WEAPON CONTROL · TIMING · STAMINA
Epic Fight turns equipment choices into movement and attack decisions. Learn a weapon in a safe area, then combine its reach and recovery with your class statistics. Classes & professions changes attributes; Epic Fight's combat skills are a separate system.
Your first training session
Check Options → Controls for combat-mode, dodge, guard and special-attack bindings. Toggle combat mode, practise an attack chain, then test how quickly you can move or defend afterwards. Repeat with the equipment you actually intend to wear.
Watch stamina before committing to another attack. Armour weight affects stamina demands; impact helps overwhelm stun resistance, while armour negation changes how attacks penetrate protection. Damage alone does not describe a weapon's handling. Author gameplay guide.
Choose a fighting approach
These are practical playstyles, not an additional installed “Fighting Styles” mod.
| Approach | What to practise | Useful comparisons |
|---|---|---|
| Agile melee | Short commitments, repositioning and dodge timing | Sword, dagger and fist weapons |
| Heavy pressure | Spacing, recovery windows and impact | Greatsword and greataxe-style weapons |
| Reach control | Keep opponents near the end of your attack range | Spear and polearm families |
| Technical defence | Timing a block and preserving stamina | Guard-compatible swords and katana families |
| Spellblade | Alternate casts with safe melee openings | Iron Spells integration plus a compatible weapon |
| Ranged support | Maintain distance and a route to retreat | Ranger attributes and ranged equipment |
A class does not force an Epic Fight weapon family. Match its actual bonuses and penalties to your equipment rather than assuming a subclass name changes animation or combo rules.
Weapon families
The core compendium covers swords, axes, longswords, greatswords, spears, daggers, fists/gloves, tachi, uchigatana and bokken. Two items with the same family can still have different attributes. Addon weapons may use bespoke animations and skills.
| Family | Starting question | Author reference |
|---|---|---|
| Greatsword | Can I finish the attack before the enemy retaliates? | Greatsword |
| Longsword | Which stance and defensive skill fit this encounter? | Longsword |
| Spear | Where should I stand to use my reach? | Spear |
| Tachi | When can I safely commit and when should I defend? | Tachi |
Combat skills
| Slot / skill | Purpose | Compatibility notes |
|---|---|---|
| Roll / Step | Dodge and reposition | Stamina cost is affected by equipment weight |
| Guard | Block supported attacks | Sword, axe, longsword, greatsword, spear, tachi, uchigatana |
| Parrying | Timed defence | Requires Guard; sword, longsword, tachi, uchigatana |
| Impact Guard | More resilient blocking | Requires Guard; spear, longsword, tachi, greatsword |
| Passive skills | Alter stamina economy or combat attributes | Examples: Technician, Berserker, Sword Master, Stamina Pillager |
| Mobility / revelation | Special movement and encounter tools | Examples: Demolition Leap, Phantom Ascent, Meteor Slam, Revelation |
Skill-book access and numerical bonuses depend on the installed release and configuration. Read the current skill tooltip before selecting it. Epic Fight's Berserker skill and T&K's Berserker subclass are distinct choices. Author skill reference.
The alpha's combat addons
Weapons of Miracles supplies distinctive weapons and associated skills. The author's examples include Agony, Torment, Ruine, Antitheus, Satsujin, Herrscher, Moonless and Solar, alongside staffs, a greataxe and Ender Blaster. Practise each weapon's own mechanics; the project description is not an alpha loot table. Author project.
The alpha also lists Simply Swords, Integrated Simply Swords, Iron Spells X Epic Fight, Enhanced Animations, Ice and Fire X Epic Fight, Epic Fight: Curios Compat 2.0, Epic ParCool, ParCool and Minecolonies: Epicfied. These connect equipment, casting, movement or entities to combat. Inclusion does not prove that every third-party weapon has a correct moveset; check it in combat mode.
Troubleshooting & preparation
- A weapon uses an unexpected animation: check its Epic Fight capability/compatibility patch rather than changing its name.
- A defence skill will not activate: check the equipped skill, required predecessor, weapon family and stamina.
- Spellcasting feels different in combat mode: inspect both Iron Spells and Epic Fight bindings, then test the selected integration.
- Heavy armour leaves little room to dodge: compare a lighter loadout before adding more damage.
Before a boss, test a full attack–defend–retreat cycle. Bring a fallback weapon, food and an escape route. Explore encounters · Combat magic · Accessories.