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When you’re not using magic, rock that armor. When you need to cast a spell, pull a Superman and wardrobe change mid-fight into your birthday suit or your favorite, enchanted clothing.
If you really worry so much about your defenses, either enchant shield and resist magicka into your gear, or level Alteration a bit.
Just play the game however you want and chill, it’s not that complicated.
And you can enchant your weapons with Frenzy or Fear, if you feel like it.
For example: let’s say you level Heavy Armor to 100 but you’re unhappy with that 5% ineffectiveness it gives to your spells. Just enchant 5% or greater Weakness to Magicka on your weapon and you’re set. If you were to go so far as to set it to 100% weakness for 4 seconds, then you’d have enough time so that each hit would double the magnitude: 100%, 200%, 400%, 800%, 1600%, etc.
But for most other stuff its fine to wear heavy armor, if you compensate for example with higher level spells and a bigger magicka pool.
Early on (or if you play without armor) Alteration is good (shields) but gets kind of useless if you wear heavy armor, later on. Also it has some nice utility but I think its not worth it to take as main school.
Restoration is good / of value for a spell sword close combat fighter if you arent a potion sucker.
Destruction might be handy as ranged option but its always hard to balance 2 damaging skills (like Sword + Destruction) so one or both will be bad until end where you just master everything and get 100 on (almost) any attribute.
Summoning is really nice early on, for the summoned pets aswell as for summoned gear, especially as decoy or as trainings dummy also can help a bit if you are outnumbered. Can be of use later on but probably you will be way stronger than your summons later.
Mysticism can be useful as defensive tool because it can stack with armor.
Alchemy is ultra useful, best money source, aswell as high utility and you basically can cheese anything with potions on demand. But I wouldnt take it as main skill, it even levels quick enough as minor skill.
But for a spell sword I would definetly take:
1. One weapon skill (I prefer Blade),
2. Block (with and without shield, but preferably with shield)
3. One armor skill (if you dont do the enchanched cloth thing, in that case Heavy Armor is the better choice than Light Armor)
4. Armorer (especially if you go with an Armor skill line, but even if not, so you will be able to increase gear beyond 100%)
And then 3 other skills, which might be spell casting skills or something else (even most other skills are meh / not recommend or level already quick enough on their own).
If you can enchant 4 armor pieces with about +25% chameleon, you are basically in cheat mode, as nobody can see you, but you can still freely attack any enemy.
So when it comes to effectiveness using the calculation 100/4, then a magnitude 100 would work on any target regardless of level as lvl 25 = automatic succeed. Now if you have the 5% reduction spells will only work on targets lvl 23 and down. So aslong as you don't level up pat 23 wearing armor and using illusion spells will be fine, but if you want to keep using them past 23 you might want to concider enchatments or losing the armor.