Jump to content

Skills/Swordsmanship

From New Bradford
Revision as of 20:00, 27 October 2026 by nb>Admin (Create Swordsmanship skill guide)

Swordsmanship is the skill of fighting with bladed weapons: swords, axes, polearms and even kitchen knives. It's one of the most popular fighting skills in New Bradford, with the widest choice of weapons, from the quick katana to the slow, crushing halberd. Axe users also hit harder the more Lumberjacking they know.

This page explains how blade fighting works, which weapons use the skill, their special moves, and how to train to Grandmaster.

At a glance

Skill category Combat
Weapons Swords, axes, polearms and knives (see Weapons)
Works with Tactics and Anatomy for damage, Parrying for defense, Healing to stay alive, Lumberjacking for axe damage
Special moves Two per weapon, at 70 and 90 skill
Skill cap 100 (Grandmaster), raised up to 120 with Swordsmanship power scrolls
Stats it can raise Strength (mostly) and Dexterity
Starting gear Choosing Swordsmanship (or Tactics) as a starting skill gives you a katana.

How to fight

  1. Equip a bladed weapon from the tables below. You need enough Strength to wield it. Two-handed weapons leave no hand free for a shield.
  2. Switch to war mode (Tab by default, or the war/peace button on your paperdoll).
  3. Double-click your target to attack. You'll keep swinging automatically as long as you stay in reach (1 tile for all melee weapons).
  4. Watch your health, and step back to bandage or drink a potion when you need to.

Hitting

Every swing rolls to hit. Your chance depends on your skill with the weapon you're holding against the defender's skill with the weapon they're holding (Wrestling if they're unarmed):

Hit chance = (your skill + 50) ÷ ((their skill + 50) × 2)

So two fighters with equal skill hit each other 50% of the time. Here's how it works out:

Your weapon skill Defender's skill 0 50 80 100 120
50 100% 50% 38% 33% 29%
80 100% 65% 50% 43% 38%
100 100% 75% 58% 50% 44%
120 100% 85% 65% 57% 50%

Magic weapons with an accuracy bonus add to your skill while you hold them: +5 (accurate), +10 (surpassingly), +15 (eminently), +20 (exceedingly) or +25 (supremely). That bonus counts toward both hitting and the 70/90 needed for special moves.

Damage

When you hit, the game rolls the weapon's damage range and then adjusts it:

  • Tactics is the big one: −50% at 0 Tactics, no change at 50, +50% at 100.
  • Strength adds +1% for every 5 points.
  • Anatomy adds +1% for every 5 points, plus an extra +10% at 100.
  • Axes also get +1% for every 5 points of Lumberjacking, plus +10% at 100.
  • Exceptional weapons deal +20% and low quality ones −20%.
  • Magic weapons add flat damage before all of that: ruin +1, might +3, force +5, power +7, vanquishing +9.
  • Slayer weapons deal double damage to the creatures they slay.
  • A worn-out weapon hits softer. Damage scales down as the weapon's durability drops, to half at its last point.
  • Damage against players (and damage dealt by creatures) is halved.
  • The target's armor then absorbs part of the hit, depending on where it lands (body 35%, legs 22%, head 15%, arms 14%, hands 7%, neck 7%). Every hit deals at least 1 damage.

Swing speed

Each weapon has a speed rating. The higher it is, the faster you swing. Your current stamina matters too: more stamina means faster swings, and a winded fighter slows down. The tables below show seconds per swing with 100 stamina.

Weapons

All of these use Swordsmanship. Click a column heading to sort.

