|Skill||Total Points Spent||Skill Level|
|Polearms(Three Section Staff)||0/250||Unskilled|
|Ranged Combat(Short Bow)||105/250||Expert|
|Shielded Combat(Tower Shield)||0/250||Unskilled|
(0-10 Knowledge) (1 - 25) (25 Skill Points)
(11-21 Knowledge) (26 - 75) (50 Skill Points)
(22-32 Knowledge) (76 - 150) (75 Skill Points)
(33-59 Knowledge) (151 - 250) (100 Skill Points)
(60 Knowledge) (Blade, Flight)
Secondary Weapons Skill Levels
Unskilled = 1 Knowledge
Novice = 5 Knowledge
Competent = 10 Knowledge
Expert = 20 Knowledge
Mastery = 30 Knowledge
Legendary = 40 Knowledge
Frequent Flyer: Flight requires little energy or concentration for a Grandmaster of flight. Through trial and error they have discovered how to most efficiently move and act in order to keep flying for as long as possible without rest. A Grandmaster of flight whose learned how to do this will be able to fly a max of two trials without stopping and will have a lot more flight based stamina which will replenish faster.
Guard Breaker: Grandmasters who focus in the art of weaponry know not only their own weapons, but that of their enemy. Guard Breaker allows a user to break through another person's "guard", be it one that's created through a parried weapon, shield, or armor. The Grandmaster knows where to strike and how to strike in a way that causes the material to crack. Specially made or enchanted materials will take more than a single strike to shatter, as they go well above the normal quality.
Hit Them Where It Hurts: A Grandmaster of blade is an expert at hurting, disabling, and killing others, as morbid as the thought may be. A Grandmaster of the blade skill has a better understanding of where to strike compared to a normal opponent. Though it's not perfect, they have a higher chance of being able to disable their opponent on their first strike, the more strikes they are able to take the higher this chance becomes to disable. It takes a little a couple of strikes or prolonged observation to know where to strike in order to kill, and again this isn't perfect.
Path of Least Resistance: This ability relies on a user's in-depth understanding of their sword and how it swings, allowing the user to wield it in a fashion in which it undergoes the least air resistance possible. The effects of this ability are faster and more devastating attacks, the less air resistance allowing for the sword to reach a higher velocity faster. This can allow for a far greater number of swings to be taken while also not fatiguing the user quite as quickly. Because the nature of this ability the user must be greatly familiar with the sword they are using (4-6 threads using the sword itself in combat at a minimum) to attack with. In addition, because the nature of the ability the sword becomes harder to control. More effort must be put into stopping the blade, leading to the potential injury of the user, sword, or their allies if an attack is poorly planned or executed. A careless attack against something stronger than the sword can also lead to the blade shattering, however, it can be equally devastating when the attack is carefully planned and well executed. The ability is in no way exhausting due to the point of the ability being that it takes the path of least resistance for the blade, ensuring that it's easier to get it to a higher velocity faster with less effort on the part of the user. It comes with the downside of being less coordinated for one, but a single misjudgment could easily lead to the destruction of a weapon or injury of the user. This higher velocity makes it much easier to pull muscles(i.e. dislocation of the shoulder) or hit yourself, if not allies and the total destruction of your blade in some poorly judged cases.