MettleMeleeHeavyCrushOff Hand ShieldBlock Focus
Kiteshield
The Wall — set, absorb, drive
A kiteshield and nothing in the other hand. Set it and almost nothing gets through; lower it and run, and it is the thing that hits them.
Resource: Mettle
Maximum
100
Regen / s
0
Out-of-combat decay / s
15
While you hold Mettle
- +30 flat stability
- -15% increased damage taken (all tag)
The held passive scales with how full the bar is.
How it builds
- On Block Absorbed
- Damage Per Point
- 5
- Max Per Hit
- 10
Defence
- Guard
- Yes (full)
- Parry
- Yes
- Guard raise
- ×0.5
- Right mouse
- Guard Only
Combo graph
- Kiteshield combos3 steps
Abilities
3Executions
Press E on a hostile player-shaped target below 20% health. This loadout draws one of these takes:
Animation set19 clip mappings · from swordshield
- Animation Library
- Combat
- Animation Source
- swordshield
- Block Animations
- Enter
- Hit_Block__Block_Start
- Exit
- Hit_Block__Block_End
- Hit
- Hit_Block__Block_Hit
- Hit Break
- Hit_Block__Block_Hit_Break
- Idle
- Hit_Block__Block_Loop
- Block Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Block__Walk_Block_Loop_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Loop_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Loop_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Loop_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Loop_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Loop_F_R_45
- Idle
- Hit_Block__Block_Loop
- Left
- Walk_Walk_Block__Walk_Block_Loop_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Block__Walk_Block_Start_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Start_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Start_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Start_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Start_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Start_F_R_45
- Left
- Walk_Walk_Block__Walk_Block_Start_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Block__Walk_Block_Stop_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Stop_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Stop_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Stop_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Stop_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Stop_F_R_45
- Left
- Walk_Walk_Block__Walk_Block_Stop_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Stop_F_R_90
- Block Turns
- Turn 180 Left
- Turn_Turn_Block__Turn_Block_180_L
- Turn 180 Right
- Turn_Turn_Block__Turn_Block_180_R
- Turn 90 Left
- Turn_Turn_Block__Turn_Block_90_L
- Turn 90 Right
- Turn_Turn_Block__Turn_Block_90_R
- Civilian Dodge Animations
- Back
- Dodge_Dodge__Dodge_B_180
- Back Left
- Dodge_Dodge__Dodge_B_L_45
- Back Right
- Dodge_Dodge__Dodge_B_R_45
- Forward
- Dodge_Dodge__Dodge_F_0
- Forward Left
- Dodge_Dodge__Dodge_F_L_45
- Forward Right
- Dodge_Dodge__Dodge_F_R_45
- Left
- Dodge_Dodge__Dodge_L_90
- Right
- Dodge_Dodge__Dodge_R_90
- Civilian Hit Reactions
- Air Back
- Hit_Hit_Air__Hit_Air_B
- Air Front
- Hit_Hit_Air__Hit_Air_F
- Air Large End
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
- Air Large Loop
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
- Air Large Start
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
- Air Left
- Hit_Hit_Air__Hit_Air_L
- Air Right
- Hit_Hit_Air__Hit_Air_R
- Back
- Hit_Hit__Hit_B
- Death
- Hit_Hit__Hit_Death
- Front
- Hit_Hit__Hit_F
- Getup
- Hit_Knock_Down__Knock_Down_End
- Knockdown Death
- Hit_Knock_Down__Knock_Down_Death
- Knockdown Loop
- Hit_Knock_Down__Knock_Down_Loop
- Knockdown Start
- Hit_Knock_Down__Knock_Down_Start
- Large Back
- Hit_Hit_Large__Hit_Large_B
- Large Death
- Hit_Hit_Large__Hit_Large_Death
- Large Front
- Hit_Hit_Large__Hit_Large_F
- Large Left
- Hit_Hit_Large__Hit_Large_L
- Large Right
- Hit_Hit_Large__Hit_Large_R
- Left
- Hit_Hit__Hit_L
- Right
- Hit_Hit__Hit_R
- Rise
- Hit_Get_Up__Get_Up
- Civilian Roll Animations
- Back
- Roll_Roll__Roll_B_180
- Back Left
- Roll_Roll__Roll_B_L_45
- Back Right
- Roll_Roll__Roll_B_R_45
- Forward