Swords

Weapon Hands Strength needed Damage Speed Seconds per swing* Primary move (70) Secondary move (90) Weight Weaponsmith price
Broadsword Broadsword One 25 5–29 45 1.67 Crushing Blow Armor Ignore 6 stones about 35 gold
Cutlass Cutlass One 10 6–28 45 1.67 Bleed Attack Shadow Strike 8 stones about 24 gold
Katana Katana One 10 5–26 58 1.29 Double Strike Armor Ignore 6 stones about 33 gold
Longsword Longsword One 25 5–33 35 2.14 Armor Ignore Concussion Blow 7 stones about 55 gold
Scimitar Scimitar One 10 4–30 43 1.74 Double Strike Paralyzing Blow 5 stones about 36 gold
Thin longsword Thin longsword One 25 5–33 35 2.14 — — 1 stones about 27 gold
Viking sword Viking sword One 40 6–34 30 2.50 Crushing Blow Paralyzing Blow 6 stones about 55 gold

* Seconds per swing with 100 stamina. The formula is 15000 ÷ ((stamina + 100) × speed), so a tired fighter swings more slowly.

Axes

Axes are two-handed (except the pickaxe) and get the Lumberjacking damage bonus. Every axe except the pickaxe can also chop wood, and the pickaxe can mine.

Weapon Hands Strength needed Damage Speed Seconds per swing* Primary move (70) Secondary move (90) Weight Weaponsmith price
Axe Axe Two 35 6–33 37 2.03 Crushing Blow Dismount 4 stones about 40 gold
Battle axe Battle axe Two 40 6–38 30 2.50 Bleed Attack Concussion Blow 4 stones about 26 gold
Double axe Double axe Two 45 5–35 37 2.03 Double Strike Whirlwind Attack 8 stones about 52 gold
Executioner's axe Executioner's axe Two 35 6–33 37 2.03 Bleed Attack Mortal Strike 8 stones about 30 gold
Hatchet Hatchet Two 15 2–17 40 1.88 Armor Ignore Disarm 4 stones about 25 gold
Large battle axe Large battle axe Two 40 6–38 30 2.50 Whirlwind Attack Bleed Attack 6 stones about 33 gold
Two-handed axe Two-handed axe Two 35 5–39 30 2.50 Double Strike Shadow Strike 8 stones about 32 gold
Pickaxe Pickaxe One 25 1–15 35 2.14 Double Strike Disarm 11 stones about 22 gold

* Seconds per swing with 100 stamina. The formula is 15000 ÷ ((stamina + 100) × speed), so a tired fighter swings more slowly.

Polearms

Weapon Hands Strength needed Damage Speed Seconds per swing* Primary move (70) Secondary move (90) Weight Weaponsmith price
Bardiche Bardiche Two 40 5–43 26 2.88 Paralyzing Blow Dismount 7 stones about 60 gold
Halberd Halberd Two 45 5–49 25 3.00 Whirlwind Attack Concussion Blow 16 stones about 42 gold

* Seconds per swing with 100 stamina. The formula is 15000 ÷ ((stamina + 100) × speed), so a tired fighter swings more slowly.

Knives

Light, cheap and handy for skinning and carving, but they don't hit hard.

Weapon Hands Strength needed Damage Speed Seconds per swing* Primary move (70) Secondary move (90) Weight Weaponsmith price
Butcher knife Butcher knife One 5 2–14 40 1.88 Infectious Strike Disarm 1 stones about 14 gold
Cleaver Cleaver One 10 2–13 40 1.88 Bleed Attack Infectious Strike 2 stones about 15 gold
Skinning knife Skinning knife One 5 1–10 40 1.88 Shadow Strike Disarm 1 stones about 14 gold

* Seconds per swing with 100 stamina. The formula is 15000 ÷ ((stamina + 100) × speed), so a tired fighter swings more slowly.

Special moves

Every weapon knows two special moves: a primary move you can use from 70 skill in that weapon's fighting skill, and a secondary move from 90. To use one:

  1. Open your combat book (the Open › Combat Book macro), or set up the Primary Ability and Secondary Ability macros. You can drag the move icons out of the book onto your screen.
  2. Click the move to ready it. It stays ready until your next hit lands.
  3. When that hit lands, the move goes off and its mana is used up. If you miss, the move stays ready and no mana is spent.

