The "Greybeard"
"What's the matter, can't stand the sight of a strong Nord woman?"
Adrimka (Named for Adrimk, a woman war-teacher of the Atmorans)
Adrimka is my answer to the all-male chorus known as the Greybeards.
"So he was able to call to his side the great Shield-Sisters, Froa and Grosta (who thought and spoke as one), and they brought with them the wise war-teacher Adrimk, who first taught them to dance among the blades" -- Songs of the Return, Volume 2
Alternate start: "I am camping in the woods."
Places to Go:
All Nord ruins
Things to do:
Main quest
Thane quests
Companions
All standing stones
All dragon priest masks
Forgotten legend
Race: Nord
Stat Spread: 0 Magicka/2 Health /1 Stamina
Standing Stone: Warrior Stone
Perks:
Alchemy
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
Block
0 - Block Mastery (2) - Block 10/20% more damage.
20 - Timed Block (2) - Assume a defensive position for 1 second after raising your shield or weapon, blocking 30% more damage and staggering attackers in melee range. (If you do not block an attack during this time, you cannot attempt another Timed Block for 2 seconds/1 second.)
30 - Deflect Arrows - While blocking with a shield or weapon, arrows do half damage. Arrows that hit the shield do no damage.
30 - Poke the Dragon - After a successful Timed Block within 8 feet, you may retaliate with increased strength, increasing your attack damage and critical strike damage against the attacker by 25% for 5 seconds.
40 - Apocalypse Proof (2) - Perform a Timed Block to mitigate incoming fire, frost and shock spells and effects, reducing their damage by 50%/to zero.
40 - Power Bash - Able to do a power bash by holding down Attack while blocking.
40 - Quick Reflexes - Time slows down if you are blocking during an enemy's power attack.
50 - Dominion - Take 25% less attack damage from any direction when blocking in combat.
50 - Skull Rattler - Bashing deals 3% more damage per point of Stamina.
60 - Dragon Tail - After a successful Timed Block, bashing the attacker within 5 seconds deals double damage.
60 - Timing Streak - Performing 3 successful Timed Blocks in a row completes a Timing Streak, restoring 75 points of Stamina. (Taking an unblocked attack or blocking an attack outside the timed block window breaks the combo.)
70 - Block Runner - Can move at full speed while blocking.
70 - Mocking Blow - Power bashing with a weapon infuriates living targets for 30 seconds. They won't flee from combat but can't regenerate Stamina, lose 15 points of Stamina per second and you take no damage from their attacks during a Timed Block.
80 - Break Their Teeth - Completing a Timing Streak violently disarms the last attacker, staggering all within an 8 foot radius.
80 - Cast Aside - Interrupting an attack with a power bash with a shield knocks the attacker to the ground. Targets can only be affected once every 30 seconds.
90 - Deliverance - Completing a Timing Streak grants 10% extra attack damage for 90 seconds. This effect stacks.
90 - Hold the Line - During a Timed Block, allies within 10 feet gain 250 points of armor rating.
90 - Unstoppable Force - Able to sprint with a shield raised. This knocks enemies in your path to the ground, but costs 10 points of Stamina per second. Enemies can only be affected once every 10 seconds.
100 - Dragon Scales - You take no damage from attacks during a Timed Block as long as you have Stamina remaining.
Enchanting
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
20 - Soul Siphon - Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
30 - Thunderstruck - Weapon enchantments are 25% more effective when delivered by a power attack (or 50% for a two-handed power attack).
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
50 - Preserver - Learning an item's enchantment does not destroy it.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
70 - Charge Tap - Grants the "Charge Tap" power. At will, drains a quarter of your current weapon charge to restore Health by 15% of the amount drained and Magicka and Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.)
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Smithing
0 - Smithing Mastery (2) - You can create Novice (Steel/Bonemold) items at a forge or anvil, and improve them twice as much./All items can be improved 10% more.
30 - Advanced Workshop - You may choose to upgrade one grindstone or workbench to an Advanced version for 2500 gold. It improves items one tier higher (items can be improved beyond Legendary). Can be "Disassembled" by sneaking, allowing you to upgrade another of the same type.
