Elder Scrolls Skyrim Forum Fan Site

This is a sample guest message. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

  • Welcome to Skyrim Forums! Register now to participate using the 'Sign Up' button on the right. You may now register with your Facebook or Steam account!

Unarmoured Swordsman

higgi07

Member
Hi all, just thought I would run a build by you all to get opinions/input. I have literally tried every combination of build in Skyrim so i need something fresh to keep me on my toes. I was thinking of an unarmoured swordsman who uses his/her speed and mobility as a defence. It would obviously be a challenging build but thats the fun for me! A bit of role playing rules will be used aswell. What I need are opinions for perks, strategies etc. Magic won't be used so mage armour is not an option. Any ideas?
 
Like some kind of Barbarian type! Maybe go for an Orc for the Berserker Rage, I recently created an Orc and he's badass! Maybe give him healing magic but that's all in the magic area. Perhaps go axe and shield or dual wield axes? Sounds like a fun character to play. My Orc is currently lvl 21, I haven't visited any towns or cities yet. He's not the Dragonborn, I've visited all Orc Strongholds and finally decided to take over Cracked Tusk Keep, it's safe storage so that's his new home :)
 
You'll want a Redguard. They can do Spellsword, with Alteration for minimal protection, or skip that all together until the later levels, when it will be necessary. Axe, and Sword, or dagger seems to be the way to go. I like Valdr's Lucky Dagger for the high crit effect, and it smiths up just fine. The Bleeding perk from axes realy helps when you're dancing in, and out of reach with Critical Charge so they keep taking damage, and the added reach of a Blade's sword really helps. Don't neglect the offhand Power Attacks, the sword/dagger one is a quick feint/stab (Reposte') that breaks charges from Bandits who like coming in swinging a Power Attack. Especially 2 handers, this beats them to the punch, and staggers so you can close with the axe.

For Shouts you want Wuld, FRD, Ice Form to paralyze Trolls (Do not Toe-to-Toe with those guys) and other tough ones. Wuld will get you clear of the melee quickly, so you can come around for another pass. You might want some Sneak to start the fight off with a Backstab (With the Axe!) 2Hand is not a good idea unless you're going to depend on Block, and Bash for openings. They slow you down too much, while Dual Flurry and the variety of possible attacks DW has at your disposal just barely makes this viable. With Magic, it's a relative breeze. I do just fine with nothing but a shield for defense, so that may be another option.
 
It sounds fun. I suppose logic would dictate you go for a sword and shield. A shield for some protection and a sword over axe or mace because you want to be dishing out damage as quickly as possible. However, I feel like going dual wield would be really good, too. If you can kill your enemies before they get a chance to damage you, it makes sense.

If you're RPing, you could make him a type of...ronin or wandering warrior. He has no armor 'cause he's poor, but has incredible sword skill. If you do that, you can give him alchemy because he's often living off the land. By doing that, potions can help you in a pinch and since you're not wearing armor, you'll have the space to carry them.

This actually sounds like a really fun idea. I can't help get the image of Yojimbo from my mind. It was a Kurosawa film that centered on a ronin who entered a town and helped get rid of the rivaling crime bosses. Great film and the main character fit the mold we're talking about here.
 
It sounds fun. I suppose logic would dictate you go for a sword and shield. A shield for some protection and a sword over axe or mace because you want to be dishing out damage as quickly as possible. However, I feel like going dual wield would be really good, too. If you can kill your enemies before they get a chance to damage you, it makes sense.
Dual Wield is damaging as quickly as possible, shield slows that down considerably (2handed/Block is faster in terms of DPS.) If you use Power Attacks to stagger instead of Block/bash, and know how to use footwork, that's enough defense, Evasion. That means playing differently, though, never Tanking, always moving, and utilizing every possible advantage at your disposal. That means Dual Weilding, I still say Axe/Sword because of Reach, the combinations of attacks, and Damage. Sword/Dagger (With Valdr's Lucky) at low level, then upgrade to Skyforge Steel handaxe after Proving Honor, and Silver/Blades Sword after Ustengrav, Smithed up level dependent.
 
Before joining the Thieves Guild, my Bosmer often did combat relatively unarmored (he often wears hide bracers and leather boots when in regular clothes to look cool, but that technically counts as armor), usually random encounters while traveling or hunting. He only uses basic healing spells and no other magic.

