tyle***	Cost*		Notes
Close-Quarter	    1		+2 to hit when fighting with piercing or bludgeoning weapon in close 					quarters or cramped confines. 
Wild		    1		+3 dmg, (another attack a round), -3 to hit rolls, -3 to armor class 					usuable twice a day.
Single Weapon	    1		+1 to armor class when fighting with one melee weapon in his good 					hand.
Two-hander	    1		+3 to speed factor when using a two handed weapon (two-handed 					sword etc.)also using a one handed weapon** with two 					hands adds +1 to damage.
Weapon & sheild	 1		you are allowed a shield attack every round. Using this attack makes 					the character suffer -2 hit with weapon, and -4 with shield. 					(Ambidexterity will negate this penalty) .Also any round a 					shield attack is used any Ac bonus from the shield is negated.  
Two-Weapon	   1		allows 2 weapons to attack at once. (-2 to hit with first hand, and -4 to 					hit with off hand. Offhand weapon must be smaller. (with 					ambidexterity this penalty is negated.) If weapons attempt 					different maneuvers both suffer a -1 to hit
Missle		  1		allows the person to move at full movement rate and get half attacks, 					or 1/2 movement for full attacks.  +1 bonus to AC vs. missle 					fire
Thrown Weapon	1		allows the person to move at full movement rate and get half attacks, 					or 1/2 movement for full attacks.  +1 bonus to AC vs. missle 					fire
Jousting		  1		must be specialized in a lance. Gives a +2 to Ac when fighting another 				jouster.  Plus any successful hit (regardless of damage requires a 				horseback riding check or be unseated)
Special		  1		usually dependent of the culture, or specifically created styles such as 					the Trident and net style of Rome or a ninja’s twin sai.
Artillerist	  1		Allows the user to load, fire seige weapons without non-proficiency 					penalty.

*Wild Fighting style:  further specialization allows uses per day increase by one
*Single Weapon style:  further specialization will increase the Ac bonus to +2 (this is the farthest this 	style can be specialized.
*Weapon and Shield style:  further specialization drops the penalty for weapon hand to 0, and the shield 	to -2 (instead of the -2,-4) (note ambidexterity will negate.) (this is the farthest this style can be 	specialized.
*Two-weapon  style: further specialization drops the penalty for weapon hand to 0, and the offhand to -2 	(instead fo the -2,-4) plus no penalty is resulted from attempting different maneuvers with 	different hands. (this is the farthest this style can be specialized.
*Special, and Artillerist: Further Specialization allows the user to either add +1 Thac0 for each extra 	proficiency slot dedicated to it.
**Two-hander style: One handed weapons which can be used two-handed include: Battle Axe, Club, 	Footman’s Flail, Footman’s pick, Horseman’s Flail, Horseman’s mace, Horseman’s Pick, 	Morning star, Long sword, warhammer	
***Single Class warriors (can specialize in any fighting style)
***Other classes and dual class warriors (can specialize in one armed style, and one 	unarmed style)
***At first level only one style specialization can ever be taken.