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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.