LostVale guide

Combat

Blows, combos and heavy strikes; the guard, the parry and the riposte; the dodge and the counter; reading a foe's tell; archery as real ballistics; damage types, weaknesses and weapon arts.

Weapons and their movesets

Every family of weapon fights its own way. Each has a chain of light blows, a heavy blow charged by holding the strike, a running blow, a blow from the air, a counter after a perfect dodge, and a riposte on a foe reeling from your parry.

Family Light chain Heavy blow Character
Sword three cuts a big overhead cut balanced; a slightly longer parry window
Axe two heavy chops a wide, hard chop slower, heavier, breaks poise
Mace and hammer three crushing blows a ground-pounding slam that staggers the most stagger of any family
Spear three long thrusts a lunging thrust the longest reach, narrow arcs
Dagger four quick cuts a sharp thrust fast and cheap; 2.5 times damage from behind; the longest parry window
Bare hands jab, cross, hook, knee an uppercut that throws a foe up the running blow is a kick that knocks back
Shield blocks and bashes turns more of a blow and costs less stamina to hold

Tools fight too, poorly: an axe or pickaxe swings for a little more than bare hands. Staves and wands are spell foci (see Magic).

What a blow does

A blow’s damage starts from the weapon’s own, then:

  • +3% for every level past the first.
  • +10% for each grade of quality the weapon was made at.
  • Your melee damage (or ranged damage) and that family’s own damage stat from the wheel.
  • Critical hits: a 5% base chance plus critical chance, for 1.5 times damage plus critical damage.
  • The move itself: a riposte hits about two and a half times as hard as a light blow, a heavy blow nearly twice.
  • The foe’s armour, resistances and family weakness (below).

Each blow also deals poise damage. A creature reels when its poise breaks, open to a riposte. Heavy blows, maces and the Warden’s stagger power break poise fastest.

Weapons and tools wear with use and break at nothing. Finer work lasts longer (a quarter longer for each grade of quality), and the Artisan’s tool and weapon durability helps more.

Heavy blows

Tap the strike for a light blow. Hold it longer than about a fifth of a second and it becomes a heavy blow, charging fully in under a second. Heavy blows land with hit-stop and a camera kick.

The guard and the parry

Hold aim (right button) with a fighting hand to raise your guard.

  • The parry. For the first instant after the guard comes up (0.2 seconds, a little longer with a sword or dagger, a little longer again with a shield, and longer with the Warden’s parry window) a blow aimed at you is parried: a clang, a slowed moment, the attacker reels, and a riposte opens.
  • Raised too soon again (within about half a second of the last), the window is halved. A guard flailed up and down does not parry everything.
  • Blocking. Held past the parry window, the guard blocks: most of the blow is turned, and the rest costs stamina. A shield turns far more of it and costs about two thirds the stamina. Run out of stamina and your guard breaks.
  • Turning arrows: with the Warden’s ability, a shield raised in time turns arrows and bolts.

The dodge and the counter

Press Tab to dodge in the direction you hold, or backstep with none. A dodge spends stamina (less with the Ranger’s dodge stamina cost) and gives a moment of invulnerability. Dodge in the instant a blow would have landed (a 0.2 second window, longer with perfect dodge window) for a perfect dodge: the blow slips past, and a counter opens. With the Ranger’s slowed dodge ability, a perfect dodge slows the world about you.

Reading the tell

Every creature gathers itself before it strikes, and the gathering is the tell you read:

  • A rim of light swells around its body: gold for a blow that can be parried or blocked, red for a blow that must be got out of the way of.
  • A glint flashes the instant before the blow lands.
  • A sound marks its start: a voice, steel drawn back, a deep note for the perilous ones.

Red blows are the perilous ones: a troll’s ground-shaking slam, a dragon’s tail sweep, a bear’s maul, a wolf’s lunge, a bog body’s grasp. They cannot be parried unless you have the parrying the perilous ability, so dodge them.

Locking on

Press R (on a pad, tap the right stick) to turn the camera and body to the foe nearest your look and keep them there, in both turn and tilt, whether they are above you on a bank or below you in a ditch. Press again for the next nearest; with no other, the lock lets go. On a pad, flick the right stick to switch to the foe on that side.

