Official Forgotten Stories promotional artwork

Battle decision route

Forgotten Stories Combat Guide

The Forgotten Stories Combat Guide connects defensive keys, weapon QTEs, Speed, healing, debuffs, downed states, and permadeath. This Forgotten Stories Combat Guide distinguishes published rules from preparation advice so a player can choose a safer response without assuming every attack behaves the same way.

Verified20 primary source routes · checked 2026-09-13
DefenseA / S / D / Space / F

Directional dodge, jump, block, and parry inputs.

Cooldown tickSide switch

The September 4 official changelog says repeated turns no longer tick cooldowns.

Downed stateDeep Wounds

Zero HP can down a character with Deep Wounds or kill them.

Pure debuffMay bypass dodge

Blocking a multi-stack debuff may reduce it by one stack.

Worked rule example

An extra turn does not clear your cooldown

Apply the September 4 side-switch rule to this hypothetical sequence. It illustrates the official wording; it is not a recorded battle or a prediction of turn order.

  1. You use a skill.

    If that skill starts a cooldown, check its remaining value before planning the next action.

  2. You receive another turn on the party side.

    Control has not switched sides. That extra personal turn does not tick the cooldown.

  3. Control switches to the enemy side.

    This is a side change, so cooldowns tick under the published rule. Recheck the skill when the party can act again; a tick does not necessarily make it ready.

Extra turns can still change your action count. Compare your displayed Speed with the published Speed breakpoints, and check the selected skill's cost in the weapon directory.

September 4 official cooldown announcement →

Official evidence, practical consequences

Rules and clarifications to check before your next run

Latest evidence check 2026-09-13T01:36:37.265Z. Individual check dates are retained in the source ledger. Changelog statements, older FAQ edits and dated notices are labeled separately; these are not claims of in-game testing.

Question and evidence dateWhat the source establishesLimits and next step
Extra damage runes: use the newer 20% announcement

Official changelog · 2026-09-10 UTC

The September 10 changelog lowers the upcasting damage increase from 30% to 20%. Read this with the older FAQ's definition of extra runes above a spell's base requirement: the old 30% damage figure is superseded. The FAQ's separate +1 buff-duration turn per extra rune was not changed in this post.

Do not apply the percentage to healing or multiply all equipment and affinity bonuses into a claimed final hit. The announcement does not establish rounding, a complete stacking formula or a new rune-slot limit. More rune slots still do not teach a spell.

Check the Book required to learn the spell →

Check affinity capacity separately from rune slots →

Cleave, Serrated Blade, Jagged Uppercut and Needle Barrage changed

Official changelog · 2026-09-10 UTC

The September 10 named-move changes are Cleave base damage 14 → 15, Serrated Blade innate PEN +1, Jagged Uppercut base damage per hit 5 → 6, and Rapier Needle Barrage damage per hit 3 → 2.75. These affect move comparisons, not the listed resource cost of every weapon.

Matching identically named moves to cards is a cross-reference, not a weapon-by-weapon test. Rapier's card instead says Needle Flurry; no verified rename or total hit count is inferred from Needle Barrage. Serrated Blade gains PEN, not a stated extra damage point. Base values are not final damage against a resistant enemy.

Read Rapier's move costs and restrictions →

Compare Grim's Cleave and Speed penalty →

Review the actual weapon input before comparing damage →

September 10: Greataxe QTE made slightly easier

Official changelog · 2026-09-10 UTC

Racco's September 10 changelog says Greataxe's QTE was made slightly easier. The official weapon FAQ, reread for this review, still instructs you to press A or D on the side without branches, climb to the top, then press A or D to finish. It describes a faster completion for Critical. Try the current timing again if an older run or guide put you off this weapon.

The announcement gives no exact time limit, input-window increase or success-rate change. It does not announce a damage buff, a new input sequence or easier QTEs for every axe. The WIP Greataxe card still lists Speed −0.70, Cleave at 4 Energy and Sharp Sweep at 6 Energy with a 3-turn cooldown. No in-game timing measurement was performed.

Check Greataxe costs alongside the new QTE note →

Review Greataxe inputs and the September 10 change →

Dagger Frenzy: seven landed weapon hits, then a conditional bonus

Official changelog · 2026-09-08 UTC

Racco's September 8 announcement adds Frenzy to Dagger. Landing seven hits with the weapon grants Frenzy +1; weapon hits through skills or Counter can count. The announced effect gives +0.5 Speed and +1 PEN. The September 13 Trello check now finds Frenzy on the Dagger card and a separate status card listing the same bonuses. This is documentation catching up, not a second new passive.

