

The Art of Swordsmanship – a combat overhaul (PTF) v1.4
A combat overhaul of KCD2 based in historical manuscripts of fencing and warfare. From Sigmund Ringeck to Hans Talhoffer. They served as the providers of insight around the topics of fencing and war. This includes an overhaul of weapons, the nerfing of some perks and the introduction of a new perk: The Art of Swordsmanship.
The Art of Swordsmanship
The Art of Swordsmanship is a combat overhaul mod designed to adapt the historical and mechanical realities of weapons into KCD2. Though a use of buffs applied to weapons and nerfs to certain perks, I hope to make weapons more distinctive and fun to use. I was heavily inspired by an extremely historical approach through the examination and application of several fencing and warfare manuals and manuscripts; from Sigmund Ringeck to Hans Talhoffer. They served as the providers of insight around the topics of fencing and war. This description includes a bibliography, formatted in APA7, if you want to read the sources that helped shape this mod.
The mod consists in the overhaul of the weapons, the nerfing of some perks and the introduction of a new perk: The Art of Swordsmanship.
I must make clear that I’m not a historian or practitioner of HEMA. I’m a postgrad student of philosophy. I read the material and extracted the principles of the sources, and tried to apply them to the weapons in-game. A 100% faithful transliteration of these principles to the mechanics of KCD2 is, in my opinion, almost impossible. If you have critiques of my approach or decisions, you can make them and post them in the comments.
Here are the changes made to weapons and historical justifications:
Short Swords, Sabres & Hunting Swords
This category covers one-handed arming swords, hunting swords, and sabres.
The Technical Changes
• wac*0.8 (Weapon Attack Cost): Attacks consume 20% less stamina.
• dsc*0.9 (Dodge Stamina Cost): Dodging consumes 10% less stamina.
• fob+0.1 (Feint Object Block): Increases the success rate of feints by 10% (making them harder for the enemy to block).
• slh*1.3 (Stamina Loss on Hit): You lose 30% more stamina when blocking an attack.
• srb*0.85 (Stamina Regen Block): Stamina regenerates 15% slower while holding a static block.
• wde*0.6 (Weapon Defence): The weapon’s passive defence rating is reduced by 40%.
• cli-0.5 (Clinch Advantage): Significant penalty to winning a clinch (bind).
• cat-0.5 (Clinch Attack): Significant penalty to damaging an opponent in a clinch.
• hko+0.01 (Head Knockout): A 1% probability to cause a knockout on a head strike.
Historical Justification
1. Speed, Deceit, and the Vor (Initiative): The buffs to attack cost (wac), dodge cost (dsc), and feints (fob) are derived from the teachings of Johannes Lecküchner regarding the Langes Messer. Lecküchner emphasizes that this weapon relies on fluidity and deception rather than static opposition. Specifically, he lists the “changing through” [dy durchwechseln] and “running through” [dy durchlauffen] as fundamental techniques to bypass the opponent’s blade (Lecküchner, 2015, p. 7). By reducing the stamina cost of attacks and evasion, this mod encourages the player to seize the Vor (the initiative) and “intimidate and surprise the masters artfully” (Lecküchner, 2015, p. 3).
2. Structural Weakness in the Bind: The severe penalties to blocking (slh, srb) and passive defence (wde) reflects how a single-handed weapon lacks the structural leverage of a polearm or a two-handed sword. In his section on the one-handed Porta di Ferro Mezana (Middle Iron Gate), Fiore dei Liberi (2017) notes that while the guard is versatile, “I cannot cover long” (p. 84). If a fighter attempts to statically block a heavy blow with a short sword, their structure (represented in-game by “stamina”) will collapse.
3. Disadvantage in the Clinch The reduction in Clinch Advantage (cli) simulates the mechanical disadvantage of a shorter lever against a longer one. While Lecküchner (2015) describes grappling techniques, they often rely on “taking the falchion” [das messer nemen] or specific “windings” [dy winden] that require high skill to execute against leverage (p. 7). In a raw bind against a longsword or halberd, the single-handed sword is apodictly inferior, forcing the user to rely on the speed and “slicing off” [dy abschnitt] techniques prioritized in the manual rather than pure brute force (Lecküchner, 2015, p. 7).
The Longsword
This category applies to all two-handed swords. The balance is derived primarily from the teachings of Sigmund Ringeck (c. 1440s) and Joachim Meyer (1568).
