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Combat

Macing

Macing is the crushing school, and carries Concussion: a chance to leave a monster unable to act at all for a moment. Slow, heavy, and the most satisfying of the three melee lines when it lands.

How you train it Swing a mace, hammer or club in combat.
What you need A blunt weapon equipped.

Weapons

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

WeaponDamageSpeedHands
Club11–152.3sOne
Hammer Pick13–172.5sOne
Mace13–172.5sOne
Maul21–253.3sTwo
Smith's Hammer13–172.5sOne
War Axe13–172.5sOne
War Hammer22–263.5sTwo
War Mace14–182.8sOne
Quarter Staff17–212.8sTwo
Black Staff17–212.8sTwo
Gnarled Staff17–212.8sTwo
Shepherd's Crook16–202.8sTwo

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 39 hours of swinging with a Club, 61 with a War Hammer, at 100 Dexterity. The waits between fights come on top
⚔️
Concussion — A crushing blow that staggers the monster senseless. It cannot act at all for the duration, and its swing timer is reset — whatever wind-up it had in progress is wasted, and a fresh one only begins once it recovers.

Concussion, in numbers

Chance on a landed hit
3% at 0 skill, rising to 10% at 100, plus up to 5% more from Arms Lore
Monster cannot act for
3s
Its wind-up
Reset — a fresh swing only starts after it recovers
Re-proccing mid-stagger
Refreshes the stun rather than stacking it
Shown on the monster as
Stunned — not to be confused with the Paralyze spell

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