Archery

Bows are real ballistics. Hold the strike to draw, release to loose.

  • The draw. Each bow has its own draw time and arrow speed: a short bow draws in half a second and throws a slow arrow that drops soon; a war bow or a hawthorn greatbow takes well over a second and throws an arrow far and flat.
  • The flight. Arrows drop under gravity and are slowed by the air. Heavier, slimmer heads (bodkins, elfshot) fly flatter than broad ones.
  • The aim. The HUD shows where the arrow drawn as it is would land and how far, with marks at round distances for reading the drop. With the arrow’s arc the whole flight is drawn; with wind-reading the estimate allows for the wind.
  • Breath and sight. With the Ranger’s abilities you can sight down the arrow at full draw (V), hold your breath to slow the world, and bring the distance close with far sight.
  • Arrows. The first arrow on the belt is loosed, else the finest in the pack. Heads add to the shot: copper, bronze, iron and bodkin hit progressively harder, broadheads leave bleeding, and pitch arrows set fire. Some arrows can be recovered (arrows recovered).
Bow Damage Draw Arrow speed
Short Bow 9 0.5 s 40 m/s
Hunting Bow 14 0.65 s 47 m/s
Elm Flatbow 18 0.75 s 51 m/s
Longbow 21 1.0 s 57 m/s
Horn Bow 27 0.6 s 55 m/s
War Bow 33 1.25 s 64 m/s
Elfshot Bow 36 0.55 s 70 m/s
Hawthorn Greatbow 46 1.35 s 72 m/s
Dragonbone Recurve 60 0.75 s 76 m/s
Bow of Lugh 82 0.6 s 88 m/s

Damage types, resistances and weaknesses

Harm comes in kinds: physical, iron, fire, frost, lightning, poison, curse and fae. Your resistances (from the wheel and gear) cut each kind. Creature families take some kinds harder or softer than others:

Family Takes more from Takes less from
The dead fire (×1.4), fae (×1.3) frost (×0.6); poison and curses do nothing
The Sidhe cold iron (×1.4) fae (×0.4), curses (×0.3)
Giants and trolls fire (×1.25) frost (×0.8)
Water horrors lightning (×1.5) fire (×0.6)
Beasts fire (×1.15)
Dragons the opposite of their breath: fire for frost dragons, frost for fire dragons their own breath (×0.2 to ×0.3)

On top of that the wheel teaches banes: more damage to beasts, the dead, giants or the Sidhe.

Weapon arts

Weapon arts are special moves learned on the skill wheel’s Warrior, Warden and Ranger arms, each for one family of weapon. There are 96 of them, from strikes, leaps and spins to cries, flurries, throws, imbued arrows and rains of arrows. Each costs stamina and has its own cooldown.

  • Tap Q to step through the arts you have taken for the weapon in hand (and the shield on your arm); hold it to open their wheel.
  • Press X (or the back mouse button; on a pad, aim and the right bumper) to loose the art at hand.
  • A bow’s imbue art readies the next arrow rather than going off at once.

The tables below list every art by family, read from the game’s own content.

Every weapon art

Sword

ArtLevelKindStaminaCooldownWhat it does
Rising Cut3Strike164 sAn upward cut that throws a foe off its feet.
Salmon Leap8Leap, wind269 sCu Chulainn's leap: up and over, coming down blade first on all below.
Whirlwind14Spin, wind288 sThe blade carried round and round, cutting all about.
Lunge of the Fianna20Lunge227 sA dash and a thrust through everything in the way.
Blade Flurry27Flurry309 sFour cuts faster than the eye.
Riposte Stance34Counter1410 sThe blade held ready: the next blow that comes is turned and answered threefold.
Sky-Splitter42Slam, storm3414 sA cut brought down so hard the storm answers it.
Rush of the Fianna50Flurry3812 sFour great strokes, each a step deeper into the foe.
Flame of Nuada60Buff, fire2040 sThe blade takes fire: for a while every cut burns.
Claiomh Solais72Wave, light3612 sThe Sword of Light: a crescent of white fire thrown from the edge.
Riastrad85Cry, blood3060 sThe warp-spasm: the body twists with battle-fury; for a while every blow is the hero's.
Judgement of Fragarach95Strike, fae4545 sThe Answerer: a single blow no armour turns, that none stand after.

