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HOLYGRAIL

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Melee

Two-Handed Weapons

Axe, bardiche, guisarme, glaive, halberd, hammer, lance, spear and sword on the two-hander — directional damage, armour penetration, cleave and the cavalry arms. Figures are for crafted weapons.

Two-handed weapons trade the shield for reach, power and [cleave](/wiki/combat-guides/weapon-types) — most sweep through every enemy in the arc, which is brutal against a packed line. They cost more stamina and leave you only a weapon's guard, so spacing and timing carry the weight a shield otherwise would. Dual-wielding is not possible — both hands are on the haft.

The figures below are for crafted weapons. Looted or non-crafted weapons may carry slightly different modifiers.

Directional damage

Each attack direction carries its own damage type and a modifier on the weapon's base damage. Most two-handers hit hardest overhead and fall off on the side swings; the polearms and cavalry arms instead live on the stab.

WeaponOverheadLeftRightStab
Axe×1.2 Slashing×1.0 Slashing×1.0 Slashing×0.8 Bludgeoning
Bardiche×1.2 Slashing×1.0 Slashing×1.0 Slashing×0.7 Piercing
Guisarme×1.0 Piercing×0.9 Piercing×0.9 Piercing×1.0 Piercing
Glaive×1.2 Slashing×1.0 Slashing×1.0 Slashing×0.7 Bludgeoning
Halberd×1.0 Slashing×1.0 Slashing×1.0 Slashing×0.7 Piercing
Hammer×1.1 Bludgeoning×1.0 Bludgeoning×1.0 Bludgeoning×0.7 Bludgeoning
Lance×0.5 Slashing×0.5 Slashing×0.5 Slashing×1.0 Piercing
Spear×0.5 Piercing×0.5 Piercing×0.5 Piercing×1.0 Piercing
Sword×1.0 Slashing×1.0 Slashing×1.0 Slashing×0.9 Piercing

Role & characteristics

WeaponReach (units)Best againstArmour penetrationNotable traits
Axe8.2Shields, doors & light armour5% on overheadCleaves. High overhead modifier — a shield- and wall-breaker.
Bardiche8.9Shields, doors & light armour5% on overheadCleaves. Like the axe, but its stab pierces instead of bludgeons.
Guisarme8.3 – 8.9Medium armour5% on stabThe only weapon that's all-piercing on every swing — a pure thrust, no cleave.
Glaive7.8 – 8.2Light armour5% on overheadCleaves. Built to carve light armour.
Halberd11.0Light armour5% on overheadCleaves, and the longest reach of the cleaving weapons.
Hammer7.1 – 7.5Heavy armourCleaves. Pure bludgeoning every swing — the two-handed answer to plate.
Lance13Cavalry & anti-cavalry5% on stabLongest reach of all; couch it mounted, brace it on foot, but slow and weak swung by hand.
Spear10.3 – 11Medium armour5% on stabThe longest weapon you'll swing on foot and the fastest stab-to-block; a thrust, no cleave.
Sword6.0 – 7.6Light & medium armourCleaves. The fastest side swings of any two-hander.

Cleave, thrust & reach

  • Cleavers hit the whole arc — axe, bardiche, glaive, halberd, hammer and the sword land on every enemy in the sweep. Catch a clustered line and one swing strikes all of them; the *Reaper* ability widens the arc further.
  • Thrusters don't cleave — the guisarme and spear are pure points: single-target, but they keep the longest reach on foot and the best answer to anyone charging in.
  • Reach decides who lands first — the spear is the longest weapon on foot (only the mounted lance, at 13 units, reaches further); the halberd is the longest that still cleaves. See Weapon Lengths for the full table.

Cavalry & anti-cavalry

  • Lance — a mounted weapon first. It's slow and weak on foot, but couched at the gallop (couch key while mounted) it delivers a jousting hit, and it's the core of both cavalry play and countering it.
  • Brace against a charge — on foot, plant the lance with the throw key to 'brace' so a horse impales itself on the point. A braced point is how infantry survives cavalry rather than being run down.

Match the swing to the armour you face: cuts for the unarmoured, thrusts and blunt for the armoured — see Damage Types & Armour. Reach above is in in-game units (full list, daggers to lances). Then weigh the trade-offs live in the Build Maker.