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
| Art | Level | Kind | Stamina | Cooldown | What it does |
|---|---|---|---|---|---|
| Rising Cut | 3 | Strike | 16 | 4 s | An upward cut that throws a foe off its feet. |
| Salmon Leap | 8 | Leap, wind | 26 | 9 s | Cu Chulainn's leap: up and over, coming down blade first on all below. |
| Whirlwind | 14 | Spin, wind | 28 | 8 s | The blade carried round and round, cutting all about. |
| Lunge of the Fianna | 20 | Lunge | 22 | 7 s | A dash and a thrust through everything in the way. |
| Blade Flurry | 27 | Flurry | 30 | 9 s | Four cuts faster than the eye. |
| Riposte Stance | 34 | Counter | 14 | 10 s | The blade held ready: the next blow that comes is turned and answered threefold. |
| Sky-Splitter | 42 | Slam, storm | 34 | 14 s | A cut brought down so hard the storm answers it. |
| Rush of the Fianna | 50 | Flurry | 38 | 12 s | Four great strokes, each a step deeper into the foe. |
| Flame of Nuada | 60 | Buff, fire | 20 | 40 s | The blade takes fire: for a while every cut burns. |
| Claiomh Solais | 72 | Wave, light | 36 | 12 s | The Sword of Light: a crescent of white fire thrown from the edge. |
| Riastrad | 85 | Cry, blood | 30 | 60 s | The warp-spasm: the body twists with battle-fury; for a while every blow is the hero's. |
| Judgement of Fragarach | 95 | Strike, fae | 45 | 45 s | The Answerer: a single blow no armour turns, that none stand after. |
Axe
| Art | Level | Kind | Stamina | Cooldown | What it does |
|---|---|---|---|---|---|
| Cleave | 2 | Strike | 16 | 4 s | A wide stroke that bites into every foe before you. |
| Hamstring | 7 | Strike | 14 | 6 s | A low chop at the legs: it limps after. |
| Sunder | 13 | Strike | 20 | 8 s | The bit drives through armour and leaves the foe laid open. |
| Wheel of Axes | 19 | Spin, wind | 32 | 10 s | Round and round, the axe a wheel of iron. |
| Throwing Axe | 26 | Throw | 14 | 5 s | A hatchet sent end over end. |
| Bloodletter | 33 | Strike, blood | 18 | 7 s | A cut that will not close. |
| Berserker's Howl | 41 | Cry, blood | 20 | 30 s | A howl that drives the weak to flight and the fighter to fury. |
| Skull Splitter | 49 | Leap | 30 | 11 s | Up, and down with the whole weight behind the bit. |
| Reaver's Fury | 58 | Flurry | 40 | 13 s | Four blows with all the reaver's fury in them. |
| Rime-Bitten Axe | 69 | Slam, frost | 32 | 14 s | The axe driven into the ground, and the ground freezes outward. |
| Headsman's Blow | 80 | Strike | 40 | 20 s | The executioner's stroke: twice as deadly to the failing. |
| Wrath of the Morrigan | 93 | Spin, spirit | 50 | 30 s | The battle-crow's own fury: ravens and iron all about. |
Mace
| Art | Level | Kind | Stamina | Cooldown | What it does |
|---|---|---|---|---|---|
| Skull Crack | 2 | Strike | 15 | 5 s | A blow to the head that leaves a foe reeling. |
| Ground Slam | 8 | Slam, earth | 20 | 7 s | The head brought down on the earth: all about are thrown back. |
| Armour Breaker | 15 | Strike | 18 | 8 s | Plate dented, mail burst: the foe is laid open. |
| Hammer of Goibniu | 22 | Strike | 24 | 9 s | The smith-god's own stroke, falling like the hammer on the anvil. |
| Concussion | 30 | Strike | 22 | 12 s | Struck senseless: it can do nothing for a while. |
| Earthshaker | 38 | Leap, earth | 34 | 14 s | Up and down: the earth heaves and splits about you. |
| Thunder Maul | 46 | Slam, storm | 32 | 14 s | Each blow a clap of thunder. |
