Malkorian
Malkoran: Master of Frost & Undeath
Threat Level: 🟡 DIFFICULT
A powerful necromancer who combines frost magic with extended summoning and healing capabilities. Malkoran has relatively low health (450) but compensates through Cognitively Flexible 2 (maintains 3 summons) and Improved Healing (25% stronger healing spells). The defining fight mechanic is managing multiple Ghostly Dragon Priest summons (300s duration each!) combined with his Icy Sphere AoE and self-healing loop. While individually weaker than other bosses, the summon count makes him dangerous through attrition.
The Defining Threat
Ghostly Dragon Priest Summons (300s Duration, up to 3 active): His summons are not temporary—they persist for 5 minutes (300 seconds). With Cognitive Flexibility 2, he maintains 3 independent summons simultaneously. Each Ghostly Dragon Priest has 80/s health regen + frost immunity + spellcasting. Managing 4 targets (Malkoran + 3 Dragon Priests) is mandatory.
Icy Sphere Continuous Cast (40/s frost damage, 35% slow): Deals 40 frost damage per second to health and stamina simultaneously. 35% slow for 5 seconds + small stagger. Multiple casts stack slows, creating extended immobility phases.
Healing Loop (Greater Ward + Healing Hands + Absorb Essence): Greater Ward absorbs 80 spell damage and grants paralyze immunity. Healing Hands heals everyone in radius (50 points) for extended duration. Absorb Essence drains 30 health/magicka/stamina from target. Combined, he can heal 50-80/s while preventing spell casts through wards.
Stone of Atronach (reflects spells): He equipped Stone of Atronach. Incoming spells have chance to be reflected as projectiles back at you. This is a soft counter to pure mage builds.
Cryomancy 2 (30% frost damage boost): All frost spells deal 30% bonus damage. Icy Sphere does ~52/s instead of 40/s when accounting for this multiplier.
Counter Strategies
- Summon Elimination Priority (Melee Focus):
- Kill Ghostly Dragon Priests before they take over the arena
- Each summon takes ~15-20 seconds to destroy (moderate health)
- After 45-60 seconds, you’ll have eliminated all existing summons
- New summons he casts will be single-target, not triple
- Focus: Kill summons → Kill Malkoran → Eliminate any remaining summons
- This is the only viable strategy for low-damage builds
- Frost Resistance Stacking (Defensive Approach):
- His Icy Sphere is frost-only
- 50%+ frost resistance reduces damage from 40/s to 20/s
- Combined with healing, if you deal 30+ DPS you still win
- Frost resistance also reduces slow effect (50% slow becomes 25%)
- Gear for frost resistance; fight becomes winnable through attrition
- Recommended for pure physical builds
- Ranged Engagement (Safe Distance):
- Maintain 40+ feet distance; his summons and spells have range but slow travel time
- Icy Sphere travels 20 feet/second; ranged engagement keeps you outside
- His melee damage is only 5 base + 84 from staff (trivial if ranged)
- Bow damage is not frost-resisted, so it applies fully
- Very safe but requires sustained DPS to outlast healing (40-50 DPS needed)
- Extremely long fights (10+ minutes typical) but guaranteed safe
- Healing Loop Disruption (Specialist):
- Greater Ward absorbs 80 damage before actual healing activates
- Break his ward first, then focus on direct damage
- Continuous spell damage (DoTs) bypasses wards partially
- Poison damage is NOT resisted; poison DoT combats his healing
- This is difficult to execute but can end fights quickly if successful
- Summon Dueling (Echo Counter):
- Summon your own creatures to balance the arena (1:1 summon ratio)
- Spawn summons faster than he can re-summon (Cognitive Flexibility doesn’t prevent destruction)
- Essentially becomes summon-vs-summon war while you maintain DPS
- Requires investment in summoning magic
- Viable alternative to direct summoning but less efficient
Critical Mechanics
- 3 Ghostly Dragon Priest Summons (300s duration, 80/s regen each): Most dangerous aspect; summoned creatures have independent health regen
- Icy Sphere (40/s frost damage, 35% slow, small stagger): Primary offensive tool; sustained AoE threat
