Spoiler Best Weapons (For Min/maxers)

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All right, this is the basis for another Article, but rather than throw all my opinions in without debate, or segregating it in the Writer's sub-forum, I thought I'd posit to the General public for input, and feedback. I've got the Spoiler tag up, because, among other things, I'm going to tell you where to get it, which may give away quest specific details. Also, I know you can probably make "better" with Smithing, and Enchanting, but this is about scripted items that can be found throughout the game, in case someone doesn't want to grind up to Extra Effect. I will note which can be Disenchanted, and if Smithable, what perks/materials you would need to Temper them.

So, without further ado, here's the first in a format that can be C&Ped for later entries:

The Drainheart Sword:

Damage: 11, Weight: 3, Value: 66
Found: In the Labrynthian, only during the Staff of Magnus Quest.
Skills/Perks: 1H/Critical Strike.
Additional Effects: Drains 15 Stamina.
Smithing: Cannot be Improved.
Enchanting: Pre-enchanted, so the Elemental Fury Shout won't work on it, but can be disenchanted for an Absorb Stamina effect that is unique, and can be stacked with the same effect from another weapon:
Notes: Now, this doesn't look all that great. Maxed out at 11 base damage, and the enchantment doesn't even add more, but the secret here is the Weight. At 3, it's lighter than most daggers, so for a Stamina efficient character, it drains very little for Sprinting, and Power Attacks. Combined with the Stamina Drain, this basically means unlimited Power Attacks as long as it can be kept topped off with soul gems. It's also 1 handed, so it can be dual wielded, or comboed with another 1h weapon shield, or spell. This makes it more versatile than the other Ghost Weapons (except the Ghost Blade, which is the lightest in the game, but has a negligible effect.) So, you can use it to stick someone, then bash, or power attack with the other hand, over, and over. With Dual Power Attacks, especially doubled up, the Stamina kicks in after the drain, so you always have some left, to start another, and keep spinning like a Dervish. And lastly, unlike other Unique Weapons, it's the most common drop from the dungeon it's found in, so you can collect a (surprisingly light) stack of them. Disenchant 1, dual wield a couple more, and swap them out when they run dry if you're out of souls to top them off. It's also a nice striker for an Invisibility/Sword Nightblade, because you can recover from a Power Backstab (Not compatible with Assassin's Blade) to roll away. In the right combination, with Dual Wield, and Fighting Stance, you can actually recover almost as much Stamina as you expend in a Dual Power Attack! Note, Absorb Stamina is enhanced by Augment Frost.

Drainblood Axe

Dmg: 21 Wgt: 5 Val: 266
Found: Same Dungeon as the Sword
Skills/Perks: 2H/Limbsplitter
Additional Effects: Absorb Health 15 points.
Smithing: Cannot be Improved
Enchanting: Disenchantable, incompatible with Elemental Fury.
Notes: Like it's sword cousin, this is unreasonably light, except it absorbs health, instead of Stamina. This is a godsend, not only does this raise the Damage to 36 per strike, but heals 15 points as well, and can be perked to add bleeding. Made of damnage, I've savescummed to get one when the dungeon didn't come through despite having to go back to the beginning from the end. It's that worth it. Not into 2H? It's a guarenteed Absorb Health effect you can stack with the regular one once you find it. If you are a 2 hander, this is a handy light weight backup to carry, and switch to so you don't have to run away with both hands full of Restoration.
 

