The Life of the Blessed Hand

Book Two · The Manual · 3

Arms and the Kit

The sword, the axe, the scythe and the rest; the beam, the burst and the thread

Hic occidunt eum.

NewcomerStreamerSpoiler-light; deeper secrets sealednumbers as of 2026-10-04
The Tower's hall
The Tower’s hallIn-game, clean pixels, under the book's CRT

Wick wakes strong. He does not grind for power: the gifts he takes add verbs, not bigger numbers. What he carries from the first step is a full kit, and this chapter is its manual.

The controls

VerbKeysXbox padPlayStationTouch
MoveWASD or arrowsleft stick, d-padleft stick, d-padthe floating stick
Strike (the chain; hold for the spin; hold on a beaten head for the blow)Z, Space, JACrossSTRIKE
Interact (talk, read, open, pull; drink)EYTriangleUSE
Beam; lead a beaten head; take a witnessX, KBCircleBEAM
Stun burst (tap) / Bend Will (hold)C, LXSquareC
Run (held); run and strike lungesShiftRB or RTR1 or R2RUN
Swap weapons (tap) / the wheel (hold)Qright stick clickR3SWAP
The bat / the crowsB / VLT / LBL2 / L1BAT / CROW
The ledgerNleft stick clickL3BOOK
NOTEStrike never feeds

Since the v67 build, the strike is only ever a blow, and Interact is only ever a word, a door or a drink. Standing by blood and pressing A swings the sword.

The weapons

He starts with two, so the swap and the wheel are live from the first step.

The axe
SCREEN 3-1The axeHeavier, slower; its spin cleaves the ground.In-game, the churchyard (v74 skins pass)
The halberd
SCREEN 3-2The halberdA long haft and a wide sweep.In-game, the churchyard (v74 skins pass)
The scythe
SCREEN 3-3The scytheThe crowd weapon; every swing costs mana.In-game, the churchyard (v74 skins pass)
WeaponHow he gets itThe chain: pace / damageReachIts move
The swordhis own, from the start1 / 1 / 1, then 1 / 1 / 215 to 18 pxthe spin: hold A, let go, hits all round him (radius 30)
The axefrom the start.75 / .75 / .6, damage 2 / 2 / 316 to 19 px, widethe ground cleave: a wider spin (40) that bites again and throws everyone back
The scytheafter the Earl, whatever the Tower’s fate.8 / .8 / .65, damage 1 / 1 / 222 to 27 px, widestthe tangle: every swing costs 0.12 mana; every foe it hits is hauled toward the blade’s point and stunned. Its spin tangles everyone toward him for 0.25 mana
The halberda find, not a reward: by default in the Tower’s armoury, before the Earl TBD: the exact spot.85 / .85 / .7, damage 1 / 1 / 3longthe haft-sweep: slow, wide arc, a long shove

The sword is the scale every other weapon is measured against. Pace above 1 is faster than the sword; below 1 is slower.

TIPWhich arm, when
  • The sword for a duel with anything that has a tell. It is the cleanest read.
  • The axe when you are surrounded and can afford the slower chain. The cleave throws the ring back and buys a breath.
  • The scythe for a crowd you want held still: tangle, stun, then feed on the frozen. Watch the blue orb: no mana, no swing.
  • The halberd for keeping a line at arm’s length. The shove is long.

The swap and the wheel

Sealed · Mid-gameThe arms of mercyBreak the seal to read

Every head Wick spares gives him something of his own instead of a gift from below: a weapon class with its own chain. The names and moves are the design’s working answers and may change TBD.

ArmFrom sparingIts signatureChain: pace / damage
Brake-chainthe Empressthe whirl: the widest spin (40); the chain drags1 / .9 / .7, damage 1 / 1 / 2
Crozierthe High Priestessthe long reach (26 to 30), a narrow arc1.05 / 1.05 / .8, damage 1 / 1 / 2
Setting-maulthe Magicianthe setting blow: heaviest, slowest, throws foes far back. Out of reach while the Lord President cannot be spared TBD.6 / .6 / .5, damage 2 / 2 / 4
Cane-swordthe Wheelthe quick draw: fast and short1.3 / 1.3 / 1.15, damage 1 / 1 / 2
Carving knivesthe Sunthe carve: fastest, shortest, no shove1.6 / 1.6 / 1.4, damage 1 / 1 / 1
Grave-hookthe hunter, if he livesthe pull: the last blow hooks the foe toward him.9 / .9 / .8, damage 1 / 1 / 2

The first two heads, the Earl and the Lord President, cannot be spared (see The Rites), so the merciful path’s arsenal is built from the other four houses and the hunter. With all of them spared he owns nine weapons, and the wheel spreads them clockwise from the top.

The innate kit

Three powers come with him from the grave, paid from the blue orb. Each has a room where it fails: there is no power in this game that works everywhere.

The beam (B)

Cost
0.25 mana. A hit refunds 30%.
Reach
120 px along his facing, from his casting hand.
Damage
2.
Stops
at the first body in its line. It does not pierce.
Fails
on the Earl’s iron circle; over running water; inside a saint’s light in the Bishop’s nave; it passes under anything flying.

The beam is a bone-white line in cold blue, instant. Aim matters: a miss refunds nothing. A line of foes is the spin’s work, not the beam’s.

The stun burst (tap C)

Cost
0.35 mana.
Wind-up
0.35 s, planted, hand raised. A blow taken in it breaks the burst: nothing spent, nothing stunned.
Radius
every hostile body within 44 px.
Hold
commons 1.6 s, lieutenants 0.8 s, heads 0.5 s.
Fails
on bosses, and on anyone a rite drives itself.

Every foe in the ring freezes in its pose, three stars over its head, and any blow already coming is spoiled. It does no damage. It is the opener for everything: stun, then strike; stun, then feed.

Bend Will (hold C)

Cost
0.30 mana.
The hold
keep C down 0.35 s and the red thread is thrown instead of the burst.
Takes
a human or a low foe, until it dies. Cutting the thread kills.
Slides off
anyone who knows. Heads, the Bishop, the priest.
WICK
Your will? Mine.
bind_mine

He throws a red thread tied to the heart. A bound creature is his to drive: walk a guard into his fellows, open a door from the inside, fetch a key, bring a victim to him. A thrall can walk to other screens of the same region, never out of it. A tap of C cuts the thread.

The kneel order. A bound human can also be ordered to kneel and hold. A kneeling foe is alive, counts as fallen in a rite, and is freed, remembering nothing, when that house falls. Each one holds 5% of his blood orb’s maximum until then. Mercy costs him capacity, not just time. It is how the Duchess’s wards can fall without one child dying.

TIPWho knows

Bend Will is how you find out who is in on it. The thread slides off anyone who knows what the season is for. The sharp player learns the cast by trying.

Moving

Walk
58 px a second, eight directions.
Run
96 px a second while held. Outruns every foot soldier.
Run and strike
a lunge. Otherwise every verb plants him.

Running costs nothing. It does not hide him: nothing in the game hunts by sound except where a house’s rule says so.

The held blow

A head of house, beaten, kneels and asks. Hold the strike on a beaten head in reach and the killing blow is given: a distinct, slow animation, never the plain strike. The beam button on a beaten head leads them away instead, under his hand, to the pillory. On a lieutenant, the strike kills and the beam takes a witness. Everyone else just dies.

The blow is the subject of The Rites.

The blow gathers
SCREEN 3-4The blow gathersThe Earl kneels in his iron circle. The asking is on screen; the choice is held in the hand.In-game, the Tower's crown