Equal opposed attack and defence skills give a 65% base hit chance before accuracy, defensive and Combat Codex modifiers. This is not a universal final hit chance. Progress above 100 has reduced contribution in the player-combat calculations below.

Wrestling
Combat · Skill guide
Controls unarmed accuracy and defence and commonly protects an unarmed Mage.
How do I train this skill?
Recommended activities for Wrestling at each skill range.
View the training tableHow It Works
Fight without a weapon and provide the normal unarmed combat skill. It is useful for characters, including mages, who can be attacked while empty-handed.
Skill summary, training and related paths
Power Scroll and cap information
Maximum skill: 120 with a matching Power Scroll. It starts with a 100 cap. Scrolls unlock 105, 110, 115 or 120; you still train the points and keep the same shared total of 720.
Understanding effective skill
Which value counts? These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.
Wrestling supplies unarmed attack and defence. It does not replace the weapon and book required by Martial Codex techniques.
Requirements
Use a matching weapon. An eligible Power Scroll raises the individual skill cap; all trained points still count toward 720.
How to use it, step by step
If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.
- Leave your weapon hand empty to use ordinary unarmed attacks.
- Fight an appropriate target for attack checks.
- Keep the skill trained if your build needs unarmed combat or defence.
Attacking with your fists
With no weapon equipped, choose an enemy in War Mode. Punches repeat automatically when the target is in reach and the attack timer is ready. There is no button to hold for a stronger ordinary punch.
Without speed bonuses, the normal fist interval is 2 seconds at current stamina 60, 1.75 seconds at 90 and 1.5 seconds at 120. The stamina remaining now determines the result; a full maximum bar on paper does not help if your current stamina is low.
The wait continues while you move away, so you can return with one punch ready. Waiting longer does not save up more punches. Equipping a weapon switches to that weapon’s skill and starts its appropriate delay.
What changes as your skill rises
Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.
What the skill affects: These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.
Detailed formulas and comparison tables
Wrestling: hitting an opponent with defence skill 100
The opponent keeps defence skill 100. Neither side has hit-chance equipment, a Codex accuracy modifier or another accuracy effect. These examples use Ironveil’s ordinary opposed-hit calculation.
| Your effective skill | Chance to hit |
|---|---|
| 80 | 54.17% |
| 90 | 59.58% |
| 100 | 65% |
Accuracy is opposed: if the opponent also raises their defence skill, the result changes. Equal attack and defence values give 65% before other modifiers. A successful hit still has separate damage and defence calculations.
Unarmed defence uses the higher of effective Wrestling or (effective Anatomy + effective Evaluating Intelligence + 20) ÷ 2, with that alternative capped at 120. For example, Anatomy 100 plus Eval 100 provides defence value 110 while unarmed even if Wrestling is lower. This alternative is defence only; it does not grant Wrestling attack skill.
100–120 scaling: what you gain
100–120 scaling: what you gain
Only the skill in the first column changes unless the table says otherwise. Each extra trained point still uses one point from your shared total of 720.
In the combat calculations described here, progress above 100 counts at half strength against another player: 110 contributes as 105, and 120 as 110. Your trained skill stays unchanged. The same rule covers these calculations when fighting another player’s pet or helping a participant in player combat.
Wrestling: accuracy and defence
Only your weapon skill changes. Opponent attack and defence stay at 100; no equipment accuracy or Codex modifiers. Defence means an incoming hit chance, so a lower number protects you better.
| Your skill | Hit a monster | Hit a player | Player hits you |
|---|---|---|---|
| 100 | 65% | 65% | 65% |
| 110 | 70.42% | 67.71% | 62.4% |
| 120 | 75.83% | 70.42% | 60% |
The skill improves accuracy and ordinary weapon defence. It adds no separate flat damage bonus. If the opponent also invests in defence, your chance changes.
Unarmed defence uses the higher of Wrestling and (Anatomy + Eval + 20) ÷ 2, with that alternative capped at 120. PvP first reduces eligible inputs above 100. Therefore the defence column assumes the alternative is no higher than Wrestling; raising Wrestling may do nothing while the alternative already protects you better.
Examples in play
Easy examples
Caught without a weapon
An enemy attacks while you are empty-handed. Your unarmed combat skill can matter in the opposed hit calculation. Wrestling does not mean you physically block the attack with a shield.
Skills that work with it
Advanced notes
Things to remember
- It is not guaranteed evasion or immunity to interruption.
- Equipping a weapon can change the combat skill used; its own rules apply.
Training and Skill Progression
TRAINING / SKILL PROGRESSION
One recommended activity for each skill range, with a short note on what you need.
Before you start: set Wrestling to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.
NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.
Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.
Beyond 100: consume the matching 105, 110, 115 or 120 Power Scroll first. A scroll raises only the individual cap; it grants no trained points and does not increase the shared 720-point total.
Recommended training
Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.
| Your skill | What to repeat | Quick note |
|---|---|---|
| 0.0–50.0 | Combat trainer lesson | Optional NPC lesson; 300 gold when offered and room under your caps. |
| 50.0–80.0 | Fight unarmed in the Academy | Use the matching weapon, or fight unarmed for Wrestling, against an eligible opponent. |
| 80.0–100.0 | Fight unarmed | Use the matching weapon, or fight unarmed for Wrestling, against an eligible opponent. |
| 100.0–120.0 | Fight unarmed | Use the matching weapon, or fight unarmed for Wrestling, against an eligible opponent. |
Rules and numbers
Its hit and defence chance follows the native opposed combat-skill calculation.
Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.