Oblivion talk:Hand to Hand

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[edit] Disarming

I know that the chance of disarming, paralyzing etc is really low but can u edit that using the cs? i.e. increase the chance of disarming someone to 50% for both the player and AI, thanks, Wep — Unsigned comment by (talk) on 21 October 2008

You have to edit their values in the "Settings" in the CS. I think its something like "iperkhandtohand" or something related. — Unsigned comment by (talk) on 7 May 2012

[edit] Quick Question #2

Watching the two NPC's training for the arena for some time (In the district of the arena itself, upon one of the two greek temple alike plazas where they both sleep as well.) will net you 5! hand-to-hand skillpoints. Is this written down anywhere within this wiki? I couldn't find it at least. — Unsigned comment by (talk)

Yes, it's fully detailed at Oblivion:Free Skill Boosts, with links on Branwen's page, Saliith's page, and the Arena District page. The Hand to Hand article also has a link to that page under "Skill Increases", with a generic statement that "There are a couple opportunities to receive free hand to hand skill boosts." As far as I can tell, the information is provided everywhere it's supposed to be. --NepheleTalk 01:00, 5 December 2007 (EST)
Correct, i just missed it, it is quite detailed indeed, my mistake.

[edit] Quick Question

I was just wondering, why on earth would anyone [not talking about RP scenarios here] prefer to hit with his bare fists, rather than a sword, bow, dagger? I seriously see no point in this, unless there were items similar to World of Warcraft's fist weapons (which count as 'Unarmed', which is a trainable skill). The only point of leveling Hand to Hand, as I see it, is to have a better chance at killing someone if you are disarmed and normally rely on a melee weapon for damage. Discuss?

Don't underestimate it. You ever get into a fight with the bare-handed NPCs in the game? Those are some of the hardest fights, because you spend most of the time stunned and unable to do anything. Also, since most of the damage is to your fatigue, it makes your attacks much weaker. You're also more likely to get knocked back or fall over exhausted in a fight against a hand-to-hand opponent. Hand attacks are also faster than any weapon, (at the expense of range) so it's harder to get a hit in. --TheRealLurlock 13:33, 14 August 2006 (EDT)
Also, hand-to-hand fighting reduces weight in the inventory and lessens the need for repair hammers.

I just started a game with a modified monk class ("Friar," includes restoration and light armor) and it is amazing - the speed of the attacks is phenominal. Question though - does using gauntlets do anything to your attack power?

No. Only Strength and Hand-to-Hand skill modifies Hand-to-Hand damage IIRC. --Actreal 05:50, 24 October 2006 (EDT)

[edit] fist points???

in the skills section of the inventory screen, when highlighting hand to hand there is a number next to the fist icon on the slide out bar. mine is currently at 2. i cannot find anything about this in the manual. what does it mean??????? — Unsigned comment by (talk)

It sounds like you're describing the indicator telling you how much damage you will do with a hand to hand attack. If you want to double check you can compare to the value calculated using the equation in the article and see whether the number is consistent. --Nephele 23:28, 5 March 2007 (EST)
Can we mayby add this information to the page, it took me ages to track down what this number actually ment and it isnt addressed anywhere in the manual.

[edit] Pros and cons

[edit] Pros:

  • Can never be disarmed, by power attack or wear from overuse.
  • High speed attacks, higher rate of skill gain per attack, makes this an easy skill to master early.
  • Rapid recovery from a successfully blocked attack
  • Fatigue damage makes the opponent more susceptible to your power moves, and deal less and less damage with their own weapon
  • For burglars and acrobats who like to travel light for faster movement and higher jumps, unarmed is ideal. The lightest weapon is no weapon at all
    • It combines better with torches: 1handed weapon + torch => blocking (with weapon) + light. unarmed + torch => blocking (with hands) + light + shield enchant. Btw the article (Another benefit is that you can use a torch while you fight and block.) is wrong - you can do that with 1handed weapon + torch, as well. 09:39, 28 February 2010 (UTC)
      Your second point is true, I'll correct the article. I don't really know what you mean by "shield enchant" though; I haven't noticed anything of the sort. --SerCenKing Talk 19:48, 4 March 2010 (UTC)
I meant that you *can have* a shield equipped while fighting unarmed, which *IF* enchanted, will give you the enchant bonus - whatever that is. With a 1handed weapon you should sacrifice either the torch to use a shield (which in this case though gives you the armor part of shield as well), or the shield entirely. Hope i made myself clear. Eth 01:45, 6 March 2010 (UTC)
Ah, alright. That's true, but it's already mentioned in the notes section. --SerCenKing Talk 14:22, 10 March 2010 (UTC)
Hand to hand does work well with torches, but the punches are a bit slower coming from one hand, so I prefer to use Light or Night-Eye effects instead. 15:17, 13 March 2012 (UTC)

[edit] Cons:

  • Low damage is the common complaint. Of course, damaging weapons is something the other attack skills can boast, and hand to hand could be better balanced while still setting itself apart. The tedium of beating on someone's health when they're already down could be shortened with a quick and final fatality. Why beat on someone who isn't able to resist strangulation?
  • Much less effective blocking. Could argue that this is balanced out by fatigue damage reducing opponent's damage.
  • Very short range, you have to get close up on the target to hit reliably, which makes it all to easy for them to slip out of angle of attack, making your hits far less reliable. Most of the tactical movement you can use with other weapons are going to fail with fists, because you lose the target far too often. And why wouldn't the range of your fists be at least as far as a touch spell?
  • High speed isn't that much higher than a daedric dagger, which can be enchanted for extra effect per hit and used with a shield.

[edit] Overall:

Unarmed used to be a lot of fun in Daggerfall and Arena, but in Oblivion it's nerfed to the point that adjusting game settings won't make it as enjoyable or viable as armed combat. A few minor things could have changed that, for example removing the need wield/sheathe your own hands for use, or multiplying the fatigue damage in sneak attacks. But this looks like a system designed by someone who's never learned to fight, so probably couldn't imagine unarmed styles being effective. And since the designer didn't want to let this become viable as a non-lethal combat form, then there's no need to be squeamish about the true brutality of it -- let's go for the gouged eyeballs and crushed windpipes.

Not to ignore your great outline of it all, but I got pretty trashed around by J'Ghasta when I confronted him (at least, when I wasn't using dirty tricks- then again, dirty tricks like Paralyze kill just about anyone). M'aiqM'aiq thinks talk serves no purpose. 15:43, 22 September 2007 (EDT)
I personally disagree with the "overall" section saying H2H isn't enjoyable. I have a level 47 h2hander, and haven't swung a sword once. Very satisfying skill, if you ask me. Vanguard 09:11, 23 January 2008 (EST)
I agree Vanguard. H2H at level 53 beats dagger at 63 every time. I can one-punch kill a wolf at level 4 with 53 H2H skill and can hit a Frost Atronach at will without getting return hits. The best way to improve H2H is to Summon Frost Atronach and proceed to pummel him. You can usually get 8 punches in before he attacks and then a judicious use of punch/retreat hones your fighting skills. I can usually get in 20-30 punches in a single summon session so there is no quicker way to boost H2H than this. The only con I see is it is very hard to kill pesky imps unless you do a sneak attack.--TheOtherZack 13:56, 21 July 2008 (EDT)
The fastest way to improve Hand to hand and other combat skills + Sneak is having the Vile Lair plug-in. Purchase Cattle Cell then punch until you want! The Prisoner won't die because he's an essential NPC and also will not attack you because he's sleeping forever. Neilbryson 01:09, 31 May 2012 (UTC)

[edit] Chance?

What do you mean under "chance" of a knockdown? Does Luck or H2H skill improve this chance? What is the formula?

