.: Help for maul The maul command drives your natural fangs into your opponent in a savage tearing flurry, worrying the wound. It deals heavy damage and applies a stronger bleeding condition on a successful strike than rake. Requirements: - Must have natural fangs (fanged species only) - Must be in active combat - Cannot be used if special move cooldown is active Usage: maul Attempt to maul your current combat target Mechanics: Damage: Heavy. The savage bite deals significant harm. Bleed: A successful maul opens deep wounds that bleed severely over several rounds, dealing substantial additional damage beyond the initial strike. Cooldown: Shared with other special moves. Skill: Progresses Unarmed Combat Maul spends Stamina and requires full payment before the strike. Carried load raises the price, while unarmed-combat skill lowers it. If you are too spent, no cooldown, combat round, or effect is consumed. Maul's heavy damage and persistent deep bleed make it a potent finisher for wearing down prey over a sustained fight. See help conditions for details on the bleeding effect. See Also: help rake, help kick, help special, help conditions, help stamina, help combat