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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 and any magic property.

WeaponDamageSpeedHands
Dagger7–101.8sOne
Kryss10–142sOne
Spear17–212.8sTwo
Short Spear11–152.3sOne
War Fork18–222.8sTwo
Pitchfork17–212.8sTwo
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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
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