- Roll_Roll__Roll_F_0
- Forward Left
- Roll_Roll__Roll_F_L_45
- Forward Right
- Roll_Roll__Roll_F_R_45
- Left
- Roll_Roll__Roll_L_90
- Right
- Roll_Roll__Roll_R_90
- Combat Idle
- Idle__Idle_Combat
- Combat Locomotion
- Run
- Bwd
- Run_Run_Combat__Run_Combat_Loop_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Loop_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Loop_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Loop_F_0
- Idle
- Idle__Idle_Combat
- Left
- Run_Run_Combat__Run_Combat_Loop_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Combat__Run_Start_Fast_Combat_B_L
- Bwd Right
- Run_Run_Combat__Run_Start_Fast_Combat_B_R
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Start
- Left
- Run_Run_Combat__Run_Start_Fast_Combat_L
- Right
- Run_Run_Combat__Run_Start_Fast_Combat_R
- Run Fast Stop
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Stop
- Run Start
- Bwd
- Run_Run_Combat__Run_Combat_Start_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Start_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Start_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Start_F_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Start_F_L_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Start_F_R_45
- Left
- Run_Run_Combat__Run_Combat_Start_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Start_F_R_90
- Run Stop
- Bwd
- Run_Run_Combat__Run_Combat_Stop_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Stop_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Stop_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Stop_F_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Stop_F_L_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Stop_F_R_45
- Left
- Run_Run_Combat__Run_Combat_Stop_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Stop_F_R_90
- Walk
- Bwd
- Walk_Walk_Combat__Walk_Combat_Loop_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Loop_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
- Idle
- Idle__Idle_Combat
- Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Combat__Walk_Combat_Start_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Start_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Start_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Start_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_45
- Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Combat__Walk_Combat_Stop_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Stop_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_45
- Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_90
- Combat Turns
- Idle Turn 180 Left
- Turn_Turn__Turn_180_L
- Idle Turn 180 Right
- Turn_Turn__Turn_180_R
- Idle Turn 90 Left
- Turn_Turn__Turn_90_L
- Idle Turn 90 Right
- Turn_Turn__Turn_90_R
- Turn 180 Left
- Turn_Turn_Combat__Turn_Combat_180_L
- Turn 180 Right
- Turn_Turn_Combat__Turn_Combat_180_R
- Turn 90 Left
- Turn_Turn_Combat__Turn_Combat_90_L
- Turn 90 Right
- Turn_Turn_Combat__Turn_Combat_90_R
- Crouch Animations
- Enter
- Idle_Idle__Idle_to_Idle_Crouch
- Crouch Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
- Idle
- Idle_Idle_Crouch__Idle_Crouch
- Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Start_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Start_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
- Left
- Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
- Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
- Crouch Turns
- Turn 180 Left
- Turn_Turn_Crouch__Turn_Crouch_180_L
- Turn 180 Right
- Turn_Turn_Crouch__Turn_Crouch_180_R
- Turn 90 Left
- Turn_Turn_Crouch__Turn_Crouch_90_L
- Turn 90 Right
- Turn_Turn_Crouch__Turn_Crouch_90_R
- Hit Reactions
- Air Back
- Hit_Hit_Combat_Air__Hit_Combat_Air_B
- Air Front
- Hit_Hit_Combat_Air__Hit_Combat_Air_F
- Air Large End
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_End
- Air Large Loop
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Loop
- Air Large Start
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Start
- Air Left
- Hit_Hit_Combat_Air__Hit_Combat_Air_L
