Melee: aiming your swing

Flick the mouse to choose the swing, hold to wind up, release to strike. Where it lands matters.

KeysLeft MouseRight Mouse

Every melee swing has a direction, and you choose it with the mouse. Just before you click, move the mouse the way you want the blade to travel:

Mouse movementSwingDamage
UpOverhead (crushing)×1.5
DownStab (piercing)×2
Left or rightSlash (slashing)×1

If you have not moved the mouse, you repeat your last direction. Options → Attack direction indicator shows the swing you have picked on screen.

Wind up, then strike

  1. Press Left Mouse to begin the wind-up.
  2. Hold to keep the weapon chambered. Moving the mouse now still changes the direction.
  3. Release to strike. Your turning is limited while the blow lands: you cannot spin the blade onto someone.

Press Right Mouse during a wind-up to feint: you drop the attack and raise your guard. A feint costs 4 stamina and delays your next swing slightly.

Spears and halberds have no wind-up: each press strikes at once with a move of their own, chosen by the mouse direction and how you are moving. See Weapon sets and stances.

A one-handed weapon with nothing in the other hand fences instead: tap to strike fast, hold for a slower, heavier blow. See Weapon sets and stances.

Where the blow lands

HitDamage
Head×3, and stuns for 4 seconds
Body×2
Arms and legs×1
From behind×2 more (a backstab)
Two-handed weapon or polearm×1.3 more damage over time (each swing slower and heavier)
Charging inUp to ×2 more when you close on your target; less when you back away

Stamina

  • A swing costs stamina by how long it takes: 8 with a one-handed sword, about 7 with a dagger, about 10 with a two-handed sword and up to 15 with a spear or pike, whose moves are longer. Every weapon spends the same stamina a second. With less than a swing's cost you cannot swing.
  • Stamina comes back at 6 a second on the ground.
  • A swing hits one target: there is no cleave.
  • Each weapon swings at its own speed: a fast one hits lighter and a slow one harder, so speed alone does not change the damage it deals over time. Reach does: a longer weapon deals a little less over time than a shorter one. Its quality and your skill with it count too (Weapons, armour and what you can use). The tooltip shows its damage a swing, swing rate and reach.

Taking a hit

  • Most hits only jolt you: you keep moving, and a swing you are making carries on.
  • A harder hit breaks a swing you are still winding up.
  • Only a heavy blow staggers you back. It breaks any swing and holds you for a moment, then you can move or strike again.
  • Armour decides how heavy a blow has to be: plate shrugs off what staggers a robe.
  • After a stagger you cannot be staggered again for 3 seconds.

Dodging

With a one-handed or two-handed weapon, a spear or a halberd drawn, double-tap A, D or S to dodge left, right or back: about three metres with a one-handed weapon, a little less to the side with a two-handed one. A dodge costs 18 stamina. You cannot swing or raise your guard until the step is done; then move, strike or guard to come out of it at once. Fists dodge too (Fighting with your fists).