The Greatsword is a two-handed blade as long as you are. It swings slowly but hits hard and wide, and holding click or F charges a spin that cuts all round you.
CONTENTS
In-game description
A slab of flint as long as you are, on a two-handed grip. Slow and heavy. Hold the swing to charge a spin.SHOWN ON ITS CARD
The combo
- Plow: the point driven into the earth and ploughed forward, at 0.9 times POWER.
- Heave: levered up out of the furrow, the ground bursting up under what's in front, at 1.05 times POWER.
- Sundering Arc: the full overhead arc, slammed down so a crescent of force runs out along the ground, at 1.35 times POWER.
Running attack
click or F while running: a rising slash that leaps you up, then a crushing downward slash as you land, with the plunge's wave (1.5 times POWER). The blade is stuck for a moment afterwards, and the combo doesn't follow on.
Plunge
click or F in the air drives the blade into the ground: a wave of 1.5 times POWER in a ring round you. The greatsword is stuck for 1.2 seconds afterwards, twice as long as the sword. A plunge costs 2.5 stamina.
Special: the charged spin (hold click or F)
Hold click or F through a strike and the blade is drawn back low behind you to charge. You can shuffle about while it charges; a Space lets it go. It charges through three tiers, each marked by a flash and a pip over your head (white, then gold, then blue). Let go to spin:
| Tier | Held for | Spin |
|---|---|---|
| I | 0.5 s | One turn at 1.6 times POWER |
| II | 1.15 s | One turn at 2.2 times POWER, and a ring of force that rolls out past the blade |
| III | 1.9 s | Two turns at 3 times POWER, and two rings of light, the second reaching far |
Let go before tier I and the blade just comes back. A spin costs 2 stamina. CHARGE on its page is how fast it charges (higher is faster). The greatsword has no move on right-click or R.
What it's best for
Crowds and big, slow creatures. Its reach (32) is the longest of the blades. Charge a spin while foes close in, then let it go when they're round you.
Stats by metal
| Metal | Power | Reach | Charge | Edge |
|---|---|---|---|---|
| Stone | 4 | 32 | 100% | 105 |
| Bronze | 5 | 32 | 100% | 158 |
| Iron | 6 | 32 | 100% | 231 |
| Steel | 7.2 | 32 | 100% | 315 |
| Endurium | 8.8 | 32 | 100% | 473 |
SWING is 100% in every metal.
These are the numbers of a plain one with nothing bound in it. Spirits bound at the Spiriting Table, traits and Forged marks raise them. Edge is how many landed blows it takes before it goes dull (see Edge).
Crafting cost
| Metal | Cost |
|---|---|
| Stone | 3 Wood, 8 Stone; spirits: 4 Earth |
| Bronze | 4 Bronze Ingots, 3 Beechwood Planks; spirits: 1 Fire, 2 Earth |
| Iron | 4 Iron Ingots, 3 Ironwood Planks; spirits: 1 Fire, 1 Water, 3 Earth |
| Steel | 4 Steel Ingots, 3 Rimewood Planks; spirits: 1 Fire, 1 Water, 4 Earth |
| Endurium | 2 Iron Ingots, 3 Endurium Ingots, 3 Ghostwood Planks; spirits: 2 Fire, 1 Water, 6 Earth |
Made at a Crafting Table. Each metal needs that metal opened first (see Metal Tiers); from bronze up, the haft is made of the metal's sister wood, sawn into planks. A finer table takes less.