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WEAPONS WEAPON AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP STAFF EXOTIC (257)
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with that particular weapon. If the character has the
parry skill as well, he can parry incoming attacks. The chance of parrying is
best if the character in question is skilled at both his weapon and his
opponent's.
The weapon skills consist of the following:
sword the warrior's standby, from rapier to claymore
dagger the use of knives and daggers, and other stabbing weapons
mace this skill includes clubs and hammers as well as maces
axe the use of axes, ranging from hand to great (but not halberds)
flail the skill includes ball-and-chain type weapons
polearm the use of pole weapons (except spears), including halberds *
spear this skill covers the use of spears, but not polearms *
staff the use of poles that have no blades attached to them *
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons and anything not listed (ie orbs,
brooms, tongs, non-physical weapons, etc.)
archery the use of bow missile weapons (hunter rangers and goblins only)
The exotic skill cannot be practiced, and is dependent solely upon level.
Weapons skills are based on your class.
The weapons with the * after them require two hands to wield. This is
due to the nature of their use. To use them with one hand would not be
wielding a weapon of that type, but would be like wielding a too long,
poorly balanced sword. To do this would render them ineffective in combat.
See also: 'EXOTIC WEAPONS', 'SPECIALIZE', 'ARCHERY'