- Air Right
- Hit_Hit_Combat_Air__Hit_Combat_Air_R
- Back
- Hit_Hit_Combat__Hit_Combat_B
- Death
- Hit_Hit_Combat__Hit_Combat_Death
- Front
- Hit_Hit_Combat__Hit_Combat_F
- Getup
- Hit_Knock_Down_Combat__Knock_Down_Combat_End
- Knockdown Death
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death
- Knockdown Loop
- Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
- Knockdown Start
- Hit_Knock_Down_Combat__Knock_Down_Combat_Start
- Large Back
- Hit_Hit_Large_Combat__Hit_Combat_Large_B
- Large Death
- Hit_Hit_Large_Combat__Hit_Combat_Large_Death
- Large Front
- Hit_Hit_Large_Combat__Hit_Combat_Large_F
- Large Left
- Hit_Hit_Large_Combat__Hit_Combat_Large_L
- Large Right
- Hit_Hit_Large_Combat__Hit_Combat_Large_R
- Left
- Hit_Hit_Combat__Hit_Combat_L
- Right
- Hit_Hit_Combat__Hit_Combat_R
- Rise
- Hit_Get_Up__Get_Up_Combat
- Idle Look Crouch
- Offset Down Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
- Offset Down Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
- Offset Down Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
- Offset Mid Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_0
- Offset Mid Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_L
- Offset Mid Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_R
- Offset Up Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
- Offset Up Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
- Offset Up Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_R
- Idle Transitions
- From Combat
- Idle__Idle_Combat_to_Idle
- Run From Combat
- Run_Run_Combat_to_Run__Run_Combat_to_Run
- Run To Combat
- Run_Run_to_Run_Combat__Run_to_Run_Combat
- To Combat
- Idle__Idle_to_Idle_Combat
- Walk From Combat
- Walk_Walk_Combat_to_Walk__Walk_Combat_to_Walk
- Walk To Combat
- Walk_Walk_to_Walk_Combat__Walk_to_Walk_Combat
- Jump Animations
- Back
- Jump_Jump_Combat__Jump_Combat_Start_B_180
- Double Back
- Jump_Jump_Combat__Jump_Combat_Start_B_180
- Double Forward
- Jump_Jump_Combat__Jump_Combat_Start_F_0
- Double Left
- Jump_Jump_Combat__Jump_Combat_Start_L_90
- Double Neutral
- Jump_Jump_Combat__Jump_Combat_Start_0
- Double Right
- Jump_Jump_Combat__Jump_Combat_Start_R_90
- End
- Jump_Jump_Combat__Jump_Combat_End_0
- Forward
- Jump_Jump_Combat__Jump_Combat_Start_F_0
- Left
- Jump_Jump_Combat__Jump_Combat_Start_L_90
- Loop
- Jump_Jump_Combat__Jump_Combat_Loop_0
- Right
- Jump_Jump_Combat__Jump_Combat_Start_R_90
- Start
- Jump_Jump_Combat__Jump_Combat_Start_0
- Loadout Locomotion
- Run
- Bwd
- Run_Run__Run_Loop_B_180
- Bwd Left
- Run_Run__Run_Loop_B_L_45
- Bwd Right
- Run_Run__Run_Loop_B_R_45
- Fwd
- Run_Run__Run_Loop_F_0
- Idle
- Idle__Idle
- Left
- Run_Run__Run_Loop_F_L_90
- Right
- Run_Run__Run_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run__Run_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run__Run_Start_Fast_B_L
- Bwd Right
- Run_Run__Run_Start_Fast_B_R
- Fwd
- Run_Run__Run_Fast_Start
- Left
- Run_Run__Run_Start_Fast_L
- Right
- Run_Run__Run_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run__Run_Fast_Stop
- Run Start
- Bwd
- Run_Run__Run_Start_B_180
- Bwd Left
- Run_Run__Run_Start_B_L_45
- Bwd Right
- Run_Run__Run_Start_B_R_45
- Fwd
- Run_Run__Run_Start_F_0
- Fwd Left
- Run_Run__Run_Start_F_L_45
- Fwd Right
- Run_Run__Run_Start_F_R_45
- Left
- Run_Run__Run_Start_F_L_90
- Right
- Run_Run__Run_Start_F_R_90
- Run Stop
- Bwd
- Run_Run__Run_Stop_B_180
- Bwd Left
- Run_Run__Run_Stop_B_L_45
- Bwd Right
- Run_Run__Run_Stop_B_R_45
- Fwd
- Run_Run__Run_Stop_F_0
- Fwd Left
- Run_Run__Run_Stop_F_L_45
- Fwd Right
- Run_Run__Run_Stop_F_R_45
- Left
- Run_Run__Run_Stop_F_L_90
- Right
- Run_Run__Run_Stop_F_R_90
- Walk
- Bwd
- Walk_Walk__Walk_Loop_B_180
- Bwd Left
- Walk_Walk__Walk_Loop_B_L_45
- Bwd Right
- Walk_Walk__Walk_Loop_B_R_45
- Fwd
- Walk_Walk__Walk_Loop_F_0
- Fwd Left
- Walk_Walk__Walk_Loop_F_L_45
- Fwd Right
- Walk_Walk__Walk_Loop_F_R_45
- Idle
- Idle__Idle
- Left
- Walk_Walk__Walk_Loop_F_L_90
- Right
- Walk_Walk__Walk_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk__Walk_Start_B_180
