Description: This is the widest weapon classification. A one handed weapon is any weapon that is between 0 inches and 37 inches and must have a core.
Description: Any weapon that is between 37.1 inches and 45 inches and must have a core.
Description: Any Weapon that is between 45.1 inches and 60 inches. You must use 2 hands on this weapon at all times.
Description: A long pole sometimes with a blade, or bludgeoning piece on the end. Must be between 60.1 inches and 77.1 inches. The only way that this weapon can cleave is if it has a halberd/axe head, a hammer head with sufficient mass, or a blade if it is more than a foot long.
Description: A thrown weapon is a coreless knife, axe, hammer, or even a foam rock that is 12 inches or under.
Description: Some weapons are simply too big to fit in any other category. An oversized weapon is any normal weapon larger than a Two handed weapon, or a polearm larger than our listed “Polearm/Staff” skill would allow. Oversized weapons always require 2 hands at all times, and can be approved to thrust by a game master.
Description: An ability that you perform a large swing calling out “Cleave” and when it impacts a shield then it deals one cleave point worth of damage; once the shield reaches 0 left it is broken and cannot be used until repaired. This ability can only be used with Two-Handed weapons or bastard length “Cleaving Weapons”. 5 second cooldown.
Description: Allows you after getting hit with an arrow to role play pulling the arrow out for 10 seconds which allows you to instead of taking the wound can be blocked with a hit. If you have no hits remaining then you retain the wound.
Description: Allows you to wield 2 weapons of bastard length or shorter at the same time. Spell orbs and coreless thrown weapons do not need this skill in order to be used with another weapon.
Description: You push out with a small shield or larger using only arm force. If you make light contact with a person, shield, or weapon, then the target suffers a Knockback. You can use this ability once every 30 seconds.
Description: Allows you to strike out with 2 weapons at once (or one two handed weapon) and it causes the target you hit to suffer a Knockback. You can use this ability once every 30 seconds.
Description: Gambeson armor is made of cloth and padding. It grants you +1 to your armor total, stacking on top of points gained from light or medium armor. If a gambeson is the only armor worn it counts as a single point of armor.
Description: Allows you to wear light armor on your head.
Description: Allows you to wear light armor on your torso.
Description: Allows you to wear light armor on your limbs.
Description: Allows you to wear medium armor on your head.
Description: Allows you to wear medium armor on your torso.
Description: Allows you to wear medium armor on your limbs.
Description: Bucklers can be no more than 14 inches in length and width. Bucklers can be used on the same arm as another weapon. They have 1 cleave point.
Description: Small shields have to be larger than 14 inches, but no more than 22 inches in length and width. They have 2 cleave points.
Description: Medium shields have to be larger than 22 inches, but can be no more than 35 inches in length and width. They have 3 cleave points.
Description: Tower shields, have to be larger than 36 inches in width and can be no more than 48 inches in width and 36 inches in length. They have 4 cleave points.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Cost: 3
Description: 1 Rune. 0 second incant. Melee Spell. When used, call out “Cleaving Strike” before a hit with a cored one handed or longer weapon. This spell deals 1 cleaving damage to the shield or armor it hits. 5 second cooldown between uses.
Cost: 5
Description: 1 Rune, 5 second incant. Tie a blue ribbon on the recipient. This blessing blocks the next arrow hit against them.
Cost: 7
Description: 2 Runes, 10 second roleplay. You tie a blue ribbon to your weapon. The ribbon must have the name of a melee spell you can cast on it. When you cast the melee spell written on the ribbon, you can do so with the rune cost reduced by 1. This skill can reduce the rune cost of a spell to 0 even when combined with other abilities that won’t reduce the rune cost below 1. Spell bind can only be applied to a weapon once. This effect lasts until dispelled. Additionally you can remove this effect yourself by removing the ribbon. Only the caster of this spell can gain any benefit from it.
Choose 1 of the following rune circle options:
Cost: 5
Description: 1 Rune. 0 second incant. Melee Spell. Deals 1 point of damage to the target location. After casting this spell, you cannot cast another melee spell until you finish a 5 second incant to recharge your weapon
Cost: 5
Description: 1 Rune. 0 second incant. Melee Spell. Targeted location is disabled (can’t be used) for 30 seconds. If the torso is struck, then the target’s whole body is disabled for 30 seconds. If the target or their equipment takes a point of damage, the disabled effect ends early. After casting this spell, you cannot cast another melee spell until you finish a 5 second incant to recharge your weapon
Cost: 5
Description: 2 Runes. 10 second incantation. Touch. The target recovers 2 hits.
Cost: 5
Description: 2 Rune. 10 second incantation. Touch. The target recovers from a poisoned location.
Cost: 5
Description: 1 Rune. 5 second incant. Touch. Tie a blue ribbon on the arm of the recipient. They gain 1 magic armor.
Cost: 5
Description: Casting cleaving strike no longer has a rune cost for you.
Cost: 10
Description: 2 Runes. 0 second incant. Melee Spell. The wielder can call “Sap” before a strike. The strike deals 1 point of damage to the target location and you can recover 1 hit. After casting this spell, you cannot cast another melee spell until you finish a 10 second incant to recharge your weapon
Cost: 10
Description: 2 Runes. 0 second incant. Melee Spell. One of the target’s legs is rooted to the ground and cannot move. Lasts 10 minutes or until dispelled. Can also be removed by a full minute of roleplay breaking out of the vines. After casting this spell, you cannot cast another melee spell until you finish a 10 second incant to recharge your weapon
Cost: 15
Description: 3 Runes. Special Spell. Within 10 seconds after dying, you can call “Invigorate” any pay the rune cost to heal all wounds and regain 2 hits.
Cost: 15
Description: 3 Runes. 15 second incant. Special Spell. You and all allies within 10ft of you gain 1 magic armor.
Cost: 20
Description: 3 Runes. Special Spell. When you are hit with a spell, you may call “Magic Resist” and pay the rune cost to ignore all effects of the spell. Additionally you gain +1 rune when you take this skill.
Cost: 20
Description: 2 Runes. 0 Seconds incant. Melee Spell. Deals a wound to the target. If it hits a Cursed Creature then it deals 5 damage instead. This spell cannot be used with Spell Bind. After casting this spell, you cannot cast another melee spell until you finish a 10 second incant to recharge your weapon. Additionally gain +1 rune when you take this skill.
Cost: 20
Description: Once per day you can call “Runic Surge” and you instantly regain all your runes. Additionally, you gain +1 rune when you take this skill.