Axe

ArtLevelKindStaminaCooldownWhat it does
Cleave2Strike164 sA wide stroke that bites into every foe before you.
Hamstring7Strike146 sA low chop at the legs: it limps after.
Sunder13Strike208 sThe bit drives through armour and leaves the foe laid open.
Wheel of Axes19Spin, wind3210 sRound and round, the axe a wheel of iron.
Throwing Axe26Throw145 sA hatchet sent end over end.
Bloodletter33Strike, blood187 sA cut that will not close.
Berserker's Howl41Cry, blood2030 sA howl that drives the weak to flight and the fighter to fury.
Skull Splitter49Leap3011 sUp, and down with the whole weight behind the bit.
Reaver's Fury58Flurry4013 sFour blows with all the reaver's fury in them.
Rime-Bitten Axe69Slam, frost3214 sThe axe driven into the ground, and the ground freezes outward.
Headsman's Blow80Strike4020 sThe executioner's stroke: twice as deadly to the failing.
Wrath of the Morrigan93Spin, spirit5030 sThe battle-crow's own fury: ravens and iron all about.

Mace

ArtLevelKindStaminaCooldownWhat it does
Skull Crack2Strike155 sA blow to the head that leaves a foe reeling.
Ground Slam8Slam, earth207 sThe head brought down on the earth: all about are thrown back.
Armour Breaker15Strike188 sPlate dented, mail burst: the foe is laid open.
Hammer of Goibniu22Strike249 sThe smith-god's own stroke, falling like the hammer on the anvil.
Concussion30Strike2212 sStruck senseless: it can do nothing for a while.
Earthshaker38Leap, earth3414 sUp and down: the earth heaves and splits about you.
Thunder Maul46Slam, storm3214 sEach blow a clap of thunder.
Iron Tempest55Spin, wind3411 sThe mace swung round in a storm of iron.
Club of the Dagda65Strike3818 sOne end kills, the other heals: this is the killing end.
Shatter78Slam, frost3616 sA blow that bursts the frost and what it holds.
The Mountain's Fall90Leap, earth5035 sThe mountain comes down on them.

Spear

ArtLevelKindStaminaCooldownWhat it does
Lunge2Lunge155 sA long step and a thrust through all before you.
Sweep7Spin166 sThe shaft swept round at the legs.
Javelin12Throw166 sA spear cast hard and true.
Vault Strike18Leap228 sVaulting on the shaft, coming down point first.
Pinning Thrust25Strike169 sA thrust that pins the foe where it stands.
Thousand Thrusts32Flurry309 sThrust after thrust after thrust.
Brace40Counter1410 sThe butt grounded, the point set: whatever charges is met and thrown back.
Gae Dearg48Strike, blood2212 sThe red spear of Diarmuid: wounds from it do not close.
Skewer57Lunge3012 sA charge that carries the spear through a whole line of them.
Storm Javelin68Throw, storm3012 sA spear thrown with the storm in it: lightning leaps from its mark.
Gae Bolga80Throw, blood4025 sCu Chulainn's barbed spear: it opens into thirty barbs in the wound.
Areadbhar92Throw, fire4835 sLugh's burning spear: it must be kept in a cauldron, it burns so hot.

Dagger

ArtLevelKindStaminaCooldownWhat it does
Quick Stab2Flurry103 sTwo stabs before the foe can blink.
Shadow Step6Shadowstep, fae188 sGone, and behind the foe: the blade finds the gap in its back.
Throwing Knives11Throw145 sThree knives in a fan.
Envenom17Buff, poison1240 sThe blade smeared with venom: every cut poisons.
Gutting Cut24Strike, blood146 sA cut low and deep.
Dance of Blades31Flurry269 sThe knife a blur, here and there and everywhere.
Vanish39Cry, earth1824 sA cloud of dust thrown in their eyes, and you are gone from their sight.
Throat Slit47Strike1810 sFourfold on a foe that is reeling or does not see you.
Fan of Knives56Throw2812 sEight knives flung out in a wide fan.
Redcap's Frenzy66Flurry, blood3414 sThe redcap's frenzy: six cuts, and each one feeds you.
Death Mark79Mark, spirit1620 sA mark laid on a foe: every blow it takes cuts the deeper.
Dance of the Sluagh91Shadowstep, spirit4530 sLike the host of the unforgiven dead: from foe to foe, behind each.

