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.
Weapons
Damage shown is the base before material tier, Tactics and any magic property.
| Weapon | Damage | Speed | Hands |
|---|---|---|---|
| Club | 11–15 | 2.3s | One |
| Hammer Pick | 13–17 | 2.5s | One |
| Mace | 13–17 | 2.5s | One |
| Maul | 21–25 | 3.3s | Two |
| Smith's Hammer | 13–17 | 2.5s | One |
| War Axe | 13–17 | 2.5s | One |
| War Hammer | 22–26 | 3.5s | Two |
| War Mace | 14–18 | 2.8s | One |
| Quarter Staff | 17–21 | 2.8s | Two |
| Black Staff | 17–21 | 2.8s | Two |
| Gnarled Staff | 17–21 | 2.8s | Two |
| Shepherd's Crook | 16–20 | 2.8s | Two |
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
- 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.
| Property | Damage bonus |
|---|---|
| Ruin | +3 |
| Might | +6 |
| Force | +9 |
| Power | +12 |
| Vanquishing | +15 |