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.
| Skill | Weapon | Damage | Weight | Price |
|---|---|---|---|---|
| Axe | 2–12 | 6 | 20 | |
| 2–16 | 7.5 | 20 | ||
| Archer's Axe | 2–10 | 3 | 14 | |
| Blunt Weapon | 1–8 | 2 | 5 | |
| 1–12 | 6 | 12 | ||
| 2–14 | 7 | 15 | ||
| 3–18 | 8.5 | 20 | ||
| Light Flail | 3–10 | 4 | 14 | |
| Short Blade | 1–6 | 0.5 | 1 | |
| 1–8 | 0.75 | 3 | ||
| 1–8 | 2 | 5 | ||
| 1–10 | 2.25 | 8 |
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
Guides for this build
- Races and weapon bonusesWhich races hit harder with which weapons, driven by your stats, plus the built-in resistances.
- Levelling and skillsWhich skills move your level, why the level-up seems late, and the 95 cap.
- Weight, bandages and trainingWhat carrying too much costs you, how bandages heal, what guild training costs, and two smaller rules from Roleplay & Realism.
- Death and lineageEnduring, Bloodline or No Lineage: what each choice does when you die, online and off.
- Your first hoursFrom waking in Privateer's Hold to a bow in your hands and coin in your purse.
- Combat basicsHow to attack, what decides a hit, what a hit does, and how armour and shields really work under the game's default rules.
- Shops and hagglingWhat a shop asks and pays, how Mercantile and Personality change it, and what changes online.
- Melee weapons and shieldsChoosing a blade, axe, mace or fists, what a shield really does, and how metal, Strength and speed fit together.
- Repairs and armourWhat armour materials do, how repairs are priced, and what a repair kit can and cannot do.
- Dungeons and the automapHow the automap fills in, why a closed door hides a hall, and what the grey rooms mean.
- Resting and timeWhere you can rest, how often, and the two clocks that run the online world.
- Banking, loans and letters of creditWhere your gold is safe, what a loan really costs, and the fee on a letter of credit.