*Warriors can also learn skills from the Everyman Skill List.
| BUILD COST | SKILL NAME | SKILL COMPLEXITY |
| 5 | Athletics | Basic |
| 5 | Banner of Battle | Basic |
| 5 | Bravery | Basic |
| 5 | Comrade-in-Arms | Basic |
| 10 | Great Strength | Basic |
| 1 | Rumormonger | Basic |
| 5 | Persistence | Basic |
| 5 | Resilience | Basic |
| 5 | Willpower | Basic |
| 7 | Iron Fist | Complex |
| 10 | Blind-Fighting | Erudite |
| 10 | Bloodied but Unbowed | Erudite |
| BUILD COST | MASTERY SKILL NAME | SKILL COMPLEXITY |
| 10/10 | Axe Expertise | C/E |
| 10/10 | Mace Expertise | C/E |
| 10/10 | Blade Expertise | C/E |
| 10/10 | Pole-arm Expertise | C/E |
| 10/10 | Armor Expertise | C/E |
| 10/10 | Shield Expertise | C/E |
| 10/10 | Great Weapon Expertise | C/E |
| 10/10 | Dual-Weapon Expertise | C/E |
| 10/10 | Einhander Expertise | C/E |
WARRIOR SKILL OVERVIEW:
Athletics
By invoking this skill and counting to 10, a character can perform feats of athleticism such as Jumping, Climbing and Swimming. This might allow characters to bypass certain obstacles that are in-game.
Banner of Battle
This skill allows you to learn and use Warcry Feats.
Phys Rep: A small banner or flag and a harness to carry it on your back. The banner should have your personal symbol upon it or else the symbol of a lord/cause that you champion.
Blind Fighting
This skill represents specialized, rigorous training of one’s battle senses, melding instinct and skill with the purpose of an impregnable defense. You are now able to successfully invoke melee and ranged defense feats, such as parry or block, against attacks from behind or attacks from hidden assailants. When you invoke a defense, preface it with the word “Blind”. With this skill, you may walk slowly while blinded (instead of staying in place).
Bloodied but Unbowed
Armed with this skill, you are never without defenses until you are out of life. You may invoke a Defense feat at the cost of 20 HP. This damage cannot be reduced in any manner and it bypasses AP completely. Preface the defense feat with “Bloody”.
Bravery
When you are affected by a Mortal effect, it only affects you for half the regular duration. When you would break out of the effect, invoke this skill.
Comrade-in-Arms
Once per period, a Warrior with this skill can select up to 7 of his allies and give them a favor (a colored sash/ribbon tied to their arm) to represent mutual devotion and support. He can only change his choices once per period and only after a short ceremony (about 5 minutes) where he makes a vow to protect and lead them in battle.
A Comrade-in-arms receives the utter devotion of that Warrior. Any beneficial presence feat that the Warrior performs affects a Comrade-in-arms as long as they can hear the Warrior.
Although this ability is not magical, being designated as a Comrade-in-Arms ability counts as a latent effect for the purposes of determining how many latent effects a character can have. In addition, any individual character can only be the Comrade-in-Arms of one Warrior.
Phys-Rep: Favors or tokens.
Great Strength
All of your melee attacks deal one more point of damage than normal. Also, you can perform a Feat of Strength once every 60 seconds. Feats of Strength include throwing an ally’s body to one side or tear open a portcullis. By invoking a Feat of Strength, you can break free of a Snare effect; However, you incur 10 damage in the process.
Iron Fist
Whenever you are the target of a Disarm effect, this skill allows you to invoke a “Retain” in response to negate the effect.
Rumormonger
With this skill, you can ply the innkeeper for information regarding the current happenings in the local lands. After 5 minutes of conversation, this skill will yield information that may or may not be relevant to the event. This skill is usable once per period.Persistence
When you are affected by a Force effect, it only affects you for half the invoked duration. When you would break out of the effect, invoke this skill.
Resilience
When you are affected by a Pain effect, it only affects you for half the invoked duration. When you would break out of the effect, invoke this skill.
Willpower
When you are affected by a Charm effect, it only affects you for half the regular duration. When you would break out of the effect, invoke this skill.
Mastery Skills:
Axe Expertise
Requires: Axe Proficiency
With this skill, you add 1 to the damage of your melee or ranged strikes when wielding any kind of axe or scythe.
-Axe Mastery: With the second rank of this skill, you instead add 2 to the damage of your melee or ranged strikes when wielding any kind of axe or scythe. In addition, certain feats are improved when used by an Axe Master wielding an Axe or a Scythe.
Blade Expertise
Requires: Blade Proficiency
With this skill, you add 1 to the damage of your melee or ranged strikes when wielding any kind of sword or dagger.
-Blade Mastery: With the second rank of this skill, you instead add 2 to the damage of your melee or ranged strikes when wielding any kind of sword or dagger. In addition, certain feats are improved when used by a Blade Master wielding a sword or dagger.
Mace Expertise
Requires: Mace Proficiency
With this skill, you add 1 to the damage of your melee or ranged strikes when wielding any kind of mace, club or hammer.
