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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.

How you train it Swing a fencing weapon in combat.
What you need A fencing weapon equipped.

Weapons

Damage shown is the base before material tier, Tactics, Arms Lore and any magic property.

WeaponDamageSpeedHands
Dagger7–101.8sOne
Kryss10–142sOne
Spear17–212.8sTwo
Short Spear11–152.3sOne
War Fork14–182.8sOne
Pitchfork17–212.8sTwo

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.

PropertyDamage bonus
Ruin+3
Might+6
Force+9
Power+12
Vanquishing+15

Other Combat skills