replenish. If mana's a problem, cast then wait over and over again to raise the skill.
Finding Conjuration Spell Books and Master-Level Spells
Conjuration spells can be found as loot like most others. Some races, like the Wood Elf and Breton start with the spell Summon Familiar right from the start of the game. Calcelmo from Markarth or Falion from Morthal can both teach you conjuration, but the master is Phinis Gestor from the College of Winterhold, who can teach you the highest level spells with a quest at level 90. Afterward, he will sell the rest of the Master spells - so check back! Almost all other mages who sell a variety of spells will sell Conjuration spellbooks as well. Look inside Jarl Houses. Most of them have a court wizard who can sell you a book or two.
The Dead Thrall Spell
This spell earns a special note as being one of the best Master level Conjuration spells: it will reanimate a dead body to fight for you constantly, although it only works on people. It can be purchased from Phinis Gestor at the College of Winterhold after completing the quest Conjuration Ritual Spell.
A Dead Thrall will use any weapon you give them, no matter what enchantment that particular weapon has. Depending on their skills when they were living some work better with swords and others with bows. It might be obvious that a Dead Thrall mage doesn't need a weapon though they may fight with one if you give it to them.
To change the weapons (and armor) of a Dead Thrall they must be killed again. Either kill them or summon another creature to let them die, and you can search their bodies for the armor you want to enchant or smith to a higher quality. Unlike followers, a Dead Thrall will benefit from most enchantments you give them.
Be aware, however, that Dead Thralls only use armor or clothing they used while living. That means that placing your own overpowered Daedric Armor has no effect if your Thrall wasn't equipped with one while being alive. That said, they will only accept that particular armor they were wearing and nothing else. Because of the way Skyrim is coded, they do see the difference between their own orcish armor and the one you're giving them. Because of that it is a good idea to change the name of the armor when enchanting it to something which includes the name of the Dead Thrall.
Depending on your thrall you still have a limited amount of armor your thrall can choose from. There is a trick to determine which armor they have, which can also be used to reset their gear if you lose something or need to put more powerful enchants on it. Go inside one of your houses and kill the Dead Thrall, loot his body and bring him back to life. Then, when you enter a new area (go outside) your naked Thrall will have generated a new outfit. You can kill him again and repeat the process before going back into the house (entering a new area again) to see what more he loaded. Mages will come with a different amount of robes which are already enchanted, so it is up to you which one they might put to best use. If a Thrall is then loaded with gear, he can wear it so you can outfit him in the best possible gear this way.
Whenever you have upgraded or enchanted the armor and weapons of your thrall, simply kill them again, loot their bodies, and place the new gear into the corpse. When risen again, their improved armoury should be equipped. Doing this, you also can use your thralls to be another pack mule for you as they cannot be overencumbered. When they die, they will have what they were carrying so can be resurrected after you store or sell the gear from their body.
If you have the perk Twin Souls you can have two Dead Thralls to fight at your side. Thrall the best enemies and equip them with their best upgraded armor while healing them from a distance in battle. This can provide you with the ultimate living shields in game.
It is also possible to start your own little army be using the follower glitch to have 4 followers (three if you've killed Cicero during the Dark Brotherhood quest line), 2 Dead Thralls, one horse and one dog with all (except the animals) wearing your equipped armor and weapons. You will find yourself having more time in dungeons searching for treasure while your 'Army of Destruction' is cleaning out the room for you. Be aware that it can become pretty crowded in small rooms and you might find yourself having a Thrall (or two) blocking the entrance to the next. Ancient Dragons can be slain in seconds this way. This might make the game too easy for you even on Master Difficulty.
It is worth noting that the chance of bringing someone back to life in some cases depends on your level. This mainly applies to named NPCs. For example, if you are below level 30 and have just finished the Civil War quest line on the Imperial side, you can Dead Thrall Ulfric Stormcloack, and he will use his shouts during battle and talk as though he is alive. He can't be thralled again after you've passed level 30, as it will say he is too powerful.
Some unique characters such as Ulfric and Cicero can be looted for their unique outfits over and over using the noted strategy above to regenerate their outfit. That is one easy money maker.
Skyrim Conjuration Spell List
Here is a list of all the Conjuration spells in Skyrim by type, from least to most difficult. Please note Magicka cost is base. That is, what the spell would cost if you were casting it at lowest level without any perk for that spell rank (ie Expert Conjuration Perk).
