Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I usually get the first perk to reduce destruction by 50% and I torch the cute animals running around to death for their skins for smithing as I explore the world. It is pretty entertaining burning bunnies and goats as they run for their lives.
Alteration - provides some armor, as well as some nice utility spells.
Conjuration - Instant follower(s), just add magicka.
Destruction - In my opinion, just for mopping up afterwards.
Illusion - Make your enemies dance to your tune. You can clear out an entire dungeon with this.
Restoration - Heal yourself and turn/burn undead.
Bound Weapons (Summonable Gear)
Destruction magic is not as powerful in terms of maximum DPS, although the difference is smaller without crafting (other than wearing enchanted apparel to reduce the otherwise rather high magicka costs), and dual casting the adept and expert level Fireball and Incinerate spells will deal up to 132 (with a radius of 15 feet) and 198 damage, respectively, not including the "targets on fire take additional damage" bonus. There is also a perk for 100% stagger chance with dual casting. Nevertheless, using destruction on legendary difficulty is most effective with crafting (enchantments for low or zero magicka cost, and potions for higher damage), and it also tends to level up rather slowly.
Illusion does not deal any damage directly, but it is not affected by difficulty, can be leveled up quickly, and high level spells like invisibility and area of effect frenzy/fear/pacify are quite powerful, especially when combined with stealth. You can use dual casting and potions to increase the maximum level of enemies that can be affected by the spells.
Conjuration also becomes relatively more effective at higher difficulty, because the damage scaling weakens your character, but not your summoned or reanimated allies. The apprentice level flame atronach spell that can be bought already at level 1 from court wizards in major cities can be quite useful on legendary difficulty at low levels, even for non-mage characters. Summoned creatures do become relatively weaker as enemies level up, however at level 100 conjuration two dremora lords are still decently powerful, and you can also permanently reanimate strong humanoid NPCs as thralls. Another useful spell is the bound bow (with the mystic binding perk), which is equivalent to an exquisite daedric bow with fast draw speed and daedric arrows, and is one of the better weapons for a pure "no crafting" play style.