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← command reference · Skill & spell groups

exotic

Also: weapons, weapon, weaponsmaster, axe, dagger, flail, mace, polearm, spear, 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. 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)
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 both spears and staves, but not polearms
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.