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Weapon skills

The more you fight with a kind of weapon, the better you get with it. Every kind of weapon is a weapon skill with a rank from 0 (untrained) to 10. Each attack you make earns marks in the skill it uses. When you have enough marks you gain a rank: “You feel more skilled with long blades.” A shield has a skill too, for bashing with it.

Each skill grows only by its own use. Someone who is good with a long sword is still a beginner with a short one until they practise with it.

The skills

SkillTrained byWeaponsMarks
Daggers and knivesblows with its weaponsKnife, Stiletto, Daggermelee
Short bladesblows with its weaponsShort sword, Scimitarmelee
Long bladesblows with its weaponsRapier, Long swordmelee
Great bladesblows with its weaponsGreat swordmelee
Axesblows with its weaponsHand axe, Battle axe, Great axemelee
Maces and clubsblows with its weaponsClub, Mace, Morning star, War hammer, Maulmelee
Spearsblows with its weaponsJavelin, Spear, Tridentmelee
Polearmsblows with its weaponsGlaive, Halberdmelee
Stavesblows with its weaponsQuarterstaff, Ironwood staffmelee
Unarmedblows with bare handsFists, and creatures’ natural attacksmelee
Bowsshots with its weaponsShort bow, Long war bow, Composite bowmissile
Crossbowsshots with its weaponsCrossbow, Heavy crossbowmissile
Slingsshots with its weaponsSlingmissile
Thrown weaponsevery throwRock; anything thrownmissile
Shield bashingbashing with a shieldBuckler, Small shield, Large shield, Tower shieldmelee

Every weapon belongs to one skill (see the weapon tables in Combat and Ranged combat). Every throw trains thrown weapons, whatever you throw: a dagger thrown is not a dagger held. Unarmed covers fighting with your bare hands, and every kick at a creature, whatever you wield (see Doors).

No skill trains when your shield stops a blow. The Shield part of your Defence grows only with the shield styles, Sword and Board and Two Shields.

Shield bashing is an attack of its own. It bashes whoever stands in a direction with the shield you hold. It does the shield’s own damage plus your Strength, like every blow, and takes the time of a blow. You need a shield to bash with, and you bash only what is hostile to you. A shield bash is an ability: choose it from the abilities menu (a, see Abilities), then pick a direction. It has no key of its own by default. You can give it one in the Controls screen (“Bash with your shield”).

Spells have their own page. The caster styles are trained the same way, by casting, and a spell that rolls to hit aims with its caster style’s rank. They are on the Magic page, page 6.

Seeing your skills

W opens the weapon skills screen. It lists every skill by kind (melee, missile and thrown, shields), then your fighting styles. Each shows your rank and a faint bar of your marks toward the next rank. A • marks the styles you fight in now. Opening it takes no time.

Skills you know stand out, and untrained ones are dimmer. In a wide window the list is in two columns. In a small one it scrolls (↑↓). It is page 5 of the info pages, right after your skills and before the Magic page (6, named on its bottom line), where the caster styles are listed.

The game never tells you in numbers what a rank gives you. You see your ranks, and you feel the difference in a fight. The tables below are the exact rules.

Raising a weapon skill

You earn marks for every attack, and more for a hit. How much you learn depends on whom you fight. An opponent whose level is below your rank teaches you less, and eventually nothing at all. One at your rank or above teaches you the full marks, but never more. Past rank 5, a giant rat (level 1) teaches you nothing. To become a master you need masterful foes.

Every attempt earns 1 mark, and a hit 2 more. Against an opponent below your rank you earn 20% less for each level between you, down to nothing; against one at your rank or above, the full marks (100%, never more):

The opponent’s level against your rank5 below4 below3 below2 below1 belowthe same1 above2 above3 above4 above5 above
Marks0%20%40%60%80%100%100%100%100%100%100%
A miss earns00011111111
A hit earns01122333333
RankCaster marksCaster, in allMelee marksMelee, in allMissile marksMissile, in all
1303015151010
2609045603040
3120210190250125165
4240450500750330495
54809301,7502,5001,1701,665
69601,8904,0006,5002,6704,335
71,9203,81017,50024,00011,70016,035
83,6007,41038,00062,00025,30041,335
96,00013,41068,000130,00045,30086,635
109,00022,41088,000218,00058,700145,335

The aggressive stance and the berserker’s frenzy count the marks of every attack for a quarter more, rounded to the nearest: a hit earns 4 marks instead of 3, a miss still 1.