-Mace Mastery: With the second rank of this skill, you instead add 2 to the damage of your melee or ranged strikes when wielding any kind of mace, club or hammer. In addition, certain feats are improved when used by a Mace Master wielding a mace, club or a hammer.
Pole-arm Expertise
Requires: Pole-arm Proficiency
With this skill, you add 1 to the damage of your melee or ranged strikes when wielding any kind of Pole-arm or Staff.
-Pole-arm Mastery: With the second rank of this skill, you instead add 2 to the damage of your melee or ranged strikes when wielding any kind of sword or dagger. In addition, certain feats are improved when used by a Pole-arm Master wielding a Pole-arm or Staff.
Armor Expertise
This skill represents a deeper understanding of how to use armor to deflect blows. Warriors with Armor Expertise can greater amounts of protection (AP) with armor than those without. This skill increases the protection that armor grants. Wearing armor grants an extra 1 AP per piece of armor you are wearing, except for the torso which receives extra 3 AP instead of 1. Each armor piece functions as though it were higher in quality and greater in coverage. This means a 9-point increase if you are armored on both arms, both legs, the chest and your head.
-Armor Mastery: Your devotion to armor training is such that it is unto a second skin to you. Armor now grants 2 extra points per piece of coverage. Torso armor once again is the exception, granting an extra 5 AP - totaled to a 15-point increase with a full set of armor.
In addition, a Warrior with this skill can invoke “Ironskin” once every hour in response to an attack that inflicts damage. If invoked within 5 seconds after the hit was land, “Ironskin” reduces the attack’s damage to 1. This function of the Armor Mastery skill cannot be used against an attack that comes from behind the Warrior.
Shield Expertise
Prerequisite: Shield Proficiency and Knockback
This skill represents a mastery of shield usage, of how to deflect blows and cushion strikes. Whenever holding a shield, Warriors with this skill receive 5 AP that stacks with all other AP while wielding a shield and a 1H weapon, A Warrior with this skill can deliver an “expert knockback 5” via weapon strike to someone that is currently touching his shield with a part of his body.
This AP is the first to be depleted, before worn armor. Furthermore, the AP granted by this ability is restored after a short rest.
-Shield Master: Upon learning the second rank of this skill, wearing a shield now grants you additional 10 AP instead of 5 AP. Furthermore, whenever you take damage from a spell, you may attempt to use your block feat to take half damage. Invoke as “Expert Block”.
Dual-Weapon Expertise
Prerequisite: Dual-Weapon Proficiency
This skill represents a deeper understanding of the dual-weapon style, allowing superior offense and defense. Whenever holding two weapons, a Warrior that misses while attempting with a melee attack feat receives a second chance to land his failed attack.
He may repeat the missed feat, this time using his other weapon and prefaced with the word “Off-hand”. The “off-hand” attack must be done within 10 seconds of the previous attack. This function of the skill can also be used when the previous attack was dodged, parried or blocked.
-Dual-Weapon Mastery: When you use a melee attack feat while wielding two weapons, you gain an Expert Critical Strike with your off-hand if you successfully hit with the melee attack feat.If this Expert Critical Strike misses, you do not get a chance to retry it with the use of Dual-Weapon Expertise.
Great-Weapon Expertise
Requires: Knock back
This skill represents a mastery of two-handed weapons – the perfect blend of reach and power in combat. A Warrior with this ability may invoke an “expert knockback 5” if they strike the enemy’s torso with the pommel of their weapon.
Furthermore, if someone uses a parry feat, block feat or dodge feat to negate a melee attack feat (that isn’t an expert critical strike or any other expert feat) that you perform, you can invoke an expert critical strike upon that enemy within 10 seconds of the negated attack.
-Great-Weapon Mastery: A Warrior with the Great Strength skill deals an additional point of damage with their melee strikes.
Furthermore, such is your skill with two-handed weaponry that you can attack your enemies as if you were a wave of steel death. Whenever you perform a melee attack feat with a two-handed weapon, you can apply that feat to two other opponents, prefacing the second and third attack with the word “Cleaving”.
The second strike must be within 10 seconds of the first. He may perform this strike once more against a third, once again prefacing the effect with the word “Cleaving”. The third strike must be within 10 seconds of the second. Performing a separate attack feat (even an expert critical strike) while you are in the midst of using this ability interrupts it, preventing further use of Cleaving Strikes for that iteration of the ability.
Einhander Expertise
Requires: Critical Strike and Dodge or Parry
The Einhander Expertise skill allows for unrivaled speed and maneuverability. While wielding a one-handed weapon in one hand and holding no weapon or shield in the other, you gain the ability to invoke an Expert Critical Strike after performing a Dodge Feat or a Parry Feat. The “Expert Crit” must be invoked within 10 seconds after you call the defense feat and its target must be the one that you defended against.
-Einhander Mastery (Requires Disarm or Staggering Strike): This rank of the skill allows for greater retaliatory ability. You may now invoke either an “Expert Disarm” or an “Expert Daze 30” upon an assailant that provoked the use of one of your defense feats.


