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Character Build: The Elf-Hewer

Tags: #Race:Nord  #Character Build Juggernaut  #Character Build Barbarian  #Character Build Warrior  #Rank:Mythic  #No Crafting 
  • Member
    December 3, 2014

     

    A plunderer, a reaver, a savage wanderer tracking down legends of the wicked Snow Elves and their hoarded treasure, the Elf-Hewer is my attempt to make Wuuthrad the centerpiece of a character. It derives much from the old Nordic legends of Ysgramor and his Companions after the Return, adds in some barbarian tropes from other sources such as Morrowind and Dungeons and Dragons, and rounds it all out with a version of the Conan aesthetic that Skyrim's developers so clearly envisioned while they designed the game.

    The Elf-Hewer is an adventurer following in the very early tradition of the Nords after their triumphant return to Skyrim from the Night of Tears. He is motivated by wealth, by the chance to prove his prowess, and by a restless desire for exploration.

    I haven't seen any builds make more than passing reference to Wuuthrad, and I've always wanted to change that. This build makes Ysgramor's iconic weapon the centerpiece, taking the following into consideration:

    -Wuuthrad does extra damage to Elves, specifically Altmer, Bosmer, Dunmer, and Falmer. It does not affect Orsimer (Orcs), nor does it affect vampire versions of any race. The frozen Falmer in the Forgotten Vale, as well as the lone Snow Elf boss located there, are also immune to Wuuthrad's extra damage.

    -Wuuthrad cannot be tempered (in the vanilla game), so no investment will be made in Smithing.

    -The Limbsplitter perks have no effect on Wuuthrad (for the same reason it can't be tempered: no material type was assigned to the weapon), so we'll go straight up the middle of the Two-Handed tree.

    -Wuuthrad is affected by Elemental Fury.

    For a more in-depth discussion of Wuuthrad, see the appendix at the end of the build (yes, this is the first character build I know of that is presumptuous enough to have its own appendix!), or see my related (and ongoing) discussion in the Tips & Tricks group here, where I try to nail down the numbers more precisely. But for now, on to the build itself.

    http://tamrielvault.com/public/album_photo/c3/0b/02/207ba_6dff.jpg?c=3845

    The Build

    Race: Nord, mostly for roleplay purposes, but the mechanics are solid too. Frost resistance with a Nord can get ludicrously high pretty quickly, between the racial resistance and the Helm of Yngol, the Lord stone, and other sources of magic resistance. And the Elf-Hewer will make good use of that +10 head start on Two-Handed.

    Stone: Thief (to work up Sneak and Lockpicking quickly), then Lord. I find level 20 is a good point to consider making the switch.

    Attributes: Prioritize Health, but don't entirely neglect Stamina, since we'll rely upon power attacks and bashes. Something like a 4:1 or 5:1 ratio of Health:Stamina is probably sufficient for the first 20 levels; once Health is around 200 or 250 Stamina can get a bit more priority. Over level 30 I found I was swapping fairly regularly between attributes upon level-up. By level 40 I was at around 350 Health and 250 Stamina.

     

    Major Skills: Two-Handed, Block, Lockpicking

    Minor Skills: Sneak, Heavy Armor, One-Handed

     

    Level 40 Perks

    Two-Handed: Barbarian 5/5, Champion's Stance, Devastating Blow, Great Critical Charge, Sweep, Warmaster

    Block: Shield Wall 5/5, Quick Reflexes, Power Bash, Deadly Bash, Disarming Bash, Deflect Arrows, Elemental Protection, Block Runner

    Lockpicking: Novice-Adept, Golden Touch, Treasure Hunter

    Sneak: Stealth 1/5, Muffled Movement, Light Step, Silent Roll

    Heavy Armor: Juggernaut 3/5, Well Fitted, Tower of Strength

    One-Handed: Armsman 3/5

     

    Two-Handed and Block are obvious choices here. Wuuthrad will ultimately provide both offense and defense. As a versatile fighter, the Elf-Hewer will also learn to block with a shield, meaning all perks in this tree will be taken eventually. (Deflect Arrows will be especially useful past level 30, when tough enemy archers can be a real danger.) In the early levels, though, he'll aim for Quick Reflexes and the bashing perks on the right side of the tree.