Sprinting--he relies on that a lot, especially to get out of range of an attack quickly. Enchantments to boost stamina--I use 'em but since he doesn't do any enchanting himself he has to use pre-enchanted items, so his clothes are unenchanted.

I tried him first as a sword-and-shield type when not using his main weapon (bow) but found that 1H dual wielding (with the appropriate Perks) worked better as he leveled up--basically he can kill close-melee opponents off fast before they can damage him too much. Also makes more sense for an unarmored/very lightly armor type to me--he carries two enchanted (Glass) daggers rather than a sword and shield, or two bigger 1H weapons. Daggers have less reach but they're faster. One has an Absorb health enchantment, the other a Frost enchantment that slows the opponent down a little. Also I use slow and paralysis potions to help minimize threats in battle.
 
Thanks for the responses guys! The dual wield and alchemy sounds like a fun addition. Not keen on Redguards tbh so I reckon either a bosmer or maybe khajiit :-) gona get started on the build tonight, my 700th hour playtime is coming up so a nice new character should keep things fresh. I'll keep posted with how the class plays.
 
Before joining the Thieves Guild, my Bosmer often did combat relatively unarmored (he often wears hide bracers and leather boots when in regular clothes to look cool, but that technically counts as armor), usually random encounters while traveling or hunting. He only uses basic healing spells and no other magic.

Sprinting--he relies on that a lot, especially to get out of range of an attack quickly. Enchantments to boost stamina--I use 'em but since he doesn't do any enchanting himself he has to use pre-enchanted items, so his clothes are unenchanted.

I tried him first as a sword-and-shield type when not using his main weapon (bow) but found that 1H dual wielding (with the appropriate Perks) worked better as he leveled up--basically he can kill close-melee opponents off fast before they can damage him too much. Also makes more sense for an unarmored/very lightly armor type to me--he carries two enchanted (Glass) daggers rather than a sword and shield, or two bigger 1H weapons. Daggers have less reach but they're faster. One has an Absorb health enchantment, the other a Frost enchantment that slows the opponent down a little. Also I use slow and paralysis potions to help minimize threats in battle.
Frost enchantments, and Slow poisons sounds like an excellent combo for this build. I'd bump it up to Sword/dagger just for a little bit of reach, especially if you aren't using a Bow, though. Also adds a little damage for Critical Charges, not to mention a higher Stagger chance. This opens up a bunch of pre-enchanted weapons like Grimsever, which comes with a good Tank Follower to help you out, (No reason you have to go it alone, Mjoll is effectively Immortal, and can take all the HA/2H loot you find and don't want to sell.) or the Pale Blade if you are able to get it. (The Lady makes sure You are slowed with 0 Stamina, and summons more cold using friends, so this may prove the most dangerous foe.)

You can still offhand power attack in backstabs for Assassin's Blade/Savage Strike if you get the chance. Unarmored, you have the lowest detection probability, all else being equal, so it'd be a shame to waste that advantage. Doesn't make you an assassin, unless that's your preferred attack, but it's a great way to start a fight, eliminating the biggest threat in one shot, then standing up to clear the rest of the room.

On any difficulty, an unarmored melee fighter needs every offensive advantage you can get.
 
Here's my Min/max build to eliminate all the shortcomings, and enhance all the advantages of going unarmored: Skyrim Perk Calculator - Plan the perks for your Skyrim character before spending them! Alteration for Detect Life/Undead, and Paralysis (assuming you don't want to use _Flesh Spells) with a little Magic Resistance so you don't get caught slowed out of reach by Ice Spikes. Sneak to take advantage of no Weapon/Armor noise, and use the Silent Roll/Critical Charge combo. Alchemy maxed for both Poison, and healing since you'll need both. Savage Strike, Dual Flurry/Savagery to get the most damage out of the Double Power Attack, and offhand Reposte' for breaking Charges/block. Paralyzing Strike because when it does go off, it's a fight ender, if you're backpedaling, then you're probably facing a 2hander with Reach on you, and a 1hk on your unarmored @$$. Conjuration splashed in for Bound Sword early on, when you need it most, and Soul Stealer to get your Enchantment up. I'd Smith first, then Enchant, so you done need Arcane, disenchant the magical ones you find for the effects to make your own combo. Do the College for the Drainheart Swords, Drainblood Axe, and staffs for shooting down Dragons before getting the Rend shout. Possibly the DBH for the most powerful dagger, with healing, and Windshear, which can be Smithed, then enchanted for maximum Affects. (Stagger, Critical Chance, Cold, Stamina Damage, Firey Soul Trap, and possibly Paralyze on a retreating power attack all in 1 hand!) Plus whatever you have in the other, and any poison effects you might use. I like Lingering Damage Health, and Weakness to Poison for Critical Charge, or Backstab, then Wuld away to let them die. Slow/Paralysis is optional. Since it's Steel Tier, it can be improved with 1 perk in Smithing. Get either Uthgerd/Mjoll and Volendrung, or Jenassa/Eola as followers so you have someone to wear all the armor you grind up to train Smithing/Enchanting.

