
Weapon durability. Weapons will now have durability. Durability will be spent ONLY on the use of unique weapon skills. Higher quality weapons will have more durability.
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New weapons:

Le club. One handed. Early game weapon, no metals to craft. Low damage, low arp.

Flanged mace. One handed, heavy hitter. Steel sword analogue, but slower with greater arp. (causes new wounds, which are easier to treat).

Flail. One handed. Flanged mace analogue but a bit slower with greater reach. (causes new wounds, which are easier to treat).

Polehammer. Two handed. B12 analogue, but slower with better arp. (causes new wounds, which are easier to treat).

Dagger. One handed. Close reach. Low damage, low arp. Hits from behind triples arp.

Winged spear. Two handed. Better boar spear, without ability to throw it. Less damage than B12, but a bit more reach.

Buckler. Same durability as wooden shield. Lower armor bonus.

Kite shield. More durability, more armor. That thing that everyone asked for.
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Weapon arts. All weapons and shields have new unique skill. Use spends a certain amount of weapon durability (can be made to be reduced by a stat like Lore). When dual wielding, only right-hand weapon skills are available. I don't want to
steal borrow more images, so text only:
--Pickaxe. Slimekiller. Sting analogue, no initiative cost. Deals x100 damage to slimes, deals x0.2 damage to anything else.
--Woodsman's Axe. Woodkin eraser. Allows you to instantly kill driad or treant.
--Bronze sword. Double sting. Two fast stings, each do 70% of sting openings and 60% of damage. 3 initiative cost.
--Fyrdsman's Sword. Thunder strike. Reverse analogue of Storm of the swords. Deals 150%, 145%, 140%, 135% and 130% Weapon damage to five opponents starting from target. Attacks blue and yellow. Opens 30% blue. 4 initiative cost. Requires to be Steal Thunder your last move against the target.
--Hirdsman's sword. Fatal slash. Weapon damage * 140%. Hits in blue and yellow. Opens 25% yellow. 3 initiative cost.
--Boar spear. Hurricane throw. You imminently throw your boar spear in the enemy. This throw will count as a melee strike against the opponent. Spear will be destroyed. Weapon change cooldown will be 50% shorter. Deals 220% of Weapon damage in green. Do not increase any openings.
--Battleaxe of the Twelfth Bay. Round swing. Attacks up 8 enemies around you. Target will always get hit. 100% weapon damage in green. Opens 20% green. 2 initiative cost. 3 rounds cd (you should do any 3 moves before you could use this move again).
--Cutblade. Overhead strike. Heavy Quickbarrage. Weapon damage*75%. Opens 20% red. If your opponent has more than 25% of red, give you 2 initiative. 1 initiative cost. 1 round cd. Couldn't be used right after Quick Barrage.
--Le club (new weapon). Smash. Punch analogue, but uses weapon damage instead.
--Flanged mace (new weapon). Crumble. Weapon damage * 100%. Hits in green and blue. Opens 15% red and green. 2 initiative cost. If opponent doesn't wear any helmet deals 200% damage instead.
--Flail (new weapon). Hail. 3 fast hits. Each deals 40% weapon damage in yellow and opens 10% yellow. 3 initiative cost. Requires Haymaker to be used on your opponent last round.
--Polehammer (new weapon). Batter. The Oof. Deals Weapon damage * 175% in blue and red. Opens 25% blue. 6+1 initiative cost.
--Dagger (new weapon). Backstab. Deals Weapon damage * 50% (150% if hitting enemy back) in red. Opens 10% green. 3+2 initiative cost.
--Winged spear (new weapon). Call down the Thunder. Deals Weapon damage * 140% in blue and green. Opens 25% yellow. 4+2 initiative cost.
--Buckler (new shield). Parry strike. Don't do anything but have long (like Cleave) cd. After use, you will immediately counter attack first opponent who hit you. Counter attack depends on weapon: sword/spear/dagger - sting, axe - cleave, other shield - shield strike. Skill will have 5/5 cards and zero cost (durability and initiative).
--Wooden Shield. Shield strike. Do not deal any damage. Opens 15% red, blue, green and yellow. 1 initiative cost. Close range (1).
--Kite shield (new shield). Shield up. Regain 35% of everything. 1 initiative cost.
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Dual Wield. When wielding 1h weapons in both hands: 20% of left hand weapon damage will be added to calculations. Attacks will deal 30% more openings. Receive 50% more openings on self. Dual wielding shields increase armor of both shields by 200%.
--Archer Stance. Idk something to make archery less cancer, haven't come up with specifics yet, maybe I'll add later.

Bards. Every second your party member plays musical instrument in close range around you, you restore 1% of all openings. Different instruments stack with each other (20% additional restoration from additional instrument, up to 2% openings per second).
I'v got something
askers? about horse combat, but already forget about it. Perhaps I'll return to this post later.