Wrestling
Wrestling is unarmed combat — and far more importantly, it is the skill that defends you whenever you fight without a weapon in hand. Every mage template carries Wrestling (or its substitute, see below), because without it any warrior will hit you almost at will. It also unlocks two famous PvP special moves: the stun punch and disarm.
What the skill does
Defense. When you have no weapon equipped, attackers must beat your Wrestling in the hit chance contest (see Weapons):
their chance to hit = (their skill + 50) ÷ ((your Wrestling + 50) × 2)
Going from 0 to 100 Wrestling halves how often melee attackers and monsters hit you — most creatures attack with Wrestling themselves.
Offense. Bare fists deal only 1–2 damage per punch, so nobody wrestles things to death — the skill is bought for defense and the special moves.
The "wrestling mage" substitute
A pure caster does not necessarily need the skill itself: for defense, the game also computes (Anatomy + Evaluating Intelligence + 20) ÷ 2 (up to 120) and uses whichever is higher, that value or your real Wrestling. With 100 Anatomy and 100 Eval Int you defend as if you had 110 Wrestling — better than Grandmaster. Real Wrestling is still required for the special moves below.
Special moves (PvP)
With free hands (a spellbook in hand still counts as free) you can arm one of two moves via the appropriate action, then it triggers on your next punch:
| Move | Requirements | Cost | Effect |
|---|---|---|---|
| Stun punch | Wrestling 80 + Anatomy 80 | 15 Stamina | Target is stunned for 4 seconds |
| Disarm | Wrestling 80 + Arms Lore 80 | 15 Stamina | Target's weapon is knocked into their backpack |
- Success chance is (Wrestling + secondary skill) ÷ 400 — 40% at 80/80, 50% at 100/100.
- After a successful attempt you must wait 10 seconds before using another special move.
- Disarm only works against human/player opponents.
The stun punch is one of the strongest tools in PvP: a 4-second stun is easily enough time to land a heavy spell combo.
Skill cap
Wrestling caps at 100.0 — there are no Skill Scrolls for combat skills, so it cannot be raised to 120. There is also no Wrestling mastery.
Training 0 → 100
You gain with every punch thrown at a valid target:
- 0–50: buy the first ~30 points from an NPC trainer, then punch easy creatures or spar unarmed with a friend.
- 50–100: keep brawling tougher monsters — or simply let it gain while doing something else: casters who fight monsters unarmed defend with Wrestling constantly, and it rises on your own punches when you fight back. Sparring with a training partner works at any level.
- Train in dungeons for 20% faster gains; towns and houses are slower. On the newbie island Adena gains are doubled but capped at 70.0. See Skills Overview for all gain modifiers.
Related
- Weapons — the hit chance and swing speed mechanics
- Anatomy — partner skill for the stun punch and the wrestling-mage formula
- PvP
- Skill Masteries