Combat Weapon Skills
Keywords:
EXOTIC, WEAPONS, WEAPON, WEAPONSMASTER, AXE, DAGGER, FLAIL, MACE, POLEARM, STAFF, SWORD, WHIP, WEAPONMASTER, SPEAR, SICKLE
Each weapon skill applies to a specific group of armaments, and determines
how well a character fights with a particular weapon. The weaponsmaster
group provides talent in all weapons (save exotics), from chair legs to halberds. If the character has the parry skill as well, he can parry incoming attacks. The chance of parrying is best if the character in question is skilled at both his weapon and his opponent's.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
bow the use of bows
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons, including halberds and spears
sickle the use of sickles
spear the use of spears
staff the use of staffs, including cudgels and quarterstaffs
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.