Plague Mage build (61) Alchemy 0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger. 20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger. 20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds. 30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another. Conjuration (23) 0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration. 20 - Bone Collector - Find 11 types of bones on humanoid corpses. 4 Bone Altars are marked on the map. At a Bone Altar, convert 1 of each bone into a Skeleton Warrior. Skeletons do not count against your summon limit. Enemies can only temporarily defeat them, not destroy them. 30 - Dead Tide (2) - Maximum number of Skeletons increased by 1 for each 75/50 points of base Magicka. 30 - Ravenous Dead - Reanimated minions receive a brief burst of strength, dealing 200% extra attack damage for 15 seconds after being reanimated. The level cap of reanimation spells and effects is increased by 1% per level of Conjuration. 40 - Barrow Lord - You may give commands to all Skeletons within 150 feet at once, instead of one at a time. Skeletons take 25% less damage from attacks. 40 - Preservation - Summoned and reanimated undead last three times as long (or twenty times if you place Hagraven Feathers into their inventory or use the Dread Zombie or Dead Thrall spells). Reanimated undead also gain 500 armor for 60 seconds after being reanimated. 40 - Rat King - When entering combat, creates 3 undead Skeevers under your control. Their corpses can be raised, but they dissipate when combat ends. Use the "Merciful King" power to temporarily prevent this ability from activating. 40 - Reap and Sow (2) - You loot 60/100% more bones from corpses and recover 50% more/all bones when you destroy a created Skeleton. Created Skeletons last 75/200% longer. 50 - Skeleton Mages (2) - Able to create Skeleton Mages (Fire, Frost, Shock/, Poison, Drain Armor, Stagger) at a Bone Altar. /You may choose their element at the time of creation. 50 - Undead Crown - Restores 10 points of Health and Magicka per second to summoned or reanimated undead within 15 feet. 60 - A Plague Upon Thee - If a reanimated undead is destroyed within 20 seconds, the attacker is stricken with a Daedric disease that deals 40 damage per second for 20 seconds. Those who have this perk are immune. 60 - Conjure Altar - Grants the "Conjure Altar" power. At will, summons a Bone Altar for 60 seconds. 60 - Fire Ritual - Able to ritually burn 1 of each bone at a Bone Altar, strengthening all Skeletons within 150 feet. Lasts until the Skeleton is destroyed and increases weapon damage by 15%, spell damage by 30% and Health by 50 points. This effect stacks. 70 - Corpse Gas - If your reanimated undead is destroyed while on fire within 30 seconds, it explodes, dealing up to 300 points of fire damage to targets without this perk. You deal five times as much fire damage to your reanimated undead. 80 - Feed the Monster - Able to feed Human Flesh to summoned or reanimated creatures, healing them and increasing Health, Magicka and Stamina by 200 points for 600 seconds. This effect stacks. 80 - Necromaster - Grants finer control over creatures reanimated with powerful reanimation spells (Dread Zombie, Dead Thrall). Able to manipulate their inventory and equip items (if they are humanoid) and they emit a glow when slain that can be seen through walls. The level cap of those spells is also increased by 100%. 90 - Puppet Master - Your created Skeletons take 25% less damage when you are blocking, deal 25% more attack damage when you are attacking, and their spells are 25% more powerful when you are casting a spell. 90 - Shocked to Life - If your reanimated minion is struck by a shock spell within 30 seconds after reanimation completes, it attacks 250% faster and moves 50% faster for 10 seconds. You deal no damage to your reanimated minions with shock spells. 100 - King of Bones - Assume Control of a Skeleton while becoming invulnerable. The Skeleton does quadruple damage and takes half damage. Unless commanded to remain passive, it automatically attacks foes in range. Lasts up to 45 seconds. 100 - March of Oblivion - You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additional minions. Destruction (19) 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 - Destruction Dual Casting - Dual casting a Destruction spell empowers it, increasing effectiveness and cost. 20 - Ionized Path (2) - Shock spells and effects cast on others are up to 20/30% more powerful, based on the target's missing Magicka 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 - Static Field - Shock spells that would leave their target above 75% Health deal enough additional damage to make up the difference. 40 - Arc Burn - Shock spells hitting targets that are not fire resistant cause a plasma that deals 5 points of unresistable fire damage per second for 4 seconds. 40 - Harsh Lesson - Destruction projectile spells interrupt targets that are casting a spell. Does not work on massive targets. 40 - Runecaster - Can place runes 75 feet farther away, and place three times as many runes at a time. 50 - Magnetize - Shock spells have 15% chance to lift the target into the air for 2 seconds, preventing movement. 50 - Robe of the Magi - If wearing robes and no light or heavy armor, Destruction spells are 30% more powerful. 60 - Nova Charge - Dual casting 6 shock spells in combat triggers a shock nova that deals 200 points of shock damage to nearby enemies and staggers them. This can only occur once per battle. 70 - Electroconvulsions - Shock spells incapacitate living targets below 25% Health if they are not shock resistant. 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 - 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 - Show Them All - Shock spells and effects drain 50% more Magicka. 90 - Stormblast - You accumulate static energy from the ambient air. Every 6-12 seconds in combat, your next shock spell triggers a ground discharge that radiates outward from the target. All enemies in the area take 60 points of shock damage to Health and Magicka. 100 - Absolute Power - Aiming a Sparks, Lightning Bolt, Chain Lightning, Thunderbolt or Lightning Storm spell directly at a target will magnetically levitate them in front of you for 6 seconds, reducing magic resistance by 25%. This effect has a 45 second cooldown. Enchanting (7) 0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting. 40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem. 60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger. 80 - Twin Enchantment - Can place two enchantments upon the same item. 90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another. 100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat. Restoration (8) 0 - Restoration Mastery (2) - Cast Restoration spells for 35/50% less Magicka, and Restoration spells are 0.25/0.5% more powerful per level of Restoration. 20 - Descending Light - When you enter combat, rapidly regenerate points of Magicka equal to half of your Restoration skill level per second. This effect gradually diminishes over the course of 15 seconds. The regeneration does not stop while casting. 20 - Restoration Dual Casting - Dual casting a Restoration spell empowers it, increasing effectiveness and cost. 30 - Edgewalker - Restoration spells are up to 30% more powerful if the recipient is below half Health. The bonus increases as Health decreases. 40 - Necromanticon - Study the arts of disease, learning the "Putrefy" spell. When your Restoration skill reaches 50, you learn "Death Cloud". When your Restoration skill reaches 75, you learn "Carrion Wind". These spells deal disease damage to nonmechanical targets. 70 - Chalice of Tears - If you are diseased or undead, your Restoration spells are 15% stronger and last 50% longer. 70 - Plague Doctor - Radiate a zone of pestilent death that reduces the poison and disease resistance of enemies approaching within 40 feet by 50% for 30 seconds. |
Plague-Omancer |