30 - Meric Smithing (2) - Choose an item type: Contemporary Meric (Elven/Chitin), Dwarven. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Contemporary Meric (Elven/Chitin) and Dwarven items at a forge or anvil, and improve them twice as much.
40 - Arcane Blacksmith - You can improve enchanted weapons and armor.
40 - Recycle Materials - 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench.
50 - Expert Smithing (2) - Choose an item type: Hard Steel (Scaled/Plate/Nordic), Orcish. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Hard Steel (Scaled/Plate/Nordic) and Orcish items at a forge or anvil, and improve them twice as much.
60 - Sandstone Sheath - When you draw a weapon, it is automatically sharpened, granting 25% extra attack damage for 10 seconds. This can only occur once every 30 seconds.
60 - Smithing Specialization - You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20% better at a grindstone or workbench.
70 - Exotic Smithing (2) - Choose an item type: Glass, Crystalline (Ebony/Stalhrim). You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Glass and Crystalline (Ebony/Stalhrim) items at a forge or anvil, and improve them twice as much.
80 - Iron Lore - If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type.
90 - Planar Smithing (2) - Choose an item type: Daedric, Dragonbone. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Daedric and Dragonbone items at a forge or anvil, and improve them twice as much.
90 - Fuel the Inferno - When activating an Advanced Grindstone or Advanced Workbench, you may choose to sacrifice a Dragon Soul to improve items by a further one tier during that session.
100 - Heart of Creation - Pour your Dragonborn blood into the fire at one forge. Forging an item in this forge empowers you, increasing attack damage and critical strike damage by 15% and reducing attack damage taken by 15% for 1800 seconds.
Speech
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown.
40 - Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.
50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time. Use the "Release Companion" power to release your Wild Companion.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
70 - Horn of Sovngarde (2) - Grants the "Horn of Sovngarde" power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds/one ingame day.
70 - Thu'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground.
80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.
80 - Merciless Storm - Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.
Two-Handed
0 - Two-Handed Mastery (2) - Two-handed weapons do 25/50% more damage./, and critical strikes with two-handed weapons do 2% more critical damage per level of Two-Handed.
20 - Trained Fighter - Reduces the Stamina cost of power attacks with two-handed weapons by 20 points.
30 - Bleed Like a Dog (3) - Attacks with battle axes deal an additional 2/3/4 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 20/25/30% of the Health they lost while bleeding.
30 - Clash of Heroes (3) - Attacks with greatswords reduce the target's attack damage by 15/20/25% for 3 seconds.
40 - Ferocious Strength - Power attack damage with two-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
40 - Maul (2) - Power attacks with a greatsword destabilize a target, increasing the damage of your regular attacks against the target by 25/50% for 5 seconds.
40 - Rive (2) - Power attacks with a battle axe ignore 25/50% armor.
50 - Breach the Wall - Forwards power attacks with a greatsword that would leave the target above 60% Health deal enough additional damage to make up the difference.
50 - Execute - Forwards power attacks with a battle axe execute targets below 30% Health, delivering a critical strike that deals twenty times critical damage.
50 - Trample - Can perform a two-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
60 - Death or Glory - Two-handed power attacks deal up to 100% more damage below half Health. The damage bonus increases as your Health decreases.
60 - Decimate - Sideways power attacks with a battle axe hit all targets in front of you. This deals 20% more damage for each enemy within 8 feet.
60 - Subjugate - Sideways power attacks with a greatsword hit all targets in front of you, lowering attack speed to 50% for 10 seconds. This effect has a 20 second cooldown per target.
70 - Bisect - Standing power attacks with a battleaxe deal bonus damage equal to 15% of a target's current Health (max. 150 damage).
70 - Humiliate - Standing power attacks with a greatsword fatigue a target, draining 150 points of Magicka and Stamina and halting regeneration for 5 seconds.
70 - Massacre - In combat, swinging a two-handed weapon has 10% chance to increase attack speed by 175% for 3 seconds.
