Skyrim AE Builds

Bear Shaman

Nord - Warhammer - Light - Barbarian - Conjurer - Werewolf

Background

The Bear Shaman is a mighty barbarian who focuses their power and energies towards themself, through shamanstic rites with the spirit of the bear.

The Bear Shaman represents two sides of nature – Tranquility and Fury. The tranquil side of the Bear Shaman allows them to utilize powerful magic to heal themself and gain the support of local animals in combat. The furious side of the Bear Shaman allows them to be more than able fighters who use their warhammers in deadly melee combat maneuvers.

This build has been inspired by the Bear Shaman class from a game called Age of Conan.


Weapons

A Bear Shaman uses warhammers but at the start of the game get whatever two-handed weapon you can to start with. Then you want to get a steel warhammer either by crafting it, which requires the Steel Smithing perk, or by buying it as soon as you can. Your goal is to get the Longhammer as it is the fastest swinging warhammer in the game and it can be enchanted. The Longhammer is located in Liar’s Retreat to the South West of Dragon Bridge. The Longhammer is an Orcish warhammer and as such benefits from the Orcish Smithing perk.


Armor

The best light armour that you can get should be used at the start of the game. Your goal is to get Savior's Hide for the body slot as this allows you to reach the in game cap for both magic and poison resistance. Go to Falkreath and talk to the people in the graveyard to start the quest. Make sure you do what Hircine requests and kill the werewolf, as there are two different rewards from this quest depending who you side with.

The Forsworn gear for the hand and feet slots complement the appearance of the build with the Savior's Hide. The Stormcloak Officer's helmet also goes well with the build as it's basically a bear cap. This can be acquired from Forelhost either before or after completing the dungeon depending who you followed in Helgen. Picking Ralof will mean you don't have to complete Forelhost to get the Helmet as you can attack the Thalmor agent outside and loot the Helmet once he's dead.

I play with the Legacy of the Dragonborn mod which adds custom meshes and textures to many unique weapons in the game. I also have the Ancient Nord Amulet from the Jarl's house in Falkreath as this can be enchanted with USSEP (Unoffcial Skyrim Special Edition Patch) installed.


Spells

Healing spells from Restoration, utility spells from Alteration and the Pride of Hirstaang from Conjuration to summon a bear ally.


Standing Stones

The Lord Stone forms an integral part of the build as the 25% magic resistance it gives allows the in-game cap of 85% for magic resistance to be achieved (25% The Lord Stone, 30% Magic Resistance perk at rank 3, 15% Agent of Mara lesser power, 15% Saviour's Hide armour).


Shrines

A blessing from a Shrine of Kynareth should be used for the 25 extra stamina. This fits the build well as Kynareth is the Goddess of Nature. Alternatively a Shrine of Talos can be used for a 20% reduction in shout cooldown as the build has plenty of stamina regneration in it already from the Windwalker perk, potions of stamina regeneration and an Absorb Stamina weapon enchantment.


Dragon Shouts

Animal Allegiance (Animal - Allegiance - Pack)

Location: Angarvunde, Ancient’s Ascent, Ysgrammor’s Tomb (Companions quest chain)

Used to get assistance from local animals in combat.

Cyclone (Wind - Unleash - Strike)

Location: Benkongerike, Kolbjorn Barrow (Unearthed), White Ridge Sanctum

Can be used to knock multiple enemies to the ground that are in the path of the cyclone.

Kyne's Peace (Kyne - Peace - Trust)

Location: Ragnvald, Shroud Hearth Barrow, Rannveig’s Fast

Used to pacify aggressive animals with the exception of Trolls.

Unrelenting Force (Force - Balance - Push)

Location: Just follow the main story quests

Staggers enemies but it's replaced by Cyclone.

Whirlwind Sprint (Whirlwind - Fury - Tempest)

Location: Dead Men’s Respite, Volskygge, High Hrothgar (The Way of the Voice)

Use to reach otherwise inaccessible places and to quickly evade attacks or catch up with fleeing enemies.


Character Creation

Female Nord Werewolf

Nord is the best fit as 5 of the 6 skills that get boosted by being a Nord are used in the build. The 50% frost resistance is also useful as the build features fire resistance from both a spell and a potion and shock resistance from an enchantment. This significantly bolsters the magical defences of the build. This build is also based on the Bear Shaman class from the Age of Conan game where originally they were from Cimmeria which closely resembles Skyrim.

A Breton also makes a logical choice as you could roleplay as a Forsworn and they get a boost to Conjuration and the Conjure Familiar spell which could be considered a wolf spirit. If this option is taken, because Breton start with a 25% magic resistance racial lesser power, then a different Standing Stone could be used such as the Lady Stone which adds 25% regeneration to both health and stamina.

It generally makes more sense to create a female character as there are more male merchants than female so you get use out of the Allure perk. There are also more male enemies than female in Skyrim, with all Dwemer automatons being classed as male, so you get more use out of the Agent of Dibella lesser power. These are minor boosts though.

It can be useful to become a werewolf early in the build to get the disease resistance and you want to get to the word wall for the Animal Allegiance shout at the end of The Companions faction quest anyway.


