recursal/Fanatic-Fandom huggingface dataset:
Patchie

I've been doing some psychological research on the Mordhau player-base because I wanted to find out, can going too long without a patch be a direct cause for mental-degradation in the player?

It first started several months ago, about 10 days after Patch 16 had released. Despite people enjoying themselves and lauding it as one of the best patches to date, I noticed something peculiar: the players themselves had already shown signs of intellectual-deterioration. Players began to equip stupider-looking armor, using shittier weapons, and saying things like "yeet" more often: a phrase which is closely associated with mental degredation, and has literally no meaning.

However it wasn't until after week three, the first 21 days, that I could absolutely confirm my theory with hard evidence. Provided are images I've created to illustrate the visual changes that can be seen in the Mordhau community as they continue to go several weeks without any new content.

By Day 30, which I call "The point of no return" for the purposes of this study, I began to realize that there could indeed be a direct link between Alpha 17 not being here yet and a loss of brain functionality. Not only visually, but their behavior has devolved as well. Smoke Pot usage has increased 317%. Players are roleplaying as pseudo-archers and using throwing axes as their primary weapon. More and more players are equipping themselves with wooden hammers and wearing the padded coif.

I can also conclude that roleplaying is a major contribution towards this gradual loss of cognitive function, as depicted below.

Since recently hitting the 3 month mark, we have reached levels of cerebral functions that were deranged and completely subhuman. I fear that unless Alpha 17 is released soon, the brain damage could be permanent. I don't want to imagine what the player-base will be like there's still no patch after day 100... but I'm afraid that soon that could very well could be the case.

The horrifying creature you see below is what I like to call "a tomato". Once a human, but now something lesser.

I will continue to record my findings and hope that I can find a way to slow the mental-degradation with or without a patch: possibly a vaccine. Although I've heard vaccines cause autism, so that may be counter intuitive. If you want to avoid becoming a tomato, I recommend you stick to longsword and 3/3/3 and never use smoke pots (the tomatoes seem to call them "vapes" for some reason).

I hope this has been an informative and educational post.

Here is a timeline graph.

EDIT:

Day 100 is upon us. I fear the end is near. The tomato uprising is upon us.

Heep Whitacre background story.
Corazzina

*This article is a stub. You can help Mordhau Wiki by expanding it.*

 **ID** | 47

The Corazzina is a Medium (T2) Chest item. It has no variations.

## Customization

The Corazzina has 2 color slots. Cloth, and Metal.

## Historical References

A Corazzina was a type of brigandine/coat of plates that consisted of a solid breastplate covered in textile like leather or velvet and smaller, individual plates for the back. Why its used as a tier 2 armor remains unknown to me since it has more in common with a solid breastplate than with a brigandine.

It was used from the 14th up to the 16th century but was most popular during the 15th century.

The one featured in mordhau is probably based off the one in the bavarian national museum, where you can see the solid breastplate on the inside: front, back
Hounskull

**ID** | 50

The Hounskull is a Heavy (T3) Head item.

## Variations

* Heavy (Tier 3) Standard version
* Medium (Tier 2) Raised Version
* Medium (Tier 2) Version without Visor

## Historical References

The Hounskull is a Bascinet with a Hounskull visor, sometimes also called Pig-Face visor. Bacinets were in use from the 14th to the early 15th century, the hounskull visor variant started to appear in the late 14th century, around 1380. It later developed into the great bascinet which was then replaced by sallets and armets as the 15th century went on. Its distinct shape made it very resistant to arrows or spears since they would just glance off the "nose". The open face Bascinet variant was used very often by infantry, whereas visors were mostly used by heavy cavalry.

An Hounskull Bascinet was always used with an aventail, which was attached to the skull of the helmet by the studs called vervelles you can see on the side of the helmet. In Mordhau they decided to place the aventail under the helmet to allow more customization but sacrificed realism at the same time. The aventail actually was directely connected to the leather band on the side of the skull which was then put over the vervelles and secured with a cord passing through all of them as you can see here too. Another important part of the helmet was the padding on the inside of the helmet which was called the liner which is sewn directly onto the skull of the helmet through the holes you can see around the corners of the helmet.

Unfortunately it is the only helmet in mordhau that is using a liner, although liners were used with most helmets.

Related helmets are the Bretache, the Klappvisier, the Pig Face and the Flat Face Bascinet.
Cleaver

*This article is a stub. You can help Mordhau Wiki by expanding it.*

The Cleaver is a one-handed melee weapon, often used as a secondary backup weapon.

# Overview

## Strengths

* Good strike damage.
* Fast attack speed.
* Can be equipped relatively quickly.
* Throwable.

## Weaknesses

* Abysmal thrust damage.
* Very short reach.

# Skins / Components

The Cleaver has 5 skins: Default, Baron's Cutter, Hunter's Cleaver, Kleines Messer, and Meat Crusher.

Default skin component table

# Historical References

The cleaver is based off of a butcher's or hunter's knife, used to slice through large pieces of meat and bone. As so it is an effective chopping weapon, but as it has no tip, it is effectively useless for thrusting.

