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Combat

Directional combat: swing direction, parrying, shields, body zones and combos.

There is no tab-targeting. Your mouse movement decides the direction of your swing, and your timing decides whether you parry. Sloppy fighters lose.

Swing direction

MouseSwing
Up / scroll downOverhead strike
Down / scroll upThrust
Left or rightSide slash
  • You can hold a swing for up to 4 seconds, at 3 stamina per second.
  • Press RMB to feint.
  • A shield bash with MMB requires Blade 60.
  • Without a combat stance (R) you take ×1.5 damage.

Timing

PhaseDuration
Wind-up0.42 s × modifiers (two-handed ×1.2)
Active0.12–0.34 s
Recovery0.40 s

A swing costs 6 stamina + 3 per kilo of weapon weight. Damage scales with quality (×0.8–1.2) and skill (×(0.8 + 0.004 × skill)).

Body zones

ZoneDamage
Head×1.25
Torso×1.0
Arms×0.45
Legs×0.5 and slows

Wounds include bleeding, broken bones and stuns.

Parrying

The parry window is 0.55 seconds, and the direction has to be right.

ParryWindowDamage taken
PerfectWithin 0.2 s0%
GoodWithin 0.4 s15%
WeakRest of the window40%

Shields

  • A block lets 12% of the hit through and costs 55% of the raw hit in stamina.
  • A shield you are carrying gives a passive 20%.
  • If your stamina runs out, your guard breaks: you take 80% and stagger.

Blunt and sharp

  • Blunt damage only hits Soft HP.
  • Sharp damage hits Soft HP, plus 60% of that as Hard HP.
  • Soft HP at zero: knocked out for 25 seconds. Hard HP at zero: death.
  • A coup de grâce (a sharp strike on an unconscious body) deals ×2 to Hard HP.

Combos and special attacks

There are 11 combos: Crown Breaker, Door Knocker, Whirlwind, Ribbons, Found the Gap, Pinned, Avalanche, Cleaver, Headsman, Bonecrack and Hamstring. A combo ends in a Power Strike (×1.5).

On top of that there are 17 special attacks unlocked through skills, such as Counter punch, Riposte, Shield riposte and Half-sword thrust.

Not built yet: mounted combat, Drill formations, ranged abilities, taunts and the Trickmove.

Based on the current development build. Values may still change during balancing.

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