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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.

WeaponBase damageReachTime between swings
Bare hands23 m0.42 s
Pickaxe43.2 m0.62 s
Axe63.2 m0.60 s
Shovel33.2 m0.50 s
Hoe33.2 m0.50 s
Blade73.2 m0.42 s
Spear64.5 m0.55 s
Sword93.5 m0.46 s
War Hammer123.2 m0.95 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:

TierMultiplierBlade (7)Sword (9)War Hammer (12)
0 (a soft or unranked head)1.07912
1 (flint)1.39.111.715.6
2 (copper)1.611.214.419.2
3 (bronze)1.913.317.122.8
4 (iron)2.215.419.826.4
5 (steel)2.517.522.530
6 (titanium alloy, tungsten, Nova)2.819.625.233.6

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.