The Technical Changes
• slh*1.1 (Stamina Loss on Hit): You lose 10% more stamina when statically blocking an attack.
• wde*0.8 (Weapon Defense): The weapon’s passive defence rating is reduced by 20%.
• dsc*1.2 (Dodge Stamina Cost): Dodging consumes 20% more stamina.
• cli+0.2 (Clinch Advantage): Significant bonus (+20%) to winning a clinch (bind).
• cat+0.1 (Clinch Attack): Bonus to damaging/overpowering an opponent in the clinch.
• hko+0.05 (Head Knockout): A 5% increase in probability to cause a knockout on a head strike.
• fob+0.05 (Feint Object Block): Slight increase (5%) to the success rate of feints.
Historical Justification
1. Active Defence and “Indes” (Instantly): The German school of fencing dictates that a swordsman should not remain in static guards waiting to block. Sigmund Ringeck explicitly warns that fighting from the Nach (the “After”—waiting for the enemy to strike first) “brings shame and injury” (Tobler et al., 2001, p. 83). Instead, Joachim Meyer (2016) teaches that combat is a flow of “attack, the follow-up, and the withdrawal,” where defence is achieved through cutting into the opponent’s attack (p. 137). To reflect this, passive defence (wde) is lowered and static blocking penalties (slh) are increased. You cannot simply block hits like you’re handling a shield: you must rely on an active positioning, gaining the advantage and fighting “Instantly” (Indes) to maintain your structure.
2. Leverage in the Bind (Winden): The bonuses to Clinch Advantage (cli) and Clinch Attack (cat) simulate the superior leverage provided by the two-handed hilt. Ringeck identifies Winden (Winding) and Hengen (Hanging) as “foundational principles” of the art, allowing a fencer to use the “strong” of the blade to control the opponent’s weak (Tobler et al., 2001, p. 164). Meyer (2016) further elaborates that techniques like the Zwerchhaw (Thwart Cut) are essential “particularly when you are under the opponent’s sword,” allowing you to dominate the bind (p. 139).
3. Displacement (Versetzen) over Evasion: The increase in Dodge Stamina Cost (dsc) discourages running away. In the Liechtenauer tradition, defence is primarily achieved through Versetzen (displacement) using the weapon itself to close the line, rather than bodily evasion (Tobler et al., 2001, p. 95). The longsword is a weapon of control; dodging is a desperate measure that surrenders the center line, not a primary strategy.
4. Deceit and the Fehler (Failer): The buff to Feint Object Block (fob) reflects the tactical emphasis on the Fehler (Failer) or feint. For example, Meyer (2016) describes the “Failer Cut” (Felerhaw) as a core component of the repertoire, used to provoke the opponent into a parry that hits nothing but air, opening them up for a strike to the ear or head (p. 145).
Polearms
This category covers the poleaxe, halberds, and other polearms.
The Technical Changes
• cli+0.5 (Clinch Advantage): Massive +50% bonus to winning a clinch (bind).
• cat+0.5 (Clinch Attack): Massive +50% bonus to damaging or throwing an opponent in the clinch.
• wac*1.4 (Weapon Attack Cost): Attacks consume 40% more stamina.
• dsc*2 (Dodge Stamina Cost): Dodging consumes the double of the stamina cost.
• osb+0.1 (Opponent Stamina Loss Block): Opponents lose 10% more stamina when they block your strikes.
• hko+0.13 (Head Knockout): 13% probability of causing a knockout with a head strike.
• dew+0.1 (Damage to Enemy Weapon): Strikes deal 10% more damage to the durability of the opponent’s weapon or shield.
• ewd-0.15 (Enemy Weapon Defence): Enemy’s weapon haves 15% less defence.
• cdw+0.1 (Clinch Damage to Weapon): Inflicts extra damage to the enemy’s weapon during a clinch.
• pbs-0.15 (Perfect Block Window): The window to perform a Perfect Block is reduced by 15%.
Historical Justification
1. The Sovereign of the Clinch (Zogho Stretto): The massive buffs to Clinch Advantage (cli) and Clinch Attack (cat) reflect the polearm’s historical dominance in the “Narrow Play.” Fiore dei Liberi (2017) states that the poleaxe is the sovereign weapon for binding, breaking, and dislocating limbs (p. 37). Similarly, Paulus Hector Mair dedicates extensive sections to the use of the halberd’s “hook” and “tail” to trap the opponent’s weapons and limbs. Also, describes techniques where one must “hook him around the neck” or “jerk the Halberd to you,” utilizing the weapon’s leverage to throw the enemy to the ground (Knight & Hunt, 2008, p. 43, 46). In this mod, in a ironic manner, if you close the distance with a halberd, you control the fight.
