In Skyrim, conjuration magic is a very useful tool. Here are the best conjuration perks that will make it even more powerful.
Conjuration magic is all about bringing back the dead or sending away forces from other worlds. This type of power has changed a lot since it was first introduced in The Elder Scrolls: Arena. A mage can do a lot more than just bring strong Dremora to life or send the people and creatures of Oblivion away.
With the addition of skill trees and perks, Conjuration magic has become much stronger in Skyrim. Through the game’s perk system, there are many ways to make the school better. These are the best benefits you can get from Conjuration.
This perk lets you, the user, call your Atronachs from twice as far away as normal. Calling the Atronach behind the group of enemies you’re facing is a good way to split their attention between you and your summon.
This can make a big difference in the game when the difficulty is high and monsters do a lot more damage. With the Summoner perk, you can also call your Atronach ahead of you. This keeps you safe if you’re a robed mage or just have low health in general.
Necromancy is great for people who use dead bodies to do damage. This perk makes the reanimated zombies last longer, which makes corpses much more useful for reanimation. It works great for longer battles where dead bodies are your backup. Because they are easy to replace, the reanimated are often better allies than normal companions.
Necromancy can’t be used until you have 40 Conjuration and the Novice Conjuration perk. When you combine Necromancy with other perks like Dark Souls and Conjuration Dual Casting, you can reanimate bodies that last a long time and can take a lot of damage.
With Oblivion Binding, summoned Daedra are sent away by weapons that are tied to them, and reanimated creatures turn against their masters. It is most useful against necromancers, who like to bring back the dead over and over again. It can quickly change the course of a fight by sending something like a frost atronach back to the plane of Oblivion where it came from.
It also works great when an enemy mage reanimates a high-level creature to fight for them, since you can turn the reanimated against their conjurer. No matter how long you’ve been playing, this perk is important for any good mage build.
Novice Conjuration is the base of this skills perk tree, even though it is very simple. Conjuration is known to use a lot of magicka, especially early in the game. It’s very helpful to have a perk that cuts the cost in half for novice powers.
It also makes it easy to use the spells you’ll learn as a beginner. For example, the Conjure Familiar spell usually takes 107 magicka. It’s a lot for a low-level character, especially since the familiar doesn’t do much.
With the right perks, this perk alone can make bound guns very useful from early to late in Penalty Kick Online. With Mystic Binding, the power of Bound Weapons gets a big boost.
The damage boost isn’t small, and it puts Bound Weapons on the same level as their Daedric counterparts. Since the Bound Sword is a weapon for beginners and only costs 93 magicka, it’s easy to see how it can help someone get through so much of the game.
With the Dark Souls perk, all reanimated undead have 100 more health points. This is great for reviving weaker enemies with small health pools, like thieves or novice mages. This gives you a lot more freedom in what you can choose to bring back to life.
It can also make it harder to kill heavy enemies like the Chaurus and turn them into great tanks. With Dead Thrall, Dark Souls is a great perk to use because the thrall will follow you until you kill it.
Conjuration Dual Casting
Even though it’s a simple perk, it’s still useful for any mage to have in their toolkit. Conjuration Dual Casting turns the spell you have in your hands into a stronger, longer-lasting version that costs twice as much magicka. This is great for a spell like “Bound Sword,” which only lasts 120 seconds and costs a small amount of magicka.
It saves magicka during longer fights because you don’t have to refresh atronachs or bound weapons. Keep in mind that it costs twice as much magicka to cast, so you might want to spend your magicka on perks like Apprentice Conjuration.
Atromancy makes atronachs last twice as long, and it stacks with Conjuration Dual Casting to make some summons that last a very long time. To get this perk, you need to first unlock the Summoner perk and have 40 Conjuration.
Atromancy is also used by the very strong Dremora Lords, who can easily win a fight when their length is doubled by a perk. It works great with the Twin Souls perk as well.
This perk is great for any race or level of magic. Twin Souls lets you call up two atronachs or other monsters. Most people who use conjuration depend on atronachs or followers to help them in fight, so having an extra ally is very helpful.
The perk also works with Dremora Lords, which lets them do a lot of damage. This perk works well with any other perk in the skill tree. In the right hands, it can be very useful and flexible.
Atronachs are already pretty strong, but every mage wishes they could make them twice as strong. This perk makes each type of atronach deal twice as much damage, making them fight like beasts.
This works best with a Frost Atronach, which has high defense and strong close-range strikes. It can also work well with the powerful ranged strikes of the Flame Atronach. When you combine Elemental Potency with other bonuses, like Twin Souls, you can cause a lot of damage.