Nord - Waraxe - Light - Dual Wield
The Reaver Barbarian is an expert of melee combat, becoming a cyclone of steel as he slashes at opponents arteries. Using two weapons and a keen eye the Barbarian can break through groups of enemies due to the tremendous about of damage they are able to deliver.
This is a dual wield waraxe build based on the Reaver Barbarian playstyle in the game Age of Conan.
Dual wielded Nordic Waraxes both enchanted with Absorb Health and Stamina.
Fur Armor for the chest and then Scaled Helmet, Boots and Bracers. I'm using Barbarian Armor and a Barbarian Circlet from Immersive Armors for the screenshots.
Heals from Restoration. Utility spells from Alteration.
The Lord Stone for the 50 extra armour and 25% magic resistance. Getting this early helps with mages. Then when the Atronach perk is acquired switch to the Atronach Stone.
Use a shrine of Talos for the 20% shout cooldown reduction.
Location: Dragonborn DLC main story
Provides the player with a large boost to critical damage, boosts armour and reduces the cooldown of shouts.
Location: Just follow the main story quests
Staggers enemies.
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.
Pick a Nord for the skill fit with the build and also for roleplaying purposes as in Age of Conan barbarians like Conan were from Cimmeria.
Pick female as the sex for your character as there are more male humanoids than females to fight in Skyrim so the 10% damage bonus against the opposite sex from Agent of Dibella gets more use. All Dwemer Automatons count as Male.
Distribute attributes at a ratio of 0/2/1. At level 53 which is required for all the perks the attributes are:
Magicka | Health | Stamina |
---|---|---|
100 (265) | 450 | 270 (385) |
The skill boosts for Nords are marked in bold.
Mage | Warrior | Rogue | |||
---|---|---|---|---|---|
Alteration | 8 | Archery | 0 | Alchemy | 7 |
Conjuration | 0 | Block +5 | 0 | Light Armor +5 | 6 |
Destruction | 0 | Heavy Armor | 0 | Lockpicking | 0 |
Enchanting | 8 | One-handed +5 | 10 | Pickpocket | 0 |
Illusion | 0 | Smithing +5 | 3 | Sneak | 0 |
Restoration | 8 | Two-handed +10 | 0 | Speech +5 | 2 |
Total | 24 | Total | 13 | Total | 15 |
Novice Alteration
Apprentice Alteration
Adept Alteration
Magic Resistance 3/3
Expert Alteration
Atronach
Enchanter 5/5
Insightful Enchanter
Corpus Enchanter
Extra Effect
Novice Restoration
Regeneration
Recovery 2/2
Respite
Apprentice Restoration
Adept Restoration
Expert Restoration
Steel Smithing
Elven Smithing
Advanced Armors
Armsman 5/5
Fighting Stance
Savage Strike
Dual Flurry 2/2
Dual Savagery
Alchemist 5/5
Physician
Benefactor
Agile Defender 2/5
Custom fit
Unhindered
Wind Walker
Deft Movement
Haggling 1/5
Alure
Spell | Level | Description |
---|---|---|
Candlelight | Novice | Creates a hovering light that lasts for 60 seconds |
Transmute | Adept | Transmute one piece of unrefined Iron Ore to Silver, or Silver Ore to Gold, if the caster is carrying any |
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. Stand in water and cast to level Alteration. |
Get training from Dravynea at Kynesgrove to get Alteration to 50 and with Adept Alteration you can cast Waterbreathing when in water to level Alteration.
Spell | Level | Description |
---|---|---|
Soul Trap | Apprentice | If a target dies within 60 seconds, fills a soul gem. |
Used to fill soul gems for enchanting.
Spell | Level | Description |
---|---|---|
Unbounded Storms | 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 |
Unbounded Storms is purely used as a means to speed the levelling of Destruction by casting and using fast travel.
