Combat
Fencing
Fencing covers the quick, pointed weapons, and carries Bleed: a landed hit can open a wound that keeps costing the monster health after the swing is done. It trades the raw damage of a heavy weapon for speed and attrition.
Weapons
Damage shown is the base before material tier, Tactics, Arms Lore and any magic property.
| Weapon | Damage | Speed | Hands |
|---|---|---|---|
| Dagger | 7–10 | 1.8s | One |
| Kryss | 10–14 | 2s | One |
| Spear | 17–21 | 2.8s | Two |
| Short Spear | 11–15 | 2.3s | One |
| War Fork | 14–18 | 2.8s | One |
| Pitchfork | 17–21 | 2.8s | Two |
How it climbs
- What trains it
- Every swing, whether or not it lands
- Below 50
- A gain is worth anything from 0.1 to 1.0, so the first half goes quickly
- Swings to Grandmaster
- About 63,000
- Where they go
- 16% to reach 70, 45% from 70 to 90, 39% for the last ten points
- Time
- About 30 hours of swinging with a Dagger, 48 with a Pitchfork, at 100 Dexterity. The waits between fights come on top
Bleed — A wound that keeps costing the monster health after the swing has landed. Damage is a share of the target's own maximum health, so it hurts a hill giant exactly as proportionally as it hurts a rat.
Bleed, in numbers
- Chance on a landed hit
- 3% at 0 skill, rising to 10% at 100, plus up to 5% more from Arms Lore
- Damage per tick
- 5% of the monster's maximum health (minimum 1)
- Ticks every
- 2s
- Runs for
- 6s — 3 ticks, about 15% of maximum health in total
- Re-proccing mid-wound
- Refreshes the timer rather than stacking a second wound
- Can it land the killing blow
- No — bleed floors at 1 health, the finish is always a real swing
Magic properties you may find
Monster-dropped weapons arrive unidentified — Item Identification reads them.
| Property | Damage bonus |
|---|---|
| Ruin | +3 |
| Might | +6 |
| Force | +9 |
| Power | +12 |
| Vanquishing | +15 |