| Iron Tempest | 55 | Spin, wind | 34 | 11 s | The mace swung round in a storm of iron. |
| Club of the Dagda | 65 | Strike | 38 | 18 s | One end kills, the other heals: this is the killing end. |
| Shatter | 78 | Slam, frost | 36 | 16 s | A blow that bursts the frost and what it holds. |
| The Mountain's Fall | 90 | Leap, earth | 50 | 35 s | The mountain comes down on them. |
Spear
| Art | Level | Kind | Stamina | Cooldown | What it does |
|---|---|---|---|---|---|
| Lunge | 2 | Lunge | 15 | 5 s | A long step and a thrust through all before you. |
| Sweep | 7 | Spin | 16 | 6 s | The shaft swept round at the legs. |
| Javelin | 12 | Throw | 16 | 6 s | A spear cast hard and true. |
| Vault Strike | 18 | Leap | 22 | 8 s | Vaulting on the shaft, coming down point first. |
| Pinning Thrust | 25 | Strike | 16 | 9 s | A thrust that pins the foe where it stands. |
| Thousand Thrusts | 32 | Flurry | 30 | 9 s | Thrust after thrust after thrust. |
| Brace | 40 | Counter | 14 | 10 s | The butt grounded, the point set: whatever charges is met and thrown back. |
| Gae Dearg | 48 | Strike, blood | 22 | 12 s | The red spear of Diarmuid: wounds from it do not close. |
| Skewer | 57 | Lunge | 30 | 12 s | A charge that carries the spear through a whole line of them. |
| Storm Javelin | 68 | Throw, storm | 30 | 12 s | A spear thrown with the storm in it: lightning leaps from its mark. |
| Gae Bolga | 80 | Throw, blood | 40 | 25 s | Cu Chulainn's barbed spear: it opens into thirty barbs in the wound. |
| Areadbhar | 92 | Throw, fire | 48 | 35 s | Lugh's burning spear: it must be kept in a cauldron, it burns so hot. |
Dagger
| Art | Level | Kind | Stamina | Cooldown | What it does |
|---|---|---|---|---|---|
| Quick Stab | 2 | Flurry | 10 | 3 s | Two stabs before the foe can blink. |
| Shadow Step | 6 | Shadowstep, fae | 18 | 8 s | Gone, and behind the foe: the blade finds the gap in its back. |
| Throwing Knives | 11 | Throw | 14 | 5 s | Three knives in a fan. |
| Envenom | 17 | Buff, poison | 12 | 40 s | The blade smeared with venom: every cut poisons. |
| Gutting Cut | 24 | Strike, blood | 14 | 6 s | A cut low and deep. |
| Dance of Blades | 31 | Flurry | 26 | 9 s | The knife a blur, here and there and everywhere. |
| Vanish | 39 | Cry, earth | 18 | 24 s | A cloud of dust thrown in their eyes, and you are gone from their sight. |
| Throat Slit | 47 | Strike | 18 | 10 s | Fourfold on a foe that is reeling or does not see you. |
| Fan of Knives | 56 | Throw | 28 | 12 s | Eight knives flung out in a wide fan. |
| Redcap's Frenzy | 66 | Flurry, blood | 34 | 14 s | The redcap's frenzy: six cuts, and each one feeds you. |
| Death Mark | 79 | Mark, spirit | 16 | 20 s | A mark laid on a foe: every blow it takes cuts the deeper. |
| Dance of the Sluagh | 91 | Shadowstep, spirit | 45 | 30 s | Like the host of the unforgiven dead: from foe to foe, behind each. |
Unarmed
| Art | Level | Kind | Stamina | Cooldown | What it does |
|---|---|---|---|---|---|
| Haymaker | 1 | Strike | 12 | 4 s | A great swinging blow that rocks a foe back. |
| Uppercut | 5 | Strike | 12 | 5 s | From the floor to the jaw: off its feet. |
| Knee Strike | 10 | Strike | 12 | 5 s | A knee driven up into the foe. |
| Flying Kick | 16 | Lunge | 16 | 7 s | A run and a kick that throws a foe down. |
| Flurry of Blows | 23 | Flurry | 20 | 8 s | Three blows in a breath. |
