Sword
Ability Type
Skill
Groups
Angel Basics, Angel Default, Armsman Basics, Armsman Default, Barbarian Default, Bladesinger Basics, Giant Basics, Nightshade Default, Ninja Basics, Paladin Basics, Pirate Basics, Samurai Basics, Shadowknight Basics, Swashbuckler Basics, Thief Default, Warrior Basics, Warrior Default, Weaponsmaster
Help File
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP 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. 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) 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 (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons 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.