Swordsmanship
| Title | Swordsman |
| Delay | none | Stat ± | Str:7.5% Dex:2.5% Int:– |
| Difficulty-Based | yes | Gain | – |
| Starting Eq. | katana |
| Hint | The Swordsmanship skill allows the use of edged weapons in combat. Your Swordsmanship is checked automatically each time you enter combat with an edged weapon. |
- [09032k] Secondary Skill Gain :: Anatomy can raise whenever either a melee skill or Healing is used.
- Weapons that check Swordsmanship when equipped are:
- Axe *
- Bardiche
- Battle Axe *
- Broad Sword
- Butcher Knife
- Cleaver
- Cutlass
- Double Axe *
- Executioner’s Axe *
- Halberd
- Hatchet *
- Katana
- Large Battle Axe *
- Long Sword
- Pickaxe
- Scimitar
- Skinning Knife
- Two-Handed Axe *
- Viking Sword
- [Changed 200801] * Lumberjacking will provide a bonus to damage when the player is using one of the following axes, adding 20% of your skill (up to 99.9) and 30% at GM – 80.0 Lumberjacking will give a 16% damage bonus, GM Lumberjacking will give 30%.
- [UOR] Two-handed Weapons :: Any melee weapon that requires two hands to wield will gain a special attack.
- [200801] All special hits done with 2-handed weapons now base their chance to go off on the attacker’s Anatomy. The percentage chance to do a special hit is: Anatomy / 4.
- For Sword Weapons, the special attack is Concussion Blow, victim’s intelligence is halved for 30 seconds. Note the effects of a concussion blow are not cumulative, once a target is the victim of a concussion blow, they cannot be hit in that manner again for 30 seconds.
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