Squirrel_killer-

The blade in the dark and the hand at your throat
The Rueful Axe:

Damage: 22, Weight: 10, Value: 1183
Found: Reward for A Daedra's Best Friend.
Skills/Perks: 2H/Limbsplitter.
Additional Effects: Damages 20 Stamina. (230 uses)
Smithing: Improved with an Ebony Ingot, no perk.
Enchanting: Pre-enchanted, so the Elemental Fury Shout won't work on it, can't be disenchanted.
Notes: Being available at level 10 and doing 22 damage it is a good weapon at that low of a level. It is also the lightest melee weapon in the game to do 22 damage. The first weapon that will show up in leveled lists to do the same damage as The Rueful Axe is a Dwarven Warhammer with a weight of 27, the lightest weapon to match it's damage is a Glass Great Sword weighing 22. It's low weight, high damage for it's weight, and enchantment makes it a good fall back melee weapon for an archer or a mage, allowing you to deal reasonable damage, take down their stamina limit their power attacks, and not be weighed down too much. Warriors will benefit from its raw damage, ability to limit enemy power attacks, and light weight allowing more frequent power attacks of their own. The large number of uses means it requires few recharges for archers or mages using it for a back up weapon, while warriors will rarely need to recharge mid-dungeon.
 
The Rueful Axe:

Damage: 22, Weight: 10, Value: 1183
Found: Reward for A Daedra's Best Friend.
Skills/Perks: 2H/Limbsplitter.
Additional Effects: Damages 20 Stamina. (230 uses)
Smithing: Improved with an Ebony Ingot, no perk.
Enchanting: Pre-enchanted, so the Elemental Fury Shout won't work on it, can't be disenchanted.
Notes: Being available at level 10 and doing 22 damage it is a good weapon at that low of a level. It is also the lightest melee weapon in the game to do 22 damage. The first weapon that will show up in leveled lists to do the same damage as The Rueful Axe is a Dwarven Warhammer with a weight of 27, the lightest weapon to match it's damage is a Glass Great Sword weighing 22. It's low weight, high damage for it's weight, and enchantment makes it a good fall back melee weapon for an archer or a mage, allowing you to deal reasonable damage, take down their stamina limit their power attacks, and not be weighed down too much. Warriors will benefit from its raw damage, ability to limit enemy power attacks, and light weight allowing more frequent power attacks of their own. The large number of uses means it requires few recharges for archers or mages using it for a back up weapon, while warriors will rarely need to recharge mid-dungeon.
Don't forget, it has one of the slowest striking speeds in the game. Hits like a log truck, though. Also, getting it means you can't get the Masque, and therefore Oblivion Walker without doubling up on Hircine's Ring/The Savior's Hide. Just for completedness.

The Longhammer:
Damage: 21 Weight: 18 Value: 90
Found: Liar's Retreat, on, or under the table with the body of Rahd.
Skills/Perks: 2H/Skull Crusher
Additional Effects: Fast Striking.
Smithing: Orcish Smithing Orichalcum Ingot
Enchanting: Unenchanted, cannot be disenchanted, but compatible with Elemental Fury.
Notes: First of all, don't expect to just walk in, and pick this up. Liar's retreat starts with a room full of Falmer, up to 3 Skulkers at a time, and a Gloomlurker in the room with this item. So worth it, because though it's otherwise a normal Orcish Warhammer, it strikes at Mace Speed, and isn't technically enchanted. That means you can use Elemental Fury for insane DPS, and enhance it with Smithing, or Dual Enchantments. (two out of 3 ain't bad.) Pretty stompy all by itself, then you can make it even better, the only conceivable drawback is it's not 1 handed, so can't be dual wielded. All together, this has the potential to be the Best 2 handed weapon possible, depending on how you upgrade it. (For comparison, it does 1 less damage than the Rueful Axe, and swings twice as fast without Elemental Fury.)
 
Headsman's Axe

Dmg: 17 Wgt:11 Value:15
Found: On Ahtar, Solitude's Executioner.
Additional Effects: Fast Striking
Smithing: Cannot be tempered
Enchanting: Unenchanted, cannot be disenchanted, works with Elemental Fury
Notes: Not as good as the Longhammer, because it doesn't do as much damage, and can't be improved. However, it's a lot easier to get, and can be perked to do Bleeding damage with Limbsplitter. Otherwise, it's another unenchanted fast striking 2H weapon to make up for the fact that they don't have anything like Dual Flury. Wouldn't really be worth it, except for the fact that it has one of the longest reaches in the game (as opposed to the "Long"hammer, which is really rather short) so you can play the reach game, and use it to Sweep multiple opponents with bleeding damage, and stagger. You may want to enchant it to raise it's damage, and combat effectiveness. I like Absorb health, and Fire Damage with the Sweep Perk.

