KCD2 Longsword vs Mace — Which Weapon Wins Against Plate Armor?

Why armor type is the only thing that matters
KCD2's damage calculation reduces every melee hit by the target's armor protection — but the math differs sharply by weapon type. Longswords use 'slash' and 'stab' damage, both of which suffer heavy reductions against plate (60-70% damage loss). Maces use 'blunt' damage, which ignores most plate reduction and instead applies stagger that knocks armored opponents off-balance for follow-up combos.
Practical numbers from in-game combat tests: longsword on unarmored opponent — 60-80 damage per clean hit. Longsword on gambeson — 45-55 damage. Longsword on chain — 30-40 damage. Longsword on plate — 8-12 damage. Mace on unarmored — 35-50 damage. Mace on gambeson — 25-35 damage. Mace on chain — 22-32 damage. Mace on plate — 35-45 damage + stagger.
The crossover is clear: longswords win against light armor by 50-100%; maces win against plate by 200-400%. Maces also stagger plate-armored opponents on most clean hits, which interrupts master strikes and enables 2-3 follow-up hits per stagger. This stagger compound is why mace fights in Kuttenberg often end in 2-3 swings while longsword duels can drag past 10 swings.
Longsword vs Mace damage by armor type
| Armor | Longsword damage | Mace damage | Winner | |
|---|---|---|---|---|
| Unarmored peasant | Unarmored peasant | 60-80 damage | 35-50 damage | Longsword |
| Gambeson (cloth) | Gambeson (cloth) | 45-55 damage | 25-35 damage | Longsword |
| Mail / chain | Mail / chain | 30-40 damage | 22-32 damage | Longsword (narrow) |
| Brigandine | Brigandine | 20-28 damage | 28-38 damage + stagger | Mace |
| Plate (full) | Plate (full) | 8-12 damage | 35-45 damage + stagger | Mace (decisive) |
Longsword strengths and weaknesses
Longsword strengths: highest baseline damage on unarmored and lightly-armored opponents, longest melee reach (3.2 metres including stab extension), fastest master-strike combo speed, and the deepest perk tree (15+ perks vs 8 for mace). The Defense skill tree includes 5 longsword-specific perks that don't apply to other weapons. The Warfare tree adds 3 more.
Longsword weaknesses: damage falls off a cliff against plate armor (60-70% reduction); stagger is rare and unreliable against armored opponents; durability degrades 25% faster than mace; requires Strength 8+ for the best swords (St. George's Sword, Burgher's Sword); the Defense perk path is locked behind early-game perk picks that may not align with your build.
Best longswords by tier: St. George's Sword (tier 3 forge, 95 damage, requires Smithing 12 + 5 ingots + 1 ruby) — overall best in slot. Burgher's Sword (tier 2 forge, 85 damage, requires Smithing 8 + 3 ingots) — best mid-game pick. Talmberg Longsword (tier 1 forge, 70 damage, requires Smithing 5) — early-game pick. Avoid the named longswords from looted bandits — they're tier 1.5 and degrade fast.
Mace strengths and weaknesses
Mace strengths: trivializes plate armor (ignores most reduction), reliably staggers armored opponents on clean hits, durability decays 25% slower than longsword, weighs 0.8 less than equivalent longswords (better stamina economy), and the war hammer subclass adds AP damage that pierces helmet armor for instant headshot kills.
Mace weaknesses: lower baseline damage vs unarmored (35-50 vs 60-80 for longsword); shorter reach (2.4 metres); slower combo speed (master-strike combo takes 1.2 sec vs 0.9 sec for longsword); thinner perk tree (8 mace-specific perks vs 15+ for longsword); requires Warfare 6+ for the best maces — locks you out of pure Defense-tree builds.
Best maces by tier: War Hammer of the Forge-Master (Forging the Future quest reward, 105 blunt + 30 AP damage, no forge required) — overall best in slot. Cuman Mace (tier 3 forge, 90 blunt damage, Smithing 10 + 4 ingots + 1 emerald) — best craftable. Talmberg Mace (tier 1, 65 blunt) — early-game pick. Avoid blacksmith maces with 'spiked' modifier — they look great but degrade 40% faster.
Carrying both — the optimal late-game setup
From chapter 4 onward, optimal play is to carry both a longsword and a mace. The longsword handles bandit encounters (Trosky highway, Suchdol forest), light tavern brawls, and any opponent without plate. The mace handles Kuttenberg duels, tournaments against plate opponents, and the endgame quest fights (Forging the Future, Voices of the Dead).
Inventory weight cost: ~2.4 weight for an extra weapon. Carry capacity at Strength 10 is 80 weight; the 2.4 weight is 3% of total — trivial cost for the situational advantage. Strength 12+ unlocks the Saddlebag perk that adds 30 capacity, making the dual-weapon load negligible.
The dual-weapon strategy also pays off in tournaments. The Kuttenberg arena alternates between light-armor and plate-armor opponents across rounds — switching weapons between rounds (each round has a 30-second equip window) wins matches that single-weapon strategies lose. The 'Tournament Master' achievement specifically requires winning Kuttenberg with both weapon types.
