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Maces are arguably the most consistently strong weapon class in Valheim. Swords get the glory and axes double as tools, but the
Club family quietly carries players from the Meadows to the Deep North. Blunt is the most broadly useful physical damage type: more enemies are weak or neutral to it than to Slash or Pierce,
None of the seven bosses from Eikthyr to Fader resists Blunt.
One Clubs skill covers one-handed maces and two-handed sledges alike, so every swing of a Club in the Meadows builds toward
Flametal Mace combos hundreds of hours later. Veterans call early Clubs investment one of the smartest choices you can make, because the class never falls off.
- If you craft only one mace, make it the
Iron Mace: the Swamp and Bonemass are weak to Blunt. - Frostner is the standout Mountain weapon, but its Frost and Spirit do nothing to
Stone Golems. - Sledges hit everything in a 4-meter radius with no multi-target penalty; the
Demolisher clears Mistlands packs. - Carry a Slash weapon too:
Trolls,
Abominations, Lox, Seekers and
Morgens resist Blunt. - In 1.0 the
Nord Mace and
Nord Sledge lines replace the Flametal Mace and Demolisher at the top.
How Maces Work: Combat Mechanics
One-handed maces
- Primary: a 3-hit combo over 2.46 seconds (0.86 + 0.80 + 0.90). The third hit deals double damage with 20% more knockback, so finish the combo.
- Secondary: every mace except the Club has an overhead blow for 2.5x damage and 2x stagger, at double stamina, in a narrow 30-degree vertical arc. Use it on staggered enemies or single targets.
- Reach: 2.4m and a 90-degree arc, identical to swords, with a 5% movement penalty. Pair with any shield for a safe sword-and-board style.
Two-handed sledges
Sledges slam the ground and damage everything in a 4-meter sphere with no multi-target penalty. The cost: a 15% movement penalty and no shield.
Knockback: blessing and curse
Every mace has much more knockback than swords or axes. Against groups it keeps threats away. Against single targets it can push enemies out of reach and waste stamina. That is why some players switch to swords late, but veterans learn to use knockback deliberately.
One-handed maces split damage between targets, but with a 30% bonus: hit two enemies and each takes about 65% of normal damage, not 50%. Swords deal full damage to every target. When you are surrounded in tight spaces like Sunken Crypts, the
Iron Sledge has no multi-target penalty at all, which makes it the better crowd clearer.
Every One-Handed Mace: Stats and Crafting
The one-handed lineup covers every biome, and several maces stay useful well past the biome where you craft them.
Club
Your first blunt weapon, crafted by hand from 6
Wood with no workbench needed. At quality 1 it only deals 12 Blunt, less than a
Flint Axe.
Upgraded to quality 4 with
Bone Fragments it reaches 30 Blunt and handles
Skeletons in Burial Chambers, which take 1.5x Blunt damage. It has no secondary attack. Its real job is starting your Clubs skill.
Bronze Mace
Your first proper mace, and a big upgrade: 35 Blunt and 80 knockback at quality 1, and the first secondary attack in the line. It demolishes Skeletons in Burial Chambers, and the knockback keeps
Greydwarfs from swarming you. It peaks at 53 Blunt, fine into early Swamp exploration.
Iron MaceOne-handed weapon · SwampThe one mace to craft: built for the Swamp and Bonemass
- Blunt damage
- 55 (+6 per level)
- Block armor
- 21
- Skill
- Clubs
- Attack stamina
- 10
Forge (level 2): 4 Wood, 20 Iron, 3 Leather Scraps
Iron Mace
The king of the Swamp and arguably the most important mace because of Bonemass. It hits far harder than the
Bronze Mace and is the last pure Blunt one-handed mace until the Flametal Mace.
The Swamp is practically built around it:
Blobs,
Oozers, Skeletons and Bonemass all take bonus Blunt damage. It needs Forge level 2 and 20
Iron, worth every scrap.
Frostner
Frostner has its own article, but it is too important to skip. It deals Blunt, Frost and Spirit at once, and only the Frost grows with upgrades.
The Frost slow makes kiting trivial, and its 100 knockback is the highest of any one-handed mace of its tier. Spirit adds a bonus against Spirit-weak undead such as
Wraiths. It stays competitive into the Mistlands.
One quirk: Frost does not add to stagger, so enemies stagger less often than with a pure Blunt mace of similar total damage.
