The Elder Scrolls V: Skyrim Game Guide by gamepressure.com

The Elder Scrolls V: Skyrim Game Guide

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Conjuration | Skills TES V: Skyrim Guide

How to increase skill: This skill can be increased by casting spells from the conjuration school of magic - Conjuration | Skills - Skills - The Elder Scrolls V: Skyrim Game Guide

How to increase skill: This skill can be increased by casting spells from the conjuration school of magic. The skill growth will take place only if a spell has achieved its result (for example, if casting a spell has injured other people or at least changed their attitude towards the main character).

Main purpose of developing this skill: Lowering the mana costs of casting conjuration spells.

Available perks: 16.

Best perks: Elemental Potency, Twin Souls, Master Conjuration.

Comments:

  • Conjuration has at least one thing in common with other schools of magic. You must remember that casting even the basic spells from this school can very quickly drain your mana bar. Furthermore, some of the more advanced spells may even be blocked at the beginning of the game, because they may require more mana points than the main character has at the moment. This all leads to one obvious conclusion - you must constantly work on increasing the mana pool and improving mana regeneration rate.
  • The most important concept of the conjuration spells is the ability to summon magical creatures to provide assistance. Depending on a type of a spell that's been used you can summon various atronachs/dremora or resurrect the dead and the second choice can obviously turn you into a necromancer. Both types of summonings have their separate branches on the skill tree and depending on your preferred style of play you can consider investing skill points in both of them or focus on developing only one category (atronachs are a much better choice in my opinion).
  • Summonings aren't the only type of spells available in the conjuration school, because some of them are about controlling bound weapons (made from thin air). This is an excellent opportunity for a mage that wants to have a weapon in his arsenal, but doesn't want to carry it with him everywhere he goes. Make sure to read about the perks associated with created magical weapons, because they may help in making them better (for example, by adding an ability to capture souls of fallen enemies).

NOVICE CONJURATION

Requirements: None.

Description: Ability of casting novice conjuration spells for half the mana cost.

Comments: You must purchase this perk to gain access to all the remaining ones from this skill tree, however it also improves using the basic spells of the conjuration school of magic.

CONJURATION DUAL CASTING

Requirements: Conjuration skill increased to at least 20 points. Unlocked Novice Conjuration perk.

Description: Ability to dual cast conjuration spells which makes them last longer.

Comments: This is a less interesting perk than some of the dual casting perks from other schools of magic (Illusion or Destruction), because its only attribute is to extend the duration of the spells. Consider unlocking this perk if you like to resurrect the dead. If you prefer to summon the atronachs instead you shouldn't spend any skill points here, especially since later in the game you'll be allowed to keep the atronachs on the battlefield for good. Also, remember to take interest in dual casting only if your character is a 100% mage, because in order for things to work you need both hands.

SUMMONER

This perk has two ranks and unlocking the second rank makes it better.

Requirements (rank 1): Conjuration skill increased to at least 30 points. Unlocked Novice Conjuration perk.

Requirements (rank 2): Conjuration skill increased to at least 70 points.

Description (rank 1): Ability of summoning the atronachs and resurrecting the dead twice as far away from the main character as normally.

Description (rank 2): Ability of summoning the atronachs and resurrecting the dead three times as far away from the main character as normally.

Comments: You shouldn't be too excited about the perks from this group, because they don't offer any useful features. All you can do is to summon atronachs or resurrect the dead from a larger distance and this can decrease the chances of the main character being attacked by enemy units. Consider unlocking this perk only if you plan on summoning atronachs and need at least one rank to gain access to other perks from this branch of the skill tree.

ATROMANCY

Requirements: Conjuration skill increased to at least 40 points. Unlocked Summoner perk (rank 1).

Description: Atronachs remain on the battlefield twice as long.

Comments: The main reason for purchasing this perk should be to unlock access to the next one described below, especially since resummoning atronachs is never a problem and they don't die as fast as the undead do. Furthermore, you can cast conjuration spells which guarantee they'll remain on the battlefield until they die.

ELEMENTAL POTENCY

Requirements: Conjuration skill increased to at least 80 points. Unlocked Atromancy perk.

