Skills/Wrestling: Difference between revisions
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Revision as of 20:00, 27 October 2026
Wrestling is the skill of fighting with your bare hands. Everyone wrestles when they have no weapon in hand, so it's the skill that defends mages, crafters and anyone caught without a weapon. Your fists don't hit hard, but a skilled wrestler can stun or disarm an opponent, and empty hands let you cast spells and use other skills freely.
This page explains how wrestling works, its special moves and tricks, and how to train to Grandmaster.
At a glance
| Skill category | Combat |
|---|---|
| Weapon | Your fists: 1 to 8 damage, speed 30 (2.50 seconds per swing with 100 stamina) |
| Works with | Anatomy (damage, stun and defense), Arms Lore (disarm), Evaluating Intelligence (defense), Tactics (damage) |
| Special moves | Disarm at 70 and Paralyzing Blow at 90, plus the Stun and Disarm tricks at 80 |
| Skill cap | 100 (Grandmaster), raised up to 120 with Wrestling power scrolls |
| Stats it can raise | Strength (mostly) and Dexterity |
| Starting gear | Choosing Wrestling as a starting skill gives you a pair of leather gloves. |
How to fight

- Empty your hands. Unequip any weapon or shield. (A spellbook in hand is fine.)
- Switch to war mode and double-click your target.
- Keep next to your target. You'll punch automatically.
Leather gloves are light armor for your hands; they don't change your punches.
Hitting
Every swing rolls to hit. Your chance depends on your skill with the weapon you're holding against the defender's skill with the weapon they're holding (Wrestling if they're unarmed):
So two fighters with equal skill hit each other 50% of the time. Here's how it works out:
| Your weapon skill | Defender's skill 0 | 50 | 80 | 100 | 120 |
|---|---|---|---|---|---|
| 50 | 100% | 50% | 38% | 33% | 29% |
| 80 | 100% | 65% | 50% | 43% | 38% |
| 100 | 100% | 75% | 58% | 50% | 44% |
| 120 | 100% | 85% | 65% | 57% | 50% |
Magic weapons with an accuracy bonus add to your skill while you hold them: +5 (accurate), +10 (surpassingly), +15 (eminently), +20 (exceedingly) or +25 (supremely). That bonus counts toward both hitting and the 70/90 needed for special moves.
Defending with empty hands
When you're attacked while unarmed, your defense uses whichever is higher: your Wrestling, or (Anatomy + Evaluating Intelligence + 20) ÷ 2 (at most 120). That's why a mage with high Anatomy and Evaluating Intelligence is hard to hit even with no Wrestling at all:
| Wrestling | Anatomy | Eval Int | Your defense value |
|---|---|---|---|
| 0 | 100 | 100 | 110 |
| 50 | 50 | 50 | 60 |
| 30 | 100 | 0 | 60 |
| 100 | 0 | 0 | 100 |
| 0 | 100 | 0 | 60 |
| 60 | 80 | 80 | 90 |
Damage
Fists deal 1 to 8 damage before bonuses. Tactics, Strength and Anatomy raise it just like with weapons (−50% at 0 Tactics, +50% at 100; +1% per 5 Strength; +1% per 5 Anatomy and +10% at 100). Damage against players is halved, and armor absorbs part of each punch.
Special moves
Every weapon knows two special moves: a primary move you can use from 70 skill in that weapon's fighting skill, and a secondary move from 90. To use one:
- Open your combat book (the Open › Combat Book macro), or set up the Primary Ability and Secondary Ability macros. You can drag the move icons out of the book onto your screen.
- Click the move to ready it. It stays ready until your next hit lands.
- When that hit lands, the move goes off and its mana is used up. If you miss, the move stays ready and no mana is spent.
Some things to know:
- Mana cost drops with experience. Each move has a base cost, but if your Swordsmanship, Mace Fighting, Fencing, Archery, Parrying, Lumberjacking, Stealth and Poisoning add up to 200 or more, every move costs 5 less mana; at 300 or more it costs 10 less.
- Don't chain them too fast. Using another special move within 3 seconds of your last one costs double mana.
- If you don't have the skill: "You need 70 weapon skill to perform that attack" (or 90). If you're short on mana: "You need 30 mana to perform that attack".
- Paralyzing Blow with your fists also needs 80 Anatomy: "You lack the required anatomy skill to perform that attack!"
| Move | Needs | Base mana | What it does | |
|---|---|---|---|---|
| Disarm | 70 Wrestling | 20 | Knocks the target's weapon into their backpack, and they can't re-equip a weapon for 5 seconds. | |
| Paralyzing Blow | 90 Wrestling and 80 Anatomy | 30 | Freezes the target in place for 3 seconds (players) or 6 seconds (creatures). They can't be paralyzed this way again for 8 seconds after it wears off. |
Stun and Disarm tricks
Skilled brawlers have two extra tricks that use stamina instead of mana. Use the client's Stun and Disarm actions (set them up as macros) to toggle them on or off:
| Trick | Needs | Cost | Chance | What it does |
|---|---|---|---|---|
| Stun | 80 Wrestling and 80 Anatomy, empty hands | 15 stamina per attempt | (Wrestling + Anatomy) ÷ 4 percent: 40% at 80/80, 50% at 100/100 | Freezes your opponent for 4 seconds. |
| Disarm | 80 Wrestling and 80 Arms Lore, empty hands | 15 stamina per attempt | (Wrestling + Arms Lore) ÷ 4 percent: 40% at 80/80, 50% at 100/100 | Knocks your opponent's weapon into their backpack. Only works on people and humanoid creatures carrying a weapon. |
- Once readied, the trick goes off with your next swing, hit or miss.