Volendrung

Dmg/Wgt/Val: 25/26/450
Found: On the Altar to Malakath, after The Cursed Tribe quest.
Additional Effects: Fast Striking, Absorb Stamina 50 points.
Smithing: No Perk, Ebony Ingot.
Enchanting: Cannot be Enchanted, Disenchanted, nor accelerated with Elemental Fury.
Notes: Rounding out the fast Striking 2Handers, the Mighty Fellhammer. Also a Daedric Artifact, it counts for Oblivion Walker. Now, about acquiring it: You have to complete the Cursed Tribe quest, which requires a Troll Fat (easy enough) and Daedra Heart (Don't worry, she can tell you where to get one.) Also, you'll have to help kill 1 Giant, take a tougher than usual one all by yourself, and evade, or fight a third. So, while there's no Level minimum for this, that's up to 3 Beefgates, and the possibility for a 4th. (assuming you didn't kill the troll, and Dremora just for the ante.) You'll have to earn it.

So worth it, though. It's a spiked beer keg on a stick, hits at Greatsword Speed, and absorbs Stamina to keep on power attacking, while depriving your enemy the opportunity. Almost as good reach as Ahtar's Axe too, but more damage, and a powerful enchantment on top. (With Sweep, you get 50 Stamina from everyone standing in front of you!) If you're playing a 2Hander without enchanting, but with the Arcane Blacksmith Perk this is quite possibly the best choice available. (Even if you aren't it's not really a bad pick.) Also some interesting comments from Guards. Finally, a full suit of Orcish Armor is lootable in the quest, which happens to be the lowest tier that can reach the Armor Cap without Alchemy, and Enchanting. (The Forgemaster's fingers help.)
 
Windshear:

Dmg: 11 Wgt: 10 Val:40
Found: On the prow of the Katariah during the DBH quest Hail Sithis!
Skills/Perks: 1H/Critical Strike
Additional Effects: Stagger on Strike with a chance to knock down on a Bash.
Smithing: Steel Smithing, Steel Ingot
Enchanting: Unenchanted, cannot Disenchant, compatible with Elemental Fury.
Notes: Just Un-Fair. Seriously, don't Bash with this, just keep swinging to lock-stun anything. Even the World Eater, Giants, Steam Centurions, if you can get within reach, and land a strike, you can cherry tap them to death without any chance of retaliation. Don't even power attack, unless they're blocking, makes the game extremely boring. However, some people like that, and it's Smithable with the Gateway perk in that tree, as well as enchantible. I wouldn't even worry about Stamina, just go for pure damage, with an extra helping of damage on top, like Absorb Health/Fire Damage, or Shock to drain Magic users. I like Absorb Stamina/Magicka for Nightblades so you can recast Invisibility, and Roll Away. (Like the Nightengale Blade, with Stagger!) Good trainer for Assassins (oddly enough) because you can run through the DBH arc, and backstab them as long as they're staggered, over, and over to ramp up to Assassin's Blade. Paired with the Blade of Woe, I like to sting with a left hand power attack to take sips of health, or Double Power Attack for maximum DPS with stagger. A similar combo can be done with the DHS, or NGB. Also real nice gift for a follower, so you can Tank&Spank with very little risk to either of you. With Dual Flurry, and Elemental Fury, you can be fast enough to keep 2-3 stunlocked simultaneously, while their friends can't get around them if you stand with your back to a wall, or in a bottleneck to avoid getting surrounded. (What I call Logjammin') Easily the most OP sword in the game, because you can Stagger without using Stamina, nor Magicka.
 
