A refined club, engineered for efficient swinging and deadly impacts.
- Melee Attack 1
9 dmg (Poke)
2 seconds cooldown
13% armor penetration
- Melee Attack 2
15.7 dmg (Blunt)
2 seconds cooldown
24% armor penetration
- Melee Average DPS
- Melee Average AP
- Required Research
- Skill Required
- Crafting 3
- Work To Make
- 6,000 ticks (1.67 mins)
- Metallic, Woody
- Has Quality
The mace is a melee weapon that does a moderate amount of blunt damage, and has a moderate cooldown. As a blunt weapon, mace attacks don't cause bleeding (unless a body part gets destroyed), and generally fares better against armor when compared to sharp weapons.
Maces can be crafted at a Fueled smithy or Electric smithy once the Smithing research project has been completed. They require 50 Stuff (Metallic/Woody), 6,000 ticks (1.67 mins) of work, and a Crafting skill of 3.
Maces are the strongest blunt weapon that can be crafted by your colony without the Royalty DLC.
The mace is best when made with uranium, due to the metal's blunt damage multiplier.
Blunt weapons are often seen as "anti-armor" weapons, due to the tiny amounts of Blunt armor that most enemies have. In this role, the mace faces heavy competition with the spear. This is because enemies with especially strong armor are quite rare in practice.
Comparison to spear
Before considering armor, spears deal more raw damage. A steel spear deals +12.4% more DPS than a steel mace of equal quality. A plasteel spear does +10.4% of a uranium mace. While spears fare worse against armor, they have high AP. A plasteel spear has 55% AP on its only "Sharp" attack, meaning it ignores all Sharp armor below 55%.
So at normal quality, a plasteel spear deals more damage than a uranium mace until fighting enemies with 68% Sharp armor. This is before considering quality; at higher quality, the spear only gets better. For example, if both weapons are excellent, then the mace only starts to become better at 78% armor. For reference, centipedes have 72% armor.
Maces would remain better against flak vests and power armor. Of these, the flak vest only matters if you actually hit the vest, which only covers the torso and neck. Power armor, as mentioned above, are rare on enemies in practice. In contrast, spears are noticeably better against unarmored & lightly armored targets, and roughly equal against centipedes. As spears are more useful against more targets, without compromising performance against medium armor, they are often a better weapon in practice. (If you happened to fight a lot of power armor enemies, maces would come on top).
The big advantage of the mace is that it's cheaper. It costs 25 material less. They are unlocked with Smithing rather than Long Blades. Uranium is cheaper than plasteel, and much less useful in the early- and mid-game.
This comparison falls off at Masterwork quality or higher, but it's not because of armor. Instead, it's due to the overkill mechanics of both weapons.
- The spear, as Stab damage, can only ever hit a single body part. If a 42 damage spear hits a 25 damage arm, the arm is destroyed. Overkill damage, i.e. 17 damage (40% of the attack), is completely wasted.
- The mace, as Blunt damage, will spread damage if it causes overkill. If a mace destroys the arm, it will damage the shoulder, too.
This results in the mace better against humans, and the spear being better against centipedes.
Comparison to longswords
Like the spear, the longsword is a sharp weapon. Steel longswords are about 13.6% stronger than steel maces. Plasteel longswords are 12% stronger than uranium maces. Additionally, longswords have the advantage of the Cut damage type, which does bonus cleaving damage. But pawns tend to have much lower Blunt armor than they do sharp. This results in armor being the main determinant in this comparison.
The exact breakpoints vary on quality and material. In general, a normal plasteel longsword can beat a normal uranium mace against targets wearing just flak jackets or flak pants, as well as unarmored pawns. Armor pieces like flak vests and power armor reduce the longsword to the point of being worse than the mace.
Blunt damage has a few minor advantages, which is listed in the Blunt weapon page.
Comparison to other blunt weapons
Compared to its neolithic 'ancestor', the club, the mace is 10 units more expensive, has a greater damage per hit, and swings just as fast. However, maces are impacted by quality, while clubs aren't. A poor or awful mace will be worse than a club of the same material. In contrast, a good mace will clearly outperform a club.
The warhammer costs 3x the materials and requires Long blades researched. However, it isn't conventionally stronger. The mace is actually 102.7% stronger, in raw DPS, than the warhammer. The warhammer has slightly more AP, but a uranium mace already has such high AP that no (reasonable) enemy can resist it.
The warhammer's big advantage, is that it swings slower, but with a stronger hit. This makes it more likely to destroy body parts. The effect of this heavily depends on quality and damage output.
- At normal or good quality, this is almost irrelevant against humans, as warhammers don't have enough damage to destroy vital body parts. The mace performs similarly, but is 3x cheaper, so the mace comes out ahead.
- But at masterwork and legendary quality, the uranium warhammer's damage matters a lot more. It has enough damage to consistently 1-shot or 2-shot humans. The mace would take 3 hits to down from pain, meaning the mace takes more time to actually kill. The differences are further exasperated with the Strong melee damage gene.
- Against non-humans, where the warhammer no longer 1-shots enemies, the mace would technically come out ahead. However, the spear and longsword would deal even more damage. A legendary plasteel spear in particular has enough AP to completely ignore the armor of every non-human in the game.
|Mace||Handle (Poke)||Head (Blunt)||HP||Value|
For the full effects of qualities, see Quality.
- Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the wielder
- Chance for attack to be selected, assuming only the weapon's attack verbs are considered. It may change depending on the melee verbs available to the wielder
- Beta 19/1.0 - Damage buffed.