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Weapon families

Every weapon in KEKRUNE belongs to a family, and each family fights in its own way. A sword and a mace can hit just as hard, but they don't feel the same. Pick the one that suits the fight.

FamilyWhat it does
Blades (swords, knives, daggers)Quick return: when a swing misses or glances off armour, the next one comes 30 % sooner.
AxesSecond bite: a hit can also bite the weakest creature standing beside you, for 60 % of the blow (its own armour still counts). Good against packs and herds.
Clubs and hammersStagger: a hit can stagger the creature (a critical hit always does). Its next blow comes 1.5 s late and it walks slower for 2 s. Bosses shrug off half of that, and a creature can't be staggered again for 4 s.
Thrown and slungLong shot: +20 % damage from 3 tiles or more, and 6 % less when the target is right next to you.
Staves and wandsFocus: the spell or heal % printed on the staff or wand really does lift your spells and heals.

Home families

Each class is at home with some families. With any other weapon you fight in unfamiliar hands: 30 % less damage, no family effect, and no mastery.

ClassAt home with
Knightblades, axes, clubs
Rogueblades, thrown
Magestaves and wands
Shamanstaves and wands

Weapon mastery

Every kill you make with a home-family weapon in your main hand counts toward that family's mastery. A boss counts as five kills. Creatures more than four levels below you count for nothing. Your mastery shows in the character window (C), under Mastery.

StepKillsWhat you get
125a title
275a title and a small boost, once Mabry Fenn in the Kindling Grove seals it (30 copper)
3175a title and a boost, sealed by Mabry (80 copper)
4350a title and a boost, sealed by Brask Hammerfoot in Khemenu (200 copper)
5600a title and the last boost, sealed by Brask (500 copper)

You get the title as soon as you've made the kills. The boost only works once the step is sealed, so take the weapon to the smith and ask about a lesson. The boosts are small: a mastered family is a few percent better at its own job, never a new tier of power.

StepBladesAxesClubsThrownStaves and wands
1Reed-nickerLog-biterKnockerPebble-flickerDew-reader
2QuickfinStump-splitterBell-ringerLong-tongueSpark-keeper
3Ripple-edgeTwo-at-a-biteBog-thumperFar-croakerMist-caller
4Heron's MatchFell-waterStonefallDragonfly-catcherMoon-pond
5ReedbladeHeartwoodThunder-toadSky-snapperOld Water
FamilyBoost by step (0-5)
Bladesquick return 30, 30, 35, 35, 40, 40 %
Axessecond bite chance 50, 50, 53, 53, 56, 60 %
Clubsstagger chance 35, 35, 37, 37, 40, 40 %; blow delayed 1.5 s, rising to 1.8 s at step 5
Thrownlong shot +20 % rising to +25 %; up close -6 % easing to -3 %
Staves and wandsspells and heals at least +0.5 % from step 2, +1.5 % at step 5

A Knight who carries a sword, an axe and a mace has the right tool for each fight, and fills three mastery tracks.