# Notes and Trivia

The huntsman and footman default mercenaries carry the cleaver as a secondary melee weapon.
Patch 3

Released: Thu 2nd May 2019

Link: https://store.steampowered.com/news/app/629760/view/5153763150565441114

* Supporter Pack DLC items should now show up
* Matchmaking improvements
* Server browser improvements
* Fixed a certain duping exploit on Horde
* Added 64p variant Skirmish maps for custom servers: SKM\_Taiga\_64, SKM\_MountainPeak\_64, SKM\_Grad\_64, SKM\_Camp\_64
* Exposed some parameters for server owners (these go into game.ini), see https://pastebin.com/raw/CbDANhzr for details (server owners only)
Mordhau Wiki

Welcome to the  Wiki
The Mordhau guide for weapons, customization, maps and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Mordhau

Mordhau is a multiplayer first-person melee slasher in a psuedo-medieval setting, emphasizing skill-based competitive play using heavily customized avatars. Built around a fluid, flexible fighting system, favoring finesse and fluency with controls, Mordhau allows capable players to become unstoppable forces of nature... Right until they collide with an immovable object. Add to that buckets of blood and extremities liberated from the confines of bodies... And you have a game worthy of medieval times.[Read more...]

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Loose Item Spawns

*This article is a stub. You can help Mordhau Wiki by expanding it.*

In every Mordhau map, it is possible to find random items scattered troughout the area that were randomly spawned in. These items may vary from weapons to simply tools or consumables. Keep in mind these spawns are not always guaranteed.

It is also worth mentioning that some of these spawn with different kinds of skins on them each time. This includes color patterns and emblems.

# Camp

Note: There are many weapons stuck in the ground, some of them also spawn on the dead Iron Company mercenaries lying around the battlefield.

# Mountain Peak

Note: In the lower parts of the castle, there is actually a box with some throwables inside. The other side of the defending team's spawn also includes another crate filled with bandages and medic bags.

# Taiga

Note: The Taiga map does not have item spawns aside from Mallets that occasionally spawn in the Frontline variant of the map. They may also spawn in the Invasion variants.
Alpha Build 9

Released: 14th October 2017

Link: https://steamcommunity.com/groups/mordhau/announcements/detail/1466344462440393213

 **Gameplay**

* 240 attack input changes, now using old method of angling before button press but with improved detection. Angling after press method failed on things like scrollwheel and had too much input delay in some cases
* Increased walk -> partialsprint accelleration
* Partialsprint is now 10% faster than before
* Movement strafe modifier increased speed from 0.95 to 0.975 (faster)
* Removed partialsprint restriction in attack release, remains enabled in attack recovery
* Parry recovery (both successful and unsuccessful, will skip if riposting) will now limit to partialsprint
* PartialSprint limits added to: blocked (chambered, parried, worldcollision, clashed), flinch, and feint recovery
* Character hitboxes revamped: this will make the hit detection more consistent, as well as headshots etc. Cutting off limbs is also easier/more accurate as result
* Attack lunge reduced overall and duration is now weapon and mode-specific: Halberd, Spear and Zweihander have a lunge duration of 0.3, rest have 0.35 (0.4 previously)
* Spear stab windup on main mode increased by 25ms (from 0.625 to 0.65)
* Increased parry window by 25ms (from .425 to .450)
* Reduced parry recovery time by 50ms (total parry time is now 900ms)
* Increased all weapon releases by 25ms
* Dynamic feint lockout adjustments: the lockout ramps up faster, which means you can now punish mid windup feints easier. Maximum feint lockout reduced from 450ms to 425ms due to parry changes
* Chamber attack 240 angle tolerance increased from 0.5 to 0.75, so it is less picky in terms of getting the exact right angle
* Made successful parries have a more lax view direction check making them easier to parry another attack
* Made chambering have a more lax view angle direction check, making it easier to aim them
* Increased strike chamber window by 25ms (0.25 -> 0.275)
* Riposte queue window is now entirety of parry (for held blocks its same as parry duration though so it isn't infinite)
* Feint queue now works based on endtime instead of starttime but remains 200ms

 **Visuals**

* Adjusted animation of feints in 1P for better feel
* Adjusted projectile sticky to new hitboxes & reduced floating
* Made 3P feints a little more readable by adjusting the animation
* 1P movement anims now scale with character speed modifiers which should improve the feeling of faster loadouts feeling faster
* 1P anim movement velocity is now directly sampled from input, instead of actual movement speed, making it much more responsive
* Head look-at fixes to prevent neck breaking
* Fixed bug with movement anims sometimes not playing after spawning in air
* Fixed some issues with crashing on death in 1P for certain loadouts/settings
Moonkee

## About

Moonkees are mutual, they will not attack you unless provoked. They look a lot like monkeys, but don't mistake them for one! They live together in tribes, deep in the *Jungle*. If angered they will hunt you down until you either die or leave their camps. Considering how easily angered they can be, just stay clear of their stuff. There are three types of Moonkees, each with their own abilities.

* Villager Moonkee

A regular Moonkee, he can't attack and will run away from you if angered.

* Warrior Moonkee

A Moonkee with a spear, they will attack you only if you attack them first or steal their stuff.

* Blow Dart Moonkee

A Moonkee with a blowdart pipe, they will attack you only if you attack them first or steal their stuff.