The spells at any magic vendor are based on your Conjuration level, so if you want Adept or Expert spells get closer to Conjuration 50 or 75. Vendors restock every two days or so on average. Anything Expert or above must come from Phinis Gestor at the College of Winterhold.
Atronachs can be handy when you are facing something weak to any of these elements. The most common weakness is Fire, given the game has frost dragons, frost trolls, etc. Not many opponents are weak to cold, but I summon the Frost Atronach when I need a tank. Storm Atronachs are only strong against things like Dwemer machines, but they are not usually resisted.
The Necromage Perk from Restoration will make your raised NPCs 25% higher level, which can make them stronger than they were originally!
To dispel all bound weapons, sheathe them. The Daedra spells work on Flame, Frost and Storm Atronachs you encounter which when summoned by an enemy can still yield loot.
Skyrim Conjuration Skill Perks
To fill up this tree to the max the Dragonborn needs to invest 16 points, but depending on your build you may not need them all. For example: to 'just' be able to use Death Thralls all you need to do is spend 4 points in this tree from Novice Conjuration through Necromancy and Dark Souls up to Twin Souls. With the right enchantments, this spell can be cast for free as well.
Just like any other magical school Conjuration has five specific perks that can be used to cast Novice, Apprentice, Adept, Expert and Master spells for half Magicka. If you need this depends on your build, and on if you are willing to use enchantments on your characters clothing instead to cast Conjuration spells for nothing.
Below are the names of the Perks, the descriptions the game gives them and what they do for your character.
Conjuration Dual Casting
(level 20 Conjuration Magic required) Dual casting a Conjuration spell overcharges the effect, allowing it to last longer. This is great for everything you will summon, be it creatures or weapons. You will get a much longer duration out of most of your spells. Summoning for a regular fight, you might want to single cast if you have no means to heal your summoned creature. Being a Necromage Vampire (see Restoration guide) overcharges this effect even more.
Mystic Binding
(level 20 Conjuration Magic required) Bound weapons do more damage. In the early game this might be a very good perk to invest in. The Bound Bow can be used to take an early step into the Bow Conjurer strategy, but be aware that depending on the perks invested in Archery and smithing, eventually real bows can do more damage. That doesn't mean you couldn't be perfectly successful sticking with Bound Weapons for most if not all of your gameplay.
Soul Stealer
(level 30 Conjuration Magic required) Bound Weapons cast Soul Trap on targets. Once again, effective as a Bow Conjurer. You shoot the target whose soul you'd like to collect (you need to have empty Soul Gems of sufficient size) and your minions will take care of the rest. Despite the enchantment and spell that also traps souls, the effect from this weapon doesn't seem to have a duration and lasts until the target's demise.
Oblivion Binding
(level 50 Conjuration Magic required) Bound weapons will banish summoned creatures and turn raised ones. This perk is very useful when facing another Conjurer but you do not face them that often, so most builds can skip this.
Summoner (2 ranks)
(level 30/70 Conjuration Magic required) Can summon Atronachs or raise undead (twice/three times) as far away. Handy for the sneaky Conjurer. Just hide in a corner and do your job.
Atromancy
(level 40 Conjuration Magic required) Double duration for conjured Atronachs. Not that useful except as a prerequisite for Elemental Potency and Twin Souls.
Elemental Potency
(level 80 Conjuration Magic required) Conjured Atronachs are 50% more powerful. Does exactly what the description says and is quite helpful for keeping Atronachs useful later into the game.
Necromancy
(level 40 Conjuration Magic required) Greater duration for reanimated undead. Raised undead will last longer.
Dark Souls
(level 70 Conjuration Magic required) Reanimated undead has 100 points more health. This bonus is lost when you use enchanted items on Dead Thralls. Since those are permanent anyway, you do not really need this perk or the double duration for Necromancy late into the game. Consider whether you need these to help you level. Having stronger Atronachs to do extra elemental damage when leveling is likely more useful as they do not require dead bodies.
Twin Souls
(level 100 Conjuration Magic required) You can have two Atronachs or Two reanimated zombies. That is exactly what makes the Dead Thrall spell double its value, literarily. It's worth noting that this spell does affect the Conjure Dremora Lord spell, so you can use it along with your Atronachs or Thralls. Conjuration Battle Strategies
Conjurer: The Conjurer uses his minions to fight for him and uses them as his pack mules. He often has Perks invested in Sneak as well to backstab the enemy from behind when they have no time spending attention to him. Or, he uses his minions to avoid combat all together. Know that for a Pacifist, Conjuration is not an option, as everything your minions kill does count to your Combat list.
