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Blunt Weapons specialize in blunt damage. With the exception of the Spiked Club, blunt weapons usually cause very little bleeding damage. They require significant amounts of strength as they go up in quality (because of the increase in blunt damage).

Because stun (blunt) damage actually reduces KO time for the most part, enemies defeated with a blunt weapon will get up very quickly after getting knocked out. A character knocked out with pure stun damage will stand up seconds (if not instantly) after being knocked unconscious (unless put into a recovery coma).

Usefulness[]

The usefulness of blunt weapons is heavily questioned by many players. Blunt weapons offer less or the same amount of total damage as light weapons (Sabres, Polearms, Katanas) while demanding equally (if not more) strength as most Hackers, sometimes even Heavy Weapons - and not providing extra range or other benefits (the Clubs have some bonuses, but those are inferior to ones given by most hackers). However, their strength requirements combined with the popularity of Clubs can make them a potential steppingstone for early strength training. It is also worth noting that the majority of armours have a lower resistance for blunt than cut damage, sometimes quite significantly.

A commonly brought up point is that Blunt Weapons are useful for defeating bounties, because it removes the need to bandage them and reduces the chance of them dying (from bleeding and wound degeneration). However, this claim has significant flaws:

  • Killing a bounty before being able to bandage them is already very unlikely unless using an incredibly skilled characters with high damage weapons.
  • The short KO time can make it harder to actually pick up the bounty in the middle of a fight.
  • You have to either do a lot of micromanaging to only attack the bounty with a blunt-wielding character or equip an entire squad with blunt weapons. Crossbows also cannot be used.
  • You will have a harder time trying to defeat the bounty (and their crowd of supporters, which bounties often have) with blunt weapons compared to other weapon classes.

Given the downsides of blunt weapons and their prevalence among many bandit NPC factions, it can be speculated that this weapon type primarily serves as a way of balancing the game in the player's favor, similarly to how many enemies wear armor with bad coverage.

Weapon Skill - Blunt[]

The Blunt skill determines damage with weapons classified as Blunt. The skill is defined in game as follows:

Affects damage. Blunt weapon damage breaks bones, disables limbs, and temporarily stuns organs. They don't cause much in the way of blood loss so are not usually lethal. Armour is usually designed for protection from blades, so you can often beat through it. A good weapon for the pacifist, or those who like to be different."

–Blunt Weapon Skill description

Racial Experience Multipliers
Negative Multiplier:
There are no races which have negative experience multipliers for this stat.
Positive Multiplier:
-Skeleton MKII Screamer
-Skeleton No-Head MkII
-Skeleton P4MkII
All multipliers are either 0.8x or 1.2x unless marked otherwise.


Blunt Class Weapons[]

Icon Name Cut multiplier Blunt multiplier Blood loss Armour penetration Attack Defense Indoors Reach Additional bonuses
Heavy Jitte Heavy Jitte 0x 1.3x 0.1x +10% 0 +8 -2 21
Iron Club Iron Club 0.1x 0.85x 0.3x 0% 0 0 +2 18
  • Damage vs animals: -10%
  • Can be used in the secondary weapon slot
Iron Stick Iron Stick 0.1x 0.7x 0.3x 0% -2 -2 +2 18
  • Damage vs animals: -10%
  • Can be used in the secondary weapon slot
Jitte Jitte 0x 0.9x 0.1x 0% 0 +8 +4 18
  • Can be used in the secondary weapon slot
Mercenary Club Mercenary Club 0.2x 1x 0.3x +30% -2 0 0 18
  • Damage vs animals: -10%
  • Damage vs robots: +20%
  • Can be used in the secondary weapon slot
Spiked Club Spiked Club 0.3x 1x 2x +30% -2 0 0 18
  • Damage vs animals: -10%
  • Can be used in the secondary weapon slot

Meitou locations[]

Main article: Meitou

Trivia[]

  • Blunt weapons use the same animations as Heavy weapons and Hackers.