The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Armor enchantments that boost destruction damage?
I made a new mage character and I'm wondering if there are enchantments that boost destruction spell damage.

I see magicka regen and reductions in cost of casting spells, but nothing that boosts the damage.

Do I need to depend on potions?
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Showing 1-15 of 24 comments
Dimlhugion Jan 19 @ 5:17pm 
Damage is primarily determined by the spell itself. Flames will only ever do 8 damage / second, plus ignition. You need higher tier spells to do more damage.

Perks will increase stuff by a percentage, but 50% just increases Flames to 12 / second. This is the reason why most people who are "serious" about mages, will resort to HEAVY modding. New spells, overhauls of how the system works, etc.
Rez Elwin Jan 19 @ 5:19pm 
You need potions, fortify destruction granted by enchantment only reduces the cost.
I just finished the College questline and got the Archmage robes. Trying to find stuff to wear that has those enchantments is pretty tough. I basically have zero armor. I'm getting 2 hit by snow bears lol.

I'm putting my points in shock and need a few more to get to 60, hopefully that will boost damage. I'm guessing at 60 I can get new spells, too.
Rez Elwin Jan 19 @ 5:39pm 
Originally posted by sandwichfren:
I just finished the College questline and got the Archmage robes. Trying to find stuff to wear that has those enchantments is pretty tough. I basically have zero armor. I'm getting 2 hit by snow bears lol.

I'm putting my points in shock and need a few more to get to 60, hopefully that will boost damage. I'm guessing at 60 I can get new spells, too.

Perks will help damage too of course, but there is no armor that can boost your damage as a mage. Are you using the mage armor spells? Robes obviously offer little in the way of protection, but the various "flesh" spells can help. They are alteration spells, and there is also a perk in the Alteration tree that boosts the power of those Dierks when not wearing armor.

The expert level spell Ebonyfleash and the accompanying perk will give you 300 points of armor. Not great, but better than nothing. The master level spell give you a flat 80% damage reduction, equivalentlto max armor rating, but it takes awhile to cast, not something easily done on combat.
Skumboni Jan 19 @ 5:58pm 
You can enchant gear to fortify destruction, the higher the % the less magic you use. If you get it to 100% you use no magic for destruction spells and destruction spells on weapons do not use any charge. And you can fire those destruction spells as fast as you can push the buttons. I blast that lvl 100 shock spell for as long as I want.
Best way to utilize destruction in vanilla, even on higher difficulties is to pair it with conjuration, or illusion. Both conj and illusion are basically unaffected by difficulty and scale into late game very well. You drop fury into the crowd, let them go at each other. Then you rain hell from the distance. Atronachs can be powerful, especially storm and ice. And if you want to go for dremora it's even better. Two dremora lords will clear dungeons for you, and ♥♥♥♥ up dragons even on legendary. All while you add more with your spells. If you just want to be pure destruction spell slinger it's going to be tough late in the game. There are ways to make it work, but without exploiting alchemy and enchanting hard you won't see crazy damage like on martial classes.
Also my advice for destruction - don't sleep on cloak spells. Damage is not impressive, but utility is amazing. Frost cloak will drain stamina from anyone up close rapidly and paralyze them once their health is low. Storm will outright execute enemies that fall to 15% health. Granted you have the perks. And lastly, keep the dagger or bow on you. There are poisons that cut elemental resistances of enemies. Very handy.
Last edited by Caramel_Clown; Jan 19 @ 6:14pm
Originally posted by Caramel_Clown:
Also my advice for destruction - don't sleep on cloak spells. Damage is not impressive, but utility is amazing. Frost cloak will drain stamina from anyone up close rapidly and paralyze them once their health is low. Storm will outright execute enemies that fall to 15% health. Granted you have the perks. And lastly, keep the dagger or bow on you. There are poisons that cut elemental resistances of enemies. Very handy.

You mean something like a potion that makes the target weak to fire, or weak to shock etc?

Do I need to apply that potion before every fight? Or just keep it on and use it when needed?
Originally posted by sandwichfren:
Originally posted by Caramel_Clown:
Also my advice for destruction - don't sleep on cloak spells. Damage is not impressive, but utility is amazing. Frost cloak will drain stamina from anyone up close rapidly and paralyze them once their health is low. Storm will outright execute enemies that fall to 15% health. Granted you have the perks. And lastly, keep the dagger or bow on you. There are poisons that cut elemental resistances of enemies. Very handy.

You mean something like a potion that makes the target weak to fire, or weak to shock etc?

Do I need to apply that potion before every fight? Or just keep it on and use it when needed?

Poisons last until you hit somebody, you apply them to your equipped weapon and the effects get applied when struck. The only difference is a bow, the poison effect is lost when the bow is shot, even if you miss.

They only last for one hit as well, so you might need multiple per fight, and if you're not using weapons at all, then it won't matter as you cannot poison your fists.

You can also reverse-pickpocket poisons into opponents inventories with a certain perk, but you can only do that before the fight starts, and would require you to get close, something you'll probably want to avoid.
The base game was poorly designed in this regard. There's lots of ways to increase your damage with melee weapons and bows through smithing and enchantment. However, the spell equivalent doesn't increase damage, it just reduces the magicka cost. So in the long run your spells are much weaker than if you focused on melee or bows instead (and not by a little, we're talking around ten times weaker and this is without using bug/exploits to make insane gear).

You can easily craft a bow that hits for 600+ damage every shot, passively (as in, no active potions or buff spells). I think the most damaging single target spell in the game, by comparison, does 60 damage per hit.

If you wanna be a magic user in this game, you really need a mod that overhauls this part of the game.
I have so many mods that affect stuff like that I dont remember but if it doesnt SUMMERMYST ENCHANTS might be what gives my armors the ability.
Last edited by [STD]Random Lead; Jan 20 @ 6:41am
Halliwax Jan 20 @ 7:47am 
Without mods, the only apparel that does this are the dragon priest masks found on Solstheim.
John Jan 20 @ 7:53am 
Originally posted by Halliwax:
Without mods, the only apparel that does this are the dragon priest masks found on Solstheim.

This, there are three dragon priest masks to obtain on Solstheim. Each one increases one of three elemental damages by 25%, this is multiplied with the 50% boost from perks. If you know how alchemy works, you can get 100% spell reduction with just three enchantments. Without mods, necromage and being a vampire just 2 enchantments.
Last edited by John; Jan 20 @ 7:54am
Bethesda decided that boosting destruction would just reduce the cost, and that the damage done by spells wouldn't increase.
This is why the AE/CC mods introduced several spells (Elemental burst and the like) that did more damage, as well as unbound spells that did way more damage until your magicka runs out....

Everyone considers this proof that their initial decision not to have the damage scale was a bad one.
Originally posted by alexander_dougherty:
Bethesda decided that boosting destruction would just reduce the cost, and that the damage done by spells wouldn't increase.
This is why the AE/CC mods introduced several spells (Elemental burst and the like) that did more damage, as well as unbound spells that did way more damage until your magicka runs out....

Everyone considers this proof that their initial decision not to have the damage scale was a bad one.

Only for enchantments though, fortify destruction potions actually do increase damage.
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Date Posted: Jan 19 @ 5:04pm
Posts: 24