80 - Overthrow - Bashing with a greatsword to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to deliver a critical strike that deals three times critical damage and disarms them.
80 - Ram's Head - Bashing with a battle axe to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to knock them to the ground.
80 - Wolfkin - After performing 2 or more consecutive two-handed power attacks in combat, your next two-handed regular attack manifests a Spirit Wolf for 30 seconds that deals 15 bonus damage for each power attack.
90 - Bear Hide - You take half damage from enemy attacks while power attacking with a two-handed weapon.
90 - Enter the Arena - Massacre always activates when you take your first two-handed swing in combat. This effect has a 30 second cooldown.
90 - Voice of Rage and Ruin - In combat, swinging a two-handed weapon has 4% chance to activate your currently equipped power.
100 - Slayer of a Thousand Sons - In combat, two-handed weapons deal 5% more damage for each humanoid or animal you have slain in the previous battle, up to 40%.
"What's the matter, can't stand the sight of a strong Nord woman?"
Adrimka (Named for Adrimk, a woman war-teacher of the Atmorans)
Adrimka is my answer to the all-male chorus known as the Greybeards.
"So he was able to call to his side the great Shield-Sisters, Froa and Grosta (who thought and spoke as one), and they brought with them the wise war-teacher Adrimk, who first taught them to dance among the blades" -- Songs of the Return, Volume 2
Alternate start: "I am camping in the woods."
Places to Go:
All Nord ruins
Things to do:
Main quest
Thane quests
Companions
All standing stones
All dragon priest masks
Forgotten legend
Race: Nord
Stat Spread: 0 Magicka/2 Health /1 Stamina
Standing Stone: Warrior Stone
Perks:
Alchemy
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
Block
0 - Block Mastery (2) - Block 10/20% more damage.
20 - Timed Block (2) - Assume a defensive position for 1 second after raising your shield or weapon, blocking 30% more damage and staggering attackers in melee range. (If you do not block an attack during this time, you cannot attempt another Timed Block for 2 seconds/1 second.)
30 - Deflect Arrows - While blocking with a shield or weapon, arrows do half damage. Arrows that hit the shield do no damage.
30 - Poke the Dragon - After a successful Timed Block within 8 feet, you may retaliate with increased strength, increasing your attack damage and critical strike damage against the attacker by 25% for 5 seconds.
40 - Apocalypse Proof (2) - Perform a Timed Block to mitigate incoming fire, frost and shock spells and effects, reducing their damage by 50%/to zero.
40 - Power Bash - Able to do a power bash by holding down Attack while blocking.
40 - Quick Reflexes - Time slows down if you are blocking during an enemy's power attack.
50 - Dominion - Take 25% less attack damage from any direction when blocking in combat.
50 - Skull Rattler - Bashing deals 3% more damage per point of Stamina.
60 - Dragon Tail - After a successful Timed Block, bashing the attacker within 5 seconds deals double damage.
60 - Timing Streak - Performing 3 successful Timed Blocks in a row completes a Timing Streak, restoring 75 points of Stamina. (Taking an unblocked attack or blocking an attack outside the timed block window breaks the combo.)
70 - Block Runner - Can move at full speed while blocking.
70 - Mocking Blow - Power bashing with a weapon infuriates living targets for 30 seconds. They won't flee from combat but can't regenerate Stamina, lose 15 points of Stamina per second and you take no damage from their attacks during a Timed Block.
80 - Break Their Teeth - Completing a Timing Streak violently disarms the last attacker, staggering all within an 8 foot radius.
80 - Cast Aside - Interrupting an attack with a power bash with a shield knocks the attacker to the ground. Targets can only be affected once every 30 seconds.
90 - Deliverance - Completing a Timing Streak grants 10% extra attack damage for 90 seconds. This effect stacks.
90 - Hold the Line - During a Timed Block, allies within 10 feet gain 250 points of armor rating.
90 - Unstoppable Force - Able to sprint with a shield raised. This knocks enemies in your path to the ground, but costs 10 points of Stamina per second. Enemies can only be affected once every 10 seconds.
