FIELD MANUAL / Combat
Stamina, Energy & melee defence
Movement and melee draw on different resources. Manage both before committing to a fight.
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Keep Stamina for movement
Missive VII assigns sprinting, jumping and vaulting to Stamina. It regenerates while stable and grounded. Spending it on your approach can leave you unable to disengage when contact begins.
Keep Energy for the exchange
Melee attacks and blocks use Energy. Holding a charged attack or maintaining a block drains it; exhaustion slows attacks and weakens defence. Release pressure to recover rather than repeatedly attacking through exhaustion.
Use timing and angles
Brief, timed blocks cost less than sustained blocking. Blocks depend on direction, and weapon size affects coverage. Feints can cancel an opening attack without an Energy cost when timed correctly. Practise with your current bindings rather than copying controls from an old clip.
Check newer combat changes
Missive XII subsequently announced parrying, reworked lunges, and separate Martial (ranged) and Arms (melee) mastery paths. Exact current costs and timings remain unverified. Reviewed 6 October 2026.
Explore enemy fight plans →Related guides.
All guides →Health & medicine
The developer-described health baseline and how reusable and consumable medicine differ.
CombatHow to fight the Hunger
Fight plans for Bloat, Brute, Dreg, Drooler, Shambler and Waif.
WeaponsPair ranged and melee weapons
Prepare a fallback for reloads, close encounters and limited supplies.
Developer announcements reviewed 6 October 2026. Announced mechanics are not independently tested beta behaviour. Developer news on Steam ↗