- Bwd Left
- Walk_Walk__Walk_Start_B_L_45
- Bwd Right
- Walk_Walk__Walk_Start_B_R_45
- Fwd
- Walk_Walk__Walk_Start_F_0
- Fwd Left
- Walk_Walk__Walk_Start_F_L_45
- Fwd Right
- Walk_Walk__Walk_Start_F_R_45
- Left
- Walk_Walk__Walk_Start_F_L_90
- Right
- Walk_Walk__Walk_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk__Walk_Stop_B_180
- Bwd Left
- Walk_Walk__Walk_Stop_B_L_45
- Bwd Right
- Walk_Walk__Walk_Stop_B_R_45
- Fwd
- Walk_Walk__Walk_Stop_F_0
- Fwd Left
- Walk_Walk__Walk_Stop_F_L_45
- Fwd Right
- Walk_Walk__Walk_Stop_F_R_45
- Left
- Walk_Walk__Walk_Stop_F_L_90
- Right
- Walk_Walk__Walk_Stop_F_R_90
Referenced by
1Combo Graphs · 1
Full catalogue record56 fields · straight from the content catalogue
- Ability Speed Modifier
- 1
- Ability Unlocks
- —
- Aim Animations
- —
- Aim Locomotion
- —
- Animation Library
- Combat
- Animation Source
- swordshield
- Animations
- —
- Block Animations
- Enter
- Hit_Block__Block_Start
- Exit
- Hit_Block__Block_End
- Hit
- Hit_Block__Block_Hit
- Hit Break
- Hit_Block__Block_Hit_Break
- Idle
- Hit_Block__Block_Loop
- Block Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Block__Walk_Block_Loop_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Loop_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Loop_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Loop_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Loop_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Loop_F_R_45
- Idle
- Hit_Block__Block_Loop
- Left
- Walk_Walk_Block__Walk_Block_Loop_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Block__Walk_Block_Start_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Start_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Start_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Start_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Start_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Start_F_R_45
- Left
- Walk_Walk_Block__Walk_Block_Start_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Block__Walk_Block_Stop_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Stop_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Stop_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Stop_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Stop_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Stop_F_R_45
- Left
- Walk_Walk_Block__Walk_Block_Stop_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Stop_F_R_90
- Block Turns
- Turn 180 Left
- Turn_Turn_Block__Turn_Block_180_L
- Turn 180 Right
- Turn_Turn_Block__Turn_Block_180_R
- Turn 90 Left
- Turn_Turn_Block__Turn_Block_90_L
- Turn 90 Right
- Turn_Turn_Block__Turn_Block_90_R
- Civilian Dodge Animations
- Back
- Dodge_Dodge__Dodge_B_180
- Back Left
- Dodge_Dodge__Dodge_B_L_45
- Back Right
- Dodge_Dodge__Dodge_B_R_45
- Forward
- Dodge_Dodge__Dodge_F_0
- Forward Left
- Dodge_Dodge__Dodge_F_L_45
- Forward Right
- Dodge_Dodge__Dodge_F_R_45
- Left
- Dodge_Dodge__Dodge_L_90
- Right
- Dodge_Dodge__Dodge_R_90
- Civilian Dodge To Run Animations
- —
- Civilian Hit Reactions
- Air Back
- Hit_Hit_Air__Hit_Air_B
- Air Front
- Hit_Hit_Air__Hit_Air_F
- Air Large End
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
- Air Large Loop
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
- Air Large Start
- Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
- Air Left
- Hit_Hit_Air__Hit_Air_L
- Air Right
- Hit_Hit_Air__Hit_Air_R
- Back
- Hit_Hit__Hit_B
- Death
- Hit_Hit__Hit_Death
- Front
- Hit_Hit__Hit_F
- Getup
- Hit_Knock_Down__Knock_Down_End
- Knockdown Death
- Hit_Knock_Down__Knock_Down_Death
- Knockdown Loop
- Hit_Knock_Down__Knock_Down_Loop
- Knockdown Start
- Hit_Knock_Down__Knock_Down_Start
- Large Back
- Hit_Hit_Large__Hit_Large_B
- Large Death
- Hit_Hit_Large__Hit_Large_Death
- Large Front
- Hit_Hit_Large__Hit_Large_F
- Large Left
- Hit_Hit_Large__Hit_Large_L
- Large Right
- Hit_Hit_Large__Hit_Large_R
- Left
- Hit_Hit__Hit_L
- Right
- Hit_Hit__Hit_R
- Rise
- Hit_Get_Up__Get_Up
- Civilian Jump Animations
- —
- Civilian Roll Animations
- Back
- Roll_Roll__Roll_B_180