## Attack

If you anger the Moonkees, the whole tribe will grab their weapons and start to chase you, shooting from a distance with blow darts, and rushing you with spears. Their force of attack can be very tough to beat, so make sure you are prepared!
Patch 27 Hotfix 2

Released: Fri 2nd June 2023

Link: https://store.steampowered.com/news/app/629760/view/3705945730838506510

 **General**

* Re-enabled the suicide functionality in the FFA and TDM Brawl modes.
* Added a new Message of the day (MOTD) system that replaces the old system that was hastily removed with a silent hotfix to address a reported RCE \* exploit.
* Addressed the ability to spam voice lines in rapid succession before they finish playing.

 **Party system**

* Improved user experience and stability of the party system.
* Added the functionality to auto-join ranked matchmaking from unranked matches.
* Addressed the disappearing “+” icon.
* Added smooth-scroll to the Friends list.

 **Gameplay**

* [Swordgame] Getting a kill while mounted now counts toward the weapon progression.

 **Weapons & Equipment**

* [Swordgame] Addressed changing loadout on match-start cooldown giving the players loadout weapons and items.

 **UI**

* Fixed a number of resolutions with uncommon aspect ratios affecting column visibility in the Server list.
* Votekick and forgive popup windows enlarged.
Patch 9 Hotfix 2

Released: Sat 31st August 2019

Link: https://store.steampowered.com/news/app/629760/view/5153763150565439428

This is a small hotfix to address "Server is full" when matchmaking for ranked duels. Together with the previous hotfix this should finally address this issue in full. Please make sure to restart Steam to ensure you have downloaded the patch!
Heater Shield

*This article is a stub. You can help Mordhau Wiki by expanding it.*

## Overview

The Heater Shield is a large shield that has a held block secondary mode. As with all held block shields riposting while having Heater Shield equipped will cause all incoming attacks that connect with the shield's model to be automatically blocked for no stamina cost. This makes the Heater Shield a really good tool for 1 v X fights allowing the player to strike back without having to manually parry all the attacks and interrupting own attacks to block. Similarly to all other shields the kite shield also passively blocks all incoming small projectiles such as arrows and throwables (note that toolbox's mounted ballista bolts are NOT small projectiles so they damage right through shields).

In horde mode the Heater Shield can be held indefinitely by holding the parry key.

### Strengths

Parry Drain Negation on par with 2 Handed Weapons

Decent at blocking ranged fire, crouching is advised if confronting experienced archers from front.

Very cheap compared to other shields

### Weaknesses

Anti ranged capabilities not as potent as those of Kite or Round Shield's

## Notes and Trivia

Can be customized with different patterns.

[[Category:Shields]
Patch 15

Released: Wed 18th December 2019

Link: https://store.steampowered.com/news/app/629760/view/1703981547351552572

This patch contains a little bit of everything. Two new Invasion scenarios, one on Grad and one on Crossroads, three new skins, and a new structure for the toolbox. We’ve reworked shields to be more in line with how parrying works, and their rebalanced held blocks are now only available by holding the mode switch (default R) button. This allows held blocks to be used to hold choke points while making it less desirable in 1v1.

And of course, what better way to wish you happy holidays than by sprinkling the patch with some time-limited festive content. Happy holidays!

 **Gameplay**

* Festivities
* Added second Grad Invasion variant, with blue being the attackers
* Added Crossroads Invasion map
* Reverted Catapult Nerf
* Split weapon bundle crates into two on and moved them closer to the attacker’s spawn on Feitoria Invasion
* Added Fire pit for Toolbox, can be used to ignite arrows, catapult, ballista and deployable ballista projectiles
* Mortar projectile ragdolling radius reduced slightly
* Added Arming Sword basket hilt skin, 3 variations
* Added Brute Bardiche skin
* Added Mjolnir Maul skin
* Adjusted original maul skin scale as it was stretched
* Buckler/Targe can now be thrown by holding R

 **Combat**

* Kick is now 10ms faster, drains 10 stamina on hit and can be parried
* Block/parry no longer forces slow kick
* Switching weapon modes is now 50ms faster
* Held block shields reworked - now have a longer timed parry as default. Held block can still be activated by holding R, has no knockback and very low stamina drain, but heavily slows down movement speed and greatly increases blocking turncap as well as having a raise/lowering recovery. Allows riposting, but no normal attacks.
* Kicks no longer have extra ghost range vs shields
* Jumping/climbing no longer cancels hp regen
* Reduced Max behind parry angle slightly to fix some extreme cases of backparries
* Fixed bug where ripostes would get stopped by a clash against a non riposte
* Removed general shield movement slowdowns
* Updated CombatTest map with some highly experimental combat changes, added SKM Variant

 **Weapons & Equipment**

* Spear can now force rearing on horses when stabbing from the front
* Buffed spikes slightly
* Reverted billhook movement slowdown nerf. Now 50% again

 **Visuals & Misc**

* Updated German localization
* Siege tower score now ticks more frequently but awards less points on INV\_Feitoria.
* Improved bandage use animation
* Improved lowerbody fall animation
* Fixed characters jittering up/down when standing on certain surfaces
* Increased score for objectives

 **Sounds**

* Blocks/parries/chambers now play a more bassy sound on top for the local player
* Raised time to start screaming due to falling from 1 to 1.25
Free Guard Crossroads King

Crossroads King was released during Crossroads Invasion release, being the map's primary objective, the king is rather powerful compared to most Nobles.