PS: How to change the chance using TES?(I know this is cheating :) )

"Chance of a knockdown" means that as your skill increases in hand to hand, there's a greater chance of your opponent getting knocked on their butt when you hit them. This chance is improved according to skill in hand to hand (i.e. the difference between getting hit by a twelve year old or getting hit by a 30 year old heavyweight champion... I'm sure you can guess which has a better chance of knocking you down). This applies to all forms of melee attack, not just hand to hand. The chance of a knockback also increases with skill, meaning if you block your opponent's attack, there's a greater chance of them losing their balance from it as you get better at fighting. I don't think that luck really has anything to do with it, but then again who can really say?
  • As for your P.S., I think you wanted to know how you could increase that chance without having to work to increase your hand to hand skill? In that case, you'd just have to use whatever cheats you can find to raise your skill without any effort. As far as I know, the chances of knocking an opponent down are completely random, so there's no way to be absolutely sure that it's going to happen. You just have to get good at the skill and... leave it to luck? ;) TexasWatermelon Sit and chat by the TexasWatermelon Patch 03:29, 30 June 2008 (EDT)

Luck does have something to do with it because the amount of Luck you have passively increases all your levels. Look at the luck formula on the wiki page. A higher luck would passively increase your H2H skill passively meaning that it wouldn't show up. With a greater H2H skill you would be more likely to knock down an opponent. Silkysmooth 13:47, 10 June 2009 (EDT)

Very old but just to remove the good question template: higher skill level = more damage to fatigue = more likely to knock the target. --Wizy 10:09, 26 November 2010 (UTC)

[edit] I disagree.

It has been said that the use of gauntlets does not change the damage dealt by hand to hand. However, recently I had played with a doomstone and it stuck some bound gauntlets on me, and upon checking the damage rating, it had gone up, and went back down when the gauntlets came off. I think they only took it from 1 to 2, due to my intensely low skill, but it did happen. Odul 17:35, 15 April 2008 (EDT)

It also seems logical that adding gauntlets would increase Hand-to-hand damage. It seems it would cause a lot more damage to be punched by someone wearing Daedric Gauntlets rather than someone bare handed. --Oblivion nerd 21:56, 8 March 2009 (EDT)
Check your Fatigue level. If your fatigue is low the number actually will show up as a lower value. If your fatigue was maxed both times you might be on to something. Silkysmooth 13:42, 10 June 2009 (EDT)
i'll try that out tomorrow — Unsigned comment by (talk) on 7 March 2010

i just tested it and gaunlets have no effect what so ever just fatigue!--GUM!!! 13:37, 25 March 2010 (UTC)

[edit] Power

Which will increase H2H damage more, a strenghth boost, or a H2H skill boost? -- 21:15, 24 May 2008 (EDT)

If you would check the article itself, you can see in the formula that both Strength and skill have the same amount of influence on your Hand to Hand damage. However, only Strength raised above 100 has an additional effect. So if you are aiming for that, I would look into raising Strength. --Timenn < talk > 06:38, 25 May 2008 (EDT)

I have personally tested it, and strength above 100 adds more hand to hand damage. I noticed this wasn't up on the wiki, and promptly added it. The damage formulas for hand to hand also need make mention of it. 12:47, 9 September 2008 (EDT)Anonymous

That's funny, because I just now tested it and got the opposite results: No change beyond 100 for either one.
Agreed. I slid the difficulty to easiest so that small differences in damage would be multiplied.
  • Standing power attack @ 50 str + 100 skill on a wraith did 103.5 damage.
  • Standing power attack @ 100 str + 100 skill on a wraith did 207 damage.
  • Standing power attack @ 255 str + 100 skill on a wraith did 207 damage.

[edit] Glitch?

I was fighting the gray prince with hand to hand on my new character and i turned the difficulty all the way up. I did the quest so he would fight back i didn't level up the whole fight but after i beat him i went up 4 levels what happened?

I have noticed the same thing. Hand to Hand seems to "stick" at the start of a chain of blows, but then catches up sometime shortly after you stop punching. It doesn't seem to lose any experience in the mean time though, so it isn't really an issue.