- Back Left
- Roll_Roll__Roll_B_L_45
- Back Right
- Roll_Roll__Roll_B_R_45
- Forward
- Roll_Roll__Roll_F_0
- Forward Left
- Roll_Roll__Roll_F_L_45
- Forward Right
- Roll_Roll__Roll_F_R_45
- Left
- Roll_Roll__Roll_L_90
- Right
- Roll_Roll__Roll_R_90
- Civilian Roll To Run Animations
- —
- Combat Idle
- Idle__Idle_Combat
- Combat Locomotion
- Run
- Bwd
- Run_Run_Combat__Run_Combat_Loop_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Loop_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Loop_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Loop_F_0
- Idle
- Idle__Idle_Combat
- Left
- Run_Run_Combat__Run_Combat_Loop_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Combat__Run_Start_Fast_Combat_B_L
- Bwd Right
- Run_Run_Combat__Run_Start_Fast_Combat_B_R
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Start
- Left
- Run_Run_Combat__Run_Start_Fast_Combat_L
- Right
- Run_Run_Combat__Run_Start_Fast_Combat_R
- Run Fast Stop
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Stop
- Run Start
- Bwd
- Run_Run_Combat__Run_Combat_Start_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Start_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Start_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Start_F_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Start_F_L_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Start_F_R_45
- Left
- Run_Run_Combat__Run_Combat_Start_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Start_F_R_90
- Run Stop
- Bwd
- Run_Run_Combat__Run_Combat_Stop_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Stop_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Stop_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Stop_F_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Stop_F_L_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Stop_F_R_45
- Left
- Run_Run_Combat__Run_Combat_Stop_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Stop_F_R_90
- Walk
- Bwd
- Walk_Walk_Combat__Walk_Combat_Loop_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Loop_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
- Idle
- Idle__Idle_Combat
- Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Combat__Walk_Combat_Start_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Start_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Start_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Start_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_45
- Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Combat__Walk_Combat_Stop_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Stop_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_45
- Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_90
- Combat Turns
- Idle Turn 180 Left
- Turn_Turn__Turn_180_L
- Idle Turn 180 Right
- Turn_Turn__Turn_180_R
- Idle Turn 90 Left
- Turn_Turn__Turn_90_L
- Idle Turn 90 Right
- Turn_Turn__Turn_90_R
- Turn 180 Left
- Turn_Turn_Combat__Turn_Combat_180_L
- Turn 180 Right
- Turn_Turn_Combat__Turn_Combat_180_R
- Turn 90 Left
- Turn_Turn_Combat__Turn_Combat_90_L
- Turn 90 Right
- Turn_Turn_Combat__Turn_Combat_90_R
- Crouch Animations
- Enter
- Idle_Idle__Idle_to_Idle_Crouch
- Crouch Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
- Idle
- Idle_Idle_Crouch__Idle_Crouch
- Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Start_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Start_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
- Left
- Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
- Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
- Crouch Turns
- Turn 180 Left
- Turn_Turn_Crouch__Turn_Crouch_180_L
- Turn 180 Right
- Turn_Turn_Crouch__Turn_Crouch_180_R
- Turn 90 Left
- Turn_Turn_Crouch__Turn_Crouch_90_L
- Turn 90 Right
- Turn_Turn_Crouch__Turn_Crouch_90_R
- Dash
- —
- Defense
- Can Guard
- yes
- Can Parry
- yes
- Guard Speed Multiplier
- —
- Guard Type
- full
- Description
- A kiteshield and nothing in the other hand. Set it and almost nothing gets through; lower it and run, and it is the thing that hits them.