    The fact that Wuuthrad can't be tempered immediately suggested a no-crafting build. But, while much of the character's gear can be assembled predictably over the course of play, there are several armor pieces which depend on random availability. I love the look of some of those high tier armor types, but buying them from some merchant feels against the spirit of the character – I wanted to find them in some chest at the bottom of some dank, dark dungeon, ideally infused with useful enchantments by some long-dead sorcerer. That in turn led to my consideration of the Lockpicking skill, in particular the Treasure Hunter perk.

    For those unfamiliar with how Treasure Hunter works, I recommend you to a discussion by James in the Tips & Tricks section of the blog. Suffice it to say, the perk increases your odds of finding some levelled weapons or armor (enchanted or unenchanted) in most non-boss chests. For this build, we're mostly concerned with armor pieces that can fortify Two-Handed damage, elemental resists, or other niche abilities – or anything that augments the barbaric look we're going for.

    But don't think of Lockpicking as a subtle, thiefy skill. I prefer to imagine my Elf-Hewer busting open treasure chests with some shards of metal and a bit of force. If he breaks a few picks, so much the better (since broken picks improve the skill advancement). I aggressively leveled this skill, and acquired Treasure Hunter by level 26.

    Sneak may seem odd in a Two-Handed build, but several perks in this tree help create the image of a canny, alert barbarian with heightened reflexes, wary of danger in the wilderness and in dungeons. Light Step is reminiscent of the 'trap sense' attributed to barbarians in D&D, and Silent Roll, together with Great Critical Charge, allows for some truly explosive gameplay, as you pounce out of darkness and bury your axe in unaware foes. Silent Roll is also one of the few ways to bring Acrobatics – a class skill for Barbarians in Morrowind – into Skyrim.

    In the early going, Sneak is used to get into position for attacks and plan the course of battle. Even without Silent Roll, Great Critical Charge is a fantastic opener – just sneak into a suitable position, choose your target, stand up, and charge.

    Heavy Armor gives the bulk of the Elf-Hewer's armor rating, and is a better skill for dedicated investment than Light Armor thanks to the many lore-friendly heavy pieces mentioned below. While mismatched armor sets will be the rule for much of the game, wearing heavy boots, gauntlets, and helm will cause this skill to improve quickly even without training. Assign perks to Juggernaut here and there, and eventually push up the right side of the tree to learn Tower of Strength by the time you get a complete heavy set that you're happy with (for me, it's when I get Ahzidal's Armor of Retribution).

    One-Handed is a skill for later in the game. Many of the great quest rewards are One-Handed weapons, and they're often levelled, so leaving them for a higher level ensures their usefulness. Think of One-Handed as a complement to the Elf-Hewer's versatile skills, and a reason to loot all those interesting weapons lying around. In the early going, Two-Handed weapons are used exclusively, but once you're confident in your blocking ability, switching to any One-Handed weapon paired with Ysgramor's Shield is a fast way to work up both skills. Axe-and-board (or mace-and-board) is a defensive style of fighting, and the Elf-Hewer will use his One-Handed weapon mostly for quick strikes after a shield bash, so no perks beyond Armsman are needed.

     

    Gear

    After my Arrowsworn build, it was good to get back to an unapologetically loot-hungry character. The Elf-Hewer is squarely in the 'low-fantasy' tradition of Conan, or Fafhrd and the Grey Mouser: he doesn't adventure for an ideal or to save the world, but for the rewards and the thrill.

    Thanks to a focus on Lockpicking, you won't feel like it's out of character to break open any chest or door that stands in your way – and you won't feel the least bit hesitant to reach in and grab what you find. Coins, gems, potions, jewel-encrusted charms, weapons seething with sinister energy – all of it is for the taking. I looted potions and scrolls to sell, imagining that my Elf-Hewer couldn't read the strange language of the inscriptions. I slung the furs and hides from my kills over my shoulder and hauled them back to the cityfolk, who would pay me for the day's work. I pried ancient weapons and armor from the grip of undead chieftains and brought glittering gold from the depths of ruins forgotten by scholars.

