Mace Fighting
Maces, hammers and staves: stamina drain, crushing blows and armor damage, boosted by Mining.
Overview
Mace Fighting covers bashing weapons and their side effects.
What It Does
- Chance to hit is (your weapon skill + 50) divided by twice (their weapon skill + 50): 50% at equal skill. Arms Lore adds +1% per 10 against monsters, and Hit Chance Increase gloves and Evasion legs enchantments shift it.
- Damage is scaled by Tactics (-50% at 0 to +50% at 100), +1% per 5 Strength and +1% per 5 Anatomy (+10% more at 100).
- Every mace hit drains 3 to 5 stamina from the target.
- Two-handed maces have an Anatomy/400 chance per swing of a crushing blow for 1.5x damage (25% at 100 Anatomy).
- Bashing weapons wear the armor they strike faster.
- Mining adds +1% mace damage per 5 points, up to +20%.
On Perilous Legends
- In PvP a two-handed weapon's top roll is cut by 10%; in exchange two-handers can parry.
- The Sparring Master (a house deed) is an unkillable 120-skill target for all combat skills; siege weapons in Castle Siege use your best of Wrestling, Archery, Mace Fighting, Swordsmanship and Fencing.
- Siege Hammers and the Castle Siege hammer are mace weapons that only hit structures.
Classes That Use It
Gladiator perks are about hands, not weapon type: One-Handed or Two-Handed Mastery (+2% damage per level), Quick Strike (swing speed), Tactical Genius (+2 Tactics per level), Impenetrable (+5 Parrying per level), and the Wicked Swing and Decapitate procs fire with any melee weapon.
Training It
Fight. Champion power scrolls take it to 120.