Combat
Close-range and deliberate: light taps, charged heavy swings, and a ranged pistol. Read the wind-up, punish the recovery.
Weapons
| Weapon | Damage | Notes |
|---|---|---|
| Fists | 3 | Better than nothing |
| Stone Sword | 6 | Wood and rock, from the first bench |
| Melee Weapon | 8 to 32 | Hardness and Energy of its bars; light and heavy attacks |
| Pulse Pistol | 6 to 28 per shot | Travelling bolt, 30-block range; leans on Energy |
Tips
- Tap to swing quickly. Hold for half a second and release for a heavy blow that hits harder and staggers more, but a heavy wind-up can be read and blocked.
- Against humanoids, wait out the wind-up, sidestep, and hit during the recovery.
- Sidestep a Night Stalker's spit: it's thrown at where you're going, not where you are.
- Every weapon wears out. See each item for how many hits it lasts.