    Without crafting, the Elf-Hewer is compelled to assemble his gear set out of whatever is at hand (and since he doesn't craft anyway, he can afford to use armor that is already enchanted or simply can't be improved). In the early going, the barechested fur piece with a 'cape' over the shoulders, plus heavy armor everywhere else, is a suitably wild look. The Steel Horned Helmet is especially noteworthy in this combination – very reminiscent of Frank Frazetta's work. And a Skyforge Steel Battleaxe and Silver Greatsword were my two main weapons for the first 20 or so levels, as soon as I got hold of them. Skyforge steel is impressively competitive with other weapon materials, and the Silver Greatsword is great at cleaving draugr. Once you obtain Wuuthrad, you can leave these both behind – Ysgramor's axe will outdamage Skyforge steel and the Silver Greatsword, even considering the latter's 20-point bonus against undead.

    After a few levels, you'll be able to go after some specific pieces:

    Scaled Horn Armor – this can't be tempered at all (not a concern for the no-crafting Elf-Hewer), but it has a decent AR, won't slow you down as much as heavy pieces, and is a good choice for a Nord adventurer who is beginning to prove himself.

    Ironhand Gauntlets – a fairly easy grab, and something you're bound to come across while pursuing Whiterun bounties or looking for Amren's sword, these gauntlets fortify your Two-Handed skill and offer a decent early level armor rating, making them the best choice for some time.

    Helm of Yngol – absolutely iconic, and fits perfectly with the aesthetic. This helm is perhaps the best option for a crazy Nord barbarian, and even better, it was worn by the forger of Wuuthrad itself. It's also easily looted at a fairly low level. Wear it with Scaled Horn Armor for a more resilient set once you hit the mid-levels (around 20).

     

    Ahzidal's Boots of Waterwalking – the first piece you acquire during the Unearthed questline, these are more of a niche item but are always good to have stowed away. In the absence of other strong boots offering a more useful enchantment (such as elemental resist), these are a solid choice.

    Ahzidal's Armor of Retribution – the end-game prize, this armor is an answer for dungeons where the Elf-Hewer is in danger of being overwhelmed by numbers: the more incoming hits, the greater the chances of triggering the paralysis effect. It's also slick as hell. Warning: When wearing Ahzidal's Armor of Retribution (or any Ancient Nord Armor) and playing in first-person and using a 2-handed weapon, there is a minor visual glitch, most obvious when blocking and drawing/sheathing – it appears as though there is some black material hanging down from the handle of the weapon. I haven't found any fix; your options are to ignore it, play in 3rd person, or use a shield and one-handed weapon when wearing the armor. My solution was to wear the armor selectively, mostly in dungeons or during predictably difficult fights. While traveling, I wore Scaled Horn instead.

    Ancient Helmet of the Unburned – because there are too few unique Ancient Nord-style gear pieces. This one offers a solid fire resistance bonus. Can only be acquired at the end of the College questline (what?! A barbarian in the College?! - see below). It's light enough to carry around and swap with the Helm of Yngol or other headgear to fit the situation.

    Ysgramor's Shield – You'll find this around the same time as Wuuthrad, which always presents a dilemma to the warrior who wants to use both. But the Elf-Hewer can pair the Shield with any decent One-Handed weapon and hold his ground thanks to his Block skill. While I focused on Two-Handed for the first 30 levels, shortly thereafter I began to work up One-Handed, and was able to make great use of the Shield thanks to a solid Stamina investment (which allowed plenty of shield bashes). By level 36 my One-Handed had shot up into the 50s, and my Block had risen notably as well. So, although the Shield is heavy, keep it slung across your back in anticipation of the higher levels, when you'll appreciate its mighty enchantments and defenses.

     

    Shouts

    Casting himself in the mold of an ancient Nord hero, the Elf-Hewer uses his mighty gift at will. Whether or not he believes he is truly Dragonborn, he recognizes the power of the Thu'um and is ready to use it, especially against those who lack the strength of purpose to focus their inner Voice. Notable Shouts include Unrelenting Force, Marked for Death (used against Falmer or boss-level enemies as a kind of shouted “curse” at the start of a fight, this Shout magnifies Wuuthrad's effectiveness notably), Animal Allegiance (especially useful in Falmer/Chaurus caves) and Elemental Fury (best used without power attacks – just shout and swing away).

    Dragon Aspect deserves more attention than I can give it here, but suffice it to say this Shout makes the Elf-Hewer into an absolute force of nature. It increases the strength of power attacks and armor rating, and provides a host of other benefits to your Shouts. Use Marked for Death after Dragon Aspect and even Karstaag will crumble. Combine it with Elemental Fury and you'll be swinging Wuuthrad around like a dagger!

