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 thrown weapon is a coreless knife, axe, hammer, or even a foam rock that is 12 inches or under.
Description: The blow dart is a foam dart that is blown out of a pipe. It does not do any damage but can deliver poison. It does no harm to armor and cannot bypass armor.
Description: A bow or crossbow must be period accurate (not compound) that has a poundage of 35 pounds or less with approved arrowheads on the arrow or bolt. The arrow heads must be at least 2.5 inches wide. Examples of the approved arrowheads are the Calimacil arrowheads/bolt heads or the Live Action Product arrowheads that are properly secured to the shaft. The shaft must be made of approved material, including aluminum, resin, and carbon fiber. Arrows deal a wound instead of damage. Must be approved by a Game Master to use archery.
Description: Missile weapons are approved slingshots and any other ranged weapon that isn’t a bow or crossbow. Throwing spears can have a single fiberglass core in them and must be approved for throwing. Can be used in one hand. Must be under 46 inches long. Must see a Game Master to approve it and to be able to use it.
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: Allows you to take an approved foam item and tap someone in the shoulder with a dull part to render them unconscious for 5 full minutes. Any damage taken will wake them up. Must call out “Waylay” when you tap them. Must be behind the target and any item used to waylay someone must have enough mass and must be 5 inches or more. This ability must be used outside active combat.
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 limbs.
Description: Allows you to wear light armor on your torso.
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: Grants you 1 stamina point.
Description: Grants you 1 stamina point.
Description: Grants you 1 stamina point.
Cost: 5
Description: Allows you to apply any poison potion to a bladed weapon or blow dart (Green band). Call “poison weapon” when you strike with the weapon. The poison stays applied to the object until used. You can only apply 1 poison at a time to a single object.
Cost: 3
Description: You gain a burst of energy calling “Adrenalin” and can move through the pain. Allowing you to move with wounded limbs for 10 seconds as if they were not wounded. Then the wounds affect you again. While under the effect if you get wounded you can ignore it until after the effect then it all hits you at once and you go into bleed out if you would have normally. Costs 1 Stamina.
Cost: 3
Description: When not immobilized (ie tied up or rooted etc) you may call “dodge” to negate any ranged attack. This counts for any ranged ability or attack (ie arrows, spell orbs, throwing weapons, etc). You can use this ability 1 time per day.
Cost: 5
Description: Allows you to swing a knife in melee and call “Vital Strike” it deals 2 damage instead of the normal 1. This can be used once per 5 seconds. Once this takes effect then it goes on cooldown.
Cost: 5
Description: Allows you to use the Dodge ability 1 more time in a day (both abilities 2 times a day). No cool down in between uses. You do not need the dodge ability to take this.
Cost: 7
Description: You gain a bola which is represented by a spell orb like ball. You can throw this ball at a target and call “Bola” Your target gets the effect of the Root spell (see Spellweaver class for details) Bola has a 5 minute reset time between uses. Must take effect before cooldown begins.
Cost: 7
Description: When you fire an arrow, you can call “Stagger”. If this arrow Hits a valid target such as the person or shield that target suffers a Knockback. This ability deals no damage and has a cooldown of 30 seconds. If it doesn’t take effect it doesn’t go on cooldown.
Cost: 10
Description: You can ignore 1 mortal wound you would take. Costs 2 Stamina.
Cost: 10
Description: Allows you to escape from one of the following abilities when you get hit with it. Costs 1 Stamina Root Entangling Strike Bola
Cost: 10
Description: Allows you to apply poison to arrows with a green ribbon or band and call out “Poison arrow” when you fire to let others know. This needs basic or mortal poison to be consumed and would affect the area it hits. (IE it does not matter which profession poison you use it makes a “Poisoned Arrow” the poisoned arrow does the effect of poisoning the area it hits. Along with this any arrow poison can be cured by any poison resistance or antidote).
Cost: 10
Description: You become immune to all kinds of poison.
You may choose 2 of these following abilities.
Cost: 20
Description: Using a dagger weapon, call “Pierce” when you make a melee strike with it. The strike bypasses all magical armor, hits, and armor to deal 1 wound. You can also use this ability when shooting an arrow. 10 second cooldown.
Cost: 20
Description: You can spend a minute meditating on how you narrowly escaped your last scrape with death. Then spend 3 stamina points to regain your spent death token.
Cost: 20
Description: Allows you to use the dodge ability up to 3 more times a day. No cool down between uses. You do not need the dodge ability to take this.