- Dodge
- Distance
- —
- Duration Ms
- —
- Enabled
- no
- I Frame End Ms
- —
- I Frame Start Ms
- —
- Stamina Cost
- —
- Dodge Animations
- —
- Dodge To Run Animations
- —
- Equipment
- Main Hand
- Animation Source
- unarmed
- Required
- no
- Type
- —
- Weapon Class
- unarmed
- Off Hand
- Animation Source
- —
- Required
- yes
- Type
- —
- Weapon Class
- shield
- Face Crosshair On Attack
- no
- Guard Raise Speed
- 0.5
- Hit Reactions
- Air Back
- Hit_Hit_Combat_Air__Hit_Combat_Air_B
- Air Front
- Hit_Hit_Combat_Air__Hit_Combat_Air_F
- Air Large End
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_End
- Air Large Loop
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Loop
- Air Large Start
- Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Start
- Air Left
- Hit_Hit_Combat_Air__Hit_Combat_Air_L
- Air Right
- Hit_Hit_Combat_Air__Hit_Combat_Air_R
- Back
- Hit_Hit_Combat__Hit_Combat_B
- Death
- Hit_Hit_Combat__Hit_Combat_Death
- Front
- Hit_Hit_Combat__Hit_Combat_F
- Getup
- Hit_Knock_Down_Combat__Knock_Down_Combat_End
- Knockdown Death
- Hit_Knock_Down_Combat__Knock_Down_Combat_Death
- Knockdown Loop
- Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
- Knockdown Start
- Hit_Knock_Down_Combat__Knock_Down_Combat_Start
- Large Back
- Hit_Hit_Large_Combat__Hit_Combat_Large_B
- Large Death
- Hit_Hit_Large_Combat__Hit_Combat_Large_Death
- Large Front
- Hit_Hit_Large_Combat__Hit_Combat_Large_F
- Large Left
- Hit_Hit_Large_Combat__Hit_Combat_Large_L
- Large Right
- Hit_Hit_Large_Combat__Hit_Combat_Large_R
- Left
- Hit_Hit_Combat__Hit_Combat_L
- Right
- Hit_Hit_Combat__Hit_Combat_R
- Rise
- Hit_Get_Up__Get_Up_Combat
- Hitstop Crawl
- 0.35
- Id
- Kiteshield
- Idle Look
- —
- Idle Look Combat
- —
- Idle Look Crouch
- Offset Down Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
- Offset Down Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
- Offset Down Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
- Offset Mid Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_0
- Offset Mid Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_L
- Offset Mid Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_R
- Offset Up Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
- Offset Up Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
- Offset Up Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_R
- Idle Transitions
- From Combat
- Idle__Idle_Combat_to_Idle
- Run From Combat
- Run_Run_Combat_to_Run__Run_Combat_to_Run
- Run To Combat
- Run_Run_to_Run_Combat__Run_to_Run_Combat
- To Combat
- Idle__Idle_to_Idle_Combat
- Walk From Combat
- Walk_Walk_Combat_to_Walk__Walk_Combat_to_Walk
- Walk To Combat
- Walk_Walk_to_Walk_Combat__Walk_to_Walk_Combat
- Impact Trauma
- 0.22
- Inherits From
- —
- Input
- —
- Jump Animations
- Back
- Jump_Jump_Combat__Jump_Combat_Start_B_180
- Double Back
- Jump_Jump_Combat__Jump_Combat_Start_B_180
- Double Forward
- Jump_Jump_Combat__Jump_Combat_Start_F_0
- Double Left
- Jump_Jump_Combat__Jump_Combat_Start_L_90
- Double Neutral
- Jump_Jump_Combat__Jump_Combat_Start_0
- Double Right
- Jump_Jump_Combat__Jump_Combat_Start_R_90
- End
- Jump_Jump_Combat__Jump_Combat_End_0
- Forward
- Jump_Jump_Combat__Jump_Combat_Start_F_0
- Left
- Jump_Jump_Combat__Jump_Combat_Start_L_90
- Loop
- Jump_Jump_Combat__Jump_Combat_Loop_0
