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. Fists swing faster than any weapon, so each punch teaches less than a swing of steel does: by the hour, it takes about as long to master as the rest.
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 159,000
- Where they go
- 13% to reach 70, 47% from 70 to 90, 41% for the last ten points
- Time
- About 44 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