Bound Bow

Dmg: 42/48 Wgt: N/A Val: 335 (Spell Tome)
Found: Fort Amol Prison, in a bucket, under a Lamp.
Skills/Perks: Archery/Mystic Binding, Soul Stealer, Adept Conjuration.
Additional Effects: Can be Perked for Soul Trap, Banish, and Turn Undead
Smithing: No.
Enchanting: No.
Notes: Okay, this is a spell, but it creates arguably the most damaging weapon available in the game without Smithing. If you look up at damage, the second number is for Mystic Binding, which can be gained at level 3 by any character that focuses on Conjuration (or starts with a bonus.) It's actually the Weapon+Arrow Damage, but it creates it's own, so unlike any other bow, you'll never run out. An Altmer can cast it at level 1, with a Novice hood, which you can get from the Helgen Torture Room during the Unbound quest/tutorial. Don't even have to pick the lock, just loot the body through the cage door.

This is The Disk 1 Nuke in Skyrim. Nothing else is available so easy, so early, and so disproportionately powerful. Even if you do take up Smithing, and later make a better weapon, this will get you there, and fill the Soul Gems to enchant it. If you start with 15 Archery, it more than makes up for a lack of skill. There is no better bow you can get without a major investment into long questlines (like the Nightingales, College of Winterhold...) or leveling to the point that it's at maximum strength. (Nightingale Bow, Gauldur Blackbow...)

And finally, it has hidden perks unique to 2 handed Bound Weapons. When cast, it replaces whatever is in the other hand. This returns, automatically when it times out, or you Sheathe. A Bow is already a powerful weapon, but when the enemy closes to Reach, you need to either switch to a backup, or run away. With a regular bow, you can go into menues to pull a Dagger, or quicklink for a faster switch. This works well for a shield (You can bash for an opportunity to draw a weapon, or break away, and recast.) Dagger, Sword, or even Spell. You can even have Bound Sword, and Battleaxe in each hand, to cast the weapon best for a given fight. Lastly, all Bound Weapons can be smuggled into anywhere, and cannot be disarmed by the shout, so you're never without a weapon.

All of this is why it made this list, despite being a Spell.

Bound Sword

Dmg: 9/14 Wgt: N/A Val: 49 (Spell Tome)
Found: Bought from Farengar Secretfire, any other court wizard, or Phineas Gestor. On a table in Treva's Watch.
Skills/Perks: 1H/Critical Strike, Mystic Binding, Soul Stealer, Novice Conjuration.
Additional Effects: May be perked for Soul Trap, Turn/Banish
Smithing: No.
Enchanting: No.
Notes: Might as well get them all, this one comes in second, because any character can cast it at level 1, Double (not Dual) Cast it with Novice Conjuration at level 2, get Mystic Binding rather easily by level 3, and level up 1H/Conjuration unbelievably fast. Not as much of a Disk 1 Nuke, but definitely overpowered enough for Master until you come up with something better, and actually more versatile. Can be dual wielded, paired with a shield, or comboed with other spells. For long engagements, like some of the Civil War battles, you can half stack them, casting each hand a minute apart, and always have at least one out at all times. This goes well with the standard durations of Cloak, or Flesh Spells, and as they all take 1 hand, you can juggle. Also, since they aren't simulcast, the duration of one (of the cloak/armor spells) wearing off tells you another is about done. Less likely to be the only weapon you ever need, but it's early availability, fast leveling, and damage advantage will get you to a better weapon faster. Becomes pretty Abusive in all these respects with Flaming Familiar. At higher Conjuration, it's a plenty good backup to your Dremora Lord, and/or Thralls.

Bound Battleaxe would be redundant. It doesn't come out as OP for minmaxers as the other two, and there's better 2H weapons. Not that it's bad, it's just not as Great.
 