- Right
- Jump_Jump_Combat__Jump_Combat_Start_R_90
- Start
- Jump_Jump_Combat__Jump_Combat_Start_0
- Loadout Locomotion
- Run
- Bwd
- Run_Run__Run_Loop_B_180
- Bwd Left
- Run_Run__Run_Loop_B_L_45
- Bwd Right
- Run_Run__Run_Loop_B_R_45
- Fwd
- Run_Run__Run_Loop_F_0
- Idle
- Idle__Idle
- Left
- Run_Run__Run_Loop_F_L_90
- Right
- Run_Run__Run_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run__Run_Fast_Loop
- Run Fast Start
- Bwd Left
- Run_Run__Run_Start_Fast_B_L
- Bwd Right
- Run_Run__Run_Start_Fast_B_R
- Fwd
- Run_Run__Run_Fast_Start
- Left
- Run_Run__Run_Start_Fast_L
- Right
- Run_Run__Run_Start_Fast_R
- Run Fast Stop
- Fwd
- Run_Run__Run_Fast_Stop
- Run Start
- Bwd
- Run_Run__Run_Start_B_180
- Bwd Left
- Run_Run__Run_Start_B_L_45
- Bwd Right
- Run_Run__Run_Start_B_R_45
- Fwd
- Run_Run__Run_Start_F_0
- Fwd Left
- Run_Run__Run_Start_F_L_45
- Fwd Right
- Run_Run__Run_Start_F_R_45
- Left
- Run_Run__Run_Start_F_L_90
- Right
- Run_Run__Run_Start_F_R_90
- Run Stop
- Bwd
- Run_Run__Run_Stop_B_180
- Bwd Left
- Run_Run__Run_Stop_B_L_45
- Bwd Right
- Run_Run__Run_Stop_B_R_45
- Fwd
- Run_Run__Run_Stop_F_0
- Fwd Left
- Run_Run__Run_Stop_F_L_45
- Fwd Right
- Run_Run__Run_Stop_F_R_45
- Left
- Run_Run__Run_Stop_F_L_90
- Right
- Run_Run__Run_Stop_F_R_90
- Walk
- Bwd
- Walk_Walk__Walk_Loop_B_180
- Bwd Left
- Walk_Walk__Walk_Loop_B_L_45
- Bwd Right
- Walk_Walk__Walk_Loop_B_R_45
- Fwd
- Walk_Walk__Walk_Loop_F_0
- Fwd Left
- Walk_Walk__Walk_Loop_F_L_45
- Fwd Right
- Walk_Walk__Walk_Loop_F_R_45
- Idle
- Idle__Idle
- Left
- Walk_Walk__Walk_Loop_F_L_90
- Right
- Walk_Walk__Walk_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk__Walk_Start_B_180
- Bwd Left
- Walk_Walk__Walk_Start_B_L_45
- Bwd Right
- Walk_Walk__Walk_Start_B_R_45
- Fwd
- Walk_Walk__Walk_Start_F_0
- Fwd Left
- Walk_Walk__Walk_Start_F_L_45
- Fwd Right
- Walk_Walk__Walk_Start_F_R_45
- Left
- Walk_Walk__Walk_Start_F_L_90
- Right
- Walk_Walk__Walk_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk__Walk_Stop_B_180
- Bwd Left
- Walk_Walk__Walk_Stop_B_L_45
- Bwd Right
- Walk_Walk__Walk_Stop_B_R_45
- Fwd
- Walk_Walk__Walk_Stop_F_0
- Fwd Left
- Walk_Walk__Walk_Stop_F_L_45
- Fwd Right
- Walk_Walk__Walk_Stop_F_R_45
- Left
- Walk_Walk__Walk_Stop_F_L_90
- Right
- Walk_Walk__Walk_Stop_F_R_90
- Mechanics
- —
- Metadata
- —
- Moveset
- Abilities
- Basic
- combat/abilities/offhand/shield/basic.yaml
- Attack Pattern
- sequential
- Base Combo File
- combat/combos/unarmed_shield.combo.yaml
- Chain Delay Ms
- 0
- Name
- Kiteshield
- Requirements
- —
- Resource
- Build
- On Block Absorbed
- Damage Per Point
- 5
- Max Per Hit
- 10
- Decay Out Of Combat Per Sec
- 15
- Held Passive
- Ability Filter
- none
- Amount
- 30
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- 0
- Range
- —
- Stack Threshold
- —
- Tag
- —
- Threshold
- —
- Type
- flat_stability
- Ability Filter
- none
- Amount
- 0
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- -15
- Range
- —
- Stack Threshold
- —
- Tag
- all
- Threshold
- —
- Type
- increased_damage_taken
- Max
- 100
- Regen Per Sec
- 0
- Type
- mettle
- Rmb Behavior
- guard_only
- Roll Animations
- —
- Roll To Run Animations
- —
- Schema
- Loadout
- Tags
- melee, heavy, crush, off_hand_shield, block_focus
- Theme
- The Wall — set, absorb, drive
- Version
- 1