Marks you earn beyond what a rank needs count toward the next one. The first ranks come within a few levels. From rank 7 on, each rank asks for far more, and the last ranks take most of a career. Missile weapons need fewer marks than weapons up close. The caster styles, trained by casting, follow a gentler curve of their own (the Caster columns). You start every skill with no marks.

Talents that make you learn faster count each attack’s marks for more, rounded to the nearest. The warrior’s Weapon drill (a quarter more in melee skills) makes a hit worth 4 marks instead of 3, while a miss stays at 1.

Target dummies

The Weyfarers’ Gilde keeps a yard of training dummies in Cēaptūn, straw men on posts that never fight back. Walk into one to strike it, or shoot or throw at it. A dummy never moves, is never hurt, and never dies, so it gives no experience, loot, or quest credit, and the townsfolk do not mind you beating it. It is never caught unawares, and no attack on it is a sneak attack.

A dummy teaches only the weapon skill and fighting style of the attack, never a stat, and slowly: half the marks a level-1 opponent would give, rounded (2 for a hit and 1 for a miss at rank 0). It teaches blows, shield bashes, kicks, and throws up to rank 2, and shots with a bow, crossbow, or sling (and their style) up to rank 4. When a skill reaches that rank there, you are told “You have learned all the dummy can teach you.”, and it learns nothing more there. There is no daily limit: the time it takes is the price.

Missiles shot or thrown at a dummy stop there, hit or miss. One in four (25 %) is ruined; the rest drop on a free cell beside the dummy, to be picked up again. A missile that never breaks is never ruined.

DummyLevelMarksBlows, bashes, kicks, and throws up to rankShots up to rankMissiles ruined
training dummy150%2425%

What a rank gives

Each skill has its own benefits per rank, which apply while you fight with it:

  • To hit and Damage add to every attack with the skill. Damage is added to every roll of the dice, so a critical gets it twice or more.
  • Critical range widens the rolls that threaten a critical. A dagger that threatens on 20 to 24 threatens on 19 to 24 at one wider (see Criticals).
  • Time takes that much off the time of each attack (a quick dagger). Reload time takes that much off reloading a crossbow.
  • Parry adds to the Parry part of your Defence while you wield a weapon of the skill.
  • Shield adds to the Shield part of your Defence while you hold a shield.

Rank 0 gives nothing. The first five ranks grow slowly. Ranks 6 to 10 grow much faster, above all in damage, with a wider critical range, quicker attacks, and more Parry. To hit rises only a little more. Rank 10 is mastery.

Daggers and knives

RankTo hitDamageCritical rangeTimeParry
1+1----
2+1----
3+2+1---
4+2+1--+1
5+3+1-5% less+1
6+3+21 wider5% less+2
7+4+21 wider10% less+2
8+5+32 wider15% less+3
9+6+42 wider20% less+3
10+7+53 wider30% less+4

Short blades

RankTo hitDamageCritical rangeTimeParry
1+1----
2+1+1--+1
3+2+1--+1
4+2+1--+1
5+3+2--+2
6+3+2-5% less+2
7+4+31 wider10% less+3
8+5+32 wider15% less+4
9+6+42 wider20% less+4
10+7+53 wider25% less+5

Long blades

RankTo hitDamageCritical rangeParry
1+1---
2+1+1-+1
3+2+1-+1
4+2+2-+1
5+2+2-+2
6+3+3-+2
7+4+41 wider+3
8+5+51 wider+4
9+6+62 wider+5
10+7+82 wider+6

Great blades

RankTo hitDamageCritical rangeParry
1+1+1--
2+1+1--
3+1+2-+1
4+2+2-+1
5+2+3-+1
6+2+4-+2
7+3+5-+2
8+4+71 wider+3
9+4+91 wider+3
10+5+122 wider+4