Porcupine
The wildcard: 50 Blunt plus 45 Pierce at quality 1, with only the Pierce growing.
Few creatures resist both, so its damage is very consistent, but it rarely exploits a weakness either. It is the only Plains-tier weapon that needs no
Black Metal, using
Needles from
Deathsquitos and
Linen Thread instead. It also has a subtle glow that gives light even when holstered.
Flametal Mace
The Ashlands mace: 135 Blunt at quality 1 and 153 at quality 4, a return to pure Blunt. It is made at a level 3
Black Forge from Ashlands materials and can be turned into three gemstone variants at a level 4 Black Forge:
Bloodgeon (
Bloodstone)
Storm Star (
Iolite): adds 10 Lightning
Klossen (
Jade): adds 10 Poison
Converting resets the quality level, so convert before upgrading.
Nord Mace (Deep North, new in 1.0)
The Nord Mace is cast at a level 4 Black Forge from
Bloodgold,
Timberwood and the
Mould: Nord Mace, and it gains 10 Blunt per level instead of 6. It upgrades into the
Thunderblood Mace (Lightning) or
Frostfire Mace (Frost and Fire), the strongest one-handed maces in the game.
One-Handed Maces: Meadows to Ashlands
| Stat | ||||||
|---|---|---|---|---|---|---|
| Blunt damage | 12 (+6 per level) | 35 (+6 per level) | 55 (+6 per level) | 35 | 50 | 135 (+6 per level) |
| Block armor | 3 | 12 | 21 | 30 | 39 | 57 |
| Skill | Clubs | Clubs | Clubs | Clubs | Clubs | Clubs |
| Attack stamina | 6 | 8 | 10 | 12 | 14 | 16 |
| Knockback | 30 | 80 | 90 | 100 | 100 | 100 |
| Backstab | 3x | 3x | 3x | 3x | 3x | 3x |
| Durability | 100 (+50 per level) | 200 (+50 per level) | 200 (+50 per level) | 200 (+50 per level) | 150 (+50 per level) | 300 (+50 per level) |
| Max quality | 4 | 4 | 4 | 4 | 4 | 4 |
| Movement speed | -5% | -5% | -5% | -5% | -5% | -5% |
| Weight | 2 | 2 | 2 | 2 | 2 | 2 |
| Frost damage | - | - | - | 40 (+6 per level) | - | - |
| Spirit damage | - | - | - | 20 | - | - |
| Pierce damage | - | - | - | - | 45 (+6 per level) | - |
| Crafted at | - | Forge | Forge 2 | Forge 3 | Forge 4 | Black Forge 3 |
Flametal Mace vs the Deep North Maces
| Stat | ||||
|---|---|---|---|---|
| Blunt damage | 135 (+6 per level) | 170 (+10 per level) | 180 (+10 per level) | 142 (+10 per level) |
| Block armor | 57 | 66 | 66 | 66 |
| Skill | Clubs | Clubs | Clubs | Clubs |
| Attack stamina | 16 | 16 | 16 | 16 |
| Knockback | 100 | 90 | 90 | 90 |
| Backstab | 3x | 3x | 3x | 3x |
| Durability | 300 (+50 per level) | 400 (+50 per level) | 400 (+50 per level) | 400 (+50 per level) |
| Max quality | 4 | 4 | 4 | 4 |
| Movement speed | -5% | -5% | -5% | -5% |
| Weight | 2 | 2 | 2 | 2 |
| Lightning damage | - | - | 45 (+5 per level) | - |
| Fire damage | - | - | - | 12 (+3 per level) |
| Frost damage | - | - | - | 88 (+3 per level) |
| Crafted at | Black Forge 3 | Black Forge 4 | Black Forge 4 | Black Forge 4 |
One-Handed Mace Crafting Recipes
“No boss from the Meadows to the Ashlands resists Blunt damage. That single fact makes maces one of the most reliable weapon classes in Valheim.
Two-Handed Sledges: Area Powerhouses
Sledges are the two-handed branch of the Clubs skill. Instead of a combo, you get one ground slam that hits everything in a 4-meter sphere at full damage. The price: 15% slower movement, no shield, and a long wind-up that leaves you exposed.
Stagbreaker
The earliest sledge, made at a level 2 Workbench from 20
Corewood, 5 Deer Trophies and 2 Leather Scraps. It deals 20 Blunt and 5 Pierce, rising to 38 Blunt at quality 4. The damage is modest; the area is the draw. Slam near Burial Chamber doorways to hit Skeletons through walls.
