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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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On this page · 4 sections
STEP 01

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.

STEP 02

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.

STEP 03

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.

STEP 04

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.

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Developer announcements reviewed 6 October 2026. Announced mechanics are not independently tested beta behaviour. Developer news on Steam ↗