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A Treatise On Magicka - Chapter 1: The Properties of Magicka & S

  • Member
    June 17, 2015

    Before one can begin to understand the mechanics of the various schools, one must first understand the properties of Magicka, rudimentary as this knowledge may be.

    On Magicka

    Magicka in it’s base form is nothing more than a resource to be utilized when casting spells. It functions just as health does. A level point in Magicka adds 10 points to your character’s stats. Really, it’s that simple.

    What we want to concern ourselves from the perspective of a builder though, are the properties of Magicka.

    Magicka on it’s own are dependant on certain factors. There are various ways to augmenting the gain of magicka:

    Enchantments on gear containing Magicka enchantments (ie: +x Magicka)
    Potions or food that increase Magicka for a short duration of time (ie: Increases “x” magicka for “y” seconds
    The Atronach Standing Stone that provides +50 Magicka


    On Magicka Regeneration

    Magicka regeneration is another property of Magicka which determines the amount of Magicka that can be replenished.

    Magicka regeneration is usually set at a base rate of 3% for "out of combat" regeneration (when hands are sheathed) and 1% during combat.

    The logic behind Magicka regeneration lends itself to the amount of Magicka a character possesses, so technically, the larger the Magicka pool, the larger the amount of Magicka regenerated.

    An example of this from the perspective of an in combat Mage, 1% of 500 Magicka regenerated is definitely more than 1% of 300 Magicka regenerated, since the character would technically regenerate 5 point of Magicka per sec.

    That said, where Magicka regeneration effects make the difference is the speed in which the Magicka is regenerated.

    Therefore, using the example above, if a 500 Magicka Mage dons a garb with a 100% Magicka regen, then that character technically generates 2% of magicka in combat, doubling the amount gained to 10 points per sec

    Though I won't go into further details on how this is calculated, it's suffice to say that for any character build with a high amount of Magicka, investment into Magicka regeneration would be needed, though it really depends on the play style, which I will be covering in the next sections.


    On Magicka Usage In Combat

    Rather than talk about magicka per se, it’s important to know how magicka is used. Some might scoff at this very notion, thinking of magicka as nothing more than a resource to be utilized, but how we utilize it is equally if not more important than building one’s pool of magicka.

    As of current there are 2 ways to go about this:

    Single cast spells
    Dual cast spells


    Single cast spells

    Single cast spells vary in variety in function. Encompassing almost of of the schools of Magick, most single cast spells are utilized due to the following:

    Short duration ad hoc demand
    High yield value

    So what do the above mean? Depending on the school of Magick used, some spells are more beneficial casted in a single hand.

    Short duration fights against the general bandit class might call for an ad hoc spell like a flesh spell or a buff to a tanky follower or even the usage of high level destruction spell usually used in tandem with blade or staff.

    Regardless of the tactic used, this method of Magicka expenditure usually provides high burst damage to the target at a higher Magicka cost.

    In such cases, the yield value gained may be measured as a gain of higher value in terms of impact or situational flexibility when compared to the Amount of Magicka utilized.



    Dual cast spells

    Whilst single cast spells allows for more mobility and variations in attacks, The benefits of dual casting should not be overlooked.

    An aspiring spellcaster should keep in mind the following basic rules:

    A dual cast spell will always consume 2.8 times the original cost of magicka as compared to a single cast
    The higher the spell level, the larger the cost of magicka needed

    Now, whilst dual casting may seem fun at first, it's effectiveness is only as good as the type of spell used and how much the caster is able to sustain this action.

    As a rule of thumb, most apprentice level spells could be spammed for dual casting. Anything higher would be overkill to the Magicka pool consumed versus the effect obtained, though it should be kept in mind that this doesn't benefit all schools.

    A caveat to this of course would be those casters backed by some sort of crafting like enchanting or alchemy, which helps contribute to a constant upkeep of dual casting either at a sustained pace through cost reduction or in "bursts" via high regeneration.


    Spell Synergies

    In skyrim, most magic schools tend to synergise with one another in some form or another.

    The exact synergies are too extensive for this section, but as an example, some notable synergies can be identified:

    Conjuration (summons) and Illusion (any courage): Enhanced Minions

    Alteration (any flesh spell) and Restoration (any self heal spell): Arcane Defense

    Destruction (any aoe spell) and illusion (any fury spell): Mass mayhem

    Destruction (any concentration spell) + Restoration (healing spell or guardian circle): Destructive Cocoon

    And the list goes on and on.

    The thing about synergies of the different schools lies in the type of spells used in combination of type and strength spells.

    This can ultimately govern the spell range and effectiveness of the spell combination used.

    It is my intention to cover this in detail as we progress further when we eventually do reach the chapters pertaining to the individual schools.

    Conclusion

    In conclusion, whilst the contents covered may seem basic, it does form the root and basis of the concepts to come.

    Sometimes when we revisit the basics, there may be a few things that may surprise even veterans of the game... Case in point are some builds utilizing only concentration destruction spells or all novice spells...

    Experiment, have fun and I'll see you in the next chapter.

  • Member
    June 17, 2015

    Might want to make note of blessings of Julianos and Akatosh. Fortify Magicka and Regenerate Magicka respectively. 

    Also, a note that magicka does not regenerate when holding a charged spell.

  • Member
    June 17, 2015

    There's something here, but there's also a good deal of room for improvement. I'd love to see you format this post a bit, with proper headers, maybe a few images to break up the text, some bold and/or bullet points to emphasize the key points, etc.

    I also think it'd be beneficial to look a bit more into the practical application of the stuff you're discussing. Instead of just using an arbitrary example of +100% Magicka Regen and 500 Magicka, maybe try presenting an ideal endgame build, with Morokei + Archmage Robes + The Ring of the Erudite, just to illustrate how powerful you can get if you try.

    Speaking of which, the Ring of the Erudite probably deserves a mention here. It's a +100 Magicka buff, and more importantly, +2 to MagickaRate (not MagickaRateMult) both in and out of combat. In other words, in combat, your rate is instantly *tripled* by wearing this ring, and outside of combat, it's improved by ~67% multiplicatively.

  • Member
    June 17, 2015
    Hey Guys,

    First off, thanks for the likes and comments.
    I gotta admit, I'm guilty of one of the cardinal sins of blog posting due to lack of time and eagerness to Churn out content... Posting from my iPhone.

    @Vazgen & teccam: Awesome points below and will include them for sure. Howeved, from a format perspective, I agree and you'd probably figure out this ain't my style.

    Also pertaining to items, standing stones and blessings, I intended to cover that in later chapters titled "grimoire - powers, blessings, enchants and artifacts"

    The reason why I had not included those items here is cause they don't reflect the "true" base Magicka and regeneration of a character from scratch.

    Also, the intent of the passage was to provide insight into the concepts of Magicka and regeneration. When artifacts and other augmentation get involved, enchanting and the relevant synergies with conjuration come into play.

    As a mate not so concerned with the nature of souls (ie: pure arcana), enchanting imo shouldn't even be in the picture... Reliance should be solely on Magicka pool and regeneration, not trapping souls to feed enchants.

    Then Again, a Mage with lack of knowledge is still a lesser practitioner of the arcane arts and can be argued as such.

    In the end, my treatise and grimrore are 2 separate works, one dealing with the nature of pure Magick and the other with augments, glitches and other arcane abilities not easily obtained.