|Damage vs. small||1d6+1|
|Damage vs. large||1d6|
|Base price||5 zm|
The Priest role always starts with a blessed +1 mace. Aligned priests and high priests are always generated with maces, while sergeants in the Yendorian army have a 1⁄2 chance to generate with a mace.
Player monsters generated on the Astral Plane have a 1⁄29 chance of generating with a mace as a random weapon - effectively a ~3.45% chance. Player monsters priests have a 1⁄2 chance of their starting weapon being overridden with a mace (effectively ~50.86% total chance) - player monster cavepeople have a 75% chance of 'forcing' a mace as well (effectively ~75.43% total chance).
The mace is the only weapon to use the mace skill.
The mace has been present in the game since the first variants of Jay Fenlason's Hack.
A mace is type of blunt club or rod that uses a heavy head on the end of a strong and heavy shaft to deliver powerful strikes; it also comes in a two-handed variety and is typically made of stone, bone, copper, bronze, iron, steel, or even metal-reinforced wood. Military maces can be shaped with flanges or knobs to allow greater penetration of plate armour, with their length depending on the soldier's rank.
Maces primarily saw use from prehistory to post-classical history, and are rarely used today for actual combat; ceremonial maces are still kept by many universities, government bodies such as the British House of Commons and the U.S. Congress, and other institutions to display as symbols of authority.
The mace's use as a standard weapon for priesthood is derived from Dungeons & Dragons, where clerical classes are typically forbidden by their god from shedding blood with edged weapons.
Originally a club armed with iron, and used in war; now a staff
of office pertaining to certain dignitaries, as the Speaker of
the House of Commons, Lord Mayors, Mayors etc. Both sword and
mace are symbols of dignity, suited to the times when men went
about in armour, and sovereigns needed champions to vindicate