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BLOCKING, PARRY & STAMINA

How should I read block, parry and stamina numbers?

Read successful-parry damage, shield or weapon stamina costs, sprint reserve and current encumbrance separately.

VERSION SCOPE

Written for Steam Demo 1.0.10 · Build 25803784

Official patch released
Guide checked
Applies when
Your game shows Build 25803784

If your game shows a different Build, treat numbers, item relationships and map conditions here as version-limited and check the version page before relying on them. Check database version

QUICK ANSWER

A successful parry uses a 0.1× incoming-damage multiplier, but it is a momentary state, not permanent 90% armour.

The base character has 200 stamina, regenerates 7.5 per second and spends 7.5 per second while sprinting before modifiers. Weapons, shields, attacks, blocking, encumbrance and skills can all change how long that stamina actually lasts.

01

WHAT TO DO

Separate ordinary hits, blocks and successful parries

The 0.1× value applies when the hit is registered by the parry hitbox. It does not apply to every hit while holding a defensive item, and it does not replace body-area armour. Record whether the test was an ordinary hit, a block or a confirmed parry before comparing damage.

A shield or weapon can also list block and parry stamina properties. Those values describe resource costs or modifiers, not another flat armour percentage. Open the specific equipment record instead of applying one generic shield rule.

OPEN RELATED PAGEPlayer stamina and defence baseline
02

WHAT TO DO

Budget stamina across offence and escape

At the unmodified baseline, 200 divided by 7.5 is about 26.7 seconds of configured sprint cost, and the same arithmetic applies to recovering 200 at 7.5 per second. This is a reference, not a live stopwatch promise.

Attacks, blocking, dodging, delay, equipment and encumbrance share or modify the same practical budget. Do not spend the last stamina on one extra attack if the plan still requires disengaging, turning a corner or reaching an exit marker.

OPEN RELATED PAGESearch shields and weapons
03

WHAT TO DO

Test one defensive variable at a time

Use the same enemy attack, armour state and equipment condition when comparing a shield, weapon or skill. If several variables change together, a lower health loss does not prove which one caused it.

Use the listed base values to plan, then judge timing, recovery, remaining stamina and whether the parry actually connected in the game. If several things changed at once, repeat the test before replacing your whole setup.

A useful comparison starts from a repeatable failure: the same named attack breaks the guard, a sprint leaves no stamina for defence, or a parry is consistently late. Record that event, change one equipment or timing decision, and test again. This produces a practical answer without pretending that a static number can reproduce every combat frame.

OPEN RELATED PAGECheck monster attacks

BEFORE THE NEXT RUN

Check these four things before you leave

  1. Identify hit, block or successful parry.
  2. Check that equipment’s block and parry stamina costs.
  3. Reserve stamina for disengaging.
  4. Test one variable at a time.

One last check before you leave

Check inventory counts, remaining durability, learned recipes, quest progress, random spawns and whether the intended route is open. Doing this before spending materials or setting off can save a wasted trip.