Description: Atronachs are 50% stronger.

Comments: This is definitely the best perk for the atronachs. You'll notice the difference especially with stronger types of these magical creatures, because they'll be able to sustain A LOT of damage before they eventually die. Make sure to buy this perk if you plan on summoning magical companions on a regular basis.

NECROMANCY

Requirements: Conjuration skill increased to at least 40 points. Unlocked Novice Conjuration perk.

Description: Resurrected undead remain on the battlefield twice as long.

Comments: Unlocking this perk is mandatory only if you plan on playing the game as a necromancer. It will come in handy, especially since resurrected creatures always disappear after the spell has stopped working. You should also make sure that you're dual casting this spell to increase its effectiveness even more.

DARK SOULS

Requirements: Conjuration skill increased to at least 70 points. Unlocked Necromancy perk.

Description: Resurrected undead have 100 additional health points.

Comments: Despite what you might think this isn't a useless perk, because the undead are always much weaker than the atronachs and this means they often die even before the spell has stopped working. Increasing their health will make them more valuable to you.

TWIN SOULS

Requirements: Conjuration skill increased to 100 points. Unlocked Elemental Potency perk or Dark Souls perk.

Description: Ability of having two atronachs summoned or two undead resurrected at the same time.

Comments: This is an extremely useful perk, especially if you're playing as a mage that is not experienced in fighting enemies on his own and therefore has to rely on magical companions. Having two followers is much better if you've chosen atronachs, because thanks to some of the perks described above they can remain on the battlefield for good and they also can be very hard to kill.

MYSTIC BINDING

Requirements: Conjuration skill increased to at least 20 points. Unlocked Novice Conjuration perk.

Description: Dealing more damage with bound weapons.

Comments: This perk will only take effect if you're using bound weapons (made from thin air thanks to magic). If you like that style of play you'll use the extra damage bonus.

SOUL STEALER

Requirements: Conjuration skill increased to at least 30 points. Unlocked Mystic Binding perk.

Description: Ability of using bound weapons to cast Soul Trap spell.

Comments: This perk will only take effect if you're using bound weapons (made from thin air thanks to magic). Having a possibility of capturing souls is always helpful, however you can achieve the same effect by using a normal spell and this will allow you to spend a skill point on something else (assuming you're not interested in the perk described below).

OBLIVION BINDING

Requirements: Conjuration skill increased to at least 50 points. Unlocked Soul Stealer perk.

Description: Ability to banish summoned creatures and to turn raised creatures with bound weapons.

Comments: This perk will only take effect if you're using bound weapons (made from thin air thanks to magic). Both bonuses mentioned in the description are quite useful, especially since they don't need any mana to work. It's up to you to decide, however you should know that battles with summoned or raised hostile creatures aren't a frequent thing and they usually can be eliminated without any problems (only the strongest atronachs may pose a challenge).

APPRENTICE CONJURATION

Requirements: Conjuration skill increased to at least 25 points. Unlocked Novice Conjuration perk.

Description: Ability of casting apprentice conjuration spells for half the mana cost.

Comments: This is definitely a perk you should consider unlocking as soon as possible, because the apprentice level features two good conjuration spells.

ADEPT CONJURATION

Requirements: Conjuration skill increased to at least 50 points. Unlocked Apprentice Conjuration perk.

Description: Ability of casting adept conjuration spells for half the mana cost.

Comments: Unlocking this perk is a wise choice, because the adept level also has some interesting spells.

EXPERT CONJURATION

Requirements: Conjuration skill increased to at least 75 points. Unlocked Adept Conjuration perk.

Description: Ability of casting expert conjuration spells for half the mana cost.

Comments: It's important to unlock this spell as soon as you've increased Conjuration to 75 points, because the expert level features very powerful (and useful) summoning/resurrection spells.

MASTER CONJURATION

Requirements: Conjuration skill increased to 100 points. Unlocked Expert Conjuration perk.

Description: Ability of casting master conjuration spells for half the mana cost.

Comments: It's important to unlock this perk when it becomes available, because all atronach master summoning spells need tons of mana to work.

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