And now, onto the more Obvious ones:..

Nightingale Blade

Dmg: 10-14 Wgt: 11-15 Val: 426-1665
Found: Gift from Karliah.
Skills/Perks: 1H/Critical Strike, Backstab.
Additional Effects: Absorb Health/Stamina, 5-25 points.
Smithing: Ebony Ingot, no Perk to enhance tempering, requires Arcane Blacksmith.
Enchanting: Cannot Disenchant, incompatible with Elemental Fury.
Notes: For something with Night, and Blade in the name, this weapon seems ideally suited to an Arcane Assassin, for some reason. Should you not want to grind Enchanting up to Extra Effect, you'd be hard pressed to make one better. Unfortunately, it's a leveled item, with a long interesting, and fun questline to get it, so it's late-game only. Also, there's a glitch where the highest tier is not improvable at all on a grindstone, but the next lowest just does 1 less point of damage, and absorbs 5 less health. So, if you're playing a Warcrafter, you might want to make sure you get it between level 36, and 45. Otherwize, wait 'till 46, and use the perks on something other than Smithy. Feel secure in the fact that it will still do 29 damage, heal you, replenish stamina, and fatigue the enemy with each strike without any perks, or other multipliers. Also comes shortly before a set of armor with some handy enchantments (If you're also into Illusion) and a pretty damned good Bow.

While this is incompatible with Assassin's Blade, the damage, x6 Backstab multiplier, and bonus from the matching set of Gloves is nothing to sneeze at. Should you have to fight your way out, the enchantments will keep you alive, and infatigable as long as you keep swinging, and the charge holds out. Can also be dual wielded (with the Blade of Woe, and Shrouded Gloves if you really are a Min/maxer or) with Mercer's Dwarven Sword of Devouring for near unstopability.

Blade of Woe

Dmg: 12 Wgt: 7 Val: 880
Found: Astrid.
Skills/Perks: 1H/Assassin's Blade
Additional Effects: Absorb Health/Stamina, 5-25 points.
Smithing: No Ingot, Steel Smithing, requires Arcane Blacksmith.
Enchanting: Disenchant, incompatible with Elemental Fury.
Notes: The NGB's counterpart in the DBH, it's more geared for the total assassin. There's 2 main ways to acquire it, either Destroying the DBH if you're in a hurry, or going through the whole questline for all the goodies, and to get your evil on. A third way is to Pickpocket it with the Misdirection perk, and if you pull that off, you can get another from either of the regular routes. 2 BoWs is probably too much, though you can double backstab with the highest base damage of any dagger, and Shrouded Gloves for a total of 120x with 20 points of health absorbtion. There's no kill like overkill, eh?

Unfortunately, I see a little conflict with the Enchantment. It effectively adds nearly double the damage, but 9 times out of 10, if you're lined up for a Backstab, you're at full Health, so the healing effect is wasted. On top of that, it drains the charge fast, and doesn't have Soul Trap, so stock up on those Grands! Otherwise, it's a terrific offhand weapon, especially with any of the swords on this page. 2 of them with Dual Flurry, and Savagery is a pretty impressive sight with the Double Power Attack, and your Health Meter going back up like you got Histskin, or something. Paired with the Drainspell Sword, you have an efficient combo of limitless DPAs that actually outperforms the Nightingale Blade (another good compliment for it.) With the BoW, and a good Sword, you can also sneak up for a backstab, then ruin the rest of the room in stand up fighting.
 

sesus

New Member
fists(156 damage)
get the fist of the puglist and disenchant then put that on a ring and the best heavy gauntlets u have ( mines is deadric legendary) then get encahnting all the way up so the enchantment does more damage the get the (fist of steel) perk, and be a khajiit so u do 15 extra damage and in the end u should do aroung 129 - 159 damage
 

Squirrel_killer-

The blade in the dark and the hand at your throat
fists(156 damage)
get the fist of the puglist and disenchant then put that on a ring and the best heavy gauntlets u have ( mines is deadric legendary) then get encahnting all the way up so the enchantment does more damage the get the (fist of steel) perk, and be a khajiit so u do 15 extra damage and in the end u should do aroung 129 - 159 damage
Wrong. The perk only uses base damage, not any improvement damage.
 