Attribute Distribution

Place attributes at 0 / 3 / 1. At level 60 which is required for all the perks the attributes are:

Magicka Health Stamina
100 (215) 550 240 (355)

Perk Point Distribution

The skill boosts for Nords are marked in bold.

Mage Warrior Rogue
Alteration5 Archery0 Alchemy11
Conjuration3 Block +52 Light Armor +57
Destruction0 Heavy Armor0 Lockpicking0
Enchanting8 One-handed +50 Pickpocket0
Illusion0 Smithing +54 Sneak0
Restoration5 Two-handed +1011 Speech +50
Total 24 Total 17 Total 18


Skills and Perks

Mage Skills

Alteration 5

Novice Alteration

Apprentice Alteration

Magic Resistance 3/3

Conjuration 3

Novice Conjuration

Summoner 2/2

Enchanting 8

Enchanter 5/5

Insightful Enchanter

Corpus Enchanter

Extra Effect

Restoration 8

Novice Restoration

Apprentice Restoration

Adept Restoration

Expert Restoration

Regeneration

Recovery 2/2

Respite

Warrior Skills

Block 2

Shield Wall 1/5

Quick Reflexes

Smithing 4

Steel Smithing

Dwarven Smithing

Orcish Smithing

Arcane Blacksmith

Two-handed 11

Barbarian 5/5

Champion's Stance

Devastating Blow

Great Critical Charge

Skullcrusher 3/3

Rogue Skills

Alchemy 11

Alchemist 5/5

Physician

Benefactor

Poisoner

Concentrated Poison

Green Thumb

Snakeblood

Light Armor 7

Agile Defender 3/5

Custom Fit

Unhindered

Wind Walker

Deft Movement


Spells

Alteration

Spell Level Description
Candlelight Novice Creates a hovering light that lasts for 60 seconds
Detect Life Adept Nearby living creatures, but not undead, machines or Daedra, can be seen through walls
Telekinesis Adept Can pull an object to you from distance. Add it to your inventory or throw it
Waterbreathing Adept Can breathe under water for 60 seconds

The Detect Life spellbook can be obtained in Whiterun by taking to the Steward in Dragonsreach and following the quest to the Stables. This is a slow but controlled way to level Alteration and shout be cast when making your way through populated areas.


Conjuration

Spell Level Description
Soul Trap Apprentice If a target dies within 60 seconds, fills a soul gem
Pride of Hirstaang Expert Summon a Bear for 60 seconds wherever the caster is pointing. Resist 50% of frost damage for 60 seconds. Health regenerates 50% faster for 60 seconds

Soul Trap is pretty quick at raising Conjuration. There's a high rock you can climb at Guldun Rock, that's not too far away from Goldenhills Plantation, and from this position you can cast Soul Trap at the Giants and Mammoths without being attacked. The Pride of Hirstaang spell can only be cast with enchanted gear as it costs too much magicka before then.


Destruction

Spell Level Description
Flames Novice A gout of fire inflicting a base damage of 8 points of fire damage per second
Unbounded Storm Expert Targets in melee range take 40 shock damage per second to Health, and half that to Magicka. Random lightning strikes deal an additional 30 damage

With enchanted gear these spells costs no magicka and it can be used to quickly level Destruction. While Destruction is not needed for the build it can still be used to gain character levels to take perks in other skill trees.


Illusion

Spell Level Description
Courage Novice Target won't flee for 60 seconds, and gets some extra health and stamina.

Courage is the same as Unbounded Storm for Desruction, in that it can be used to level Illusion to gain character levels. I usually cast it at people in towns while making my way to a merchant.


Restoration

Spell Level Description
Healing Novice Heals the caster 10 points per second
Healing Hands Apprentice Heals the target 10 points per second, but not undead, atronachs, or machines
Fast Healing Apprentice Heals caster by 50 points
Close Wounds Adept Heals caster by 100 points
Grand Healing Expert Heals everyone close to the caster 200 points. Does not affect atronachs, machines or undead

Just the healing spells from Restoration.


Enchantments

The effects listed below are based upon 100 Enchanting skill, all the enchanting perks in the build and with a set of enchanted crafting gear. Read my guide on making crafting gear if you are not familiar with it.

Summary of combined effects

Two-handed weapons do 150% more damage
Weapon uses no charges
Destruction spells cost nothing to cast
Conjuration and Restoration spells costs 46% less to cast
Magicka and Stamina are increased by 115 points
50% poison resistance
15% magic resistance
69% shock resistance

Item Enchantment Effect
Head Fortify Destruction Destruction spells cost 46% less to cast
Fortify Restoration Restoration spells cost 46% less to cast
Saviour's Hide Magic Resistance Grants 15% resistance to all magic
Poison Resistance Grants 50% resistance to poison
Feet Fortify Stamina Increases your Stamina by 115 points
Resist Shock Grants 69% resistance to shock
Hands Foritify Magicka Increases your magicka by 115 points
Fortify Two-handed Two-handed weapons do 75% more damage
Amulet Fortify Conjuration Conjuration spells cost 46% less to cast
Fortify Destruction Destruction spells cost 46% less to cast
Ring Fortify Destruction Destruction spells and enchantments cost 46% less
Fortify Two-handed Two-handed weapons do 75% more damage
Longhammer Absorb Health Absorb 37 points of health
Absorb Stamina Absorb 46 points of stamina

With the Sallowed Regent Black Book the magnitude of the Fortify Destruction enchantments on the gear can be raised from 46% to over 50%. This means that one of the three Fortify Destruction enchantments on the armour can be exchanged for a Fortify Restoration enchantment to significantly reduce the cost of Restoration spells. If this is done I would recommend enchanting another ste of all the items as all the effects will be of a greater magnitude.