This happens with other weapons too btw. For example, bows. — Unsigned comment by (talk) on 3 June 2009

[edit] Punching Ghosts

I was under the impression that HtH doesn't work against ghosts; or at least not when your skill level is low. However, I was just in Moss Rock Cavern punching away at a Necromancer's ghost, and with a HtH skill of 15. Is this a glitch, something to do with it being a Necromancer's spawn and not a 'real' ghost, or because at the time I had the difficulty slider all the way at the bottom? Thanks.— Unsigned comment by (talk)

I think it has something to do with the fact that it was a Summoned ghost, as I've experienced similar occurences with Summoned creatures. Of course, I could be wrong. Darkle 20:57, 22 July 2008 (EDT)
Hand-to-hand works against anything. My current character is currently boosting his skills by punching out gloom wraiths in Ayleid ruins. I'd agree it's a little odd that you can punch ghosts but not hit them with iron but it's not a glitch as Morrowind works in the same way. –RpehTCE 00:53, 24 July 2008 (EDT)

Useful to know. Thanks. I'm looking to increase my HtH anyway, and it saves lugging around this extra silver weapon.

You have to be a journeyman to hurt ghosts with h2h.-- 03:31, 8 March 2009 (EDT)
Yes, you have to be a journeyman before Hand to Hand can ignore Resist Normal Weapons, as stated on the article. But what the OP was talking about has nothing to do with Hand to Hand skill. There are several summoned Undead who only have 50% Resist Normal Weapons and therefore can be injured by any type of normal weapon, unlike their non-summoned equivalents, specifically: summoned ghosts, ancestor guardians, and summoned wraiths. --NepheleTalk 13:06, 8 March 2009 (EDT)

[edit] Fortify Fatigue

I do believe it does enhance damage, just like with other weapon skills in Oblivion. Lukish_ Tlk Cnt 21:03, 28 December 2008 (EST)

Presumably this is followup to this set of edits that was removed? Nevertheless, I don't think the information needs to be added back to the article. First, we're assuming that the note even meant fortify fatigue enchantments, given that the type of enchantment was not clearly stated. Second, there's no reason to emphasize this on the Hand to Hand article if it's equally true of any weapon skill. Third, are fortify fatigue enchantments even the most beneficial for increasing Hand to Hand damage? And, finally, the note also included extraneous information that won't be true for most players (i.e., if your armorer skill is at least 50, you won't need to pay 1000 to 5000 gold for repairs). --NepheleTalk 11:33, 3 January 2009 (EST)

If fortify fatigue increases damage it should be in this article as well as all of the melee skill articles. That's the kind of information people would come to this artcle looking for and they shouldn't have to have to stumble across the info on another page they may never look at. I think a big problem with this site is the main editors go way too far in trying to limit the information on pages and not post the same thing on more than one page. Sometimes info needs to just be put where it's helpful. 20:58, 21 March 2009 (EDT)

[edit] Power attacks glitch?

I was playing earlier, fighting the Vault guardians in Frostcrag spire, when one of them paralyzed me in the middle of a power attack. Now I can't do power attacks with my fists (even after reloading an older save). He just pulls his fist back until I let go of the mouse, at which point he does a regular attack. Is there any way to fix this? It's a bit of a hindrance for me. -- 01:01, 11 February 2010 (UTC)

Ah, nevermind, I reloaded again and that fixed it. -- 01:08, 11 February 2010 (UTC)

[edit] Maximum damage?

I was just wondering what the maximum damage was when fighting with hand to hand. This is when you have Strength on 100 and Hand-to-Hand skill on 100. Also when on normal difficulty (slider in middle). — Unsigned comment by (talk) at 19:52 on 5 April 2010

If you look at the formula on the page, you'll see that it comes out to 11.5 damage. The on-screen display will say 11 damage, but I'm not sure if the 11.5 is rounded off only for display or if it's also rounded off when damage is applied. Robin HoodTalk 21:08, 5 April 2010 (UTC)

Does the amount of damage relate directly to hit points? For example, 11.5 damage does 11.5 HP damage? 04:23, 14 February 2011 (UTC)Shelby