## Trivia

Trivia.

```
    Kick -  T0 H - 75 / C - 70 / L - 70
            T1 H - 65 / C - 60 / L - 60
            T2 H - 55 / C - 50 / L - 50
            T3 H - 45 / C - 40 / L - 40

  Strike -  T0 H - 100 / C - 100 / L - 100
            T1 H - 100 / C - 100 / L - 100
            T2 H - 100 / C - 100 / L - 100
            T3 H - 100 / C - 100 / L - 90

   Stabs -  T0 H - 100 / C - 100 / L - 95
            T1 H - 100 / C - 90 / L - 85
            T2 H - 73 / C - 60 / L - 55
            T3 H - 50 / C - 45 / L - 40

```

```
Crossbow -  T0 H - 100 / C - 100 / L - 95
            T1 H - 100 / C - 90 / L - 85
            T2 H - 73 / C - 60 / L - 55
            T3 H - 50 / C - 45 / L - 40

```

10 Cross bow bolts

Notes - Put this all in an info box with a screenshot of him.
Free Guard Grad Commander

One of the first two Nobles released with Grad Frontline on the game's launch, along with Warden. Later made playable during Invasion mode's release.

## Trivia

Trivia.

```
  Kick -  T0 H - 45 / C - 40 / L - 40
          T1 H - 35 / C - 30 / L - 30
          T2 H - 29 / C - 24 / L - 24
          T3 H - 25 / C - 20 / L - 20

Strike -  T0 H - 100 / C - 100 / L - 100
          T1 H - 100 / C - 100 / L - 100
          T2 H - 100 / C - 100 / L - 99
          T3 H - 100 / C - 95 / L - 94

 Stabs -  T0 H - 79 / C - 70 / L - 65
          T1 H - 70 / C - 60 / L - 50
          T2 H - 65 / C - 55 / L - 45
          T3 H - 60 / C - 50 / L - 40

```
Matrixing

Matrixing covers an array of moves you can perform to evade attacks through a combination of camera movement, footwork, and crouching.

# Ducking

Moving your camera down to position your characters head as low as possible, the body leaning forward, often combined with crouching to allow you to get even lower. It's possible to get even lower still with the use of the Squat emote, although it will lock your movement entirely, but can get you low enough to duck beneath a kick.

[Insert example of Ducking from 1st person]

[Insert example of Ducking from external view]

[Insert example of Ducking beneath a kick with the Squat Emote]

# Leanbacks

Moving your camera up as far possible in order to have your characters torso lean all the way back, placing your head much further away from high strikes. Crouching allows you to get lower and can help make your torso harder to hit, but isn't always necessary. Can be combined with the "Come at Me" Emote for added style.

[Insert example of a Leanback from 1st person]

[Insert example of a Leanback from external view]

[Insert example of a Leanback with Come at Me emote]

# Slipping

A roll of the camera to move the position of your head to evade overhead attacks, to move your head to the side of their attack, then around behind the weapon tracer.

[Insert example of Slipping from 1st person]

[Insert example of Slipping from external view]

# Jumping

Often used to evade toe drags, or strikes aimed at the feet. It can also be used to turn head hits into torso hits, or torso hits into leg hits, which depending on the weapon and your armour, might result in you taking less damage at the expense of the stamina cost for jumping.

[Insert example of Jumping over a toe drag from 1st person]

[Insert example of Jumping over a toe drag from external view]
Where The Water Tastes Like Wine Original Game Soundtrack

The ***Where the Water Tastes Like Wine (Original Game Soundtrack)*** features 30 tracks by Ryan Ike with featuring artists on a few tracks. The soundtrack is available for streaming and can be purchased for download on Steam as well as Ryan Ike's Bandcamp. The game files also feature a lyric book with English lyrics and Chinese translations.

## Gallery

* Lyric Book Cover
* Soul Sucker Blues
* Vagrant Song (Deep South)
* Vagrant Song (Appalachia)
* Vagrant Song (Midwest)
* Tear It Down
* Vagrant Song (Southwest)
* White Rider
* Heavy Hands first page
* Heavy Hands continued
* Lyric Book final page
Patch 19 Hotfix 3

Released: Fri 2nd October 2020

Link: https://store.steampowered.com/news/app/629760/view/2903090950656945542

 **Gameplay**

* Fixed thrown weapons not switching to slots at position > 3 after depleted
* Implemented ranked Teamfight matchmaking progressive ban penalties for leaving, only takes effect if you’re the first person to leave the match
* Raised Duel and Teamfight waiting for players time by 5s (from 30s to 35s) to help with late loaders
* Raised Duel and Teamfight round start timer to 5s, allowing more time to switch loadouts between matches
* Fixed a case where you could load onto a Duel/Teamfight match that would then load a new map
* Fixed Duel/Teamfight not giving gold under certain circumstances
* Fixed party member MMR value not being set correctly under certain circumstances
* Increased Duel/Teamfight gold rewards
* Fixed floaty Firepot on HRD\_Castello.
* Added Falx to all Horde maps.
* Added Falx to T3 Horde gamble chest.
* Fixed several bugs with Duel and Teamfight related to MMR gain/loss
* Added input mappings for raise/lower catapult arm
* Nobles can no longer get kicked for teamkilling (previously worked in some cases, but not in all)

