|Skill: Blunt Weapon
Successful Attack: +1.0
The Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.
The following races receive bonuses to their Blunt Weapon skill:
The following classes have Blunt Weapon as a Major skill:
The following classes have Blunt Weapon as a Minor skill:
The following factions include Blunt Weapon as one of their favored skills:
- Camonna Tong (not joinable)
- Fighters Guild
- Imperial Cult*
- Imperial Knights (not joinable)
- Imperial Legion
- Talos Cult (not joinable)
- Tribunal Temple*
* Being the only favored weapon skill for these factions, Blunt Weapon may be a good choice for fighters that want to climb these factions' ranks.
- Alfhedil Elf-Hewer on the Upper Level of Falensarano (up to 78)
- Eydis Fire-Eye at the Guild of Fighters in Balmora (up to 72)
See Blunt Weapon Trainers for the complete list.
The club is usually a crude, improvised one-handed blunt weapon common among less technologically sophisticated cultures like the Argonians, but it also a cheap and effective militia weapon used with a light shield in Cyrodiil and the Western provinces. - Garothmuk gro-Muzgub
The mace is a favored weapon of the Western knight, combined with a standard shield. Dwemer and Daedric maces, superb weapons, but expensive and rare, are prized heirlooms of the Dunmer Great House nobility. - Garothmuk gro-Muzgub
Heavy two-handed hammers were developed in the West to counter the defensive protection of the heavily armored Western knight. The iron warhammer has a single head with a balancing spike to penetrate plate armor. The steel warhammer, on the other hand, has two heavy heads, and is designed to batter or knock down an armored opponent. - Garothmuk gro-Muzgub
The staff is the standard informal weapon of the traveler, doubling as walking stick and utility tools. Battlemages, spellsword, nightblades, and other magical support troops in the Legions also train with the staff, among other blunt weapons. - Garothmuk gro-Muzgub