| Iron Body | 30 | Buff, earth | 16 | 30 s | Breath held, every muscle hard as iron. |
| Shockwave Palm | 37 | Spin, wind | 20 | 9 s | An open palm that drives the air out before it. |
| Tornado Kick | 45 | Spin, wind | 20 | 9 s | A spinning kick that strikes all about. |
| Grappler's Throw | 53 | Strike | 22 | 12 s | Seized and thrown: it lands senseless. |
| Champion's Combo | 64 | Flurry | 28 | 12 s | The prize-fighter's combination. |
| Hand of Nuada | 77 | Strike, light | 26 | 14 s | The silver hand of the king: a blow of light. |
| Hundred Fists | 90 | Flurry | 40 | 20 s | Blow after blow after blow, too fast to see. |
Shield
| Art | Level | Kind | Stamina | Cooldown | What it does |
|---|---|---|---|---|---|
| Shield Bash | 3 | Strike | 12 | 5 s | The boss of the shield driven into a foe: it reels. |
| Shield Charge | 9 | Lunge | 22 | 9 s | Behind the shield at a run: whatever is in the way goes down. |
| Shield Wall | 16 | Buff | 14 | 30 s | Set behind the shield: hard to move, hard to hurt. |
| Taunt | 24 | Cry | 10 | 18 s | A shield beaten like a drum: every foe about turns to you. |
| Retaliation | 33 | Counter | 14 | 10 s | Behind the shield, ready: blows and arrows alike are turned back. |
| Shield Slam | 44 | Slam, earth | 24 | 11 s | The shield's rim brought down on the earth. |
| Bulwark of the Dagda | 56 | Buff, light | 20 | 35 s | Nothing gets past: almost every blow turns from the shield. |
| Shield Throw | 70 | Throw | 26 | 12 s | The shield thrown edge-on, through a whole line of them. |
| Unbreakable | 86 | Buff, light | 20 | 45 s | For a while nothing tires the shield arm. |
Bow
| Art | Level | Kind | Stamina | Cooldown | What it does |
|---|---|---|---|---|---|
| Power Shot | 2 | Imbue | 10 | 4 s | The next arrow drawn to the ear: it strikes harder and knocks a foe back. |
| Split Shot | 5 | Volley | 14 | 5 s | Three arrows from the string at once, in a fan. |
| Pinning Arrow | 9 | Imbue | 10 | 8 s | The next arrow pins its mark where it stands. |
| Hunter's Mark | 13 | Mark | 8 | 16 s | A mark on the quarry under your eye: every arrow cuts deeper. |
| Barbed Arrow | 17 | Imbue, blood | 10 | 6 s | The next arrow's barbs tear: the wound bleeds. |
| Rapid Fire | 21 | Rapid | 20 | 9 s | Four arrows loosed as fast as the hand can nock them. |
| Piercing Shot | 26 | Imbue | 12 | 7 s | The next arrow goes through three of them, and faster. |
| Fire Arrow | 31 | Imbue, fire | 14 | 8 s | The next arrow burns: it sets its mark alight and bursts where it lands. |
| Rain of Arrows | 37 | Rain | 28 | 16 s | Arrows loosed high to fall on where you look. |
| Frost Arrow | 43 | Imbue, frost | 14 | 8 s | The next arrow is rimed: its mark is slowed, and the cold bursts where it lands. |
| Storm Arrow | 50 | Imbue, storm | 16 | 9 s | The next arrow carries the storm: lightning leaps from its mark to three more. |
| Deadeye | 57 | Imbue, light | 16 | 12 s | Breath held, the next arrow cannot miss its mark's heart: a certain critical strike. |
| Elf-Shot | 65 | Imbue, fae | 18 | 14 s | The Sidhe's own: an arrow no one sees, that strikes its mark senseless. |
| Volley of the Fianna | 73 | Volley | 30 | 14 s | Seven arrows at once in a wide fan. |
| Blazing Rain | 82 | Rain, fire | 40 | 24 s | Twenty burning arrows falling on the place you look. |
| Arrow of Lugh | 90 | Imbue, light | 40 | 40 s | The 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).