Bow Conjurer: The strategy of doing a lot of damage and receiving less or even none of it. The Bow Conjurer is just like the average conjurer but, like the name implies, he will shoot the enemy with arrows from afar. What makes this even better: the Bound Bow does benefit from perks and levels from both the Archery skill as well as the Sneak skill and can turn a Bow Conjurer who is hard to reach into a very difficult opponent. Especially if he's constantly sneaking away with Muffle and Invisibility spells. At a high level the usefulness of the Bound Bow can even outride that of a Legendary Daedric Bow, though it will not be enchantable. The perks (see above) for bound weapons can make up for this for most Bow Conjurers.
Supporter: The Supporter is like a monk or healer himself, who constantly heals his (often tank) thralls during battle. Wearing armor that reaches the Armor Cap,and having a lot of health and enchantments to reduce Magicka cost for Restoration is recommended.
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One of my favorite ways to play Skyrim Remasteredis as a necromancer. The beauty (and curse) of this game is that you can play any kind of necro you want.
..but when you stray too much, you aren't really playing a necromancer anymore. For example, if you wear heavy armor, use a two-handed weapon, and raise the dead, you're more of a death knight than a necro.
That's why I wanted to put together a short guide to help you out. This is, in my opinion, the best way to play a necromancer in Skyrim Special Edition without throwing in the crazy customization that mods bring.
Keep in mind too that I'm recommending things from the standpoint of roleplaying. This isn't a min/max build, but instead meant to help you look, act, and feel like a necromancer.
Without further ado, here are my recommendations:
Race - Dunmer (Dark Elves) or Breton
Something about Dark Elves make them seem like the natural fit. They're skilled with magic, are somewhat sneaky, and aren't the most upstanding citizens in Skyrim. At least, they aren't perceived that way.
So you could come up with a backstory that you were a Dunmer coming to Skyrim for a better life but became disgusted with how poorly you and your kin were treated. Then you turned to the dark side.
Bretons aren't a bad choice, either. They're naturally slanted towards Conjuration, which is the heart and soul of the necromancer.
Conjuration - Necromancy
This is probably the most obvious, which is why I wanted to put it up front.
Necromancers bring dead things back to life. That's just what they do. Even though Atronachs can be useful for getting the first few enemies down, they aren't your focus.
By focusing on the necromancy line of spells and perks, you get bigger, beefier, longer-lasting zombies. I don't have to tell you how useful this is, especially when you max out Conjuration and get to the point of having two summons!
But summoning the dead isn't the only trick up your sleeve.
Destruction - Ice
Most of your damage output will come from zombies, but you still need to be able to defend yourself. This is especially important when you don't have corpses available for summoning.
Ice spells are great because they slow your enemy down and sap their stamina. I specifically remember a friend of mine telling me that he always had better luck using ice spells than fire. Even though fire does more damage, the utility of ice is what makes these spells rock.
Just keep a close eye on your magicka. You don't want to use up so much of it with Destruction spells that you don't have any left to summon your zombie!
Alteration - Mage Armor
I won't lie -- I actually hate the mage armor spells. They don't last nearly long enough in my opinion. (Though magic mods can help with that.)
But they're still necessary due to how fragile you are. Because you won't be investing much in health or wear much armor, you'll need all the help you can get. Especially when you go up against archers that are focusing more on you than your summons.
To help conserve your magicka for more offensive spells, cast your mage armor right before a fight and let your magicka recover for a few seconds. Once the battle starts, magicka regeneration slows to a crawl.
Weapon - Ice Staff or Raise Zombie Staff
Staves are fairly rare in Skyrim, but can prove very useful. For necromancers, there are two main options you may be interested in.
The first is a staff that casts ice spells like Ice Spike. This lets you keep up the offense even when you run out of magicka.
The other is one that lets you raise zombies. Again, the idea is it saves you from having to use precious magicka, which you can then use for mage armor or offensive ice spells.
If you're having trouble finding great staves, one option is to make your own. I won't give you all of the details, but will say the Sigil Stone you get from getting to level 90 or above in Conjuration gives you the ability to make staves.
Armor - Necromancer Robes
The robes you find on enemy necromancers (or sometimes in chests) are what you're looking for.
No, they aren't the most powerful in the game. But they are good enough AND they have a green human skull on the front.