     

    Quests/Roleplay

    The Companions questline is essential for Wuuthrad, of course. And, while I often dislike rising to a leadership position in TES guilds, this time it fit: the Elf-Hewer begins as a lowly adventurer, then thanks to his skill gains the trust of this ragged band. Being the Harbinger doesn't mean his adventuring days are done; it just gives him a rowdy mead-hall to return to after weeks of far-faring and a pool of followers should he desire the company.

    The Main Quest is also crucial – at least at the outset – to open up dragons, Shouts, and other roleplay opportunities. The key here is to take it slow. NPCs associated with questlines often give a sense of urgency about their quests which, in my experience, interferes with my own sense of my character. Instead of one long quest, I found it best to approach the main quest as a series of smaller jobs. Find a mysterious stone in some long-forgotten tomb? Team up with an enigmatic Blades agent to slay a dragon? Search the underbelly of a city of thieves and ruffians for an old man? Take these quests one at a time, and give yourself plenty of time for adventuring, hunting, and carousing in between them.

    Solstheim is a perfect place for a far-faring Nord adventurer to explore. My Elf-Hewer was amused to become the hero of Raven Rock's Dunmer villagers. In a way, his solving their problems was no different than the First Era wars in Morrowind, in which barbarian Nord mercenaries were drawn into the conflicts between the natives. Of special note here is the Unearthed quest, which opens up Ahzidal's relics – but there's no reason not to explore the whole island.

    Over the course of the Main Quest, you'll be sent to the College of Winterhold. Rather than ignore this as another all-too-obvious move by Bethesda to forcibly introduce the PC to each major questline in the game, I chose to roll with it. What Nord raised on stories of Ysgramor wouldn't want to visit Saarthal? Or Labyrinthian? This is one case where the short questline is actually an advantage. Along the way, you'll be killing dark mages, delving into crumbling ruins, slaying Falmer, and ultimately destroying another Thalmor foothold on Skyrim. Plus, it's great fun to play against type. You're no scholar, but there's coin to be had, and if the mages are willing to pay you to do the heavy lifting, you're not afraid to face whatever awaits.

    The Elf-Hewer learns early on to watch for signs of Falmer, and is eager to enter these lairs and finish the work of Ysgramor's heirs. Dwemer ruins, which often house the wretched creatures – as well as untold treasures and magics – are also prime targets for plundering.

    Really, though, the Elf-Hewer doesn't need much of a reason to enter dungeons. Any gloomy cave or ruined fort, any abandoned tower or nameless hole in the ground is invitation enough for danger and adventure.

     

    One of the most satisfying things about this character is the sense of progression. The Elf-Hewer is changed over the course of his travels: from a lowly, fur-clad barbarian just making his way in the world, to a canny adventurer selling his prowess across the northlands, and ultimately to a famed hero armed in the gear of the ancients, whose dragon-soul beats in his heart and in his fists and moves upon the terrible words that fall from his lips. Watching your character grow in wealth and power during his journey, and relying upon his own skill and strength – and the luck of the treasure hunter – rather than meticulously self-crafted gear, showcases many of the strengths of Skyrim.

     

     

    Appendix: Wuuthrad

    Wuuthrad is one of those weapons in the game that often get overlooked as mere curiosities, suitable only in extremely rare circumstances, or just too underpowered to be useful. In what follows, I hope to make the case that not only does Wuuthrad have some awesome lore standing behind it – it's actually more than capable of holding its own.

    In the hands of a character who doesn't craft, Wuuthrad is already one of the better weapons available, but it really shines in a few situations:

    -the Thalmor Embassy portion of the Main Quest

    -Northwatch Keep, for the Missing in Action quest

    -Falmer lairs

    -wizard dungeons (many of whose inhabitants are Dunmer or Altmer)

    -Solstheim (which features many Dunmer, including Miraak's Cultists and the island's Reavers)

    As a weapon with a decent damage output on its own, it's no slouch in other fights. But let's focus on how Wuuthrad stacks up against Elves.

    Wuuthrad inflicts 1.2x damage against Elves (Altmer, Bosmer, Dunmer, Falmer). To take a conveniently round example, if Wuuthrad displays a damage of 100, it will actually deal 120 points of damage to Elves.

