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Mace Fighting

Mace Fighting

Overview

Mace Fighting is the mastery of blunt weapons.

Maces and War Maces can deplete the target stamina.

Higher combat skill makes you less likely to be hit.

Weapons

This table doesn't take into account the Strength, Dexterity and Tactics of the attacker or the Armor Rating of the defender.

Weapons are considered being at full durability.

Weapon STR Required Damage roll Speed Item HP
item-icon
Magic Wand
0 2d3
(2 - 6)
35 31 - 70
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Smith's Hammer
30 6d3
(6 - 18)
30 31 - 60
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Club
10 4d5+4
(8 - 24)
40 31 - 40
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War Axe
35 6d4+3
(9 - 27)
40 31 - 80
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Maul
20 5d5+5
(10 - 30)
30 31 - 70
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War Mace
30 5d5+5
(10 - 30)
32 31 - 110
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Mace
20 6d5+2
(8 - 32)
30 31 - 70
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Hammer Pick
35 3d10+3
(6 - 33)
30 31 - 70
Weapon STR Required Damage roll Speed Item HP
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Shepherd's Crook
10 3d4
(3 - 12)
30 31 - 50
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Quarterstaff
30 5d5+3
(8 - 28)
48 31 - 60
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Gnarled Staff
20 5d5+5
(10 - 30)
33 31 - 50
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Black Staff
35 5d6+3
(8 - 33)
35 31 - 70
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War Hammer
40 7d5+1
(8 - 36)
31 31 - 110

Maces and War Maces can deplete between 3 to 5 points of stamina from the target on successful hits.

Crushing Blow

Combining Mace Fighting with Anatomy lets you use the Crushing Blow special ability with only two handed mace weapons.

The success rate is calculated by dividing your Anatomy skill by 4, GM Anatomy equals to 25% success rate.

On a successful hit you will deal 50% bonus damage.

Training

Train from Weaponsmith NPCs to reach around 30.

To gain you will need to repeatedly attack a target.

To be more efficient have two characters fight using Healing and Anatomy on each other, this way you can train Healing, Anatomy and Tactics at the same time.

Have the target equip high amor rating and a weapon they have 0 skill with, hit them until you reach 81, then switch the target weapon with one they are GM with and continue until 100.