- A failed stun stays readied, so you'll try again on the next swing (and pay another 15 stamina).
- After a successful stun or disarm you can't use either trick again for 10 seconds.
Training Wrestling
- Every punch can raise Wrestling, whether it lands or not.
- Pick opponents that are a fair match. If you're guaranteed to hit, the punch teaches you nothing.
- Below 10.0 you gain on every attempt, sometimes several tenths at once. Above that, each attempt has a chance to gain 0.1.
- The harder the attempt is for your skill level, the better your chance to gain. Your chance also drops as you get closer to your Wrestling cap and to your total skill cap of 700.
- If you've set Wrestling to go down (the arrow in your skills list), gains elsewhere can lower it to make room under your total cap. Lock skills you want to keep.
- Reaching 100.0 adds Wrestling to the Skills Mastered count on your achievements.
- Punching also trains Tactics and Anatomy on every hit.
- Mage guildmasters will train you for gold: up to a third of their own skill, at most 42.0, for 1 gold per 0.1 points. Ask them (or use their context menu) to train the skill, then drop the gold on them.
Stats: each successful use has about a 3% chance to raise Strength and a smaller chance (under 1%) to raise Dexterity by 1 point. Each stat can rise at most once every 10 minutes, and only if it's set to rise.
Suggested path
| Wrestling | Where to train |
|---|---|
| 0 to 25 | Practice on a training dummy. Double-click it with empty hands. Carpenters can build them. It stops teaching you at 25.0. |
| 25 to 50 | Weak creatures that hit back softly: Giant Rat, Mongbat, Skeleton, Zombie, Headless One, Ratman. |
| 50 to 70 | Tougher camps: Orc, Lizardman, Gargoyle, Ettin. |
| 70 to 90 | Bigger targets with lots of health: Troll, Ogre, Earth Elemental. Your primary move opens up at 70. |
| 90 to 100 | Strong creatures you can still win against, such as Ogre Lord, Lich, Wyvern. Your secondary move opens up at 90. |
Fists are weak, so expect fights to take a while. Many wrestlers carry a weapon for hunting and only fight barehanded to train.
Power scrolls

Wrestling tops out at 100.0 unless you use a Wrestling power scroll. There are three kinds: exalted (110), mythical (115) and legendary (120). Double-click one to raise your Wrestling cap to that number: "You feel a surge of magic as the scroll enhances your Wrestling!"
- Wrestling power scrolls come from champion bosses: Barracoon, Lord Oaks, Mephitis, Neira, Rikktor, Semidar and Silvani. Each champion boss leaves 6 power scrolls in random fighting, magic, bard and animal skills, handed out among the players who helped kill it. Each scroll is a 110 (60%), 115 (35%) or 120 (5%).
- A scroll only works if it's higher than your current cap. Otherwise: "Your Wrestling is too high for this power scroll."
- Champion power scrolls are cursed: they always drop when you die, even from a blessed container. Use them or bank them quickly.
- Raising the cap doesn't raise your skill. You still have to train the extra points.
Messages you'll see
| Message | What it means |
|---|---|
| You get yourself ready to stun your opponent. | Your Stun trick is readied. |
| You decide to not try to stun anyone. | You toggled Stun off. |
| You successfully stun your opponent! | The stun worked: they're frozen for 4 seconds. |
| You failed in your attempt to stun. | The stun missed. It stays ready for your next swing. |
| You have been stunned! | A wrestler stunned you. |
| You get yourself ready to disarm your opponent. | Your Disarm trick is readied. |
| You successfully disarm your opponent! | Their weapon went into their backpack. |
| You failed in your attempt to disarm. | The disarm attempt missed. |
| You cannot disarm your opponent. | Your target isn't holding a weapon, or isn't the kind of creature you can disarm. |
| You are not skilled enough to stun your opponent. | You need 80 Wrestling and 80 Anatomy. |
| You are not skilled enough to disarm your opponent. | You need 80 Wrestling and 80 Arms Lore. |
| You are too fatigued to attempt anything. | You need at least 15 stamina for the trick. |
| You must have your hands free to attempt to stun your opponent. | Unequip your weapon or shield first. |
| You lack the required anatomy skill to perform that attack! | Paralyzing Blow with fists needs 80 Anatomy. |
| You need 70 weapon skill to perform that attack | You don't have enough skill for that special move yet (70 for primary, 90 for secondary). |
| You need 30 mana to perform that attack | Not enough mana for the move you readied. |
| You feel a surge of magic as the scroll enhances your ~skill~! | A power scroll raised your skill cap. |
Tips
- Mages: think twice before training Wrestling. High Anatomy and Evaluating Intelligence already give you up to 120 defense with empty hands.
- The stun is the prize. Four seconds of a frozen opponent is time for a spell, a bandage or a getaway.
- Keep stamina up. Every trick attempt costs 15 stamina, and stamina also sets your punching speed.
- Tactics still matters for damage, even with fists.