Axes

RankTo hitDamageCritical range
1+1+1-
2+1+1-
3+1+2-
4+2+2-
5+2+3-
6+2+4-
7+3+5-
8+4+71 wider
9+4+91 wider
10+5+122 wider

Maces and clubs

RankTo hitDamageCritical range
1+1--
2+1+1-
3+2+1-
4+2+2-
5+2+2-
6+3+3-
7+4+4-
8+5+51 wider
9+5+61 wider
10+6+81 wider

Spears

RankTo hitDamageCritical rangeParry
1+1---
2+1+1--
3+2+1-+1
4+2+1-+1
5+3+2-+1
6+3+3-+2
7+4+41 wider+2
8+5+51 wider+3
9+6+62 wider+3
10+7+82 wider+4

Polearms

RankTo hitDamageCritical range
1+1+1-
2+1+1-
3+1+2-
4+2+2-
5+2+3-
6+2+4-
7+3+5-
8+4+71 wider
9+4+91 wider
10+5+122 wider

Staves

RankTo hitDamageCritical rangeParry
1+1--+1
2+1--+1
3+2+1-+1
4+2+1-+2
5+2+1-+2
6+3+2-+3
7+3+3-+4
8+4+31 wider+4
9+5+41 wider+5
10+6+51 wider+6

Unarmed

RankTo hitDamageCritical rangeTime
1+1---
2+1+1--
3+2+1--
4+2+2--
5+3+2-5% less
6+3+3-10% less
7+4+41 wider15% less
8+5+51 wider20% less
9+6+62 wider25% less
10+7+82 wider30% less

Bows

RankTo hitDamageCritical rangeTime
1+1---
2+1---
3+2+1--
4+2+1--
5+3+1--
6+3+2-5% less
7+4+21 wider10% less
8+5+31 wider15% less
9+6+42 wider20% less
10+7+52 wider25% less

Crossbows

RankTo hitDamageCritical rangeReload time
1+1---
2+1+1-10% less
3+2+1-10% less
4+2+1-20% less
5+2+2-20% less
6+3+2-30% less
7+4+3-40% less
8+4+41 wider50% less
9+5+41 wider50% less
10+6+51 wider60% less

Slings

RankTo hitDamageCritical rangeTime
1+1---
2+1+1--
3+2+1--
4+2+1--
5+3+2-5% less
6+3+2-5% less
7+4+3-10% less
8+5+31 wider15% less
9+6+41 wider20% less
10+7+51 wider25% less

Thrown weapons

RankTo hitDamageCritical rangeTime
1+1---
2+1+1--
3+2+1--
4+2+1--
5+3+2--
6+3+2-5% less
7+4+31 wider10% less
8+5+31 wider15% less
9+6+42 wider20% less
10+7+52 wider30% less

Shield bashing

RankTo hitDamageCritical range
1+1--
2+1+1-
3+2+1-
4+2+1-
5+2+2-
6+3+2-
7+4+3-
8+4+31 wider
9+5+41 wider
10+6+51 wider

What a rank teaches

Ranks can also teach an ability. You are told so with the rank (“You feel more skilled with long blades. You have learned the deep cut.”). The abilities menu (a) then lists it under Weapon skills, after the skill that taught it (“Long blades: Deep cut”).

Most of these fire by themselves. They cost nothing, take no time, and work whenever you fight with a weapon of the skill, so the menu shows them greyed with “fires by itself”. An ability names its skills: Deep cut belongs to any blade, at rank 5 in that blade’s skill. Creatures with the rank have the abilities too, by the same rules: a spearman of rank 5 braces against you as you come.

Active abilities (marked active in the table) are used, not fired. You pick one from the abilities menu and aim it as it asks: a direction for a blow, a place for a shot, nothing for a sweep or Shield wall. It costs two things, and only once it goes ahead. A refused use, with nobody to strike or nothing to shoot, costs nothing.