    This damage bonus vs. Elves is increased by anything that increases the direct, displayed damage output of Wuuthrad. Note that poisons and offensive enchantments applied to Wuuthrad are not multiplied. However, the following sources will increase the anti-Elf multiplier (along with the regular damage):

    -Power attacks (a x2 multiplier, increased a further 1.25x with standing power attacks after Devastating Blow is unlocked, and increased a further 1.25x while under the effect of Dragon Aspect)

    -Sneak attacks (a x2 multiplier is possible with Two-Handed weapons)

    -Potions and enchantments that fortify Two-Handed skill

    -Marked for Death

    Power attacks work as expected. With Devastating Blow, a standing power attack from Wuuthrad will deal its displayed damage x 2 (for the power attack) x 1.25 (from Devastating Blow) x 1.2 (against an Elven target). A 72-displayed damage Wuuthrad, for example, will deal ~216 damage to an Elven target wearing no armor, 36 points of which is due to the enchantment.

    Sneak attacks get multiplied too, and there are some tricks the Elf-Hewer has at his disposal here as well. By working up the left side of the Sneak tree to Silent Roll, a sprint roll out of stealth (combined with Two-Handed's Great Critical Charge perk) will deal Wuuthrad's displayed damage x 2 (for the power attack from Great Critical Charge) x 2 (for the sneak attack) x 1.2 (against an Elven target). Using the same numbers as above, Wuuthrad would deal 345.6 damage, 57.6 of which is due to the weapon's enchantment.

    If you can get close to your target, a standing power attack from stealth would deal Wuuthrad's displayed damage x 2 (for the power attack) x 1.25 (Devastating Blow) x 2 (sneak attack) x 1.2 (against an Elven target), for a total of 432 damage (again, using the above scenario), 72 of which is due to the enchantment. This is enough to outright kill many enemies, especially if unarmored types (like many Elf wizards) can be caught off-guard.

    Potions and enchantments that fortify Two-Handed simply modify the displayed damage, which gets multiplied in the predicted way. This means potions of the Berserker will be a top priority in alchemist shops, and worn enchantments of Fortify Two-Handed will be the goal when looting.

    If that isn't enough, Marked for Death takes Wuuthrad to another level. The extra damage against Elves gets multiplied along with everything else to reach some truly insane numbers. For those unfamiliar with how Marked for Death works, I recommend James's article in Tips and Tricks (seriously, just read everything by James - it's all excellent). What we're concerned with is the fact that, since Wuuthrad's extra damage is keyed off the weapon's outgoing damage, anything that increases that outgoing damage – such as Marked for Death – will also increase the bonus damage. It's possible, at the extreme end, to see Wuuthrad's extra damage against Elves get above 300 points – that's not even counting the weapon's regular damage, which can easily get over 1,000. And, Marked for Death is further augmented by the Dragon Aspect shout.

    Who needs crafting?

    Of course, those kinds of results are only seen when Marked for Death has been working for the full 60 seconds. Most of the time, you'll shout at the beginning of a fight and start swinging shortly thereafter. But the beauty of Marked for Death is that you hit harder with each swing, since your foe is weakening with each passing second. You'll be taking hits yourself, blocking others, bashing to stagger, and generally getting worn down – but if you can endure, you'll win out. It reminds me of the Old English poem The Battle of Maldon, and the line:

     

    Hige sceal the heardre, heorte the cenre

    mod sceal the mare the ure maegen lytlath

     

    Which, translated roughly, means:

     

    Mind must be bolder, heart must be harder

    spirit shall be stronger, as our strength lessens.

     

    Think of that when you're dulling your axe-blade in Falmer skulls in some godsforsaken pit.

     

    Bash damage and Wuuthrad

    The Elf-Hewer learns to use all parts of his weapon for offense and defense – and Wuuthrad is a great weapon for bashing. Bash damage is related to the weapon's base damage (according to another of James's articles), which for Wuuthrad is 25. Only a few weapons have a higher base damage than this, and none are as light as Wuuthrad (which means we'll be consuming less stamina per attack). With the right perks and a high Block skill, Wuuthrad can bash for over 90 points of damage – all while staggering enemies, potentially disarming them, and allowing the Elf-Hewer to maintain a defensive stance.

