The Sword is the all-round weapon: a fast combo, a long lunge, and the only weapon that can parry. Parry a blow at the right moment and you counter at once, dashing through everything near you.
CONTENTS
In-game description
A long blade of knapped flint on an antler guard. Made for fighting: a three-strike combo that ends in a whirling double spin, a plunge from a jump, and a parry (right-click or R as a blow comes).SHOWN ON ITS CARD
The combo
Press click or F to strike, and press again as each strike finishes to carry on. Each strike lunges you a little toward what you swing at (LUNGE).
- Slash: a quick cut, at 0.9 times POWER.
- Backhand: a wide rising backhand, swept forward and carried over the top, at 1.05 times POWER.
- Whirlwind: the blade is drawn low behind you, then you whip round twice with it at arm's length, cutting everything round you. The first turn deals 70% of POWER, the second the full POWER and throws foes outward. You land in a shockwave round your feet that deals 55% of POWER. The Whirlwind reaches 40% farther than the other strikes.
Running attack
click or F while running: the Stinger, a burst forward ending in a straight, driving stab at 1.5 times POWER, as strong as a plunge. Press click or F again as it ends to go straight on into the combo.
Plunge
Press click or F while in the air (from a Space) to drive the blade down into the ground. The wave deals 1.5 times POWER to everything in a ring round you. The sword is stuck for 0.6 seconds afterwards. A plunge costs 2.5 stamina.
Special: parry and counter (right-click or R)
- Press right-click or R as a blow comes. For the first 0.22 seconds the blade parries: the blow does no harm, the attacker is dazed for 1.6 seconds (a boss 2.5 seconds) and thrown back, and you can't be hurt for 0.35 seconds.
- A parry sets off the Counter by itself: for 1 second you dash back and forth through every foe near the one that struck, each dash cutting at 1.2 times POWER. Nothing can touch you while it lasts.
- The Counter then needs 10 seconds to come back. The sword's picture by its edge (top right) fills back up, and glimmers when it's ready. Pressing right-click or R before then does nothing.
- Keep holding right-click or R past the parry and the blade only guards (up to 1.2 seconds): a blow is blocked, you take a third of its damage, you're pushed back a step, and the edge loses 1.
- Let go without catching anything and you must wait 0.32 seconds before you can parry again.
What it's best for
Fights against one or two foes, and anyone who likes to answer attacks instead of avoiding them. The Whirlwind clears a crowd round you; the Counter turns a single good parry into a burst of damage.
Stats by metal
| Metal | Power | Reach | Lunge | Edge |
|---|---|---|---|---|
| Stone | 2 | 17 | 100% | 85 |
| Bronze | 2.5 | 17 | 100% | 128 |
| Iron | 3 | 17 | 100% | 187 |
| Steel | 3.6 | 17 | 100% | 255 |
| Endurium | 4.4 | 17 | 100% | 383 |
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 | 2 Wood, 4 Stone; spirits: 2 Earth, 1 Fire |
| Bronze | 2 Bronze Ingots, 2 Beechwood Planks; spirits: 1 Earth, 1 Fire |
| Iron | 2 Iron Ingots, 2 Ironwood Planks; spirits: 3 Fire, 1 Earth |
| Steel | 3 Steel Ingots, 2 Rimewood Planks; spirits: 3 Fire, 1 Water, 1 Earth |
| Endurium | 1 Iron Ingot, 2 Endurium Ingots, 2 Ghostwood Planks; spirits: 4 Fire, 1 Water, 2 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.