For Factions, Companions first for the best Steel you can get/improve, then DBH for the Hood, Shoes, Handwraps (Eventually upgrade for the Jester's/Cicero's set) BoW, and Windshear. Grimsever to get Mjoll, then Forelhost, and The Cursed Tribe to kit her out for assisting your assault on the enemy's Stamina. Maybe Liars Retreat as soon as you can double enchant a better hammer than Volendrung. Then, the Main Quest/College of Winterhold so you can get the Gauldur Amulet, Lightning Staff, Drain_ Weapons to disenchant and Blackblade (Leveled.) Finally, the TG for the Nightingale Blade, Chillrend, and experience. I'd also do The Taste of Death for a good Nightblade/Necroknight follower, and The Ring of Namira (Excellent bonuses for Cannibalism, I know it's evil, but the health fortification/regeneration is critical for an Unarmored fighter.) I'd also end up with the Lady stone, once I'm done with the Guardians for training. Finally, the Imperials for Ulfric's Clothes, which makes for a badass unarmored outfit once Enchanted. (I do it in parallel with the DBH to RP as an Infiltration. First start off with Serpent Stone Island for Ice Wrait's bain, then take the Jagged Crown to Solitude, and finally, kill the Empiror once you have Ulfric's Stormcloak so you're not playing favorites.) You'll want Muiri's Ring to disenchant, after using it for Fortify Smithing/Enchantment potions. While you're in town, kill Madanach for the Smithing Ring.
 
Img/Img
Some screens of the new Unarmoured Swordsman. Finesse, grace and style to dispatch foes in a fight :)
Looks like you went Ralof for the Imperial Swords. I would have gone Altmer to get the speed, and reach advantages of their height. What race did you chose?
 
Thanks for all the information Psiberzerker! Tbh this build for me is more about challenge and a bit of roleplaying so maxing everything wont apply to this build but I will definitely use some of the tips. My goal is to not use any magic whatsoever (excluding shouts).

I went with Ralof purely because I'm going to fight for the stormcloaks this time round, just need to think up an appropriate backstory for this character to justify it. I went with Bosmer, purely because I like them, they look fast and nimble which is good enough for me :)
 
i'm currently doing a similar type of build, no armor no magic, just sword and staves and follower,
 
For Shouts:

Dragonrend as soon as you can get it. Blades Swords too, because they're Steel Tier, there's one on the weapon rack in Delphine's Secret Room, but it's critical that you can ground dragons where you can pound them.

Elemental Fury with un-enchanted blades (Windshear, and Valdir's Lucky Dagger Smithed up as high as you can get them) Slow Time once you start enchanting them, because it still works. Marked for Death to weaken enemies before you close on them, or backstab, combos well with Critical Charge.

Ice Form for foes you just can't take toe-to-toe, like Frost Trolls, Giants, Warlord Gathrik and the Beefgate of Sovngard. Frost Breath to slow, or Fire Breath to set them on fire.

Wuld Nah Kest to close, and get away when you're Charging through the Melee, you don't want to just hang out longer than it takes for a Dual Power Attack (Accellerated with Dual Flurry, and an offhand dagger) so Wuld out, and turn around for another pass. Also lets you get in the face with Archers, or Ice Mages, which would otherwise be your bane.