100 - Dragon Scales - You take no damage from attacks during a Timed Block as long as you have Stamina remaining.
Enchanting
0 - Enchanting Mastery (2) - New enchantments are 20/40% stronger. Soul gems provide 2/4 extra weapon charge points per level of Enchanting.
20 - Soul Siphon - Death blows with enchanted weapons to creatures, but not people, trap 5% of the victim's soul, recharging the weapon. Does not apply to staves.
30 - Thunderstruck - Weapon enchantments are 25% more effective when delivered by a power attack (or 50% for a two-handed power attack).
40 - Gem Dust - You may choose to destroy a Flawless Gem when you begin the enchanting process and sprinkle its dust on the Arcane Enchanter. New enchantments are 25% stronger when placed upon an item of the type corresponding to the gem.
50 - Preserver - Learning an item's enchantment does not destroy it.
60 - Regalia - New enchantments placed upon robes, circlets, hoods and necklaces are 30% stronger.
70 - Attunement - All enchantments on equipped weapons and armor are 10% more powerful and last 10% longer.
70 - Charge Tap - Grants the "Charge Tap" power. At will, drains a quarter of your current weapon charge to restore Health by 15% of the amount drained and Magicka and Stamina by 25% of the amount drained. (If you have two enchanted weapons equipped, the drain is split.)
80 - Twin Enchantment - Can place two enchantments upon the same item.
90 - Arcane Nexus - You may choose to upgrade one arcane enchanter to an Arcane Nexus for 2500 gold. New enchantments created at an Arcane Nexus are 25% stronger. Can be "Disassembled" by sneaking, allowing you to upgrade another.
100 - Miracle - You put your heart and soul into the next item you enchant at an Arcane Nexus, placing up to three enchantments upon it that are 25% stronger. Try as you might, you will never be able to repeat this feat.
Smithing
0 - Smithing Mastery (2) - You can create Novice (Steel/Bonemold) items at a forge or anvil, and improve them twice as much./All items can be improved 10% more.
30 - Advanced Workshop - You may choose to upgrade one grindstone or workbench to an Advanced version for 2500 gold. It improves items one tier higher (items can be improved beyond Legendary). Can be "Disassembled" by sneaking, allowing you to upgrade another of the same type.
30 - Meric Smithing (2) - Choose an item type: Contemporary Meric (Elven/Chitin), Dwarven. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Contemporary Meric (Elven/Chitin) and Dwarven items at a forge or anvil, and improve them twice as much.
40 - Arcane Blacksmith - You can improve enchanted weapons and armor.
40 - Recycle Materials - 50% chance to retain any materials you spend at an Advanced Grindstone or Advanced Workbench.
50 - Expert Smithing (2) - Choose an item type: Hard Steel (Scaled/Plate/Nordic), Orcish. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Hard Steel (Scaled/Plate/Nordic) and Orcish items at a forge or anvil, and improve them twice as much.
60 - Sandstone Sheath - When you draw a weapon, it is automatically sharpened, granting 25% extra attack damage for 10 seconds. This can only occur once every 30 seconds.
60 - Smithing Specialization - You may choose an item type: One-Handed, Two-Handed, Light Armor, Heavy Armor or Archery. Items of the chosen type can be improved 20% better at a grindstone or workbench.
70 - Exotic Smithing (2) - Choose an item type: Glass, Crystalline (Ebony/Stalhrim). You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Glass and Crystalline (Ebony/Stalhrim) items at a forge or anvil, and improve them twice as much.
80 - Iron Lore - If you Specialized in an armor type, your attacks ignore 15% of the armor rating of enemies wearing items of the chosen type. If you Specialized in a weapon type, you take 10% less damage from weapons of the chosen type.
90 - Planar Smithing (2) - Choose an item type: Daedric, Dragonbone. You can create items of the chosen type at a forge or anvil, and improve them twice as much. Investing a second perk point lets you choose both./You can create both Daedric and Dragonbone items at a forge or anvil, and improve them twice as much.