    Unfortunately, the bash damage does not increase against Elven targets. But that bash damage can be increased against all targets by potions of the Defender, so keep an eye out when in the cities – and it's also increased by Marked for Death. Bashing is an excellent complement to the playstyle, whether it is a quick bash, consuming less Stamina and allowing for a fast swipe with Wuuthrad's blade, or a power bash that sends a foe's weapon flying from his hands.

     

    Elemental Fury and Wuuthrad: to enchant or not to enchant

    When people learn that Wuuthrad can't be tempered, I think most of them turn to enchanting as a way to increase the weapon's damage. Enchanting is undeniably a powerful skill, but there are several things that make it a less attractive option for Wuuthrad, in my opinion:

    -Wuuthrad can only be enchanted once, so you'd have to get your Enchanting skill to 100, take all relevant perks, and possibly work up Alchemy in order to fortify your Enchanting further, before actually enchanting the weapon.

    -Making the most of an enchanted Wuuthrad requires 9 perks (5/5 Enchanter, then up the left side to Extra Effect), since you'd most likely want to make use of the elemental damage enchants.

    -Elemental damage can be resisted, meaning an enchanted Wuuthrad loses some of its potency against certain enemies.

    -Enchanted weapons must be recharged periodically (not a big deal, but annoying).

    -Enchanting Wuuthrad prevents it from being affected by Elemental Fury.

    This last point is perhaps the crucial one for me. Why is Elemental Fury such a prize? Suppose Wuuthrad deals 100 points of damage (120 vs. Elves). Now suppose it is infused with a strong elemental enchantment (50 points of frost damage, say). Wuuthrad now deals 150 damage (170 vs. Elves).

    Let's say we can swing Wuuthrad once per second. Over five seconds, then, with five regular swings (no power attacks), this enchanted Wuuthrad is dealing 150 x 5 = 750 damage (or 850 vs. Elves).

    Now consider the unenchanted weapon under the effects of 3 words of Elemental Fury. This shout not only increases the weapon speed, it also adds 10 points of damage to each strike. Over that same 5 second period, Wuuthrad hits not 5 times, but 5 x 1.7 = 8.5 times. That unenchanted 100-damage Wuuthrad, increased to 110 points, is dealing 935 damage against everyone, and a whopping 1105 damage against Elves.

    And Dragon Aspect increases the magnitude of Elemental Fury (by 25% according to Ponty's Guide to Shouts) – so if attacking 1.7 times faster just isn't enough, how about 2.125 times faster?

    It is certainly possible to create an enchantment that outperforms the above, but it requires a lot of time and perk investment to do so – as a guess, you'd need 100 Enchanting skill, Extra Effect, and preferably some synergy with Destruction perks in order to pull it off. Compare that to a shout that can be acquired very early and very easily, and requires zero perk investment, crafting, or skill management. For a restless barbarian like the Elf-Hewer, it's a very clear choice.

    Happy Hewing!  

     

     

  • Member
    December 3, 2014

    Nice

  • Member
    December 3, 2014

    lol - you must read superfast! 

  • Member
    December 3, 2014

    I think it's cool how you made your build revolve around one weapon. It's neat and original

  • Member
    December 3, 2014

    This is awesome Paul, reminds me a bit of one of my friends' DND characters, who hates all Elves for some reason, minus the fact the Hewer isn't a wizard or yells "WIZARD!" before casting magic. +1, can't wait to see more my fellow Skyrimmer.

  • Member
    December 3, 2014

    Thanks. :)  Wuuthrad isn't as flashy as some other options, but it's actually quite reliable - and the lore is good fun. 

  • Member
    December 3, 2014

    heh, well he does Shout!  

  • Member
    December 3, 2014

    Wuuthrad definitely deserved it's own build, and you've done an awesome job with it here Paul! This character looks like a blast!

  • Member
    December 3, 2014

    It's great fun, definitely!  I'm still playing in fact - over level 40 and this character hasn't been to Markarth once, so still plenty of adventuring ahead.  Apart from working up a few of those supporting skills, though, I don't think there will be too much to add in terms of the build from here on out.

  • Member
    December 3, 2014

    I love delver builds, and a sneaky barbarian makes it super-awesome! It's nice to see Lockpicking getting a little love in a build, and you've also managed to make me keenly interested in Wuuthrad (which is a weapon that I have utterly ignored over the last three years).

    Great job--this looks like loads of fun! :D