Fencing Skill

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Fencing is the skill for using pointed weapons. The higher your skill, the better your chance to hit. It caps at 100 (120 with a PS). To train it, use a fast weapon such as a Dagger. Apart from Poisoning it costs you nothing to train. Killing sheep is the recommended way. You take very little damage and you can make money off their wool as well.

Fencing is a melee skill you will see on a lot of characters in PVP (duels) and events. It is an effective skill, because the poisoned hits it lands on mages in particular break their concentration, disrupt the spell they are casting and keep them from casting anything else until they Cure the poison.

Fencing is the melee skill players usually pick to go alongside Poisoning. It has very fast weapons. The fastest and most popular Fencing weapons are the Kryss and the Dagger. The reason it is generally chosen as the combat skill to pair with Poisoning is that its very fast swings give you a better chance to land another hit right after the poison has been cured. Fencing has its downsides too. It swings fast, but the damage it deals is low.

Some players do not train Tactics at all on a Fencing character, or keep it low. Their strategy is not to deal heavy damage to the opponent but to wear them down by poisoning them with frequent, fast hits. They try to fill the gap left by skipping Tactics with another support skill. Keep in mind though that the Damage dealt is determined as %50 Tactics, %50 Fencing. It also varies according to your weapon's properties.


Choosing Your Suit:

You should look for valuable pieces that give extra stats, have high Resists and carry LMC (Lower Mana Cost) properties. In particular, so you can spend Mana without the fear of running dry, the suit pieces should be backed up with the "Mana Regeneration" property alongside LMC.

Choosing Your Weapon:

The most popular weapon for Fencing is the Kryss. You want the "Hit Chance Increase" property on the blade so you land your swings instead of missing. On top of that, adding "Swing Speed Increase" to an already fast Fencing weapon turns the character wielding it into a killing machine. The other properties serve the same purpose for Fencing as they do for any warrior character.

Choosing Your Jewelry:

For Fencing characters, jewelry with the "Hit Chance Increase" property is what really works. After that, look for pieces that give Stats. The "Damage Increase" property is not of primary importance the way it is for Archery and Mace Fighting. For Fencing, "Damage Increase" is secondary. Never forget that the goal here is not to land big hits but to land a lot of hits. And to cover the Stat shortfall we are about to discuss, finding jewelry that grants Bonus Stats (especially a Strength Bonus) is extremely important.

Setting Your Stats:

These choices always come down to your own skill, strategy and preference. On a Fencing character you need to load up on Dexterity. It should be kept quite high so you can bandage yourself while swinging very fast in a duel, and at the same time so your Stamina is not drained to zero and you are left standing still when facing characters with Mace Fighting. In fact it is fine to push right up against the 125 cap you have without PS.

The remaining 100 points of Stats should be split between Strength and Mana. But Mana matters a great deal too (assuming you are using a Kryss) for stacking poison or hitting Armor.

Depending on your needs, round your character out with pieces carrying the "Mana Increase" and "Hit Point Increase" properties. And that is exactly the job of Potions used in events and/or duels to raise those Stats temporarily.