Spell | Level | Description |
---|---|---|
Courage | Novice | Target won't flee for 60 seconds, and gets some extra health and stamina. |
Courage can be used to level illusion by casting it at an NPC. Orum’s Aquatic Escape is a cheaper version of invisibility that is an Adept level spell rather than Expert and makes you invisible for 15 seconds rather than 30.
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 |
Circle of Protection | Expert | Undead up to level 20 entering the circle will flee |
Circle of Protection can be used will spell absorption to level Restoration, Light Armor and Alteration with Waterbreathing
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.
Item | Enchantment | Effect |
---|---|---|
Head | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Magicka Regen | Magicka Regnerates 115% faster | |
Body | Fortify Destruction | Destruction spells and enchantments cost 46% less |
Fortify Stamina | Stamina is increased by 115 points | |
Feet | Fortify One-handed | One-handed weapons do 75% more damage |
Resist Fire | Grants 69% resistance to fire | |
Hands | Fortify One-handed | One-handed weapons do 75% more damage |
Fortify Magicka | Magicka is increased by 115 points | |
Amulet | Fortify One-handed | One-handed weapons do 75% more damage |
Resist Magic | Resist 37% of magical effects | |
Ring | Fortify One-handed | One-handed weapons do 75% more damage |
Fortify Destruction | Destruction spells and enchantments cost 46% less | |
Waraxes | Absorb Health | Absorb 37 points of Health |
Absorb Stamina | Absorb 46 points of Stamina |
The absorbs with a Fortify Destruction potion active are 115 health and 143 stamina so with all 3 hits from a dual wield power attack that's 345 health and 429 stamina.
With the Sallowed Regent Black Book the magnitude of all enchantments can be increased. 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.
Ingredients | Blue Mountain Flower & Wheat | |
---|---|---|
Effects | Fortify Health | 170 points for 60 seconds |
Restore Health | 266 points restored |
You can get all the Blue Mountain Flowers you need is in Whiterun. The two farms to the east of Whiterun also get you all the Wheat you need.
Ingredients | Canis Root & Bear Claws/Hanging Moss | |
---|---|---|
Effects | Fortify One-Handed | 170% more damage for 60 seconds |
Canis Root is from Arcadia in Whiterun. Bear claws should be obvious. Hanging Moss is mainly in the Reach around Markarth but also in many Nordic ruins.
Ingredients | Glowing Mushroom, Snowberries & Steel-Blue Entoloma | |
---|---|---|
Effects | Fortify Destruction | 170% more damage for 60 seconds |
Resist Frost | 128% for 60 seconds | |
Resist Shock | 128% for 60 seconds |
All the glowing mushrooms you need are at the farm. Snowberries are from around Windhelm. Steel-Blue Entoloma are from Khajiit caravans
Ingredients | Mora Tapinella & Scaly Pholiota | |
---|---|---|
Effects | Fortify Illusion | 170% stronger for 60 seconds |
Regenerate Stamina | 213% faster for 300 seconds |
Mora Tapinella are on the route from Helgen to Whiterun. There’s a lot of Scaly Pholiota to the south of Ivarstead.
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.
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.
For more information on getting to and setting up your farm read my guide.
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Scaly Pholiota (5) | 4 | 20 + 4 = 24 | 40 + 4 = 44 |
Mora Tapinella (3) | 6 | 18 + 6 = 24 | 36 + 6 = 42 |
Snowberries (4) | 7 | 28 + 7 = 35 | 56 + 7 = 64 |
Steel-Blue Entoloma (3) | 9 | 27 + 9 = 36 | 54 + 9 = 63 |
Canis Root (4) | 1 | 4 + 1 = 5 | 8 + 1 = 9 |
Ingredient | Qty | Harvest | Green Thumbs |
---|---|---|---|
Blue Mountain Flowers (3) | 6 | 18 + 6 = 24 | 36 + 6 = 44 |
Wheat (4) | 5 | 20 + 5 = 25 | 40 + 5 = 45 |
Ingredient | Qty | Harvest | Green Thumbs | Glowing Mushrooms (5) | 6 | 30 = 6 = 36 | 60 + 6 = 66 |
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