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Melee, dodging and blocking: fight up close.
Any tool can hit a creature, but a blade, spear, axe or hammer hits hardest. You can also roll out of a blow, hold up a guard, or time a parry so the enemy is left open.
Swinging a weapon
Hold the mine button (left click, or RT on the pad) to swing at what is in front of your crosshair. A creature within reach is struck instead of the block behind it. Bare hands do 2 damage. A held tool does its own damage, scaled by how good its head is.
| Weapon | Base damage | Reach | Time between swings |
|---|---|---|---|
| Bare hands | 2 | 3 m | 0.42 s |
| Pickaxe | 4 | 3.2 m | 0.62 s |
| Axe | 6 | 3.2 m | 0.60 s |
| Shovel | 3 | 3.2 m | 0.50 s |
| Hoe | 3 | 3.2 m | 0.50 s |
| Blade | 7 | 3.2 m | 0.42 s |
| Spear | 6 | 4.5 m | 0.55 s |
| Sword | 9 | 3.5 m | 0.46 s |
| War Hammer | 12 | 3.2 m | 0.95 s |
The damage of a tool is its base damage times (1 plus 0.3 times its tier). The tier comes from the head of the tool:
| Tier | Multiplier | Blade (7) | Sword (9) | War Hammer (12) |
|---|---|---|---|---|
| 0 (a soft or unranked head) | 1.0 | 7 | 9 | 12 |
| 1 (flint) | 1.3 | 9.1 | 11.7 | 15.6 |
| 2 (copper) | 1.6 | 11.2 | 14.4 | 19.2 |
| 3 (bronze) | 1.9 | 13.3 | 17.1 | 22.8 |
| 4 (iron) | 2.2 | 15.4 | 19.8 | 26.4 |
| 5 (steel) | 2.5 | 17.5 | 22.5 | 30 |
| 6 (titanium alloy, tungsten, Nova) | 2.8 | 19.6 | 25.2 | 33.6 |
Other things add to a blow:
- Critical hit: a blow struck while you are falling (and moving down fast), or the first blow after a parry, does 1.5 times the damage.
- The Combat skill: each level adds 3% damage. See Skills and levelling.
- Research: Whetted Edges adds 4% damage.
- Mighty: the buff from a rare dish makes your blows 30% harder.
A tool that strikes wears a little, like any tool.
Dodging
Press Left Alt to roll. The roll throws you along the way you are pushing (or straight back if you are not pushing), at 10.5 metres a second, for 0.42 seconds.
- The first 0.3 seconds of the roll cannot be hit by anything that strikes: a bite, a blast or a boss's slam.
- A roll costs 22 stamina and you cannot roll again for 0.75 seconds.
- A perfect dodge is a roll that goes through a blow just as it lands. It gives back half the stamina.
- Rolls only work on the ground, and not while you are riding, swimming or on a rope.
- Rolls do nothing against falls, fire, hunger or the air.
Guard, block and parry
Hold U (or right Shift) to raise your guard. You need something to raise: a worn shield, or a blade, spear, axe, sword or hammer in hand. While guarding you walk at 55% of your speed.
- Block: a blow from the front is cut. A shield cuts 60% plus half its turn share, up to 85%. A weapon cuts 40%.
- Each block costs stamina equal to 70% of the blow. When you run out, the guard breaks and you cannot raise it again for a second.
- Parry: a blow that lands in the first 0.2 seconds after you raise the guard does no harm at all. The attacker is staggered for 1.5 seconds and its wind-up is broken, and your next blow within 2 seconds is a critical hit.
- The guard cannot be raised again for 0.35 seconds after it drops, so you cannot hold it open by tapping.
- The guard only works against blows from in front of you.
Telegraphs
Big attacks from creatures and bosses wind up first. You will see and hear a warning for a moment before the blow lands. Use it to roll or raise your guard.
Tips
- Spears reach furthest, and you can throw one with right click and pick it up again.
- Hit from above: a blow while you are falling is a critical hit.
- Keep a little stamina for a roll. Running out in a fight is the usual way to die.
- Use a shield to block and then crouch behind it: the shield turns twice as much.
- Mix in a parry: a well-timed guard is worth more than a long fight.
For ranged weapons see Guns, bows and crossbows, and for protection see Armour.
← Back to the wiki · Last updated 25 October 2026. Mantlenaut is in alpha, so things change.