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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

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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