2. “Heavy, Cruel, and Mortal”: Fiore dei Liberi (2017) describes the poleaxe as “heavy, cruel and mortal,” noting that it delivers “blows more powerful than any other hand-held weapon” (p. 37). This sheer mass is simulated by the increased Weapon Attack Cost (wac); swinging a six-foot lever with a heavy steel head requires significant physical investment. However, the payoff is Trauma: the increase in Head Knockout probability (hko) simulates the concussive force that transmits shockwaves, battering the opponent’s head.
3. Durability and Destruction: The increase in damage to enemy weapons (dew) reflect the robust construction of war-grade polearms. Often reinforced with iron “langets” (strips) to prevent the shaft from being cut, these weapons were designed to break swords and shatter shields. Talhoffer (n.d.) depicts the poleaxe as a weapon capable of enduring extreme stress in judicial duels, used to “shatter” and “break” the opponent’s defences (p. 109).
4. Commitment over Agility: The penalty to the Perfect Block window (pbs) and the massive increase in Dodge cost (dsc) force a change in play style. Unlike the agile one-handed sword, the halberd is not a weapon of nimble evasion. Dei Liberi (2017) warns: “If my first strike misses, then my poleaxe becomes risky to hold on to” (p. 37). The high dodge cost discourages running away; you must stand your ground and use your superior reach and leverage to dominate, rather than relying on reactive footwork.
Shields
This category applies to Heater Shields, Bouche Shields, and other medium-to-heavy handheld protection.
The Technical Changes
• slh*0.7 (Stamina Loss on Hit): You lose 30% less stamina when blocking an attack.
• ams=0 (Allow Master Strike): Master Strikes are disabled.
• dsc*1.3 (Dodge Stamina Cost): Dodging consumes x1.3 the base stamina dodging cost.
• pbs+0.1 (Perfect Block Window): The window to perform a Perfect Block is increased by 10% (easier to time).
• wac*1.1 (Weapon Attack Cost): Attacks consume 10% more stamina.
• osb+0.2 (Opponent Stamina Loss Block): Opponents lose 20% more stamina when they block your strikes.
• cli+0.1 (Clinch Advantage): A 10% bonus to winning the clinch.
• rpp+0.1 (Riposte Probability Penalty): Increases the penalty for attempting ripostes.
Historical Justification
1. The Portable Fortress (Custodia): The drastic reduction in Stamina Loss on Hit (slh) and the easier Perfect Block window (pbs) are based on the structural advantage of the shield. Unlike parrying with a sword, which requires muscular tension and precise leverage to displace energy, a shield acts as an authentic barrier. In the I.33 manuscript (c. 1300), defense is organized around Custodiae (Wards) that cover specific lines of attack (Wagner & Hand, 2003, p. 16). By maintaining a proper Custodia, the kinetic energy of a blow is absorbed by the board’s structure rather than the fighter’s “breath” (stamina).
2. Obsessio over Agility: The doubling of Dodge costs (dsc) and the disabling of Master Strikes (ams=0) fundamentally change the defensive rhythm. While the I.33 buckler is agile, the heavier war shields of 1403 function on the principle of Obsessio (Besieging)—closing the distance while stifling the opponent’s options (Wagner & Hand, 2003, p. 90). You do not dance away or rely on the reflexive “snap” counters of the unencumbered longsword fencer; you occupy the center line, absorb the blow safely, and counter-attack with commitment.
3. Offensive Mass: Shields are not passive; they are weapons of mass. The increase in Weapon Attack Cost (wac) echoes the heavy, bludgeoning nature of shield strikes. Hans Talhoffer’s (n.d.) treatise depicts judicial dueling shields equipped with spikes and hooks, used to batter and “shatter” the opponent (p. 109). Even a standard heater shield, when used to strike or bash in a bind (cli), acts as a bludgeon that drains the enemy’s structure through sheer concussion.
Axes
This category applies to one-handed battle-axes, woodcutter axes, and spiked war axes.
The Technical Changes
• hko+0.1 (Head Knockout Probability): Head strikes have a 10% higher chance to cause an instant knockout.