Some things to know:

  • Mana cost drops with experience. Each move has a base cost, but if your Swordsmanship, Mace Fighting, Fencing, Archery, Parrying, Lumberjacking, Stealth and Poisoning add up to 200 or more, every move costs 5 less mana; at 300 or more it costs 10 less.
  • Don't chain them too fast. Using another special move within 3 seconds of your last one costs double mana.
  • If you don't have the skill: "You need 70 weapon skill to perform that attack" (or 90). If you're short on mana: "You need 30 mana to perform that attack".
Move Base mana What it does Weapons
Armor Ignore Armor Ignore 30 A precise strike for 90% of normal damage. Armor still absorbs part of the blow as usual. Primary: Longsword, Hatchet
Secondary: Broadsword, Katana
Bleed Attack Bleed Attack 30 The target bleeds for 10 seconds, taking damage every 2 seconds: 15 to 30 in total against players, 30 to 60 against creatures. A bandage stops the bleeding. Some creatures, and anyone in lich or wraith form, can't bleed. Primary: Cutlass, Battle axe, Executioner's axe, Cleaver
Secondary: Large battle axe
Concussion Blow Concussion Blow 25 Deals 10 to 30 extra damage on top of the hit. The bigger the gap between the target's health and mana (as a percentage), the more it hurts. Secondary: Longsword, Battle axe, Halberd
Crushing Blow Crushing Blow 25 The hit deals 150% damage. Primary: Broadsword, Viking sword, Axe
Disarm Disarm 20 Knocks the target's weapon into their backpack, and they can't re-equip a weapon for 5 seconds. Secondary: Hatchet, Pickaxe, Butcher knife, Skinning knife
Dismount Dismount 20 Knocks a mounted target off their mount, and they can't remount for 10 seconds. If you're on foot they also take 15 to 25 damage. You must be on foot to use it, and you can't mount up yourself for 10 seconds afterwards. Secondary: Axe, Bardiche
Double Strike Double Strike 30 You strike twice in one swing. Each hit deals 90% damage. Primary: Katana, Scimitar, Double axe, Two-handed axe, Pickaxe
Infectious Strike Infectious Strike 15 Uses one dose of the poison on your weapon to poison the target. Your Poisoning skill decides how strong a poison you can deliver and gives a chance to raise it by one level. Primary: Butcher knife
Secondary: Cleaver
Mortal Strike Mortal Strike 30 Mortally wounds the target: they can't be healed by bandages, healing spells or heal potions for 6 seconds (players) or 12 seconds (creatures). Secondary: Executioner's axe
Paralyzing Blow Paralyzing Blow 30 Freezes the target in place for 3 seconds (players) or 6 seconds (creatures). They can't be paralyzed this way again for 8 seconds after it wears off. Primary: Bardiche
Secondary: Scimitar, Viking sword
Shadow Strike Shadow Strike 20 Deals 125% damage and you instantly hide. Needs 80 Stealth. Primary: Skinning knife
Secondary: Cutlass, Two-handed axe
Whirlwind Attack Whirlwind Attack 15 Also hits every other valid enemy standing next to you. Primary: Large battle axe, Halberd
Secondary: Double axe

Concussion blows

Fighters who know their anatomy can land a concussion blow with a two-handed axe or polearm (axe, battle axe, double axe, executioner's axe, hatchet, large battle axe, two-handed axe, bardiche or halberd). It happens on its own, with no mana and no readying:

  • You need at least 80 Anatomy.
  • Each hit has an Anatomy ÷ 4 percent chance (25% at 100 Anatomy).
  • The target's Intelligence is halved for 30 seconds. You'll see "You deliver a concussion blow!" and they'll see "You receive a concussion blow!" A target that's already concussed can't be concussed again until it wears off.

Poisoned blades

Swords and knives can carry poison applied with the Poisoning skill (axes and polearms can't). While the blade has poison charges, every hit uses up one charge and has a 50% chance to poison the target. A poisoned blade is also what you need for the Infectious Strike move.

