Imperator build
I got the idea from this Fudgemuppet build
Stat Spread: 2/2/1
Important Mods"
Alternate Start; Apocalypse Magic; Immersive Armors; Oblivion Artifact Pack SE; Andromeda; Imperious – Races of Skyrim; Ordinator – Perks of Skyrim.
Key Items: Circlet of Omnipotence, Ring of Transmutation, Honorblade of Chorrol
Spell list:
DESTRUCTION NOVICE
Flames
Unbound Fire Deals fire damage and randomly blasts the target or caster with more damage.
APPRENTICE
Firebolt
Dragon's Teeth Wave of firebolts that burn enemies, igniting the ground on death.
Inferno Temporarily gain the ability to throw powerful fire missiles.
ADEPT
Bolide Flaming rock that deals extra damage to distant targets.
Fireball
Flame Cloak
Ice Shiv Jagged ice projectile that deals extra damage from behind.
Incendiary Flow Creates a path of lava extending in front of the caster.
EXPERT
Incinerate
Bombardment Concentrate to fire a steady stream of exploding fireballs.
Scorching Hands Concentrate to blast a nearby target with fiery explosions.
Wall of Flames
MASTER (REQUIRES RITUAL SPELL QUEST)
Firestorm
Flamestrike Calls down a linear bombardment of fireballs from the sky.
Forbidden Sun Enormous fireball that reduces fire resistance for a short time.
Volcano Creates a small eruption that emits a shower of lava bombs.
Ordinator Complete perks
Destruction (16)
0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction.
20 - Combustion (2) - Fire spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Health percentage.
30 - Force of Nature - Elemental spells and effects cost 30% less Magicka to cast in favorable weather: fire spells in sunlight, frost spells during snowfall, shock spells in the rain.
30 - Scarring Burns - Fire spells reduce the fire resistance of their targets by 20% for 5 seconds.
40 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 8 points of damage per second for 3 seconds on contact.
40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
50 - Flash Fire - Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage that hits an ignited target (except burning ground) detonates, dealing 100% more damage and causing a living target to flee the flames for 4 seconds.
60 - Pyromancer Ascension - Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells and effects are 50% more powerful and cost half Magicka, and you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle.
70 - Scorched Earth - Fire spells (except concentration spells) burn corpses to cinders, creating a pyre that burns for 30 seconds. The burning ground deals 50 points of damage per second for 5 seconds on contact.
70 - War of the Elements - You deal 40% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Electroconvulsions or Hypothermia.
80 - Elemental Specialization Fire - You may choose one element (fire, frost, shock). Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker.
80 - World in Flames - The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension deals 25% more damage. Additionally, other fire spells and effects are 25% more powerful against targets affected by burning ground.
90 - Outburst - When you fall below 75 points of Health, the fiery energy within you explodes and ignites nearby enemies, dealing 30 points of fire damage per second for 4 seconds and applying fire spell perks. This effect has a 180 second cooldown.
100 - Cataclysm - Fire spells that hit targets affected by burning ground explode for 20% of their current Health (max. 250 damage), blasting them into the air and reducing magic resistance by 25% for 6 seconds. This effect has a 45 second cooldown.
Heavy Armor (14)
0 - Heavy Armor Mastery (2) - Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat.
20 - Cushioned (2) - You take half/no damage from falling if wearing all Heavy Armor.
30 - Battle Weary - Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take.
30 - Heavy Armor Fit - Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
40 - Defiance - You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks.
40 - Face of Death - You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armor". If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating.
50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
50 - Revel in Battle - Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks.
60 - Bedrock - If wearing all Heavy Armor, you have 20% chance to brace for impact when attacked by an enemy, becoming immune to stagger for 4 seconds.
60 - Never Kneel - If wearing all Heavy Armor, take 30% less attack damage from power attacks.
80 - Out of the Inferno - Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armor.
90 - Immortal - If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20% Health if you are affected by Rallying Standard).
One-Handed (17)
0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
30 - Clash of Champions (3) - Attacks with swords reduce the target's attack damage by 10/15/20% for 3 seconds.
