HeavenboundThe Hollow Sky
The Paths

Four ways to fight

A path is how you fight, what you value in a fight, and what you will always find hard. Every one of them is something a person could train for.

Sword

Precision, spacing, the counter

Disciplined and measured. The sword wins by reading the other fighter and punishing cleanly, not by flurries or force.

  • Mid-range control
  • Counters
  • Clean punishes

Body

The fist: pressure, stagger, staying power

Grounded and relentless. The body path is a heavy presence at close range that is very hard to move once it has arrived.

  • Stagger
  • Guard damage
  • Durability

Blade

Mobility, burst, the fast punish

Quick, dangerous and opportunistic, and fragile when misplayed. Not a faster sword: more volatile, and weaker in a long, disciplined exchange.

  • Fast chains
  • Repositioning
  • Burst

Polearm

Reach, control, owning the ground

Deliberate and imposing. The polearm teaches you to own space instead of reacting inside it, and makes a careless approach expensive.

  • Longest reach
  • Zone control
  • Anti-approach

Beyond the path

A path is the start of a build, not all of it. Manuals decide what a fighter is allowed to learn, footwork decides how they move, techniques are put together by the player, and cultivation sets how far all of it can go.