The best thing is you can combine these with a hood or mask, because they don't come hooded. That opens up the door for some customization, although there's one thing I recommend:
Hood - Vokun Dragon Priest Mask
When I think of a necromancer, the main aspect I think of is raising the dead. Vokun gets my vote as the mask they helps reduce the cost of your conjuration spells.
Another decent option is Nahkriin. This reduces the cost of your Destruction spells, letting you sling more ice around before having to run away like a little girl.
Shoes - Any Cloth
..I got nothing here.
While you could invest in Enchanting to beef up some cloth shoes, for the most part these don't matter. Pick whatever makes you happy!
Ring - Ring of Conjuration or Ring of Destruction
I know, this is kind of boring. But considering these are your two main sources of damage, you need to lower the magicka cost as much as possible.
Another more unique option is Azhidal's Ring of Necromancy. This ring is kinda weird. It causes your reanimated minions to explode for 50 frost damage and die when they take damage.
So you're kinda turning your zombie into a walking ice bomb.
That's kinda cool, but in general I wouldn't say it's the best way to go. Your zombie can output a lot more damage than that over time, plus it can tank for you.
The main way I see Azhidal's Ring of Necromancy making more sense is if you're in an area with lots of weak monsters where the frost explosion may kill or at least almost kill most of the enemies.
Amulet - Necromancer Amulet
I mainly put this one because of the name. It's not an amazing amulet, but considering it shares the same name as our build, I had to include it.
Plus, it's not bad. It benefits you in the two most important areas - magicka and lowering Conjuration costs. The slower stamina regen may get irritating, but only during long sprints.
Besides, it makes sense that necros wouldn't recover stamina all that fast. You're a mage, who (in general) is in worse shape than both rogues and warriors.
Standing Stone - Ritual Stone
This one is a little obvious. The Ritual Stone is awesome for two reasons:
Necromancers have created entire armies with this stone and marched on cities! It's pretty funny.
My biggest problem is I would forget to use the power. I would usually have a dragon shout equipped instead, and then every once in a while remember how fun (and useful) this Ritual Stone power can be.
B ram microprocessor 8085 pdf software. Another fun fact is you can reanimate just about anything except dragons and skeletons. So even though you can't normally reanimate that giant or mammoth - the Ritual Stone makes it possible.
Dragon Shout - Soul Tear
This one takes a while to get, but I think it fits the necromancer mindset and play style more than any other. Driver audio for winfast 760m02-gx-gls windows 7.
Robo telugu movie download torrent tamilrockers youtube. When you hit an enemy using all three words of the shout, three fun things happen:
Win - Win - Win.
The only sad news is that when the zombie dies, the corpse disintegrates like most other zombies you summon.
But the good news is that this shout can be used to reanimate enemies that are normally too powerful. Giants are the main ones that come to mind, but if you've reached a point where your Raise Zombie spells can't raise most enemies you're facing, this is a decent option.
Skyrim The Art Of Magicka BuildVampirism -- to Suck Blood or Not?
I've read mixed opinions on this. On the one hand, vampires in Skyrim Special Edition have certain abilities that make sense for necromancers.
Skyrim Art Of Magicka Uunp
On the other hand -- necromancers control the undead. Vampires are undead. You would think they wouldn't get along all that well, since the necro tends to control the vampire's brethren.
My thought? Vampires are much, much smarter and more powerful than zombies, draugr and skeletons. They aren't even in the same ballpark. So vampires see those weaker forms of the undead the same way a necromancer would -- as slaves to do the bidding of the more powerful life form.
If you agree, go find a vampire nest and catch yourself some Sanguinare Vampiris. Let it evolve and turn you into a vampire, then have fun terrorizing the world as both a necro and a vampire!
Follower - SeranaSkyrim The Art Of Magicka Cbbe
This is something else up for debate. Following on the vampire discussion, we realize that vampires and necromancers can get along. But should a necromancer take along another mage, like Serana, as their follower?
I think in reality, most followers wouldn't want to follow a necromancer. For all they know, the necro will stab them in the back (or have a zombie do it) and then reanimate the follower's body.
Hard to trust a fellow like that.
But Serana understands the dark side of life and won't worry about it. Sure, during some battles it'd be nice to have a follower that tanks for you. But since both yourself and Serana will be summoning undead creatures, you probably don't have to worry about it too much.
Conclusion
Obviously you don't have to follow this necromancer guide in The Elder Scrolls V: Skyrim Special Edition, but it's an idea of how to build a pure necromancer, which is one of the best ways (in my opinion) to scour Tamriel.
If you want more sweet builds, check out GameSkinny's other Skyrim build guides.
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