40 - Cross Cut (2) - Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 25/50% for 4 seconds.
40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
50 - Falling Sword - Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding target falls below 25% Health, your attacks against that target are critical strikes that deals ten times critical damage.
50 - Overrun - Can perform a one-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
60 - Windswept - Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to 40% more damage based on distance traveled.
70 - Into the Dust - Repeated standing power attacks with a sword against a target do escalating damage if no more than 3 seconds pass between each. This effect stacks up to three times, each doing 15% more damage. Reaching four stacks knocks the target off their feet.
70 - Thundering Blow - Whenever you perform a total of 8 or more one-handed regular attacks in combat, your next one-handed power attack is a Thundering Blow that deals double damage and costs no Stamina, resetting the counter.
80 - Judgment - Slaying an enemy under the effect of Clash of Champions restores 100 points of Stamina.
90 - Aftershock - After a Thundering Blow, attack speed is increased by 75% for 3 seconds.
100 - Wandering Warrior - Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a permanent +1% bonus to one-handed damage. This effect stacks up to +20%.
Smithing (12)
0 - Smithing Mastery (2) - You can create Novice (Steel/Bonemold) items at a forge or anvil, and improve them twice as much./All items can be improved 10% more.
30 - Advanced Workshop - You may choose to upgrade one grindstone or workbench to an Advanced version for 2500 gold. It improves items one tier higher (items can be improved beyond Legendary). Can be "Disassembled" by sneaking, allowing you to upgrade another of the same type.
30 - Meric Smithing (Dwarven) - Choose an item type: Contemporary Meric (Elven/Chitin), Dwarven. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Contemporary Meric (Elven/Chitin) and Dwarven items at a forge or anvil, and improve them twice as much.
40 - Arcane Blacksmith - You can improve enchanted weapons and armor.
40 - Recycle Materials - 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench.
50 - Expert Smithing (Hard Steel) - Choose an item type: Hard Steel (Scaled/Plate/Nordic), Orcish. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Hard Steel (Scaled/Plate/Nordic) and Orcish items at a forge or anvil, and improve them twice as much.
60 - Sandstone Sheath - When you draw a weapon, it is automatically sharpened, granting 25% extra attack damage for 10 seconds. This can only occur once every 30 seconds.
60 - Smithing Specialization Heavy Armor - You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20% better at a grindstone or workbench.
70 - Exotic Smithing (Crystalline) - Choose an item type: Glass, Crystalline (Ebony/Stalhrim). You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Glass and Crystalline (Ebony/Stalhrim) items at a forge or anvil, and improve them twice as much.
80 - Iron Lore - If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type.
90 - Fuel the Inferno - When activating an Advanced Grindstone or Advanced Workbench, you may choose to sacrifice a Dragon Soul to improve items by a further one tier during that session.
I got the idea from this Fudgemuppet build
Stat Spread: 2/2/1
Important Mods"
Alternate Start; Apocalypse Magic; Immersive Armors; Oblivion Artifact Pack SE; Andromeda; Imperious – Races of Skyrim; Ordinator – Perks of Skyrim.
Key Items: Circlet of Omnipotence, Ring of Transmutation, Honorblade of Chorrol
Spell list:
DESTRUCTION NOVICE
Flames
Unbound Fire Deals fire damage and randomly blasts the target or caster with more damage.
APPRENTICE
Firebolt
Dragon's Teeth Wave of firebolts that burn enemies, igniting the ground on death.
Inferno Temporarily gain the ability to throw powerful fire missiles.
ADEPT
Bolide Flaming rock that deals extra damage to distant targets.
Fireball
Flame Cloak
Ice Shiv Jagged ice projectile that deals extra damage from behind.
Incendiary Flow Creates a path of lava extending in front of the caster.
EXPERT
Incinerate
Bombardment Concentrate to fire a steady stream of exploding fireballs.
Scorching Hands Concentrate to blast a nearby target with fiery explosions.
