Axe (1)
Blunt (1)
Pole weapon (1)
Staff (1)
Sword (1)
Crushing blow (1) +
Knockback (1)+
Toughness (3)
Great Weapon (3)*
Cleave (3) + *
Cheap vitality (0) *
Retreat (4) + *
+ signifies a Skill that can be purchased multiple times
* signifies a True skill
Axe (1): You are able to wield a one handed axe. Axes must be between 18 and 42 inches in total length.
Infinite use skill.
Blunt (1): You are able to wield a one-handed blunt weapon, which is characterized by a blunt head atop a narrow neck, including but not limited to maces and hammers. Blunt weapons must be between 25 and 42 inches in total length.
Infinite use skill.
Pole weapon (1): You are able to wield a pole weapon. Pole weapons must be between 60 and 66 inches in total length.
Infinite use skill.
Staff (1): You are able to wield a staff. Unlike a Wizard staff, you may not hold a regular staff while casting. Staffs must be between 48 and 66 inches in total length, and should not bear a head of any sort.
Infinite use skill.
Sword (1): You are able to wield a one handed sword. Swords must be between 25 and 42 inches in total length.
Infinite use skill.
Crushing blow (1): This melee-skill deals one point of Vitality damage and knocks its victim to the ground for five seconds. While on the ground, you may only defend yourself, not attack. This skill may only be delivered with a blunt weapon. A blow that completely misses its victim or strikes his weapon is not considered expended and may be reused.
This skill may be countered by Parry. Single-use skill.
Call: “Crushing blow” while striking any part of the victim’s body, except the head, groin, feet, or hands
Knockback (1): Can only be called using a Great Weapon. The target must move away from the hit 5 full steps. Try your best to step in the direction the hit would have “thrown” you. This is to be done safely and calmly, not flying through the air. If for any reason you are unable to move the 5 steps, take this skill as a Crushing Blow. This skill goes through Shields and can be Parried. Single-use skill.
Call: “Knockback” while striking any part of the victim’s body, except the head, groin, feet, or hands
Parry (2): You are able to counter the melee-skills Disarm, Maim, Shield bash, Crushing blow, Cleave, Stifle, Rend or Stun. You may save the skill until a moment of your choosing, but when you do use it, you must do so immediately after your opponent successfully strikes you with one of the skills listed above. Parry completely negates your opponent’s skill (effects and Vitality damage) and expends both one of your parries and one of whichever skill your opponent attempted to use against you. You must be holding a melee weapon in your hand to use this skill.
Parry is not effective against skills that are not listed above. Single-use skill.
Call: “Parry” when you are hit with one of the following skills: Disarm, Maim, Shield bash, Crushing blow, Cleave, Stifle, Rend or Stun.
Great Weapon (3): Enables you to use a two-handed version (43 – 66″) of a weapon type that you have already purchased. Not applicable to Staff or Polearm weapons. Two-handed weapons must always be used with both hands. You may not in any way use a two-handed weapon with one hand, not even in defense. Two-handed weapons are infinitely resistant to the skill Disarm as long as they are being wielded with both hands. Infinite-use skill.
Cleave (3): This melee-skill deals five points of torso damage to its victim. A blow that completely misses its victim or strikes his weapon is not considered expended, and may be reused. This skill may be countered by Parry.
Single-use skill.
Call: “Cleave” while striking any part of the victim’s body, except the head, groin, feet, or hands
Cheap vitality (0): Vitality never becomes more expensive; you are able to purchase all of your Vitality at a one CP to one Vitality ratio.
Infinite use skill.
Toughness (3): You have a tough constitution and must be hit twice (rather than once) in the torso before going unconscious. This does not give you any additional Vitality; it just means that your last Vitality can only be lost through a torso hit. You may also ignore the Zero Vitality Weakness rule.
Infinite use skill.
Retreat (4): This skill allows you to withstand the effects of a Slay. When successfully struck by a slay, instead of losing all Vitality and falling unconscious, treat the blow like an irresistible crushing blow, as per the crushing blow skill. Single-use skill.
Call: “Resist, Retreat”