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.
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
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