Hidden trick: its splash can reveal buried Silver and
Obsidian in the Mountains by triggering a "too hard" message, no
Wishbone needed.
Iron Sledge
The Swamp's crowd-control weapon: 55 Blunt with 2x stagger and 200 knockback, the Iron Mace's damage spread over a 4-meter radius. It devastates packs of Blobs and Draugr in Sunken Crypts.
It is costly, though: 10 Ancient Bark, 30 Iron, 4 Ymir Flesh and a
Draugr Elite Trophy (a 10% drop from
Draugr Elites). Quality 4 takes 120 Iron in total.
Demolisher
The Mistlands sledge, made at the Black Forge from 10
Yggdrasil Wood, 20 Iron and 10
Refined Eitr. With 145 Blunt (163 at quality 4), 210 knockback and 2x stagger, it was the hardest-hitting area weapon before the Deep North.
It clears dense Mistlands and Ashlands packs in a few slams. The 28 stamina per swing is punishing, so manage food and stamina.
Nord Sledge (Deep North, new in 1.0)
The Nord Sledge (Bloodgold, Timberwood and the
Mould: Nord Sledge) hits far harder than the Demolisher and upgrades into the
Thunderblood Sledge or
Frostfire Sledge.
DemolisherTwo-handed weapon · MistlandsBest area weapon of the Mistlands and Ashlands
- Blunt damage
- 145 (+6 per level)
- Block armor
- 52
- Skill
- Clubs
- Attack stamina
- 28
Black Forge: 10 Yggdrasil Wood, 20 Iron, 10 Refined Eitr
Two-Handed Sledges Compared
| Stat | ||||||
|---|---|---|---|---|---|---|
| Blunt damage | 20 (+6 per level) | 55 (+6 per level) | 145 (+6 per level) | 225 (+10 per level) | 235 (+10 per level) | 200 (+10 per level) |
| Pierce damage | 5 | - | - | - | - | - |
| Block armor | 4 | 28 | 52 | 52 | 52 | 52 |
| Skill | Clubs | Clubs | Clubs | Clubs | Clubs | Clubs |
| Attack stamina | 12 | 20 | 28 | 28 | 28 | 28 |
| Knockback | 150 | 200 | 210 | 210 | 210 | 210 |
| Backstab | 2x | 2x | 2x | 2x | 2x | 2x |
| Durability | 100 (+50 per level) | 100 (+50 per level) | 250 (+50 per level) | 400 (+50 per level) | 400 (+50 per level) | 400 (+50 per level) |
| Max quality | 4 | 4 | 4 | 4 | 4 | 4 |
| Movement speed | -15% | -15% | -15% | -20% | -20% | -20% |
| Weight | 4 | 4 | 4 | 4 | 4 | 4 |
| Lightning damage | - | - | - | - | 45 (+5 per level) | - |
| Fire damage | - | - | - | - | - | 12 (+3 per level) |
| Frost damage | - | - | - | - | - | 88 (+3 per level) |
| Crafted at | Workbench 2 | Forge 2 | Black Forge | Black Forge 4 | Black Forge 4 | Black Forge 4 |
Two-Handed Sledgehammer Crafting Recipes
Total Cost to Quality 4 (Craft Plus All Upgrades)
| Club | 6 |
| Bronze Mace | 4 Wood, 32 |
| Iron Mace | 4 Wood, 80 |
| Frostner | 10 |
| Porcupine | 5 |
| Flametal Mace | 40 |
| Stagbreaker | 50 |
| Iron Sledge | 22 Ancient Bark, 120 Iron, 16 Ymir Flesh, 1 |
| Demolisher | 22 |
Many new players drop maces after the Black Forest because knockback annoys them against single targets. The fix: finish staggered enemies with the secondary heavy blow (2.5x damage in a tight arc) and burst them down before knockback matters. Save primary combos for groups, where knockback helps.
Best Mace for Each Biome
- Meadows: the Club does the job; upgrade it with Bone Fragments early. The Stagbreaker is craftable once you have enough Deer Trophies, overkill for Greylings but fun.
- Black Forest: the Bronze Mace shines against Skeletons in Burial Chambers, and its knockback keeps Greydwarf hordes manageable. Pair it with a
Bronze Buckler for easy parries. - Swamp: mace territory. The Iron Mace is the best weapon for Bonemass, and Blobs, Oozers and Skeletons all take bonus Blunt damage. The Iron Sledge clears Sunken Crypt rooms; if you can afford only one, take the cheaper, more flexible Iron Mace.