• slh*1.2 (Stamina Loss on Hit): You lose 20% more stamina when blocking an attack.
• srb*0.8 (Stamina Regen Block): Stamina regenerates 20% slower while holding a block.
• dsc*1.3 (Dodge Stamina Cost): Dodging consumes 30% more stamina.
• cli+0.3 (Clinch Advantage): A 30% bonus to winning a clinch (bind).
• cat+0.3 (Clinch Attack): A 30% bonus to damaging the opponent in a clinch.
• wac*1.2 (Weapon Attack Cost): Attacks consume 20% more stamina.
• rpp+0.3 (Riposte Probability Penalty): Ripostes are significantly harder to perform.
• pbs-0.1 (Perfect Block Window): The window for perfect blocks is tighter.
• fob-0.1 (Feint Object Block): Feints are 10% less effective.
• dew+0.04 (Damage to Enemy Weapon): Strikes deal increased damage to the enemy’s shield or weapon durability.
• ewd-0.05 (Enemy Weapon Defence): Enemy’s weapon haves 5% less defence.
Historical Justification
1. Concussion and Trauma: The Axe is defined by its top-heavy mass. Unlike the sword, which cuts, the axe delivers blunt force trauma even through armour. The increase in Head Knockout probability (hko) and Damage to Enemy Weapon (dew) reflects the weapon’s presence in judicial duels as a tool of destruction. Hans Talhoffer’s (n.d.) manuscript depicts “The Axes for the Fight” [Die agsten zu dem kampff] as heavy, brutal instruments designed to shatter shields and batter opponents into submission (fol. 109).
2. Commitment over Finesse: The axe lacks the balance of a pommel-weighted sword. Once a swing begins, it is difficult to redirect. This is represented by the increase in Weapon Attack Cost (wac) and the penalty to Feints (fob). Fiore dei Liberi (2017) warns regarding top-heavy weapons: “If my first strike misses… [it] becomes risky to hold on to and is no more of any use to me” (p. 87, fol. 37v). Consequently, the increased Dodge Cost (dsc) forces the player to commit to the blow or stand their ground, rather than dancing around like a fencer.
3. Poor Defensive Structure: Defensively, the axe is inferior to the sword. It lacks a cross guard to catch blades and protects the hand poorly. The increased Stamina Loss on Hit (slh) and the penalty to Ripostes (rpp) simulate this disadvantage. Blocking a steel blade with a wooden haft transmits massive shock to the arm, degrading the fighter’s “Structure” (Stamina) rapidly. As seen in the Fight Earnestly manuscript, combatants with axes often rely on shields or heavy armour to absorb blows rather than parrying with the axe haft itself (Talhoffer, 1459/n.d., fol. 111r).
4. Grappling and Hooking: The Axe excels in the bind. The significant buffs to Clinch Advantage (cli) and Clinch Attack (cat) simulate the use of the axe head to hook limbs and shields. In the Jeu de la Hache (Anonimous, n.d.) and Talhoffer (n.d.), the bearded head of the axe is frequently used to “interclude” or trap the opponent’s weapon and drag them forward (fol. 19v). If you get close enough to grapple with an axe, you have the leverage to dominate.
Maces & War hammers
This category applies to flanged maces, heavy war hammers, and morning stars.
The Technical Changes
• hko+0.15 (Head Knockout Probability): Head strikes have a 15% higher chance to cause an instant knockout.
• dew+0.07 (Damage to Enemy Weapon): Strikes deal 10% more damage to the durability of the opponent’s weapon or shield.
• slh*1.3 (Stamina Loss on Hit): You lose 30% more stamina when blocking an attack.
• wac*1.3 (Weapon Attack Cost): Attacks consume 30% more stamina.
• dsc*1.4 (Dodge Stamina Cost): Dodging consumes 40% more stamina.
• rpp+0.2 (Riposte Probability Penalty): Ripostes are significantly harder to perform.
• fob-0.1 (Feint Object Block): Feints are 10% less effective.
• pbs-0.1 (Perfect Block Window): The window for perfect blocks is tighter.
• ewd-0.10 (Enemy Weapon Defence): Enemy’s weapon haves 10% less defence.
• hko+0.15 (Head Knockout): A 15% increase in probability to cause a knockout on a head strike.
