Difference between revisions of "Great mace"
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The '''great mace''' is the largest and heaviest weapon in the Maces & Flails category that most [[species]] can wield. | The '''great mace''' is the largest and heaviest weapon in the Maces & Flails category that most [[species]] can wield. | ||
− | While it deals less damage than a [[triple sword]], can't reach like a [[bardiche]], | + | While it deals less damage than a [[triple sword]], can't reach like a [[bardiche]], and won't [[cleave]] like an [[executioner's axe]], it can still deal heavy damage, and reaches [[minimum delay]] at a lower skill level. |
==Strategy== | ==Strategy== | ||
− | [[Ogre]]s and [[ | + | [[Ogre]]s and [[Troll]]s who plan to wield two-handed weapons will want a [[giant spiked club]], but this remains a good endgame weapon for more average-sized Maces & Flails users. |
Great maces are a fairly common weapon, often carried by [[ettin]]s, [[orc knight]]s, and [[vault guard]]s. They are closer to a [[battleaxe]] or [[glaive]] (in both rarity and strength) than they are to an [[executioner's axe]] or [[bardiche]]. | Great maces are a fairly common weapon, often carried by [[ettin]]s, [[orc knight]]s, and [[vault guard]]s. They are closer to a [[battleaxe]] or [[glaive]] (in both rarity and strength) than they are to an [[executioner's axe]] or [[bardiche]]. |
Revision as of 15:17, 5 September 2023
Name | Great mace |
---|---|
Skill | Maces & Flails |
Damage | 17 |
Accuracy | -4 |
Base delay (%) | 17 (170%) |
Min delay | 7 at skill 20 |
Hands | 2H |
Size | Medium |
Ranged? | No |
An enormous metal war club, of great cumbrousness.
"There will arise one named Feridoun, who shall inherit thy throne and reverse thy fortunes, and strike thee down with a cow-headed mace." -Firdausi, _Shahnameh_. ca. 1000 A.D. trans. Helen Zimmern, 1883. |
This weapon falls into the Maces & Flails category. It is a two handed weapon.
The great mace is the largest and heaviest weapon in the Maces & Flails category that most species can wield.
While it deals less damage than a triple sword, can't reach like a bardiche, and won't cleave like an executioner's axe, it can still deal heavy damage, and reaches minimum delay at a lower skill level.
Strategy
Ogres and Trolls who plan to wield two-handed weapons will want a giant spiked club, but this remains a good endgame weapon for more average-sized Maces & Flails users.
Great maces are a fairly common weapon, often carried by ettins, orc knights, and vault guards. They are closer to a battleaxe or glaive (in both rarity and strength) than they are to an executioner's axe or bardiche.
Many players will prefer an eveningstar. The damage difference between a great mace and eveningstar isn't big (2 base damage, 88%), but the latter can be held with a shield. However, they are considerably rarer.
Image | |
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Mundane | |
Magical/Artifact | |
Artifact | |
Unrandarts | |
"Undeadhunter" | |
Mace of Variability | |
Firestarter | |
Dark maul |
History
- Prior to 0.14, they had 18 base damage, and were much more common.
Weapons | |
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Axes | Battleaxe • Broad axe • Executioner's axe • Hand axe • War axe |
Maces & Flails | Club • Demon whip • Dire flail • Eveningstar • Flail • Giant club • Giant spiked club • Great mace • Mace (Hammer) • Morningstar • Sacred scourge • Whip |
Long Blades | Demon blade • Double sword • Eudemon blade • Falchion • Great sword • Long sword • Scimitar • Triple sword |
Polearms | Bardiche • Demon trident • Glaive • Halberd (Scythe) • Spear • Trident • Trishula |
Ranged Weapons | Arbalest • Hand cannon • Longbow • Orcbow • Shortbow • Sling • Triple crossbow |
Short Blades | Dagger • Quick blade • Rapier • Short sword |
Staves | Lajatang • Magical staff • Quarterstaff |
Throwing | Boomerang • Dart • Javelin • Large rock • Stone • Throwing net |