I have been recently messing around with the hand to hand skill and Fatigue. Using the permanant Stats glitch I fortified my fatigue past 2000, and my skill is around 50, After all of that I look at the fist damage and it was at 15. So, 11.5 isn't the maximum. So my assumption is that there isn't a limit but I will have to do more tests. (Person 00:39, 3 April 2011 (UTC))

[edit] Fist Reach

I was browsing around this wonderful site, when I came across this page and noticed the height and weight values, as well as the note about the speed formula being modified by each race's height value. This got me thinking, does the height value affect anything else? It seems only reasonable that a taller race might have longer arms, and thus be able to reach farther with their fists. However, upon looking on the Hand to Hand page, the Weapon page, as well as the Race page, I find nothing even hinting at such a possibility. If this has been investigated before and found to be false, kindly ignore this message. However, if it has not, I have but one question. Have you, my fellow Oblivion players, noticed any variance in your range as fist fighters across the many races? -- 04:15, 6 April 2010 (UTC)

Well my first guess would be: no, height doesn't affect the reach... At least, I've never noticed it while playing with varying races. I'm not totally sure though, so I've marked this as a good question. --SerCenKing Talk 10:05, 9 April 2010 (UTC)
using wood elf and kahjeet and orcs (wood elf shortest and kahjeet tallest i think) ive noticed a difference, but there h2h isnt the same level, so i will first get there lvls the same, than try.Mikeyboy52 09:25, 30 April 2010 (UTC)
This is a bit old but since it was marked as a good question I went to test it. As expected every race has the same reach, from male Bosmer to Altmer, regardless of skill level. I don't know the exact reach in numbers but it's a little less than dagger. --Wizy 08:30, 26 November 2010 (UTC)

[edit] What exactly is disarming?

I mean, I know what the word means, but what are the mechanics of it? Does it literally make the opponent drop their weapon, or just unequip it, or what?--Julia 13:43, 15 August 2010 (UTC)

They actually drop the weapon on the ground. rpeh •TCE 14:44, 15 August 2010 (UTC)
They do drop the weapon, but they will pick it up as quickly as they can, and some enemies will flee to find another weapon if they need one. 17:10, 16 May 2012 (UTC)

[edit] "Living Targets"

This is a little confusing. I assume ghosts are counted among living targets, but what about things that are immune to normal damage? Do you still gain the 0.6 experience points for punching ghosts before you're a Journeyman? — Unsigned comment by (talk) on 3 September 2010

Hitting targets with 100% Resist Normal Weapons (i.e. Ghosts) does not grant any experience points. (tested) Edit: Of course I mean before Journeyman.
Note that you may gain experience hitting summoned ghosts, that's because they are not totaly inmune to normal weapons.
I agree "Living Targets" is a bit confusing.--Wizy 15:34, 3 September 2010 (UTC)

[edit] Base Damage and Range

How much is the range and Base Damage of fists? --Rigas Papadopoulos 17:24, 22 September 2010 (UTC)

I'm not sure about range (about the same as a dagger, I think) and the base damage at 100 H2H and 100 STR is 11-12 dmg. 15:20, 13 March 2012 (UTC)

[edit] "Attack Speed'

Is there anyway to increase the handtohand attack speed? — Unsigned comment by (talk) on 30 November 2010

No. rpeh •TCE 09:42, 30 November 2010 (UTC)

[edit] Enchanting

Can you enchant gauntlets to increase Hand to Hand damage? — Unsigned comment by (talk) at 23:26 on March 27, 2011