 **Maps**

* Changed arrow mesh on Arena to have no collision
* Stuckspot fix on MountainPeak, as well as some minor lightmap optimizations.
* Fixed instructor not opening the door for himself in the tutorial

 **Skins**

* Added two new cloth colors
* Added cloth skirts to kasten brust faulds and scale skirts to assist in team identification
* Fixed problems with the meshes and skinning of Brigandine Spaulders, Mail Over Plate arms and all 3 variations of Italian Gauntlets
* Added a new colormask pattern to the bascinets introduced in Patch #19
* Renamed joupon to jupon
* Adjusted black sallet star painted pattern

 **UI**

* Fixed community servers always displaying Teamfight rank instead of Duel rank even if Duel rank display was selected
* Fixed duel/teamfight scoreboard entries having missing context menu items
* Separated region selection for casual and ranked matchmaking
* Potential fix for fuzzy scoreboard text at above 1080p resolutions
* Fixed issues with spawn screen not allowing to spawn on a newly taken location
* Fixed rank text color and mmr value grouping in player menu
* Tutorial key prompts now use graphical icons instead of text and are displayed below hints

 **Misc**

* Reworked how modio checks for latest files and resolved issues with infinite preparing to download mods
* Fixed being able to change near clipping plane to see through objects
* Improved pak file assignments, more work on improving patching times is ongoing
* Fixed several issues relating to searching in matchmaking/quickplay
* Discard unsuitable ranked matches faster, improving matchmaking time
* Fixed character voices having the wrong attenuation when spectating someone in first person
Kite Shield

*This article is a stub. You can help Mordhau Wiki by expanding it.*

# Overview

The Kite Shield is a large shield that has a held block secondary mode. As with all held block shields riposting while having Kite Shield equipped will cause all incoming attacks that connect with the shield's model to be automatically blocked for no stamina cost. This makes the Kite Shield a really good tool for 1 v X fights allowing the player to strike back without having to manually parry all the attacks and interrupting own attacks to block. Similarly to all other shields the kite shield also passively blocks all incoming small projectiles such as arrows and throwables (note that toolbox's mounted ballista bolts are NOT small projectiles so they damage right through shields) although the kite shield is one of most effective shields at this job thanks to it being the second largest shield in the game right after Pavise Shield although, Pavise Shield being completely useless in melee combat is almost always used to protect the player's backside from arrow fire unlike Kite Shield which can effectively block arrows from back, left and front without sacrificing ability to swing weapons.

Kite shield also increases parry window by 0.05 (seconds?) making it easier to counter drags which to some extent offsets the drawback of lower parry drain negation in duels.

In horde mode the Kite Shield can be held indefinitely by holding the parry key.

## Strengths

* Very potent at protecting user's body from ranged fire.
* Active parry helps a lot in 1 v X scenarios.
* Increased parry window makes drags easier to block.

## Weaknesses

* Parry drain negation is 1 less compared to most 2 handed weapons making the user run out of stamina slightly faster in extended fights.
* Active parry DOES NOT give stamina unlike multi parrying 2 or more attacks in a quick succession.

# Skins/Variations

The Kite Shield possesses a skin variant called Crusader's Shield
Carving Knife

*This article is a stub. You can help Mordhau Wiki by expanding it.*

The Carving Knife is a one-handed melee Peasant weapon, notable for its fast attacks and lack of ability to flinch.

# Overview

## Strengths

* Fast attack speed.
* Noticeable damage to unarmored opponents.

## Weaknesses

* Lack of flinch, almost impossible to best an enemy with this weapon.

# Skins / Components

The Carving Knife has no skins or components.

# Notes and Trivia

(tl;dr - the knife could be thrown and does considerable dmg to the head too)

If you are aiming for unlocking the achievement "Living sculpture" on steam, instead of using the carving knife as your primary weapon, you could try bringing your opponent's hp down with dull weapons such as Heavy Branch or Frying Pan, and then throw the knife at their torso or head to finish them off, doing so will also contribute towards achievement progression and is considerably easier than confronting directly with a carving knife.
Patch 17 Hotfix 2

Released: Wed 1st April 2020

Link: https://store.steampowered.com/news/app/629760/view/2116070426712852207

The second Hotfix addresses various things such as Invasion balancing for Castello, Crossroads and Mountain Peak, as well as some other gameplay and UI tweaks.

 **Gameplay**

* Firebombs will only restock 1 at a time from an ammo box
* Fire and smoke fields now annihilate each other if they touch
* Pavise shields are now limited to max 5 per player
* Skirmish regen turned back on, banned healing items reverted
* Mountain peak rebalanced with progressive spawns on ram push objective, more interracts on ram objective and slightly stronger king. The cauldrons now go away after the ram objective.
* Crossroads king health on kill increased
* Castello buffed for attackers for the first and second objective with more paths and easier cart push, spawns moved around for the last two objectives.
* Feitoria Made slightly harder second and first stage by moving about kill objectives and slowing down the siege tower.
* Feitoria ladders now mostly droppable, even in the city.

