Mage |
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PRIMARY | Mysticism, Alteration, Thaumaturgy | 2x Intelligence in Spell Points No long-blade, axe or missile No Chain or Plate Buckler only |
MAJOR | Illusion, Destruction, Restoration | |
MINOR | Medical, Short Blade, Blunt Weapon, Dragonish, Daedric, Dodging | |
Max HP/LVL: 6 | Increased: INT & WILL Decreased: STR, END, SPD, AGI |
Starting Spells: Lock, Shock, Heal, Water Walking, Slowfall |
Mages are moderately wimpy characters at the start of the game. Their low combat skills and armor restrictions pretty much ensure that they will die frequently (advice: save often). Having all six schools of magic as Primary and Major skills makes it possible to gain levels quickly and put the highest levels within easy reach. Dumping all 6 bonus skill points into Short Blade, selecting the Ebony Dagger in the background questions, and building END for more health points per level, followed by AGI and SPD early in the game make combat a bit more survivable.