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WikiSkillsFencing

Fencing

Fencing is the weapon skill for piercing weapons — daggers, the kryss, forks and spears. It is the fastest weapon class in the game and home to the poisonable blades, making it the natural choice for poisoners and hit-and-run fighters. The skill decides whether your thrusts land; damage comes from Tactics, Anatomy and Strength.

What the skill does

Hit chance is a contest between your Fencing and the defender's skill:

chance to hit = (your skill + 50) ÷ ((their skill + 50) × 2)

Equal fighters hit 50% of the time; a Grandmaster never misses a completely unskilled target and hits a half-trained one about 75% of the time. The full damage, swing speed and hit mechanics — plus the stat table of every fencing weapon — are on the Weapons page.

Why pick Fencing:

  • Speed — the kryss (speed 56) is the fastest true weapon in the game, with the dagger (55) the fastest side-arm. Fast weapons interrupt spellcasters more often and roll more chances at on-hit effects.
  • Poison — the dagger, kryss and war fork are the only weapons that can carry poison from the Poisoning skill. Each hit may deliver a dose.
  • One hand free — the strongest one-handers (kryss, war fork) pair naturally with a shield and Parrying.

Paralyzing blow (PvP only)

Against other players, two-handed fencing weapons (spear, short spear, pitchfork) can land a paralyzing blow:

Requirement Value
Weapon Two-handed fencing weapon
Dexterity 75 or more
Anatomy 80.0 or more
Chance per hit About 15% at 100 Anatomy (scales with Anatomy)
Effect Target is frozen in place for 2 seconds

A feared opener in PvP — it never triggers against monsters.

Skill cap

Fencing caps at 100.0 — there are no Skill Scrolls for weapon skills, so it cannot be raised to 120.

Training 0 → 100

You gain with every swing at a valid target, hit or miss:

  1. 0–50: buy the first ~30 points from an NPC weaponsmith, then poke easy creatures (mongbats, small animals) or spar with a friend.
  2. 50–100: move to mid-tier monsters (earth elementals, ogres) to keep the checks challenging. Fencing's high weapon speed means more swings per minute than any other combat skill — it trains pleasantly fast with a dagger or kryss.
  3. Fight in dungeons for 20% faster gains; guarded 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.

Tactics and Anatomy rise passively while you fight.