Glossary

{Glossary (WIP)
The following is a collection of terms often used in Mordhau and its community, along with a brief description of said term.

Accel: The act of moving your camera in the direction of your strike in order to accelerate it, which will mess with your opponent's timing. Alt Mode: An alternative method of using a given weapon, whether it be using a different part of it, adjusting your grip on it, or even straight-up throwing it.

Armor: Protective garments of varying types, which slow the wearer's movements slightly but reduces the impact of incoming attacks. Armor is worn separately for the head, chest, and legs, and comes in light, medium, and heavy varieties. More details here

Block: See Parry

Combo: Transitioning a weapon's attack into another of the same type. Though the time required to perform a combo attack is longer than a regular attack's windup, it's faster than having to go through the weapon's recovery period. However, missing with a Combo swing usually consumes twice as much stamina. Usually listed in milliseconds.

Couch: Holding a weapon straight out while on horseback to deal massive damage to anybody it hits. Only doable with certain weapons, such as the Spear or Estoc. More details here

Damage: How much health is drained from a player after being hit by an attack, falling from great heights, etc.

Disarm: Forcing someone to drop their Weapon by making them Parry your attack without having sufficient Stamina.

Drag: The act of moving your camera in the opposite direction of your strike in order to decelerate it, which will mess with your opponent's timing.

Feint: Beginning an attack, only to cancel it during the windup period. This is mainly used as a means of faking out opponents. Costs 10 stamina to perform, unless noted otherwise.

Flinch: When you are hit by an attack capable of making you flinch (most melee attacks can do this), any actions you may be currently performing will be interrupted.

Free Guard: One of two teams that players fight for during Frontline or Invasion maps. Signified by their blue coloration.

Gear Cost: Determines how many Gear Points are needed in order to equip a given weapon, armor piece, or perk.

Gear Points: Your budget for weapons, armor, and perks when making a custom mercenary in Mordhau. Mercenaries have 48 points to work with.

Health: How much damage your character can take before dying, usually being 100 points. There are a few ways to recover it, including getting a killing blow with a melee weapon, using a bandage or med kit, or avoiding doing any stamina-intensive actions for a few seconds.

Iron Company: One of two teams that players fight for during Frontline or Invasion maps. Signified by their red coloration.

Jump: A short upward hop, usually done to clear obstacles or maneuver around the environment. Costs 10 stamina to perform, or 5 with the Acrobat perk

Objective: The primary goal on most Frontline and Invasion maps. These include things such as pushing a cart, controlling points on the map, burning tents, or killing a castle's lord.

Parry: A quick defensive maneuver, interposing your weapon or shield in the way of an incoming attack to deflect the blow and save yourself from damage, albeit at the cost of stamina.

Parry Drain Negation: When parrying an opponent's weapon, you reduce their weapon's stamina drain by this amount; the total is how much stamina you lose when successfully parrying that weapon

Peasant: An expensive perk which limits your armor and weapon options significantly, but also provides a few new ones. More details here

Perks: Passive features which provide a variety of benefits to anyone possessing them. More details here

Points: A general score-keeping system during matches, awarded for a wide variety of actions, from damaging or killing an opponent to performing objective-related actions.

Morph: Transitioning a stab into a swing, or vice versa. Performing this costs 7 stamina on top of any other potential stamina costs, unless noted otherwise

Recovery: The time it takes for your weapon to return to being idle and therefore be ready to swing again after missing an attack. Usually listed in milliseconds.

Release: The time that a weapon's active damage frames are present during its animation. Usually listed in milliseconds.

Sprint: A state where a character moves much faster (approximately 60% faster), but cannot recover stamina. You will automatically stop sprinting if you stop moving straight forward, or perform any action aside from jumping.

Stamina: How much your character can do before tiring out, usually being 100 points. Actions such as attacking, jumping, and successful parries will drain stamina. Stamina regenerates over time after a short delay, but sprinting, parrying, loading a bow/crossbow, or performing any stamina-consuming action will halt stamina recovery. While at 0 stamina, you cannot Combo, and any successful parry attempts will result in your weapon/shield being knocked out of your hands.

Stamina Drain: The amount of stamina an opponent will lose after successfully parrying an attack (before Parry Drain Negation is applied)

Swing Manipulation: Moving an attack during the Release in order to Drag, Accel or perform any other tactic.

Turn Cap: A general measure of how limited your camera-turning is whilst swinging a weapon, measured both horizontally and vertically. A lower number means a higher restriction.

Weapon: The primary means of dealing damage in Mordhau. This term applies to a wide variety of things such as spears, swords, bows, etc.

Windup: The time between beginning a weapon's attack and the Release (aka damage period). Feinting during this time will return the weapon to its idle state. Usually listed in milliseconds.