 **Visuals & Misc**

* Fixes for crashing on startup due to mods
* Added server-side config variables for bIsThirdPersonCameraDisabled, ConstrainAspectRatio (e.g. 1.7777777), bIsHitStopOnTeamHitsDisabled (these go under [/Script/Mordhau.MordhauGameMode])
* Velvet Shoulder LODs
* Several fixes for rewards not showing up at the end of a match
* Fixed a bug which caused servers not to retry dealing out rewards after a backend timeout
* Removed hardcoded player limit for servers
* New asset for the environment plank
* Various collision fixes on Castello

 **UI**

* Added scoreboard tab to main menu and added contextual actions to entry selection (view profile, chat mute, votekick, admin kick, admin mute, admin ban)
* Moved duel leaderboards into the matchmaking screen
* Brought back the return button to the main menu
Mordhau Wiki/Section 1

Welcome to the  Wiki
The Mordhau guide for weapons, customization, maps and more written and maintained by the players.
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About Mordhau

Mordhau is a multiplayer first-person melee slasher in a psuedo-medieval setting, emphasizing skill-based competitive play using heavily customized avatars. Built around a fluid, flexible fighting system, favoring finesse and fluency with controls, Mordhau allows capable players to become unstoppable forces of nature... Right until they collide with an immovable object. Add to that buckets of blood and extremities liberated from the confines of bodies... And you have a game worthy of medieval times.[Read more...]
Ogre

The Ogre is a Horde Mode mini-boss.

## Overview

He comes in the later waves of Horde, has high damage absorption, is very tall, wields an Ogre Club, a bigger and stronger variation of the Club, and you can get stunned even after parrying his attack, while also taking damage at the same time.
It is recommended to use ranged weapons against such a foe, since running away after attacking will most likely not work, because of his great reach.

You can however exploit his ai by running towards him and instantly tuning around and running away. This will cause him to strike at you (wait for his grunting noise that indicates a swing) which will leave you with enought time to hit him once. After hitting him you should run away as soon as possible and start all over again. This will work way more easily if you manage to isolate him.

He has a damage reduction of 10, meaning he divides all damage taken by 10 (so a hit with an executioner sword, which would ordinarily deal 100 damage, deals a mere 10 damage).
Patch 9 Hotfix 1

Released: Sat 31st August 2019

Link: https://store.steampowered.com/news/app/629760/view/5153763150565439519

Just a small Hotfix to fix the most glaring ranked matchmaking issues and other miscellaneous stuff.

* Fixed MMR/placement match count reverting
* Fixed slot reservation for matchmaking lobby members (fixes “Server is full” message)
* FIxed ranked duel countdown UI
* Small fixes on Crossroads (stuckspots etc.)
* Fixed missing font for Korean localization
* Fix for bug sometimes causing ranked duels to be 2v1
* Fixed votekick 10 minute ban being global, now it is only for that server
* Veteran set colors rearranged to have proper team colors, chainmail parts now take armor tint
* Lowered gold rewards for duels to be more in line with other modes
Patch 25 Hotfix 1

Released: Mon 27th June 2022

Link: https://store.steampowered.com/news/app/629760/view/3329864090479038373

This first hotfix mainly addresses the loss of all input in some cases like spamming certain keys, as well as some quick fixes for pressing issues on Arid.

 **General**

* Novice servers are now shown on Server browser tab for Novice players (colored green)
* Fix attempt for getting kicked off novice servers on map change
* Fixed input issue on spawn select screen
* Fixed input issue when chat key is spammed when map is loading
* Fixed input issue after selecting a chat context menu admin action
* Fixed issue with loadout deletion when the RMB context menu is used to delete a non-selected loadout
* Fixed scoreboard auto-scroll when interacting
* Fixed camera offset in Horde equipment armory
* Fixed issue with loadout deletion when the RMB context menu is used to delete a non-selected loadout
* Fixed Nubian wrong skin color in 1P
* Added auto-switch to last equipment when last shot is fired for Horde throwing knife, horde throwing axe, horde firebomb, horde black fire bomb, noble smoke bomb, noble throwing axe, noble throwing knife
* Fixed weapon bundle not being able to count its visual stage

 **Maps**

* Arid:
	+ Fixed material swimming on low or medium graphics setting
	+ Camels will now respawn
	+ Adjusted collision on rubble pile ramps
	+ Added rock spawners in some places
	+ Fixed misaligned textures and vertex colors on some buildings
	+ Adjusted wooden planks on a ramp for smoother navigation
	+ Fixed pusher NPC max health displaying incorrectly
* Feitoria:
	+ Fixed up a case where INV is uncompletable

 **Skins**

* Added gold price to Calipha dagger
* Added gold price to Heater Shield Adarga

 **Horde**

* Fixed an issue where the harder version of ogre dealt 360 degree damage. Also lowered his base damage.
* Lowered revive time
* Slightly nerfed amount of minibosses in latter waves
Estoc

*This article is a stub. You can help Mordhau Wiki by expanding it.*

The Estoc is a two-handed weapon.

# Overview

## Strengths

Can be couched on horseback to deal large amounts of damage.

-Amazing thrust damage

# Skins / Components

The Estoc has 2 skins and 9 components.

Default skin component table
 Heron Blade
 Duelist Blade
 Tubular Guard
 Bent Guard
 Winged Guard
 Slim Handle
 Faceted Handle
 Blunt Handle

Hunter's Estoc skin component table

# Historical References

The Estoc was a type of longsword used from the 14th up to the 17th century. It was developed against plate or mail armor but was also used by nobles in boar hunts as an alternative to spears.