  • Stamina (see Combat). The menu shows it: “Spears: Lunge 3 stamina, in a direction”.
  • Time: the percentage in the table of the time the action normally takes you. For a blow with what you hold, that means your weapon’s speed, your style, and your stance all count. The action may also be a shot or a wait. No active is instant. The game never shows this time.

The menu greys an active out while you are short of stamina (“you are short of breath”), or while what you hold does not suit it (“your hands are not so held”). Lunge needs a spear or a staff in hand. A style’s actives need its grip: Shield wall needs a shield and a weapon, or two shields.

Each active is its own action. Three in three turns cost all three together, and the empty pool is the price. With a pool of 12 that comes back a point every 12 seconds, a 5-point active comes at best once every ten turns. A character without stamina gets a full pool from the first rank that teaches an active (“You learn to pace your breath.”). Creatures use no actives.

  • Lunge strikes the first foe within 2 cells in the direction. The cell between must be empty and passable (a closed door blocks), and nothing on it is sprung. A foe struck across the empty cell brings no free blows (no riposte, no cleave).
  • Piercing shot: a hit flies on along its line and attacks the next one there, whoever it is, once.
  • Sunder and Gap shot ignore all Protection. Against a foe with none, they cost the same and do nothing more (the game never tells you a foe’s Protection).
  • Shield wall (Sword and Board or Two Shields) leaves you Walled for 5 turns. Your Shield gets +3 on top of the shield’s own, and every attack you make takes a quarter longer. Walled and Hasted multiply.
AbilityTaught byRankKindFires onWhat it doesStaminaTime
Deep cutDaggers and knives, Short blades, Long blades, Great blades5triggereda hit of yours takes a third of the target’s hit pointsBleeding on the one you struck, 1 degree—none (free and instant)
Knife in the darkDaggers and knives5triggereda sneak attack of yours hitsBleeding on the one you struck, 1 degree—none (free and instant)
Vital strikeDaggers and knives, Short blades, Long blades, Great blades9activeused (aimed in a direction)a blow that is a critical if it hits, with no confirmation roll4100% of a blow
Crushing blowAxes, Maces and clubs, Polearms5triggereda hit of yours takes a third of the target’s hit pointsStaggered on the one you struck, 1 degree—none (free and instant)
SunderAxes, Maces and clubs, Polearms9activeused (aimed in a direction)Protection soaks none of it (the profile’s penetration is above any Protection)4125% of a blow
BraceSpears, Staves5triggereda hostile steps up beside youa free blow at it as it comes (Brace of steel makes it surer, and a hit staggers: see Talents); a free blow brings none of its own—none (free and instant)
LungeSpears, Staves9activeused (aimed in a direction)a blow at the first foe within 2 cells along the direction, every cell before it empty and passable (a closed door blocks; no trap is sprung); a foe beyond the first cell brings no free blows3100% of a blow
Point-blankBows, Crossbows, Slings, Thrown weapons5triggereda hostile steps up beside youa free shot with your missile weapon and the ammunition you have ready, else a free throw of what you have ready to throw; nothing without—none (free and instant)
Piercing shotBows, Crossbows, Slings9activeused (aimed at a cell)a shot that, when it hits, flies on along its line to the next one there, which it attacks as a missed shot would (once)4100% of a shot
Stunning bashShield bashing5triggereda blow, shot, throw, or spell attack of yours hitsStaggered on the one you struck, 1 degree—none (free and instant)

The Early mastery talent teaches every one of them a rank sooner. So do the talents that make you fight as someone more practised (Stylist, Fencing). A status these abilities leave, such as Bleeding or Staggered, is a status effect like any other: a staggered foe’s next action takes half again as long. A brace and a point-blank shot are free blows, so they bring no free blows of their own.

Where your skills come from

You start with some skills from your race and your class. A warrior knows long blades, a ranger knows bows, and a thief knows daggers. Some starting ranks are dice (1d2 is one or two), rolled when you start. A berserker has learned either axes or great blades, and the dice decide which. Your race’s and your class’s ranks add up.

Creatures have skills too: the kobolds of the war band know their spears and bows. They do not get better (yet).

See also: Fighting styles, Combat, and Abilities.