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Combat

Swordsmanship

Swordsmanship covers every bladed weapon and carries Execute, a chance on a landed hit against an already-wounded monster to simply finish it. It is the most straightforward of the weapon skills: hit things, hit them harder, occasionally skip the last quarter of the fight entirely.

How you train it Swing a bladed weapon in combat. Weapon skills gain fastest in their first stretch and slow considerably near mastery.
What you need A bladed weapon equipped.

Weapons

Damage shown is the base before material tier, Tactics, Arms Lore and any magic property.

WeaponDamageSpeedHands
Broadsword13–172.5sOne
Cutlass11–152sOne
Katana10–142sOne
Longsword13–172.5sOne
Scimitar13–172.5sOne
Viking Sword13–172.5sOne
Axe13–172.5sOne
Battle Axe19–233sTwo
Double Axe15–192.8sOne
Executioner's Axe21–253.3sTwo
Large Battle Axe22–263.5sTwo
Two-Handed Axe21–253.3sTwo
Bardiche22–263.5sTwo
Halberd23–273.8sTwo

How it climbs

What trains it
Every swing, whether or not it lands
Below 50
A gain is worth anything from 0.1 to 1.0, so the first half goes quickly
Swings to Grandmaster
About 63,000
Where they go
16% to reach 70, 45% from 70 to 90, 39% for the last ten points
Time
About 35 hours of swinging with a Cutlass, 65 with a Halberd, at 100 Dexterity. The waits between fights come on top
⚔️
Execute — A finishing blow. On a landed hit that leaves a monster on a sliver of health, a chance to drop it straight to zero — an ordinary kill with full loot, gold and XP, just sooner.

Execute, in numbers

Chance on a landed hit
1.75% at 0 skill, rising to 7% at 100, plus up to 5% more from Arms Lore
Only fires when the monster is at or below
25% of its maximum health
Never fires on
A monster already at 0, or a training dummy

Magic properties you may find

Monster-dropped weapons arrive unidentified — Item Identification reads them.

PropertyDamage bonus
Ruin+3
Might+6
Force+9
Power+12
Vanquishing+15

Other Combat skills