Great mace
| ) | |
|---|---|
| Name | great mace |
| Appearance | great mace |
| Damage vs. small | 1d6+2d4 |
| Damage vs. large | 1d8+4 |
| Damage type | blunt |
| To-hit bonus | +0 |
| Weapon skill | mace |
| Expert traits | (none) |
| Primary attribute | strength |
| Magical item? | no |
| Properties | (none) |
| Base size | huge |
| Base price | 50 zm (+10/positive enchant) |
| Default weight | 140 |
| Base material | iron |
A great mace is a type of weapon that appears in dNetHack, notnotdNetHack, and notnotdNetHack. It is a huge melee weapon that is two-handed for a medium-sized wielder, and uses the mace skill. It has a base material of iron.
Generation
Great maces make up 1⁄200 (0.5%) of all weapons that are randomly generated on the ground, in general shops or as death drops. Used armor dealerships and antique weapon outlets can also stock great maces.
The artifacts Fire Brand and Frost Brand can be generated, wished for or gifted in great mace form, and can be reshaped into a chakram by dipping the chosen artifact into a forge or fountain respectively—this reshaping requires the hero to either have a great mace in their inventory or be at least Skilled in maces.
Description
A hero that wields a great mace as a two-handed weapon gains a doubled damage bonus from their strength, while a great mace that is made small in size or lower, or else is wielded by a hero of large or greater size, will only gain a 1.5x bonus from strength (up to +12). A hero that wields a great mace while at Skilled or better in great maces gains the "hew", "stunning strike", "knock back", "knock back charge", and "penetrate armor" expert traits.
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