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Combat

Wrestling

Wrestling is the fallback weapon skill: bare hands, no weapon, no material cost. It is what trains when you fight unarmed, whether you meant to or not — which is usually how people discover they have any.

How you train it Fight with nothing equipped in your weapon hand.
What you need Nothing — it trains itself as you play.
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Wrestling needs nothing and costs nothing — it is simply what trains when your hands are empty. It also gains at double the rate of every other weapon skill and swings faster than any weapon, which makes it the quickest of them to master by a long way.

How it climbs

What trains it
Every swing, whether or not it lands
Below 50
A gain is worth anything from 0.1 to 1.0, so the first half goes quickly
Swings to Grandmaster
About 31,000
Where they go
16% to reach 70, 45% from 70 to 90, 39% for the last ten points
Time
About 9 hours of swinging, bare-handed at 1s a swing, at 100 Dexterity. The waits between fights come on top
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Power Hit — Bare fists build to a heavier blow. Two landed punches build it and the third has the chance to land a power hit — far more damage, and the monster is left dazed, its attacks coming slower for a few seconds. At Grandmaster every third punch is one.

Power Hit, in numbers

Rolled on
Every third punch that lands. A miss does not count and does not reset the count, and the count carries from one monster to the next
Chance on that punch
30% at 0 skill, rising to 100% at 100, plus more from Arms Lore below Grandmaster
Damage
3 times the punch
The monster attacks
35% slower for 4s
Alongside a Hinder
A thrower's stronger Hinder is never weakened — the punch still lands its damage, and the Hinder runs on
Shown on the monster as
Dazed
Your fists, not your book
An Inscribed Spellbook's wisp bolt keeps its own effect and never lands a power hit

Other Combat skills