90 - Fuel the Inferno - When activating an Advanced Grindstone or Advanced Workbench, you may choose to sacrifice a Dragon Soul to improve items by a further one tier during that session.
100 - Heart of Creation - Pour your Dragonborn blood into the fire at one forge. Forging an item in this forge empowers you, increasing attack damage and critical strike damage by 15% and reducing attack damage taken by 15% for 1800 seconds.
Speech
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown.
40 - Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.
50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time. Use the "Release Companion" power to release your Wild Companion.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
70 - Horn of Sovngarde (2) - Grants the "Horn of Sovngarde" power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds/one ingame day.
70 - Thu'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground.
80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.
80 - Merciless Storm - Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.
Two-Handed
0 - Two-Handed Mastery (2) - Two-handed weapons do 25/50% more damage./, and critical strikes with two-handed weapons do 2% more critical damage per level of Two-Handed.
20 - Trained Fighter - Reduces the Stamina cost of power attacks with two-handed weapons by 20 points.
30 - Bleed Like a Dog (3) - Attacks with battle axes deal an additional 2/3/4 points of damage per second for 3 seconds to living targets. When the bleeding stops, they take damage equal to 20/25/30% of the Health they lost while bleeding.
30 - Clash of Heroes (3) - Attacks with greatswords reduce the target's attack damage by 15/20/25% for 3 seconds.
40 - Ferocious Strength - Power attack damage with two-handed weapons increased by 15% plus 0.1% per point of Stamina. Unlocks decapitations.
40 - Maul (2) - Power attacks with a greatsword destabilize a target, increasing the damage of your regular attacks against the target by 25/50% for 5 seconds.
40 - Rive (2) - Power attacks with a battle axe ignore 25/50% armor.
50 - Breach the Wall - Forwards power attacks with a greatsword that would leave the target above 60% Health deal enough additional damage to make up the difference.
50 - Execute - Forwards power attacks with a battle axe execute targets below 30% Health, delivering a critical strike that deals twenty times critical damage.
50 - Trample - Can perform a two-handed sprinting power attack that deals up to 50% more damage and critical damage to a target above half Health. The higher its remaining Health percentage, the more damage and critical damage is dealt.
60 - Death or Glory - Two-handed power attacks deal up to 100% more damage below half Health. The damage bonus increases as your Health decreases.
60 - Decimate - Sideways power attacks with a battle axe hit all targets in front of you. This deals 20% more damage for each enemy within 8 feet.
60 - Subjugate - Sideways power attacks with a greatsword hit all targets in front of you, lowering attack speed to 50% for 10 seconds. This effect has a 20 second cooldown per target.
70 - Bisect - Standing power attacks with a battleaxe deal bonus damage equal to 15% of a target's current Health (max. 150 damage).
70 - Humiliate - Standing power attacks with a greatsword fatigue a target, draining 150 points of Magicka and Stamina and halting regeneration for 5 seconds.
70 - Massacre - In combat, swinging a two-handed weapon has 10% chance to increase attack speed by 175% for 3 seconds.
80 - Overthrow - Bashing with a greatsword to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to deliver a critical strike that deals three times critical damage and disarms them.
80 - Ram's Head - Bashing with a battle axe to interrupt an attack before it hits allows you to follow up with a power attack within 2 seconds to knock them to the ground.
80 - Wolfkin - After performing 2 or more consecutive two-handed power attacks in combat, your next two-handed regular attack manifests a Spirit Wolf for 30 seconds that deals 15 bonus damage for each power attack.
90 - Bear Hide - You take half damage from enemy attacks while power attacking with a two-handed weapon.
90 - Enter the Arena - Massacre always activates when you take your first two-handed swing in combat. This effect has a 30 second cooldown.
90 - Voice of Rage and Ruin - In combat, swinging a two-handed weapon has 4% chance to activate your currently equipped power.
100 - Slayer of a Thousand Sons - In combat, two-handed weapons deal 5% more damage for each humanoid or animal you have slain in the previous battle, up to 40%.