Dual-weapon Stamina Longsword/Mace build
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Skill priority 1 | Strength 10 (carry both weapons) | Allows dual-weapon load without encumbrance penalty |
| Skill priority 2 | Defense 8 (master strike + perfect block) | Both work with longsword and mace |
| Skill priority 3 | Warfare 6 (mace perks) | Unlocks mace-specific stagger and AP damage perks |
| Longsword | St. George's Sword (tier 3 forge) | 95 damage — best vs unarmored / chain / gambeson |
| Mace | War Hammer of the Forge-Master | 105 blunt + 30 AP — best vs plate |
| Armor | Brigandine + mail underlayer | Balanced defense; doesn't slow you down like full plate |
| Consumable | Bardo Brew × 3 | Stamina regen — both weapons drain stamina fast in extended fights |
Weapon recommendation by combat scenario
| Scenario | Best weapon | Reason | Backup | |
|---|---|---|---|---|
| Trosky bandit camp | Trosky bandit camp | Longsword | Bandits wear gambeson/chain — longsword wins damage | Mace if any plate captain |
| Kuttenberg duel | Kuttenberg duel | Mace | Opponents wear plate — stagger advantage | Longsword for variety |
| Tournament (round 1-2) | Tournament (round 1-2) | Longsword | Early rounds are gambeson-only opponents | Switch to mace round 3+ |
| Tournament (round 4 final) | Tournament (round 4 final) | Mace | Final opponent is always plate-armored | Longsword if won-by-stamina margin |
| Suchdol forest patrol | Suchdol forest patrol | Longsword | Forest enemies are wolves and unarmored bandits | None — pure longsword |
| Voices of the Dead boss | Voices of the Dead boss | Mace | Boss wears full plate | Longsword for trash mobs |
| Forging the Future test | Forging the Future test | Mace | Smith opponent wears plate ceremonial armor | None — quest specifically rewards mace use |
Verdict: Use longsword for chapter 1-3 (Trosky and bandit content). Switch to mace for chapter 4 onward (Kuttenberg, tournaments, endgame quests). Carry both from chapter 3 onward and equip per encounter — the inventory weight cost is trivial and the situational advantage is decisive.
Common longsword vs mace mistakes
- Sticking with longsword in Kuttenberg. 8-12 damage per swing against plate stretches every fight to 20+ swings — switch to mace.
- Ignoring the War Hammer of the Forge-Master. Skip the smithing investment for the Cuman Mace — Forging the Future gives the better weapon for free.
- Carrying only one weapon. The 2.4 weight cost of a backup weapon is trivial; the situational gain is massive.
- Using mace against unarmored peasants. The 35-50 damage is enough but you're leaving 25-30 damage on the table per swing — use longsword.
- Spiked mace modifier traps. They look impressive but degrade 40% faster than smooth maces — avoid blacksmith picks with 'Spiked' or 'Studded' modifiers.
- Not training Warfare for mace perks. The 'Crushing Blow' perk (Warfare 8) adds 25% stagger duration — game-changer for plate fights.
- Forgetting tournament weapon switches. Kuttenberg arena has 30-second equip windows between rounds — use them.
Frequently asked questions
What's better in KCD2, longsword or mace?
Depends on armor type. Longsword wins against unarmored, gambeson, and chain (50-100% more damage). Mace wins against plate (200-400% more damage) due to ignoring plate's damage reduction plus reliable stagger. Optimal play is to carry both — longsword for chapter 1-3, mace for chapter 4+, equip per encounter.
What's the best longsword in KCD2?
St. George's Sword (tier 3 forge, 95 damage). Requires Smithing 12 + 5 ingots + 1 ruby. For mid-game, Burgher's Sword (tier 2, 85 damage) is the best craftable. Talmberg Longsword (tier 1, 70 damage) covers early game. Avoid named longswords from looted bandits — they're tier 1.5 and degrade fast.
What's the best mace in KCD2?
War Hammer of the Forge-Master (Forging the Future quest reward, 105 blunt + 30 AP damage). No forge investment required — just complete the quest. Cuman Mace (tier 3 forge, 90 blunt) is the best craftable. Skip 'Spiked' modifier maces; they look great but degrade 40% faster.
Why does mace win against plate?
Plate armor heavily reduces slash and stab damage (60-70% reduction). Blunt damage (mace) ignores most of this reduction. Plus, blunt hits reliably stagger plate-armored opponents, interrupting master strikes and enabling 2-3 follow-up hits per stagger. The compound effect ends fights in 4-6 mace swings vs 25+ longsword swings.
When should I switch from longsword to mace?
When you enter Kuttenberg (chapter 4) and start encountering plate-armored knights regularly. The city is full of plate opponents — guards, palace knights, tournament finalists. Carry both weapons from chapter 3 onward; equip mace whenever you're about to engage a plate target. Tournament round 4 (final round) is always plate — always use mace.
Should I level Defense or Warfare for melee?
Both. Defense (perfect block, master strike) works with both weapons. Warfare adds mace-specific perks (Crushing Blow, Heavy Strike) that are essential for mace stagger value. Priority: Defense 8 first (universal), then Warfare 6+ for mace builds, then Strength 10 to carry both weapons without encumbrance.
Is the War Hammer of the Forge-Master worth it?
Yes — it's the best mace in the game and you get it free from completing the Forging the Future quest. The 30 AP damage component pierces helmet armor for headshot bonuses, which is otherwise impossible with standard maces. Prioritize completing Forging the Future before pushing into Kuttenberg combat zones.
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Continue this guide path
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