Training Swordsmanship

  • Every swing can raise Swordsmanship, whether it hits or misses. The game checks for a gain each time you swing at something.
  • Below 10.0 you gain on every attempt, sometimes several tenths at once. Above that, each attempt has a chance to gain 0.1.
  • The harder the attempt is for your skill level, the better your chance to gain. Your chance also drops as you get closer to your Swordsmanship cap and to your total skill cap of 700.
  • If you've set Swordsmanship to go down (the arrow in your skills list), gains elsewhere can lower it to make room under your total cap. Lock skills you want to keep.
  • Reaching 100.0 adds Swordsmanship to the Skills Mastered count on your achievements.
  • Fighting also trains Tactics and Anatomy on every hit, so they climb alongside Swordsmanship.
  • Pick opponents that are a fair match. The less certain your hit, the better your chance to gain. If you're guaranteed to hit (your skill + 50 is at least double the defender's skill + 50, such as 50 skill against a defender with none), that swing teaches you nothing.
  • Warrior guildmasters, blacksmiths, iron workers and nobles will train you for gold: up to a third of their own skill, at most 42.0, for 1 gold per 0.1 points. Ask them (or use their context menu) to train the skill, then drop the gold on them.

Stats: each successful use has about a 2% chance to raise Strength and a smaller chance (under 1%) to raise Dexterity by 1 point. Each stat can rise at most once every 10 minutes, and only if it's set to rise.

Suggested path

Swordsmanship Where to train
0 to 25 Practice on a training dummy. Double-click it with your weapon in hand. Carpenters can build them. It stops teaching you at 25.0.
25 to 50 Weak creatures that hit back softly: Giant Rat, Mongbat, Skeleton, Zombie, Headless One, Ratman.
50 to 70 Tougher camps: Orc, Lizardman, Gargoyle, Ettin.
70 to 90 Bigger targets with lots of health: Troll, Ogre, Earth Elemental. Your primary move opens up at 70.
90 to 100 Strong creatures you can still win against, such as Ogre Lord, Lich, Wyvern. Your secondary move opens up at 90.

Power scrolls

Power scroll
Power scroll

Swordsmanship tops out at 100.0 unless you use a Swordsmanship power scroll. There are three kinds: exalted (110), mythical (115) and legendary (120). Double-click one to raise your Swordsmanship cap to that number: "You feel a surge of magic as the scroll enhances your Swordsmanship!"

  • Swordsmanship power scrolls come from champion bosses: Barracoon, Lord Oaks, Mephitis, Neira, Rikktor, Semidar and Silvani. Each champion boss leaves 6 power scrolls in random fighting, magic, bard and animal skills, handed out among the players who helped kill it. Each scroll is a 110 (60%), 115 (35%) or 120 (5%).
  • A scroll only works if it's higher than your current cap. Otherwise: "Your Swordsmanship is too high for this power scroll."
  • Champion power scrolls are cursed: they always drop when you die, even from a blessed container. Use them or bank them quickly.
  • Raising the cap doesn't raise your skill. You still have to train the extra points.

Messages you'll see

Message What it means
You need 70 weapon skill to perform that attack You don't have enough skill for that special move yet (70 for primary, 90 for secondary).
You need 30 mana to perform that attack Not enough mana for the move you readied.
You deliver a concussion blow! Your axe or polearm halved your target's Intelligence for 30 seconds.
You receive a concussion blow! Someone landed a concussion blow on you. Your Intelligence is halved for 30 seconds.
Your skill in this weapon cannot improve any further by simply practicing with a dummy. You've reached 25.0. Time to fight real opponents.
You have to wait until it stops swinging. The training dummy is still moving from your last swing.
You can't practice on this while on a mount. Dismount to use a training dummy.
You feel a surge of magic as the scroll enhances your ~skill~! A power scroll raised your skill cap.

Tips

  • Tactics is not optional. At 0 Tactics you deal half damage. Train it alongside Swordsmanship.
  • Fast or heavy? A katana or scimitar swings more than twice as often as a halberd, but each halberd hit is much bigger. Fast weapons land special moves more often.
  • Keep your stamina up. Swing speed falls as your stamina drops, and mace hits drain it.
  • Axe fighters, learn Lumberjacking. At 100 Lumberjacking every axe hit does an extra 30%.
  • Carry bandages. Healing is the classic partner for any warrior.
  • Don't spam moves. A second special move within 3 seconds costs double mana.