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The mace is a one-handed blunt weapon. It swings slower than the rapier or dagger but lands with far more weight, and it is commonly paired with a shield for a defensive playstyle.
Role
The mace trades speed for impact. Coupled with a shield, it is the most forgiving loadout for players who want to lean into the timed-block window rather than the timed-dodge window.
Place in the Weapon Lineup
The mace is one of the six confirmed categories on the weapon types list, standing alongside the one-handed sword, the rapier, the dagger, the greatsword, and the battleaxe. Visually the bucket is broader than the name suggests: a number of one-handed axes and hammers are grouped inside the same family, so the model hanging at your character's hip may look like a small axe or a short war hammer while the game still treats it as a mace for scaling, skill-set, and proficiency purposes.
Loadout Shape

As a one-handed weapon the mace occupies the main-hand slot of a balanced kit. The off-hand goes to a shield, and the remaining equipment budget covers three armor pieces for the body. That mirrors the layout used by the one-handed sword, the rapier, and the dagger, but with the mace tilted toward blunt impact and a slower swing cadence that rewards setting feet and committing to a hit rather than darting in and out.
Signature User: Wyzeman
The signature mace user revealed so far is the partner Wyzeman. His Support Skill, Discordant Resonance, damages nearby enemies and layers buildup stacks on them at the same time. Because a mace kit wants to be in close and trading hits, keeping Wyzeman on point means the same fights that let him pressure a crowd also push the target's status meter toward whatever threshold the stacks are building to. That pairs well with the mace's own role as a heavy, in-your-face weapon rather than a poking tool.
Sword Skills on a Mace
Maces share the same sword skill framework as every other weapon family. Each weapon type has roughly ten sword skills in its learnable set, and the player equips three at a time: two on the on-screen bar and a third that swaps in when the action-shift button is held. The names and animations are different for mace strikes, but the slot count, the cooldown model, and the SP cost all behave the same way. Weapon proficiency rises whenever you actually attack with a mace, which is a reason to stick with the category rather than rotating through every weapon every fight. Whether hitting a specific proficiency threshold is what opens the full sword-skill roster for a weapon is not something the developers have confirmed yet, so the exact unlock path is best treated as pending.
Drops, Rolls, and Farming
Mace drops show up often from regular enemies, and each drop carries randomized stat rolls. Two maces with the same base name can land with different attack, side stats, and bonus effects. Rarer drops exist on top of the common pool, and those are randomized as well rather than being fixed templates. The practical takeaway for mace players is the same as for every other weapon in the game: if you have your eye on a specific layout of numbers, expect to farm the source encounter repeatedly until the roll lines up, rather than assuming a single drop will be the finished piece.
Upgrading at the Blacksmith
Every weapon in the game, mace or otherwise, has four EX Mod Slots plus the chance of signature built-in effects on some drops. At the smithy, those slots are filled by feeding in unwanted weapons as upgrade fuel together with Tempered Steel. A mace with good base numbers is a natural candidate for stacking defensive or stamina-leaning EX mods, since the weapon already wants to stand and trade, but the system does not lock any category of mod to any weapon family. Saving the cleanest rolls and enhancing them in stages is the standard play regardless of which weapon type is in the main hand.
Stat Scaling and Build Flexibility

Maces tend to key into physical attack stats rather than the lighter, finesse-leaning lines, so builds that want to get real mileage out of a mace usually sink attack-side Growth Points into the weapon's scaling stat. The game does not publish a rigid one-stat-per-weapon chart, so the safe approach is to read the individual drop's scaling hints, compare the numbers that actually move when you allocate points, and adjust from there. Allocation is not permanent either: stat resets are available at a Col cost, so a character who levelled early as a sword-and-shield user can respec into a mace-focused build once a promising mace drops, rather than being stuck on whatever allocation looked good at level one.
Fitting the Mace Into the Wider Combat Kit
Outside of sword skills, a mace loadout still draws on the full combat system in the usual way: light attacks, heavy attacks, shield blocks, dodges, and the partner Special Skill rotation all plug in the same as they would for any one-handed weapon. The mace's slower baseline swing encourages leaning on the shield's timed-block window rather than the dagger's timed-dodge window, but those systems themselves, and the partner support loop on top of them, are shared across every weapon category rather than being unique to any one pick.
Mace Key Facts
Detail | Value |
|---|---|
Category | One of six confirmed weapon types |
Hand use | One-handed, main-hand slot |
Off-hand pairing | Shield |
Visual pool | Maces, plus some one-handed axes and hammers |
Signature partner user | |
Sword skills per weapon | Roughly 10 in the learnable set |
Equipped at once | 3 (2 on HUD, 1 on action-shift) |
EX Mod Slots | 4 per weapon, plus possible signature effects |
Upgrade materials | Unwanted weapons plus Tempered Steel |
Drop pool | Frequent common drops and rarer drops, all with randomized rolls |
Scaling | Tilts toward physical attack stats, allocated via Growth Points |
Respec option | Stat reset available at a Col cost |