Please note that Black Books can only be used on Solstheim.

The magnitude of the enchantments can be further increased by equipping 4 pieces of Azhidal's gear.


Alchemy

All the details for the potions and poisons are based on having all the listed alchemy perks, Alchemy at 100 and a set of crafting gear.

Potion of Regenerate Stamina

Ingredients Fly Amanita, Dragon's Tongue & Scaly Pholiota
Effects Fortify Two-handed 170% more damage for 60 seconds
Resist Fire 128% for 60 seconds
Fortify Illusion 170% stronger for 60 seconds
Regenerate Stamina 213% faster for 300 seconds

Fly Amanita and Dragon's Tongue can be found at Kynesgrove, which is just to the south of Windhelm. Fly Amanita are numerous in the mine. Scaly Pholiota can be found on fallen trees in the Reach and it's particularly abundant around Ivarstead. You can avoid most combat to get there by going to the Whiterun Stormcloak Camp and taking the path through the mountains to the left of it. Things to avoid in the early levels are a Wisp Mother that spawns near a well, if you drift off the path, and a Troll when you get to the river.

The Fortify Illusion effect isn't needed in this build but it does add to the value of the potion when selling them to build up a reserve of gold to purchase training.


Poison of Paralysis

Ingredients Canis Root, Imp Stool & Mora Tapinella
Effects Paralysis Paralyzed for 43 seconds
Lingering Damage Health 43 points of damage for 10 seconds

There's 4 Canis Root on the opposite side of the river to the lumbermill and docks at Solitude. There are 6 Imp Stool in Reachwater Rock which is just to the south of Markarth. Mora Tapinella are numerous on tree stumps as you go from Helgen to Riverwood at the start of the game.

If you talk to Farengar in Dragonsreach and as if he's the only Wizard in Whiterun he gives you a quest to take some Frost Salts to Arcadia, who has as shop in the market. Doing so makes her friendly towards you and allows you to take low value items from her shop without buying them, this includes 2 Canis Root and 1 Imp Stool.


Potion of Fortify Health

Ingredients Blue Mountain Flower, Lavender & Wheat
Effects Fortify Health 140 points for 60 seconds
Fortify Conjuration 213% longer for 60 seconds
Restore Health 266 points restored

All of the ingredients can be found in or around Whiterun.


Potion of Fortify Enchanting

Ingredients Dreugh Wax/Stoneflower Petals & Snowberries
Effects Fortify Enchanting 85% stronger for 30 seconds

Dreugh Wax and Stoneflower Petals are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Snowberries are abundant near Windhelm.


Potion of Fortify Smithing

Ingredients Dreugh Wax/Gold Kanet & Glowing Mushrooms
Effects Fortify Smithing 213% stronger for 30 seconds

Dreugh Wax and Gold Kanet are only available from Khajiit caravans. Some travel between Whiterun and Markarth. Glowing Mushrooms are in Falmer caves.


Farming

For more information on getting to and setting up your farm read my guide.

Ingredients Needed

4 x Blue Mountain Flower
5 x Canis Root
6 x Dragon's Tongue
6 x Fly Amanita
5 x Imp Stool
4 x Lavender
6 x Mora Tapinella
5 x Scaly Pholiota
3 x Wheat

Potions and Poisons Produced

25 x Potions of Forify Health
42 x Poisons of Paralysis
54 x Potions of Regenerate Stamina

Main Area (27)

Ingredient Qty Harvest Green Thumbs
Blue Mountain Flower (3) 4 12 + 4 = 16 24 + 4 = 28
Lavender (3) 4 12 + 4 = 16 24 + 4 = 28
Wheat (4) 3 12 + 4 = 16 24 + 4 = 28
Scaly Pholiota (5) 5 25 + 5 = 30 50 + 5 = 55
Imp Stool (4) 5 20 + 5 = 25 40 + 5 = 45
Mora Tapinella (3) 6 18 + 6 = 24 36 + 6 = 42

Side Area (11)

Ingredient Qty Harvest Green Thumbs
Dragon's Tongue (4) 6 24 + 6 = 30 48 + 6 = 54
Canis Root (4) 5 20 + 5 = 25 40 + 5 = 45

Planters (6)

Ingredient Qty Harvest Green Thumbs
Fly Amanita (4) 6 24 + 6 = 30 48 + 6 = 54


Comments