Mace Fighting
| Title | Armsman |
| Delay | none | Stat ± | Str:9% Dex:1% Int:– |
| Difficulty-Based | yes | Gain | – |
| Starting Eq. | club |
| Hint | The Mace Fighting skill allows the use of blunt weapons in combat. Your Mace Fighting skill is checked automatically each time you enter combat with a blunt weapon. |
- [09032k] Secondary Skill Gain :: Anatomy can raise whenever either a melee skill or Healing is used.
- Weapons that check Mace Fighting when equipped are:
- Black Staff
- Club *
- Gnarled Staff
- Hammer Pick *
- Mace *
- Magic Wand
- Maul *
- Quarterstaff
- Shepherd’s Crook
- Smithy Hammer
- War Axe *
- War Hammer *
- War Mace *
- [UOR] * The bonus for damaging armor and lowering stamina will now be restricted to these mace weapons.
- [UOR] Wands, Staves, and Smith Hammers will not damage armor or reduce stamina.
- [UOR] Two-handed Weapons :: Any melee weapon that requires two hands to wield will gain a special attack.
- [200801] All special hits done with 2-handed weapons now base their chance to go off on the attacker’s Anatomy. The percentage chance to do a special hit is: Anatomy / 4.
- For Mace Weapons, the special attack is Crushing Blow, a hit for 50% more damage [Changed [22062k] was double damage]. This only applies to true maces, not staves.
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