Historical Justification
1. Concussion and “Obtuse” Impact: The mace is the ultimate anti-armor weapon. Unlike the sword, which relies on edge alignment, the mace delivers percussive shock. The increase in Head Knockout probability (hko) and Damage to Enemy Weapon (dew) reflects the weapon’s role in the Fechtbücher as a tool of trauma. In his 1459 manuscript, Talhoffer (n.d.) depicts judicial duels fought with heavy maces (Kolben) designed to batter through defences (fol. 106v). Even if the opponent blocks, the sheer mass of the weapon transmits shock, damaging their shield or weapon (dew, ewd) and rattling their senses (hko). On the other hand, the heavy hits of the mace
2. Physical Commitment: A mace is top-heavy, lacking the pommel-balance of a sword. Once a swing is initiated, its rotational inertia makes it difficult to redirect. This is simulated by the increase in Weapon Attack Cost (wac) and the penalty to Feints (fob). You cannot “twitch” a mace like a foil; you must commit. Fiore dei Liberi (2017) warns regarding such heavy weapons: “If my first strike misses… [it] becomes risky to hold on to and is no more of any use to me” (p. 37v). The massive increase in Dodge Cost (dsc) reflects this reality: you must stand your ground and rely on armor or a shield, rather than expending energy on agile footwork.
3. Poor Defensive Geometry: Defensively, the mace is a burden. It has a short reach and lacks a cross guard to catch incoming blades. The increased Stamina Loss on Hit (slh), tighter Perfect Block window (pbs), and penalty to Ripostes (rpp) simulate this disadvantage. Blocking a longsword with the short haft of a mace puts the user’s hand at extreme risk and transmits the full kinetic energy of the blow into the arm. The mace is a powerful weapon, but even more accompanied by a shield.
Unarmed Combat
This category applies to fist-fighting and grappling (Ringen / Abrazare).
The Technical Changes
• wac*0.7 (Weapon Attack Cost): Attacks consume 30% less stamina.
• dsc*0.8 (Dodge Stamina Cost): Dodging consumes 20% less stamina.
• pbs-0.25 (Perfect Block Window): The window to perform a Perfect Block is reduced by 25%.
• hko+0.05 (Head Knockout): A 5% increased probability of causing a knockout with a head strike.
Historical Justification
1. Speed and “Running Through”: (Durchlauffen) The buffs to attack cost (wac) and dodge cost (dsc) simulate the necessity of speed and closing the distance. Johannes Lecküchner lists Durchlauffen (“running through”) as a primary technique to bypass a weapon and enter grappling range (Lecküchner, 2015, p. 7). Without a weapon to control the center line, the unarmed fighter must rely on superior mobility and Prestezza (quickness of foot and arm) to enter the Zogho Stretto (Narrow Play) before being struck (Dei Liberi, 2017, p. 30).
2. Percussion and Lesion: Unarmed combat in 1403 included strikes to “dangerous places” like the eyes and nose to incapacitate the enemy long enough to secure a break or a bind (Dei Liberi, 2017, p. 477).
Revamp injury system
I also introduced changes to the injury system, expanding the severity of being injured:
% of damage necessary to injure a limb: Vanilla: 60% – Modded: %50
Penalties of Injured limbs:
The Head
• Vanilla: srg*0.75
• Modded: srg*0.75, fob-0.3
Historical Reasoning: A severe blow to the head produces concussive disorientation, effectively stunning the fighter. The historical masters frequently targeted the face and head to overwhelm the opponent’s senses and create openings for follow-up strikes. Hans Talhoffer (n.d.) explicitly advises striking the head to “stun” the opponent, noting that the “Failer [feint] bereaves them of their art” when they are dazed (fol. 4r). The addition of fob-0.3 (Feint Object Block) physically simulates this. A concussed fighter suffers from a delayed reaction time and will easily fall for enemy feints.
The Torso
• Vanilla: strength*0.75, agility*0.75
• Modded: strength*0.75, agility*0.85, srg*0.8, mst%0.8
Historical Reasoning: A devastating strike to the torso targets the lungs and ribs, aiming to destroy the opponent’s structure and endurance. Thrusts to the chest are prominently featured in the manuals as incapacitating manoeuvres; for instance, Paulus Hector Mair details thrusting “the front point to his breast” to completely neutralize the opponent (Knight & Hunt, 2008, fol. 183v), while Talhoffer (n.d.) targets the heart directly with the “hertz stich” (fol. 68v). By adding penalties to Maximum Stamina (mst%0.8) and Stamina Regeneration (srg*0.8), a torso injury now represents a systemic failure of the fighter’s breathing. You can still swing a sword, but only in short, desperate bursts before completely gassing out.