Seven hits does not mean seven turns or seven button presses. The statement does not publish a stack ceiling, duration, reset rule or the exact hit count of Assault. Do not claim one Assault guarantees Frenzy, that all dagger-named off-hands gain it, or that the effect restores permanent base weapon Speed. Use your displayed Speed in the existing tool; no live stacking test was performed.

Read Dagger's Stab and Assault costs →

Check which close attacks can trigger Counter →

Check the next threshold with Frenzy actually active →

Narcissist and Perfectionist: the damage bonus is weapons-only

Official changelog · 2026-09-08 UTC

The September 8 official changelog restricts this Book's damage buff to weapons. Do not count it as a general spell-damage multiplier. The September 9 WIP card now agrees: each Perfection stack gives +5% weapon-attack damage, up to three stacks, with +1 Stamina regeneration while the effect is active—not +1 regeneration per stack.

The card, rather than this short announcement, describes losing all stacks after taking a hit or failing to land a Critical, plus +10% damage taken per stack on getting hit. These are documented risks, not a tested final-damage formula. Unwritten unlock: three consecutive Critical QTEs; writing costs 150 Ink Shards and signing costs 75 Ink; the written Book unlocks on spawn.

Review the Book's stack-loss conditions and costs →

Review Critical QTE conditions before choosing this Book →

Execution Blow: base damage increased to 22.5

Official changelog · 2026-09-10 UTC

The newer September 10 changelog raises Execution Blow base damage to 22.5, superseding September 8's 21.5 reduction from 24. Greatsword and Gruesome both list an attack with that name. Their WIP attack descriptions give 7 Energy, a four-turn cooldown and Bleed +2 on Critical; those separate fields were not changed by this announcement.

The official post names the move, not a weapon-by-weapon test. Matching the named move to these two cards is a cross-reference. The card says it hits harder as the target approaches death, but neither source gives the missing-health scaling formula. Keep 22.5 as base damage, not guaranteed damage, a Critical result or an instant-kill threshold.

Check Greatsword's Execution Blow cost and Critical effect →

Compare Gruesome's other attacks and penalties →

Review Carnage's documented Gruesome drop →

September 8: Giant Spider base HP is 20; Clayvorant is 12

Official changelog · 2026-09-08 UTC

Racco's September 8 changelog reduces Giant Spider base Health from 30 to 20 and Clayvorant from 15 to 12. The checked Trello cards still show 30 and 15, so those two old Health fields are superseded by this dated official statement. Use 20 and 12 as the announced base values when reviewing these encounters.

This changes base HP only. It does not confirm lower attack damage, different resistances, drop rates, encounter locations or party-scaling rules. Giant Spider's Web Spit still needs its own response plan; lower Health is not proof that blocking removes every debuff. No live-game test was performed for this review.

Review Giant Spider's Web Spit and resistance record →

Check Clayvorant attacks and published material drops →

Pack recovery for conditions that lower HP does not remove →

Weapon Speed bonuses removed: recheck your extra-turn threshold

Official changelog · 2026-09-06 UTC

The September 6 changelog removes weapon Speed gains and names Rapier, Dagger and Earthquaker Cestus as examples. Their current Trello cards, and Damned Claws, no longer list the old positive Speed line. Recheck your displayed Speed before relying on an extra turn; the official FAQ lists thresholds of 2, 3.5, 5.5 and 8.

Removal of positive weapon bonuses does not establish that negative Speed penalties vanished. Rapier's conditional Duelist Dance is a separate status: its current WIP card lists +0.4 Speed. Neither its stack cap nor duration is supplied there, so do not treat it as an always-on weapon bonus or promise a stack-based extra-turn loop.

Check extra turns using your displayed Speed →

Separate Rapier's dodge passive from base stats →

Inspect the conditional Duelist Dance status →

Meditate restores 4 Mana instead of 3

Official changelog · 2026-09-06 UTC

The September 6 changelog increases Meditate's Mana gain from 3 to 4. This changes recovery planning, not the number of rune slots or the requirement to learn a spell. Reflections separately lists two extra Mana from Meditation with Vulnerable +2; Strong Minded separately grants Resilient +2 when meditating without existing stacks.

The announcement does not publish a new button, energy cost, cooldown or way to exceed Max Mana. The two Books keep their own unlock conditions and drawbacks. No combined recovery, stacking interaction or risk-free Meditation rotation was tested here.