Unarmed

ArtLevelKindStaminaCooldownWhat it does
Haymaker1Strike124 sA great swinging blow that rocks a foe back.
Uppercut5Strike125 sFrom the floor to the jaw: off its feet.
Knee Strike10Strike125 sA knee driven up into the foe.
Flying Kick16Lunge167 sA run and a kick that throws a foe down.
Flurry of Blows23Flurry208 sThree blows in a breath.
Iron Body30Buff, earth1630 sBreath held, every muscle hard as iron.
Shockwave Palm37Spin, wind209 sAn open palm that drives the air out before it.
Tornado Kick45Spin, wind209 sA spinning kick that strikes all about.
Grappler's Throw53Strike2212 sSeized and thrown: it lands senseless.
Champion's Combo64Flurry2812 sThe prize-fighter's combination.
Hand of Nuada77Strike, light2614 sThe silver hand of the king: a blow of light.
Hundred Fists90Flurry4020 sBlow after blow after blow, too fast to see.

Shield

ArtLevelKindStaminaCooldownWhat it does
Shield Bash3Strike125 sThe boss of the shield driven into a foe: it reels.
Shield Charge9Lunge229 sBehind the shield at a run: whatever is in the way goes down.
Shield Wall16Buff1430 sSet behind the shield: hard to move, hard to hurt.
Taunt24Cry1018 sA shield beaten like a drum: every foe about turns to you.
Retaliation33Counter1410 sBehind the shield, ready: blows and arrows alike are turned back.
Shield Slam44Slam, earth2411 sThe shield's rim brought down on the earth.
Bulwark of the Dagda56Buff, light2035 sNothing gets past: almost every blow turns from the shield.
Shield Throw70Throw2612 sThe shield thrown edge-on, through a whole line of them.
Unbreakable86Buff, light2045 sFor a while nothing tires the shield arm.

Bow

ArtLevelKindStaminaCooldownWhat it does
Power Shot2Imbue104 sThe next arrow drawn to the ear: it strikes harder and knocks a foe back.
Split Shot5Volley145 sThree arrows from the string at once, in a fan.
Pinning Arrow9Imbue108 sThe next arrow pins its mark where it stands.
Hunter's Mark13Mark816 sA mark on the quarry under your eye: every arrow cuts deeper.
Barbed Arrow17Imbue, blood106 sThe next arrow's barbs tear: the wound bleeds.
Rapid Fire21Rapid209 sFour arrows loosed as fast as the hand can nock them.
Piercing Shot26Imbue127 sThe next arrow goes through three of them, and faster.
Fire Arrow31Imbue, fire148 sThe next arrow burns: it sets its mark alight and bursts where it lands.
Rain of Arrows37Rain2816 sArrows loosed high to fall on where you look.
Frost Arrow43Imbue, frost148 sThe next arrow is rimed: its mark is slowed, and the cold bursts where it lands.
Storm Arrow50Imbue, storm169 sThe next arrow carries the storm: lightning leaps from its mark to three more.
Deadeye57Imbue, light1612 sBreath held, the next arrow cannot miss its mark's heart: a certain critical strike.
Elf-Shot65Imbue, fae1814 sThe Sidhe's own: an arrow no one sees, that strikes its mark senseless.
Volley of the Fianna73Volley3014 sSeven arrows at once in a wide fan.
Blazing Rain82Rain, fire4024 sTwenty burning arrows falling on the place you look.
Arrow of Lugh90Imbue, light4040 sThe arrow of the god of light: it goes through everything, and bursts like the sun.

Written from the game's source and content as of commit 02e81b2 (2026-11-01).