Its most notable feature is the dull edge and the square cross-section which made it a very stiff blade unlike most other types of european two handed swords, which usually were quite flexible. In armored combat it was far superior to a "regular" longsword thanks to the stiff blade and the pointy tip which could penetrate mail way easier than longswords with a less tapered tip.

It would be used in a half-sword grip or in the mordhau grip, depending on how the fight goes and what works better for the fighter.
Executioner's Sword

*This article is a stub. You can help Mordhau Wiki by expanding it.*

The Executioner's Sword is a two-handed weapon.

# Overview

## Strengths

2 Hits to kill

Good swing manipulation

## Weaknesses

No combo

Weak stabs

Weapon range of 110 is somewhat short compared to most of the popular 2 handed weapons.

# Skins / Components

The Executioner's Sword's default skin has 9 components, and it has 1 skin with no components.

Default skin component table
 Ringers Blade
 Hangman's Blade
 Massive Guard
 Gothic Guard
 Warmonger Guard
 Plain Handle
 Firm Handle
 Twisted Handle

Katzbalger skin component table

# Historical References

The Executioner's Sword was used from the 16th up to the 19th century in europe. It was never used in combat since its way too heavy to be used effectively. In the middle ages beeing executed by one was reserved for the nobility, whereas commoners got executed by a executioner's ax, a gallows or other methods. The last execution with an Executioner's Sword in europe was 1868 in Switzerland. Executioner's Swords were usually pretty decorated and had texts written on the flat of the blade.

The Katzbalger skin depicts a weapon that was actually used in combat. A Katzbalger was used during the 16th to 17th century. It was a one-handed sword, carried as a sidearm by Landsknechts. There are some depictions of two-handed variants in some historical drawings but two-handed ones were the minority. A Katzbalger can be identified by its signature "S" shaped guard.
Armor

*This article is a stub. You can help Mordhau Wiki by expanding it.*

## Overview

Armor refers to equipment selected on the loadout screen that provides passive protection from attacks.

There are four different types of armor: Cosmetic, Light, Medium, and Heavy; these can be equipped to different parts of the character to provide protection to those areas. The heavier the armor, the higher the protection. As the level of protection increases, so does the Point Cost of each component and the slower the player's character movement will become. A complete heavy armor loadout will incur a penalty of around 20% to the default movement speed).

Different weapon causes different amounts of damage to each type of armor. Therefore, armor can be said to provide weapon-specific damage reduction rather than a flat amount of protection.

*For Example: The Scythe will deal near fatal damage to players using light armor, but does almost nothing if the opponent has medium or heavy armor covering the struck body part. However, some weapons such as the Warhammer will do almost identical amounts of damage to each body part regardless of armor type.*

Armor type overview
 Light

*Note: Legs have a lower Point Cost as denoted above*
Dagger

*This article is a stub. You can help Mordhau Wiki by expanding it.*

The Dagger is a one-handed melee weapon, often used as a secondary backup weapon.

# Overview

The dagger is a low cost, short and fast weapon. This weapon does moderate damage with thrusts and very low damage with strikes. Its high speed makes it pretty hard to morph, feint or perform swing manipulation with it.

**Alt Mode:** Throws the weapon.

## Strengths

* Decent thrust damage.
* Very fast attack speed; allows you to punish slower weapons or perform fast combos at the cost of little to no stamina.
* Lowest possible point cost makes it extremely accessible.

## Weaknesses

* Abysmal strike damage may make your strategy pretty one dimensional when using this weapon by relying only on stabs as a source of damage.
* Low parry drain negation; you're going to lose the battle of stamina against a lot of weapons if the fight lasts long enough. You can counteract this negative by pairing the dagger with a parry shield like the Buckler or the Targe.
* Very short reach leaves you vulnerable to kicks and causes you to miss your attacks more frequently.

# Skins / Components

The Dagger has 3 skins: Default, Crucifix, and Calipha Dagger.

Default skin component table

# Historical References

The dagger is one of the oldest and simplest forms of weaponry. It can be made in a variety of different blade shapes and cross sections depending on where in the world the blade originated. It is mainly a stabbing weapon, prized for its concealable nature and availability. During the middle ages, daggers were often used to finish off heavily armored knights by thrusting through gaps in armor.

# Notes and Trivia

The dagger is very situational on the battlefield, intended as a backup weapon and not suitable for extended combat. Switch to the dagger mid-fight to catch your opponent off-guard, but never use it as a primary weapon.
Combat Test Level

Combat Test Level is a secret map in Mordhau.

Similar to maps like Funland2, it cannot be opened by normal means and has to be opened via the following console command:

```
open combattest

```

The map is large and open with a small castle like area at the far end of the map.

The purpose of this map is that players may test out new mechanics and/or weapons before they might get added into the rest of the game.

The map also has two horse spawns at the corner of the map.

There's also a second variant of this map that includes a handful of entirely new combat changes which can be accessed with the following console command:

```
open combattest_casual

```
Foppish (Voice)

Foppish is a Voice set within the game for Male mercenaries. It is commonly used by funny naked maul men. It was voiced by voice actor Brandon Blair

# Voice Lines

### **Yes**

- Surely

- Yes sir!