Wall of Flames
MASTER (REQUIRES RITUAL SPELL QUEST)
Firestorm
Flamestrike Calls down a linear bombardment of fireballs from the sky.
Forbidden Sun Enormous fireball that reduces fire resistance for a short time.
Volcano Creates a small eruption that emits a shower of lava bombs.
Ordinator Complete perks
Destruction (16)
0 - Destruction Mastery (2) - Destruction spells cost 35/50% less Magicka, and Destruction spells are 0.25/0.5% more powerful per level of Destruction.
20 - Combustion (2) - Fire spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Health percentage.
30 - Force of Nature - Elemental spells and effects cost 30% less Magicka to cast in favorable weather: fire spells in sunlight, frost spells during snowfall, shock spells in the rain.
30 - Scarring Burns - Fire spells reduce the fire resistance of their targets by 20% for 5 seconds.
40 - Conflagration - Fire spells ignite the ground underneath their targets for 30 seconds. The burning ground deals 8 points of damage per second for 3 seconds on contact.
40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets.
50 - Flash Fire - Fire spells have 15% chance to ignite the target for 2 seconds. The next instance of fire damage that hits an ignited target (except burning ground) detonates, dealing 100% more damage and causing a living target to flee the flames for 4 seconds.
60 - Pyromancer Ascension - Dual casting 6 fire spells in combat unleashes your power for 20 seconds: fire spells and effects are 50% more powerful and cost half Magicka, and you leave burning ground in your wake that deals 30 damage per second. This can only occur once per battle.
70 - Scorched Earth - Fire spells (except concentration spells) burn corpses to cinders, creating a pyre that burns for 30 seconds. The burning ground deals 50 points of damage per second for 5 seconds on contact.
70 - War of the Elements - You deal 40% more attack damage to targets that are taking damage from the burning ground created by Conflagration, Scorched Earth or Pyromancer Ascension or are being affected by Electroconvulsions or Hypothermia.
80 - Elemental Specialization Fire - You may choose one element (fire, frost, shock). Spells and effects of that element are 15% more powerful, while spells and effects of the other two elements are 15% weaker.
80 - World in Flames - The burning ground created by Conflagration, Scorched Earth and Pyromancer Ascension deals 25% more damage. Additionally, other fire spells and effects are 25% more powerful against targets affected by burning ground.
90 - Outburst - When you fall below 75 points of Health, the fiery energy within you explodes and ignites nearby enemies, dealing 30 points of fire damage per second for 4 seconds and applying fire spell perks. This effect has a 180 second cooldown.
100 - Cataclysm - Fire spells that hit targets affected by burning ground explode for 20% of their current Health (max. 250 damage), blasting them into the air and reducing magic resistance by 25% for 6 seconds. This effect has a 45 second cooldown.
Heavy Armor (14)
0 - Heavy Armor Mastery (2) - Armor rating of Heavy Armor increased by 20/40%. You gain a small amount of Heavy Armor experience when wearing at least two pieces of Heavy Armor in combat.
20 - Cushioned (2) - You take half/no damage from falling if wearing all Heavy Armor.
30 - Battle Weary - Tired enemies have a harder time defeating your armor. You take up to 20% less attack damage from enemies with half or less Stamina, if wearing all Heavy Armor. The lower their Stamina, the less damage you take.
30 - Heavy Armor Fit - Armor rating of Heavy Armor increased by 25% if wearing all Heavy Armor.
40 - Defiance - You are trained to deflect incoming attacks while wearing all Heavy Armor. Whenever an enemy attacks you, you gain 15 points of armor rating for 10 seconds. This effect stacks.
40 - Face of Death - You no longer need to wear a helmet to benefit from perks that require "wearing all Heavy Armor". If you are not wearing a helmet, Heavy Armor pieces have 20% increased armor rating.
50 - Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
50 - Revel in Battle - Defiance also increases melee weapon damage by 3% for 10 seconds. This effect stacks.
60 - Bedrock - If wearing all Heavy Armor, you have 20% chance to brace for impact when attacked by an enemy, becoming immune to stagger for 4 seconds.