Become Ethereal for a last ditch defense when you're overwhelmed. It lasts long enough for you to flee, and regroup, or charge up a Master Scroll like Guardian Circle, Blizzard, Mass Paralysis, or Mayhem. Pick these up, they're invaluable once you have the Words to pull them off. GC heals you, as well as turning weak undead, and trapping powerful ones like Dragon Priests which like to run away, and pelt you from out of reach. Blizzard slows everyone, and lasts a long time, as well as sweeping away the weaker foes to let you take care of the strong ones. Makes tough Redoubts like Karthspire a lot easier.

Aura Whisper once you've maxed out Alteration so you can plan out your assault while conserving Magicka.
 
Thanks for all the information Psiberzerker! Tbh this build for me is more about challenge and a bit of roleplaying so maxing everything wont apply to this build but I will definitely use some of the tips. My goal is to not use any magic whatsoever (excluding shouts).

I went with Ralof purely because I'm going to fight for the stormcloaks this time round, just need to think up an appropriate backstory for this character to justify it. I went with Bosmer, purely because I like them, they look fast and nimble which is good enough for me :)
All that was merely suggestions, as are all of my builds. Going Unarmored will be more than enough challenge, so all the Maxing I did for offense is to compensate for an almost complete lack of defense. I would also respectfully suggest going no higher than Adept difficulty, I'm good at this kind of fighting, and I still couldn't make it work on Expert even with Ebonyflesh, and Magearmor. Put every stat point in Health, you're going to need it, and don't bother with the Lord Stone, the 50 armor won't make a bit of difference without more to stack. You're better off with the Atronach for Spell Absorbtion (Even not using Magick) or the Lady for faster Recovery since you won't be getting Wind Walker.

If you drop Alteration, at least splash in some Archery, and/or a good ranged Follower like Jenassa, because The Dragon Doesn't Have to Land. Sneak becomes more critical too, for eliminating Archers before they can pincushion you. If there's 3 of them up on the Fort Walls, you're toast even with Whirlwind Sprint/Become Ethereal unless you can take them out first. The Foresworn will own you, and they're the best source of Smithing XP, not to mention Briarhearts for Alchemy. Wait until you run into your first Ice Mage, or Frost Atronch who slows you to a crawl before you can close on them. Having absolutely no Ranged ability in your party, nor armor to soak arrows will eventually be your downfall.
 
I will point out that an Unarmored Archer wins with Sneak, Alchemy, and Smithing. You can still have Dual Wield for all the close quarters fast twitch awesomeness, but just that one addition will handilly fill the gaps in your build. If you have to, head back to Helgen to get all the arrows from the basement.

The critical difference between playing a Warrior, and Archer is how you use it. If you approach most every battle as a close-up fight, then the Bow is just a useful sidearm for when you need it, same with Sneak. An Assassin isn't the build, or class, but whether you follow the Profession of killing people by stealth for money. Much the same with being an Archer, or Melee Warrior/Berserker/Dervish. It's up to you which skills you use as primaries, and which are backups...

You're not going to get anywhere with Shouts if every dragon fight is an excercise in savescumming for the one where you luck out, and it decides to take you on the ground. Fortunately, the AI doesn't learn until they eventually just straffe you from the air because you have no counter attack, but you will get frustrated the very first time you get a random encounter in the woods, or on a steep rocky slope where the dragon literally can't land. If you just run the Main Quest, and avoid the dragons you don't have to fight, you have ranged help with Mirmulnir, Salohknir can be killed before taking off, and you get Dragonrend before taking on big Bad Al the first time, but you still have to face Foresworn, Falmer, Deathlords, Scourges (With Frost Atronachs,) and Animunculae just to make it that far. Not to mention every dragon at a Word Wall to collect most of the useful shouts. (You can avoid these by going to get them before you discover the Western Watchtower.)

I highly reccomend Archery, and Sneak if you have any hope of Surviving on any difficulty above Novice. You'll have to trust me on this, I've tried it. Oh, and stay away from Fort Kastav. Here's the adjusted final build with no Magic, except for Alchemy/Poison effects: Skyrim Perk Calculator - Plan the perks for your Skyrim character before spending them!
 
I've added Archery, smithing and alchemy into the build. So far the build is a lot of fun and a good challenge. Thanks for all the info
 
Back
Top