Weigh extra Mana against Vulnerable →

Check the full-Mana unlock and Resilient condition →

Match learned spells to available rune slots →

True Strength: Cestus boss damage is +15%, not +40%

Official changelog · 2026-09-06 UTC

The September 6 changelog sets True Strength's boss-damage bonus with Cestus to +15%. The current Book card agrees and still lists +40% for Punch otherwise. Its unwritten requirements are defeating a boss with Punch and punching bosses ten times; both require having a single arm. Writing costs 200 Ink Shards and signing costs 100 Ink; the written Book unlocks on spawn.

The single-arm condition is a published unlock requirement, not advice to lose an arm. The bonus does not establish a final damage result after resistance, nor prove Cestus is the best boss weapon.

Check True Strength's full unlock and stat bonuses →

Match the bonus to the boss's published defenses →

Counter: five parries, three-stack ceiling, consumed on a hit

Official changelog · 2026-09-05 UTC

Counterweight now grants one Counter after five parries instead of seven. Counter can stack to three and is consumed by landing counters, rather than decaying with turns. The counterattack's listed weapon-damage reduction is 20% for Light, 25% for Medium and 35% for Heavy. The public Counter card still restricts activation to close attacks; Counterweight's two-handed-weapon requirement is separate from that trigger.

Three is the status ceiling, not a promise that every source can generate three stacks. Parrying Dagger's card separately limits its own stack generation to one. The changelog does not state that a single hit consumes every stored stack.

Check Counterweight's write and sign requirements →

Read the close-attack restriction →

Compare Parrying Dagger's one-stack restriction →

The yellow orbs above Health are Posture

Official FAQ clarification · 2026-08-21 UTC · edited 2026-09-02

The Game Mechanics FAQ identifies the yellow orbs above the Health display as Posture, used to block attacks. If you are checking defensive resources, read those orbs as Posture rather than an extra Health or Mana pool.

This is an older FAQ clarification collected in this review, not evidence of a newly added HUD mechanic. The answer does not publish a universal Posture cost or recovery amount for every attack.

Review the F-key block and parry input →

Message-level references are grouped in this page's source ledger.

Published cue checker

Forgotten Stories Combat Guide cue tool

Select the cue visible in battle. The result uses only official public control and combat rules.

Dodge leftPress A

This is the published directional response. The exact timing window depends on the encounter prompt.

Open the supporting guide

Prompt-to-action reference

Forgotten Stories Combat Guide response matrix

Start from the cue shown in battle. The matrix connects each published cue to a response and sends uncertain states to the right evidence page.

Battle cuePublished responseSafety boundary
Battle cueForgotten Stories Combat Guide: directional defense
Published response

Use A, S, or D for the direction shown; Space is the published jump response.

Safety boundary

Training Wheels is enabled by default and displays the expected response.

Open guide
Battle cueForgotten Stories Combat Guide: block or parry
Published response

Use F when that response is shown.

Safety boundary

The checked source does not say every attack can be blocked or parried.

Open guide
Battle cueForgotten Stories Combat Guide: grapple
Published response

Enter several prompted keys within the time frame.

Safety boundary

No universal grapple sequence or exact duration was published.

Battle cueForgotten Stories Combat Guide: weapon attack QTE
Published response

Follow the equipped weapon family's Normal or Critical condition.

Safety boundary

Offensive QTE rules are separate from defensive keys.

Open guide
Battle cueForgotten Stories Combat Guide: repeated player turns
Published response

Do not count each repeated turn as a cooldown tick; count the party/enemy side switch published in the September 4 changelog.

Safety boundary

The source defines the tick boundary, not every skill's cooldown length.

Battle cueForgotten Stories Combat Guide: pure debuff skill
Published response

Do not assume a dodge or parry prompt will appear.

Safety boundary

Blocking can reduce a multi-stack application by one only when it inflicts more than one stack.

Open guide
Battle cueForgotten Stories Combat Guide: zero HP
Published response

Identify whether the character is downed with Deep Wounds or killed.

Safety boundary

Wound treatment is not revival.

Open guide

Practical route

Putting it into practice

  1. 01

    Read the attack response

    Use Training Wheels while learning whether the current attack expects a direction, jump, block, parry, grapple input, or a weapon QTE.

  2. 02

    Protect recovery options

    Map movement, food, potions, Mend, other healing spells, and a battle win can restore HP.

  3. 03

    Treat dangerous states

    Use Sterilized Bandage for Deep Wounds, Purging Vial for Infection, and Antidote for Venomed. The current Cleansing Waters card removes Deep Wounds and Infection only on a Critical Cast.

Source-linked media

Images and demonstrations

Video demonstrations

Community video · Not official

PUNCH BUILD FOR HYPE MOMENTS AND AURA | Forgotten Stories Roblox

By layla. Opens YouTube only after your click.

