
Weapons, and the two skills that back every weapon. At 70.0 in a combat skill, its master offers a trial; pass it and that skill's signature move is yours for good. See Signature Trials for every master, trial and move.
- Swordsmanship
- Swords, axes and polearms. Rises when your blows land; each point adds damage with those arms.Trial: Sir Dalwyn Ashcombe, the keep yard in Trinsic, "The Three Blades". Unlocks Heroic Leap.
- Mace Fighting
- Maces, staves and hammers. Rises when your blows land.Trial: Hilde Stonehand, the Minoc forge, "Break the Line". Unlocks Earthshaker.
- Fencing
- Daggers, kryss and spears. Rises when your blows land.Trial: Lucan Arbel, the fencing hall in Britain, "First Blood". Unlocks Tumble. Not open yet: his post is not built.
- Archery
- Bows and crossbows. Rises when your arrows hit.Trial: Ysolde Fernbough, the ranger lodge at Yew, "The Running Harts". Unlocks Volley.
- Wrestling
- Bare hands. Rises with unarmed blows that land; each point adds twice the damage a weapon skill does.Trial: Brannoc the Pit-Boss, the dock pit in Minoc, "Brannoc's Pit". Unlocks Shoulder Bash.
- Tactics
- Any weapon blow on a real foe. Adds damage with every weapon.Trial: Marshal Edda Strand, the drill ground in Trinsic, "The Broken Rank". Unlocks Rallying Hurl.
- Parrying
- Taking creature blows with a shield worn. A worn shield turns more blows.Trial: Dame Ottoline Brack, Trinsic's south gate, "Hold the South Gate". Unlocks Shield Charge.
Every skill rises by use. How skills rise ›