- Mountains: Frostner takes over. Its slow is invaluable against fast Wolves (which are immune to Spirit, so the slow is what counts). Against Stone Golems only Frostner's Blunt part works: they are immune to Frost and Spirit, so an Iron Mace or a Pickaxe (Golems are very weak to Pickaxe damage) is just as good.
- Plains: the Porcupine gives consistent damage against Fulings, though Lox resist its Blunt. Many veterans keep Frostner for the slow; it is a playstyle choice, not a clear upgrade.
- Mistlands and Ashlands: the Demolisher devastates dense packs of Seekers and Charred, and the Flametal Mace with its gemstone variants is the strongest one-handed mace of the Ashlands.
- Deep North: the Nord Mace and Nord Sledge lines take over.
Recommended Mace Progression
Maces vs Swords: Should You Invest in Clubs?
Pros
- Blunt is the most broadly effective type; no boss from
Eikthyr to
Fader resists it - High knockback provides natural crowd control and safety
- Frostner's slow effect is unmatched utility through mid-late game
- Sledgehammers offer true AoE damage with no multi-target penalty
Club skill starts leveling from the very first weapon you craft
Skeletons and
Blobs take bonus Blunt damage, and
Stone Golems resist Slash and Pierce
Cons
- Knockback pushes single targets out of combo range
- Multi-hit damage penalty (except sledgehammers) splits damage on groups
- Some large enemies (
Trolls,
Abominations,
Lox) resist blunt - Higher stamina costs compared to swords
- Sledgehammers have 15% movement speed penalty and slow wind-up
Combat Tips for Mace Users
Mastering the mace means mastering timing.
Always finish the combo
The third swing deals double damage and extra knockback. If an enemy is about to attack, block or dodge after the second swing and restart, rather than eating a hit to land the third.
Parry into the heavy blow
Maces have a 2x parry bonus, like swords. A parry with mace and shield staggers most enemies long enough for a full combo. Against bosses, a parry into the secondary (2.5x damage) is the biggest single hit a one-handed weapon can deliver.
The tank build
A mace with a Tower Shield makes you nearly unkillable at the cost of speed. It shines in multiplayer: hold aggro and stagger enemies while teammates hit from behind.
Sledge positioning
- Start the wind-up early and walk toward the group; the slam lands 2 meters in front of you.
- In Sunken Crypts, slam near walls and doorways to hit enemies on the other side.
- The Stagbreaker can even break spawners through walls, clearing rooms without opening doors.
Frequently Asked Questions
Does the Club skill carry over between different maces?
Yes. All one-handed maces and two-handed sledges use the Clubs skill, so every swing with any of them levels the same skill. Your Meadows Club builds skill that boosts your Flametal or Nord Mace hundreds of hours later. Each level adds roughly 1% damage and cuts stamina cost by about 0.4%.
Is the Iron Mace or Iron Sledge better for the Bonemass fight?
The Iron Mace is usually better, because you can pair it with a shield to block Bonemass's attacks, and the Sledge's area is mostly wasted on one big target. But
Bonemass summons Blobs and Skeletons, and the Iron Sledge clears those adds while hitting the boss. Solo players should use the Iron Mace and a shield; groups can put one player on the Sledge for add control.
Should I upgrade Frostner or craft the Porcupine?
Both are strong. A quality 4 Frostner deals 35 Blunt + 58 Frost + 20 Spirit = 113 with a slow. A quality 1 Porcupine deals 50 Blunt + 45 Pierce = 95, with more consistent damage against varied enemies. Most veterans keep an upgraded
Frostner through the Plains and only switch if they do not need the slow. Both stay viable into the Mistlands.
Can I use maces as my only weapon class?
What is the best mace in Valheim 1.0?
The Thunderblood Mace and Frostfire Mace, both upgraded from the Deep North Nord Mace, are the strongest one-handed maces. For sledges, the Thunderblood Sledge and Frostfire Sledge top the Nord Sledge line. The Flametal Mace and Demolisher remain the best choices for the Ashlands.
Recent Updates
- Updated for Valheim 1.0: added the Nord Mace and Nord Sledge lines, fixed Stone Golem and Wolf resistance advice, added full upgrade costs, and reorganised for easier reading.