{BUMP!}

I'm currently publishing Drafts for future Articles, and this is the next one on the list. So, if there's any more you'all think should be included, now's the time. No deadline, but I'll probably finalize this tomorrow, at the latest...
 

Jaeger

Active Member
Can Ahtar Sweep?


Squirrel_Killer, could you do the Ghostblade? With it's weight and armor-piercing, is it a cuisinart?
 
Can Ahtar Sweep?
I've never seen him use the perk before, but I usually take his axe for myself, and if he tags along, kick him down the Ebony Blade. I'm pretty sure he doesn't have Limbsplitter, which is what makes Sweep incredibly abusive. You can spread the bleed damage around to up to 3 targets, but unfortunately, the HMA has a pathetic Base damage (Which determines the damage) and can't be Smithed. Sweep is also one of the few 2H perks I haven't tested with the EB, though it's just plain wrong with the Drainblood Axe.
 

Skyrimosity

Well-Known Member
Well, having played a Necromancer who used Bound swords and bows as his only weapons (outside re-animated bodies of course) I can definitely say they are very good early weapons. The sword can be outdone quickly by a common sword with some minor smithing and enchanting but the Bound Sword is still a very good blade. (Perhaps some of you who read the RP section know that my character Edwyn only uses bound weapons. Yea, he is based off the Necromancer.) And the Bound Bow is so easily available I was completely surprised to see just how much damage it did. It easily outclasses all the early bows you can get (Get fairly that is) and it is a weapon that you could easily use the entire game without feeling like your bow doesn't do enough damage (From a Necro-ssassin's viewpoint that is.)
 

Seanu Reaves

The Shogun of Gaming
If you aren't undead (read:vampire) I think Dawnbreaker is pretty strong especially for tombs. Average stats
Base Damage 12 but can be smithed with ebony ingots. but the active is awesome.
Additional Effects:Burns for 10 points, and if killing undead, a chance to cause a fiery explosion that turns or destroys nearby undead.
 
Right, Bane of the Undead, random on destroying any undead. Not good for Vamps, especially with Necromage! While you're at it, might as well hit up J'zargo for some scrolls, eh?
 

Haru17

Lost Falmer
The pale blade: leveled frost and fear enchants, in Frostmere Crypt. Bolar's Oathblade: 25 pt stamina damage and fear, in bloated man's grotto while NOT on the Ill met by moonlight quest.

I must stress how awesome Volendrung is, although it doesn't benefit from any smithing perks it has a massive 50 point stamina drain enchant that is glorious at any level (though hard to fuel). It also swings as fast as a great sword, while retaining a warhammer's damage; a great weapon all around.
 

Seanu Reaves

The Shogun of Gaming
Right, Bane of the Undead, random on destroying any undead. Not good for Vamps, especially with Necromage! While you're at it, might as well hit up J'zargo for some scrolls, eh?
lol weilding a weapon that is literally the counter to your fightingstyle be funny when you fought other vampire necromancers.
I think for archer's that crossbow that ignore's armor is strong cause you can enchant over it again like Wuuthrad( extra damage against elves) , this makes a good for killing high level armored foes.
 
lol weilding a weapon that is literally the counter to your fightingstyle be funny when you fought other vampire necromancers.
I think for archer's that crossbow that ignore's armor is strong cause you can enchant over it again like Wuuthrad( extra damage against elves) , this makes a good for killing high level armored foes.
I was alluding to the Necromage Perk (Restoration) Try that combo some time, I dare ya!
 

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