The only way enchanting can help Hand to Hand is by using Fortify Hand to Hand or Fortify Strength. The Gauntlets you wear have no impact on your Hand to Hand whatsoever. I have seen script effect spells in mods that alter it, but nothing in the vanilla game. --DKong27 Talk Cont 13:08, 28 March 2011 (UTC)
To clarify what he meant, yes, you can, but gauntlets in particular do not improve hand-to-hand damage any more than other kinds of armor, jewelry, or clothing. There are actually some gauntlets with these kind of enchantments given already. The Bands of Kwang Lao (leather bracers), found next to the sparring people in the Arena District, will fortify Hand-to-Hand by 10, which is a grand level enchantment. The Ring of Iron Fist can boost hand to hand by 25 and gives you 33% reflect damage. However, after you reach level 100, fortifying Hand-to-Hand will not increase damage. — Unsigned comment by (talk) at 13:15 on May 16, 2012

[edit] Interaction with blocking skill

I'm a little curious about how exactly the blocking works. Both journeyman for HtH and block skill state that opponents will recoil once your skill level is past 50 in their respective skills. Is there any difference to having both above 50 compared to just one? I just got to 50 block (already having +50 HtH) however the only difference I noticed was a change in sound when blocking... — Unsigned comment by (talk) at 00:10 on May 5, 2011

[edit] Fatigue and Damage

Look if anyone still even reads in this thread there is one way i know you can make your fists cause more damage. Use the ring enchantment glitch to bring your fatigue to about 2000-3000 fatigue. When you do that your fists will hit much harder and seem more realistic. Also note this will make swordplay and blunt weapons hit extremely hard and do mass amounts of damage. Heres how to prove this. when you raise fatigue it isnt increasing the amount of power your hits do. its concentrating it. — Unsigned comment by (talk) at 11:06 on May 22, 2011

[edit] Question about hand to hand

I would like to buff some of the fundementals of hand to hand to make it a better skill. Mainly I would like to do the following:

1) Increase the fatigue damage associated with each hit (so I can KO people) 2) Increase the range of hand to hand 3) Increase the chance to disarm of hand to hand (Makes sense to me) 4) Perhaps also increase damage.

Are there any console commands that would let me do this?

No, you can't boost hand-to-hand damage past level 100 in Strength + Hand to Hand without mods. However, if you are a Master in both Hand to Hand and Block, you may have a better chance of disarming since both skills add a chance to disarm at that level when you block. — Unsigned comment by (talk) at 13:18 on May 16, 2012
H2H and Block bonuses do not stack. — Unsigned comment by (talk) at 10:29 on 26 June 2012

[edit] Question about hand to hand

I would like to buff some of the fundementals of hand to hand to make it a better skill. Mainly I would like to do the following:

1) Increase the fatigue damage associated with each hit (so I can KO people)

2) Increase the range of hand to hand

3) Increase the chance to disarm of hand to hand (Makes sense to me)

4) Perhaps also increase damage.

Are there any console commands that would let me do this? — Unsigned comment by (talk) on 4:40, August 31, 2011

No, but there are mods. 04:41, 7 April 2012 (UTC)

[edit] Hand to Hand & Mods

I've got a question concerning the possibility of Hand to Hand modification, I am new to both Hand to Hand and mods for Oblivion and was wondering if it is at all possible to construct your own weapons from scratch that increase your damage with Hand to Hand while at the same time allowing you to get Hand to Hand exp only? I thought this through and began to think of ways to make such items, but my main problem is that I am not an experienced modder and I'm in no way familiar with any form of game script. I am however working towards learning how to mod, I've already got use of blender down so I wish to make a huge range of Hand to Hand items available, as well as a training dojo with guilds of 'Monks' and 'Powerfist' (For those who feel monk isn't the correct word for powerful fist throwing warrior.) my fall back plan if there is no way to do the actions mentioned in my question, is to partner with a 'no hold back cap' mod which continues to increase your damage with every level after 100 on any skill or attribute. I would than make gauntlets that was enchanted to increase your Hand to Hand by a large amount, of course this can result in hammers that hit with the power of missiles if People choose to increase their strength, but it is for those like myself who have saves that have never touched a weapon. Please note that I am still fresh with oblivion and am no way near to stats of 100+ so if I am incorrect in anyway, pointing it out would be greatly appreciated as long as no harsh comments come with your reply. Thank you, I hope to become a dedicated modder of Oblivion and soon, Skyrim.


