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Cheers
Sorry, I missunderstood your question. I take most of the Man-at-Arms skills, but crucial ones are:
Melee Power Stance
Crippling Blow
Rage
All the rest are for fun.
I found Master Skills to be... well, less than what I expected.
Strength 28
Dexterity 10
Inteligence 9
Constitution 10
Speed 19
Perception 7
Movement 6.05
Initiative 28
Damage 492 - 675
Armor 253
Critical chance 45%
Offence 208
Defence 106
Vitality 3052
Action Points 17
Reputation 14
Resistances MAX
Tenebrium 3
Two Handed 5
Armour Specialist 3
Body Building 6
Willpower 7
Aerotheurge 1
Geomancer 1
Hydrosophist 1
Man-at-Arms 5
Scoundrel 2
Witchcraft 1
Loremaster 2
Geomancer Summon is OP at start (2 summons rule).
Scoundrel's Fast Track, Walk in Shadows and Cloak & Dagger change the game.
Guess you just had to say something smart, but you failed.