60 - Never Kneel - If wearing all Heavy Armor, take 30% less attack damage from power attacks.
80 - Out of the Inferno - Incoming fire, frost and shock damage reduced by 0.02% per point of armor if wearing all Heavy Armor.
90 - Immortal - If wearing all Heavy Armor, take 75% less damage from attacks below 15% Health (or 20% Health if you are affected by Rallying Standard).
One-Handed (17)
0 - One-Handed Mastery (2) - One-handed weapons do 25/50% more damage./, and critical strikes with one-handed weapons do 2% more critical damage per level of One-Handed.
20 - Disciplined Fighter - Reduces the Stamina cost of power attacks with one-handed weapons by 15 points.
30 - Clash of Champions (3) - Attacks with swords reduce the target's attack damage by 10/15/20% for 3 seconds.
40 - Cross Cut (2) - Unblocked regular attacks with a sword increase the damage of your power attacks against the target by 25/50% for 4 seconds.
40 - Furious Strength - Power attack damage with one-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
50 - Falling Sword - Forwards power attacks with a sword cause targets to bleed for 20 seconds. When a bleeding target falls below 25% Health, your attacks against that target are critical strikes that deals ten times critical damage.
50 - Overrun - Can perform a one-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
60 - Windswept - Sideways power attacks with a sword fling targets backwards up to 6 feet, dealing up to 40% more damage based on distance traveled.
70 - Into the Dust - Repeated standing power attacks with a sword against a target do escalating damage if no more than 3 seconds pass between each. This effect stacks up to three times, each doing 15% more damage. Reaching four stacks knocks the target off their feet.
70 - Thundering Blow - Whenever you perform a total of 8 or more one-handed regular attacks in combat, your next one-handed power attack is a Thundering Blow that deals double damage and costs no Stamina, resetting the counter.
80 - Judgment - Slaying an enemy under the effect of Clash of Champions restores 100 points of Stamina.
90 - Aftershock - After a Thundering Blow, attack speed is increased by 75% for 3 seconds.
100 - Wandering Warrior - Whenever you defeat at least 4 humanoids and/or animals in a single battle, you gain a permanent +1% bonus to one-handed damage. This effect stacks up to +20%.
Smithing (12)
0 - Smithing Mastery (2) - You can create Novice (Steel/Bonemold) items at a forge or anvil, and improve them twice as much./All items can be improved 10% more.
30 - Advanced Workshop - You may choose to upgrade one grindstone or workbench to an Advanced version for 2500 gold. It improves items one tier higher (items can be improved beyond Legendary). Can be "Disassembled" by sneaking, allowing you to upgrade another of the same type.
30 - Meric Smithing (Dwarven) - Choose an item type: Contemporary Meric (Elven/Chitin), Dwarven. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Contemporary Meric (Elven/Chitin) and Dwarven items at a forge or anvil, and improve them twice as much.
40 - Arcane Blacksmith - You can improve enchanted weapons and armor.
40 - Recycle Materials - 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench.
50 - Expert Smithing (Hard Steel) - Choose an item type: Hard Steel (Scaled/Plate/Nordic), Orcish. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Hard Steel (Scaled/Plate/Nordic) and Orcish items at a forge or anvil, and improve them twice as much.
60 - Sandstone Sheath - When you draw a weapon, it is automatically sharpened, granting 25% extra attack damage for 10 seconds. This can only occur once every 30 seconds.
60 - Smithing Specialization Heavy Armor - You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20% better at a grindstone or workbench.
70 - Exotic Smithing (Crystalline) - Choose an item type: Glass, Crystalline (Ebony/Stalhrim). You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Glass and Crystalline (Ebony/Stalhrim) items at a forge or anvil, and improve them twice as much.
80 - Iron Lore - If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type.
90 - Fuel the Inferno - When activating an Advanced Grindstone or Advanced Workbench, you may choose to sacrifice a Dragon Soul to improve items by a further one tier during that session.