- Yes!

- Certainly

### **No**

- I don't think so

- Certainly not

- No!

- Impossible

### **Help**

- Help me!

- Heeeeeelp!

- Oh no I'm in trouble!

- Oh it looks like I need help!

- Nope, nope nope I've changed my mind... Help!

- Ok, ok I've bitten off more than I can chew

### **Insult**

- You do actually know how to use that thing?

- No, by all means, keep swinging away, you'll eventually hit something

- You'll eventually hit something

- You sir, smell like something that was ejected from the backside of a diarrhetic horse!

- Ugh! Shaking it more than twice is playing with it

- No, no, you point it this way, you idiot

- You sir, are by far the worst soldier I have ever... smelled

- Are you just pretending to be a soldier?

- Look, don't feel bad, maybe you're just not cut out to be.. much of anything

### **Intimidate**

- Do we really have to kill all of them? I was hoping to be done before tea

- Ahoooy, ah, the dung-covered peasant convention is that way.

- That is not an army, they look like a bunch of sexually frustrated farmers!

- Well men, we trained hard, but looking upon the face of our enemy, I feel we needn't have trained quite so hard.

- You call that an army? I've seen bigger book clubs!

- Where is the rest of your army?

- Yoohoo, uh, we were supposed to fight an actual army, here. Uh, would you mind telling us where they've gone?

### **Sorry**

- My fault!

- I don't know what I was thinking

- Oo, heh, sorry

- But I hope this doesn't mean we can't be friends

- I am so sorry

- Oh, heh, terribly sorry

### **Thanks**

- What I'm trying to say is, thank you?

- You have my gratitude

- Thank you most kindly

- Thank you!

- Thank you most kindly

### **Friendlies**

- Oh, you bastard

- You did that on purpose

- Just whose side do you think you're on?

- You just watch where you stick that thing!

- Tell me you did not just mistake me for one of those corn-fed simpletons.

### **Retreat**

- I'm getting out of here!

- Fall back fall back!

- I think we better ruuuuun!

- I think it's time we fell back

### **Hold**

- Hold fast!

- Steady!

- Hold your ground here!

- If they get through, very bad things are going to happen to all of us

### **Hello**

- Oh hello!

- Yes, yes, pleased to meet you I'm sure

- Good day!

- Well met

- Hello

### **Follow me**

- This way

- Behind me!

- Follow me

- Come on men, follow me

### **Respect**

- You know it's not every day I get to face a worthy opponent

- You handle your weapon rather well, it's a shame I have to kill you

- Well struck!

- It's a shame I have to kill you

- 'Tis a rare thing to see a man who handles his weapon, as well as I do

- Your form, and execution, are exquisite

### **Charge**

- Chaaaaarge!

- Heeeeeeeuuuyaaaaah!

- Eeeeuyaaaaaaaahhh!

- Dodge this you bastard!

- Have at them, boys!

- Come on, kin, come on hyueeeeaaaaaahhhhhh!

- To victoooory!

- Forward!

- This way, to death, and glory!
Fire Bomb

*This article is a stub. You can help Mordhau Wiki by expanding it.*

The Fire Bomb is a throwing weapon which covers the ground where it lands with a deadly field of flames.

# Overview

The Fire Bomb is a small, handheld grenade which can be thrown to create a large area of fire around the impact point. It is used by the Scoundrel default mercenary. The fire lasts for about 10 seconds, but there is a short delay between the bomb impacting a surface and the fire beginning to deal damage to anything. It serves as an excellent means of area denial, such as blocking off a hallway or forcing enemies to back away from an objective. The damage of the fire itself quickly ramps up the longer a player remains within the zone, and continues to deal damage for a short time after leaving the area of fire. After being thrown, a new fire bomb can be acquired by interacting with a Resupply Box.

## Strengths

* Fire damage can significantly injure or possibly even outright kill enemies
* Due to how long the fire lasts, it's excellent for area denial and blocking off choke points
* Can serve as an great way to take enemies down with you as a last resort, especially if you have the Flesh Wound perk.
* Fire bombs are an effective method of destroying Toolbox structures.

## Weaknesses

* Only one fire bomb may be equipped per mercenary
* The short delay before the fire begins dealing damage can give enemies enough time to move out of the way
* The fire is prone to accidentally damaging or even killing teammates - be careful when throwing one into a large team fight
* Enemies with the Fireproof perk can easily walk right through the fire without taking much damage - though they can still be finished off by it if they're at low health
* If a player throws a Smoke Bomb near the area of fire, both will immediately cancel each other out
* If the user is struck by a melee weapon while holding the fire bomb, it will be immediately dropped.

# Skins / Components

The Fire Bomb has X skins.

Default skin component table

# Notes and Trivia

* The fire bomb is the only weapon in the game which has a limit on how many can be equipped on a mercenary (without taking gear point costs into account)
* You and your teammates always take half damage from the fire itself, even if neither you nor the ally have the Friendly perk - though actually having this perk won't affect the damage.
* If a fire bomb is thrown near the area of a Smoke Bomb or vice versa, both will cancel each other out and end prematurely
* While the user has the Huntsman perk and meets its conditions, the damage of the initial impact increases by 1.75x