- Greater Ward (80 damage absorption, paralyze immunity): Defensive spell that extends survival
- Improved Healing (25% stronger healing spells): Healing Hands heals 50 + 25% = 62.5 points (approximately)
- Respite Perk (healing restores stamina too): Unlimited resource regeneration through healing
- Absorb Essence (30 life/magicka/stamina drain): Drains all three attributes simultaneously
- Stone of Atronach (reflects spells): Incoming projectile spells reflected as projectiles back to caster
- Deep Freeze Perk (frost spells can freeze): Low chance but can lock targets in place
- Cryomancy 2 (30% frost damage boost): Icy Sphere effectively deals 52/s vs listed 40/s
- Stability (50% longer duration for Alteration spells): Greater Ward lasts 50% longer (normally longer durations)
- 10% Weakness to Magic (base): Magic damage is slightly amplified (1.1x); pure mage advantage
- Necromancy Perk (50% longer summon duration, 3x higher level reanimations): Explains 300s Dragon Priest duration
- Cognitive Flexibility 2 (maintain 3 summons of any type): Allows unlimited summon count compared to normal limit
Basic Stats
| Stat | Value |
|---|---|
| Health | 450 |
| Magicka | 1730 |
| Stamina | 349 |
| Movement Speed | 104 |
| Melee Damage | 5 + 84 from glass Battlestaff |
| Ranged Damage | None |
| Magical Damage | Icy Sphere The caster evokes a freezing whirlwind that deals 40 points of frost damage per second to Health and Stamina. Targets in the ice storm suffer a 35% slow for 5 seconds and a small stagger |
| Summon | Summon Ghostly Dragonpriest The caster binds the ghost of a terrifying Dragon Priest that brings cold death for 300 seconds. |
| Utility | Turn Greater Undead - The caster causes Undead up to level 21 to flee for 30 seconds. |
| Stone | Stone of the Atronach |
| Standard AR | None |
| Magical AR | 10% Weakness to Magic |
| Greater Ward The caster creates a protective shield that negates a great amount of physical damage and negates up to 80 points of spell damage or effects. Also renders the caster immune to most paralyzing and life drain effects. | |
| AP | None |
| Health Regeneration | Yes Can cast Heal Self (Rank III) - Heals the caster by 40 points. Healing Hands (Rank III) Heals 50 points of Health and stamina for caster, and everyone close to the caster. Absorb Essence - Absorb 30 points of Health/Magika/Stamina from target. |
| Diseased | No |
| Can Knockdown Player | Can Stagger |
Additional Perks
- Can detect stealthed players, making sneak attacks impossible
- Empowered Elements You can dual-cast Destruction spells to augment their power by 125% for double magicka cost.
- Impact Dual-casted projectile Destruction spells have 25% chance of staggering His foes.
- Necromancy Undead and ghostly summons last 50% longer. He can reanimate more powerful corpses (3x higher level) that last 10x longer.
- Dark Infusion Reanimated entities have more health, higher resistance to elemental damage, and they no longer decay into dust.
- Magical Absorption Your understanding of arcane energies grants you 30% chance to absorb incoming spells, shouts, or enchantments, as pure magicka.
- Improved Healing - Healing spells are 25% more effective.
- Respite - Healing spells restore both health and stamina.
- Improved Wards - Your arcane wards are 25% more effective, absorb 25% Magicka from hostile spells, and cost 5% less Magicka to cast.
- Stability - All Alteration spells last 50% longer.
- Deep Freeze Many of - His ice spells can freeze enemies who are susceptible to frost.
- Priest Mage Armor - Protection spells like Stoneflesh are 2.5 times as strong.
- Cryomancy 2 All frost spells deal 30% more damage.
- Frost Mastery - His fascination with Frost now grants him 25% resistance to it, while Frost spells are 5% stronger and 10% less costly.
- Cognitive Flexibility 2 - mastered the art of Cognitive Flexibility and can now maintain three summons of any type.
Resistances
| Type | Protection |
|---|---|
| Frost | 25 |
| Poison | 100 |
| Paralysis | Immune |
| Sneak Attack | Immune |
| Unrelenting Force | Immune |