Historical community build: the creator's September 8 Discord post warns it was nerfed during editing. The post describes an introduction and boss-rush footage; this review checked the source post and video metadata, not every frame or the creator's later comments. Do not copy its old numbers as current balance.

Read the current Cestus Book correction before using the build →

Community video · Not official

[Forgotten Stories], Boiling burst x Raging Flames + Fire Infusion Combo, Build Below,

By Sils Game Testing, . Opens YouTube only after your click.

Community video · Not official

angry inferno counter build | Forgotten Stories Roblox

By Rotiski. Opens YouTube only after your click.

Community videos demonstrate one player's run. They are not official evidence for exact mechanics, availability, drop rates, or balance.

Limits to keep in mind

How we check sources →

Preparation notes remain separate from guaranteed encounter behavior.

Direct answers

Common questions

What should the Combat Guide teach first?

Learn the five defensive inputs, keep Training Wheels enabled, and practice on the recommended first quests.

When do cooldowns tick in combat?

The September 4 official changelog says repeated turns no longer tick cooldowns. Cooldowns tick when control switches between the party and enemy side.

Does the Combat Guide guarantee every attack can be dodged?

No. Pure debuff skills may not offer dodge or parry.

How does the Combat Guide handle zero HP?

Zero HP can produce a Deep Wounds downed state or death.

Which healing belongs in the Combat Guide?

Movement, food, potions, Mend, healing spells, victory, and verified status cures all matter.

Primary evidence

Sources and check dates

Official DiscordCooldown turn-boundary changelog

Owner-authored September 4 note: repeated turns no longer tick cooldowns; cooldowns tick when control switches between party and enemy sides.

Official DiscordCombat FAQ

Defensive inputs, grapples, Training Wheels, and Offset.

Official DiscordHealing FAQ

Published healing routes and status cures.

Official DiscordYellow-orb Posture explanation

Posted 2026-08-21T18:02:46.754Z; edited 2026-09-02T15:36:00+08:00 (minute precision); checked 2026-09-06T03:10:47.686Z.

RobloxOfficial Roblox game

Identity, description, controls, platform note, and game status.

Official DiscordUpcasting increase reduced to 20%

Posted 2026-09-10T17:47:59.009Z; checked 2026-09-13T01:36:37.265Z.

Official DiscordCleave, Serrated Blade and Jagged Uppercut

Posted 2026-09-10T15:52:58.908Z; checked 2026-09-13T01:36:37.265Z.

Official DiscordRapier Needle Barrage

Posted 2026-09-10T15:53:33.941Z; checked 2026-09-13T01:36:37.265Z.

Official DiscordRacco: Greataxe QTE made easier

Posted 2026-09-10T05:19:36.123Z; checked 2026-09-10T07:36:13.104Z.

Official DiscordOfficial weapon FAQ: Greataxe inputs

Posted 2026-08-21T18:45:09.382Z; checked 2026-09-10T07:36:13.104Z.

Official DiscordDagger Frenzy trigger and bonuses

Posted 2026-09-08T16:44:47.344Z; checked 2026-09-10T01:41:28.916Z.

Official DiscordPerfection damage applies only to weapons

Posted 2026-09-08T16:04:51.980Z; checked 2026-09-10T01:41:28.916Z.

Official DiscordExecution Blow base-damage reduction

Posted 2026-09-10T15:50:21.645Z; checked 2026-09-13T01:35:15.806Z.

Official DiscordGiant Spider and Clayvorant base-Health reductions

Posted 2026-09-08T00:59:44.165Z; checked 2026-09-08T01:37:41.481Z.

Official DiscordWeapon Speed gain removal

Posted 2026-09-06T13:34:09.966Z; checked 2026-09-07T01:38:54.287Z.

Official DiscordSpeed and extra-turn thresholds

Posted 2026-08-21T18:02:13.964Z; checked 2026-09-07T01:38:54.287Z.

Official DiscordMeditate Mana recovery increase

Posted 2026-09-06T13:54:31.940Z; checked 2026-09-07T01:38:54.287Z.

Official DiscordTrue Strength Cestus correction

Posted 2026-09-06T00:52:12.652Z; checked 2026-09-06T03:10:47.686Z.

Official DiscordCounterweight threshold and weight scaling

Posted 2026-09-05T05:13:48.165Z; checked 2026-09-06T03:10:47.686Z.

Official DiscordCounter stack and consumption rules

Posted 2026-09-05T05:47:25.755Z; checked 2026-09-06T03:10:47.686Z.