Iliac Codex

Build · Axe and mace, plate and shield

Nord Warrior

A heavy melee fighter who levels by swinging an axe or a mace, shrugs off blows in plate armour and heals with bandages. The Nord blood already hits harder with axes and blunt weapons.

Nord · custom class

Stormhelm

+9difficulty · skills ×1.39 effort
  • Axe
  • Blunt Weapon
  • Dodging
  • Critical Strike
  • Medical
  • Running
  • Short Blade
  • Climbing
  • Jumping
  • Swimming
  • Mercantile
  • Streetwise
Strength
70
Intelligence
25
Willpower
40
Agility
55
Endurance
75
Personality
25
Speed
50
Luck
60

16 (+8 points)

  • Expertise In Axe+2
  • Expertise In Blunt Weapon+2
  • Rapid Healing General+4
  • Forbidden Weaponry Missile Weapon-2
  • Forbidden Weaponry Long Blade-2
  • Forbidden Armor Type Leather-1
  • Forbidden Armor Type Chain-2

Why this build

  • Why a Nord: the race table gives Nords a stat-driven bonus with axes, blunt weapons and fists, and resistance to frost. See Races and weapon bonuses.
  • Why Axe and Blunt Weapon both primary: you can swing either, and both count toward your level every time you fight. Expertise In for each adds a bonus to hit and damage that the game works out from your stats. See Combat basics.
  • Why Endurance 75 and Strength 70: armour cuts damage after a blow lands, and your own Endurance, Strength and Willpower above 50 shave a little more off. Strength also adds to damage. See Combat basics.
  • Why forbid leather and chain: a knight in plate would never wear them, so they are free points. See Repairs and armour.
  • Total +9, skills advance at ×1.39 the effort. 16 HP costs 8, advantages give +8 and the disadvantages give −7.

Open this build in the class calculator

Gear you start with

Each primary and major skill adds an item to your pack. Everyone also starts with an iron dagger and a few torches. See Starting gear.

  • Axe (primary): Battle Axe, War Axe, Archer's Axe. One axe: a battle axe, a war axe or an Archer's Axe.
  • Blunt Weapon (primary): Mace, Flail, Warhammer, Light Flail. One blunt weapon: a mace, flail, warhammer or Light Flail.
  • Dodging (primary): . A casual cloak.
  • Critical Strike (major): Greaves. Greaves.
  • Medical (major): Bandage. Four bandages.
  • Running (major): . Shoes.

Weapons that fit

Every weapon for the weapon skills this class trains and does not forbid.

SkillWeaponDamageWeightPrice
AxeBattle Axe2–12620
War Axe2–167.520
Archer's Axe2–10314
Blunt WeaponStaff1–825
Mace1–12612
Flail2–14715
Warhammer3–188.520
Light Flail3–10414
Short BladeDagger1–60.51
Tanto1–80.753
Shortsword1–825
Wakizashi1–102.258

Legendary pieces worth chasing

Named Legendary drops whose bonuses meet this build’s weapons, skills or strongest attributes. They are rare; see Item rarity for the odds.

  • Gortwog's Cleaver (weapon): +36% damage, +10 Strength, +25 Axe. Orc Rage
  • Graveward (weapon): +30% damage, +10 Endurance, +25 Critical Strike. Sanctified
  • Nightwhisper (weapon): +25% damage, +12 Agility, +10 Speed, +25 Stealth. Silent Death
  • Orsinium's Anvil (weapon): +32% damage, +12 Strength, +25 Blunt Weapon. Earthshaker
  • The Direnni Staff (weapon): +20% damage, +15 Intelligence, +25 Destruction, +10 Willpower. Arcane Conduit
  • Tsaesci Fang (weapon): +28% damage, +12 Speed, +25 Critical Strike. Serpent's Kiss
  • Worm's Tooth (weapon): +24% damage, +12 Intelligence, +22 Mysticism, +20 Backstabbing. Soul Siphon
  • Wyrmbane (weapon): +35% damage, +12 Strength, +20 Critical Strike. Dragonsbane
  • Gauntlets of the Rose (armour): +14 armor, +12 Strength, +25 Hand-to-Hand. Open Hand
  • The Mountain's Root (armour): +16 armor, +12 Endurance, +40% carrying capacity. Bedrock
  • The Raven's Wings (armour): +14 armor, +12 Agility, +25 Dodging. Raven's Evasion
  • The Wall of Daggerfall (armour): +18 armor, +12 Endurance, +40% Shock resistance. Bulwark
  • The Warden (armour): +15 armor, +12 Endurance, +40% Magic resistance. Last Stand
  • The Wayrest Courier's Treads (armour): +12 armor, +15 Speed, +25 Running. Courier's Haste
  • Titanheart (armour): +12 armor, +15 Strength, +40% carrying capacity. Unyielding
  • Foxglove (jewellery): +15 Luck, +10 Speed, +35% Poison resistance. Fortune's Favour
  • The Duelist's Vambrace (jewellery): +12 Agility, +10 Speed, +25 Critical Strike. First Blood
  • The Mark of the Hist (jewellery): +12 Endurance, +45% Poison resistance, +25 Swimming. Hist-Sap
  • The Reachman's Torc (jewellery): +12 Strength, +10 Willpower, +40% Shock resistance. Hagraven's Pact
  • The Alik'r Wayfarer's Robes (clothing): 45% weatherproof, +25 Running, +6 standing with Commoners. Desert-Born
  • The Pilgrim's Sandals (clothing): +25 Running, +22 Jumping, +10 Personality. The Long Road

Guides for this build

Calculators for this build

Class calculatorDamage after armourHit chance calculator