The Left Arm
• Vanilla: asp%0.8
• Modded: asp%0.8, cli%0.6, cat%0.6
Historical Reasoning: In the treatises, the left-hand actsas the “Manipulator”. It is essential for grappling, wrenching, and securing advantageous holds in the close play (Zogho Stretto). Johannes Lecküchner (2015) frequently instructs the fencer to use the left hand to “grasp his right hand” or “seize his right elbow” to strip away their weapon or execute a throw (fol. 75v). The addition of heavy penalties to Clinch Advantage (cli%0.6) and Clinch Attack (cat%0.6) reflects the loss of this structural leverage. If your left arm is broken, you can no longer effectively wrestle or control the bind.
The Right Arm
• Vanilla: asp%0.8
• Modded: asp%0.8, fencing%0.5, wac*2, cli%0.6,cat%0.6
Historical Reasoning: The right arm is the primary motor of violence. Master Fiore dei Liberi (2016) emphasizes crippling the right arm, demonstrating dislocations that instantly neutralize the opponent’s ability to fight back, bragging: “I can dislocate your arm… and you can not depart without my permission” (p. 488). Also, funnily enough:
I choose to symbolize my skill with the broken arms I carry. And I do not lie when I tell you that I
have broken and dislocated many arms in my life. And whoever chooses to go
against my art, will find me always ready to use that art against him. (Dei Liberi, 2016, p. 79, 10r-b)
The new, severe penalty to the Warfare skill (fencing%0.5) means the fighter loses the fine motor control required to execute the “Art” (Kunst); they are reduced from a master swordsman to an absolute apprentice. Furthermore, doubling the weapon attack cost (wac*2) simulates the painful physical effort of trying to swing a weapon with a harmed arm.
The Legs
• Vanilla: Run-1, Walk-0.5, LimitSprint
• Modded: run-1, walk-0.5, limitsprint, dsc*2.5
Historical Reasoning: Leg breaks (Beinbrüche) and strikes to the thighs are utilized by the masters to destroy the opponent’s foundation and cast them to the ground. Lecküchner advises the combatant to “grasp with your right hand onto his right knee-joint, and lift him up… and cast him onto his back” (Lecküchner, 2015, fol. 75r), while Fiore similarly notes that seizing under the knee leaves the opponent with no strength to avoid being put to the ground (Dei Liberi, 2017, p. 84). A fighter with a compromised knee or thigh cannot generate the explosive kinetic force required to safely leap away from a swing. The massive increase to Dodge
Stamina Cost (dsc*2.5) forces the injured combatant into Obsessio (astatic siege); dodging becomes so exhausting that you are forced to plant your feet and block instead of relying on nimble evasion.
Modified damage scaling
To ensure balance, I reduced Henry’s damage scaling in relation to his skill progression.
Type of damage scaling by skill:
At level 30, Stab +20.8% (Vanilla: +62.5%).
At level 30, Slash +41.7% (Vanilla: +125%).
At level 30, Smash +20.8% (Vanilla: +62.5%).
New perk: The Art of Swordsmanship
Henry handles the blade with such familiarity that evasion and aggression become one. With a solid guard and deceptive flow, he controls the center line effortlessly, proving that fencing is a single and unified art. “Fechten ist niur ein kunst / swert oder messer ist alles ein art.”
Effect: Reduces dodge stamina consumption by 10% and improves defence by 10% while wielding a sword. Additionally, feints are 10% more likely to fool the enemy, and the penalty to riposte chance is reduced.
Perks changed or nerfed:
• Gladiator
• Magister Dimicator
• Whirlwind
• Back Alley Skirmisher (referenced as Back alley style in the internal ID)
• Dominant Hand
• Arm of Beowulf
Stamina changes:
Attack cost: “18” – Vanilla: “26”
Dodging cost: “25” – Vanilla: “20”
Stamina Regeneration Cooldown:
Attack: “1.8” – Vanilla: “2.2”
Hit: “2.1” – Vanilla: “2.5”
Block: “1.2” – Vanilla: “1.75”
Broken Block: “2.3” – Vanilla: “2.75”
Perfect block and Master strikes:
Time windows have been halved. Now is harder to perform them.