    • I'll post later on how good it is, and if there's any bugs.

At higher levels, say 20 and up, anyone can get hold of Umbra, a sword with 28! damage. I think the top damage of Hand to Hand (skill max) should be 25 or so (fists are faster than a long sword). Any other bonuses, such as lowering the opponents fatigue is justified due to not being able to enchant your fists. BTW are fists the only weapon that is dual wield in oblivion? Is it faster than a dagger?

I don't know if fists are faster or not but they have always worked for me. I think that the pitiful range and damage is offset by the fatigue damage, lower amount of fatigue used, the slightly higher chance to disarm or stagger, and the ability to hit any kind of enemy. I have taken out Umbra many times and it is always fun to watch her struggling to get back up. No enemy has been a severe thorn in my side, though Clannfears are a major threat at medium levels. Liches are an easy target, and ogres have a tough time dealing with my punches. (Think of a small, quick boxer overwhelming a big, strong one). In my opinion, hand to hand in Oblivion is the most usable version of the skill in all the Elder Scrolls games. I actually gave up on my Mage character because I couldn't resist the urge to beat on enemies while waiting for my Magicka to regenerate. — Unsigned comment by (talk) at 13:27 on May 16, 2012

[edit] Disarming, re: the Temporality of

I've noticed that, when you do manage to knock an enemy's weapon from their hand, they (in pretty much every case, I think) immediately try to pick it up again. If you grab it first, then they'll suddenly search the whole zone for any weapon that's on the floor. I don't think they notice weapons that you've stashed in containers, either. (I dunno the lingo for this site, can somebody verify this and put it in the main page please, kthnxbai) 01:44, 6 November 2011 (UTC)

I have also noticed this and I find it both humorous and annoying. However, some enemies (creatures and NPCs) who are disarmed will stay and fight hand-to-hand. Ancestor Moth Monks (who have a good H2H skill), goblins (I think), minotaurs, and occasionally skeletons won't bother to grab the weapon. I am not sure if this works on Wraiths (or if you can even disarm them), Xivilai, or most NPCs. I find it even more bothersome how few NPCs have decent hand-to-hand skills. Few enemy NPCs have H2H as a major skill and many of them are weak or still prefer weapons. Even Umbra didn't hurt me too bad after I disarmed her. — Unsigned comment by (talk) on 9 April 2012

[edit] H2H skill bonus bug?

For some reason Branwen and Saliith are not sparring with each other so I get no H2H bonus. Does anyone know why this is happening and how to fix it?

Have you tried talking to both of them? Sometimes when you finish talking to them, they go back to resume fighting with each other. Then you just have to watch them for a certain time to gain the Hand to Hand skill bonus. Helenaannevalentine
Yes I have and they don't continue fighting. Although, I have solved it by waiting near them until 6am and then watching them spar. They started it normally after that. Anyway, thank you for your suggestion. :)

[edit] Sneaking with Hand to Hand

I've been wondering if it is possible to achieve multiple sneak attacks on an enemy with hand-to-hand. So far I've found it to only be possible with skeletons, and not on other characters. Could anyone confirm whether or not it is possible to achieve several successive sneak attacks on any enemy aside from skeletons?

-- 04:56, 5 July 2012 (UTC)Spud

[edit] Reach and speed for H2H?

This has been marked as a question that needs to be answered.

Would it be possible to add the reach and speed for H2H attacks, in the same manner as has been done for weapons? I'd do it myself, but I don't know what they are and don't have immediate access to the CS. Gibberish (talk) 20:05, 3 March 2013 (GMT)

I don't know if the numbers are even available, but this is a good question. The speed of the attacks would help in comparing DPS with weapons. Silence is GoldenBreak the Silence 02:50, 18 March 2013 (GMT)
After a quick search through the CS, I couldn't find anything. However, there is definitely a variable for it, so it should theoretically be changed by altering the script itself. Grim765The Reaper 21:21, 22 June 2013 (GMT)

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