Chivalry 2 is a first-person medieval multiplayer slasher where 64 players clash in large-scale objective-based battles. The melee combat system is built around timing, spacing, and swing manipulation — dragging your mouse during an attack changes its speed and trajectory. Objective maps recreate medieval siege scenarios with battering rams, catapults, and multi-stage battles that tell stories as they progress. The game rewards both individual skill in duels and team play in large-scale pushes.
This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. Follow this path to avoid common traps that stall most players.
Quick Progression Summary
| Phase | Area | Focus | Role | Duration |
|---|---|---|---|---|
| 1. Start | Siege of Rudhelm | melee combat system basics | Vanguard (Devastator) | 1-2 hours |
| 2. Early | Battle of Darkforest | objective-based warfare mastery | Vanguard (Devastator) | 3-5 hours |
| 3. Mid | Slaughter of Coxwell | class system + gear | Knight (Guardian) or Vanguard (Devastator) | 5-10 hours |
| 4. Late | Siege of Aberfell | Build optimization | Knight (Guardian) | 5-10 hours |
| 5. Endgame | Tournament Grounds | Min-max | Knight (Guardian) or Knight (Officer) | Ongoing |
Phase 1: Getting Started — Siege of Rudhelm
The flagship map with attackers breaching outer walls, pushing through a village, and storming the castle throne room. Multiple stages each take 5-10 minutes. The final throne room fight is chaotic and iconic.
Level/Difficulty: All Levels Key Rewards: Full siege experience, all class viability, multiple stage variety
What to Do in Siege of Rudhelm
- Learn melee combat system. Combat uses a directional attack system with slashes, overheads, and stabs. Spend your first session getting comfortable with this.
- Pick Vanguard (Devastator) as your starting role. It's the most forgiving option.
- Dragging a slash (turning away during the swing) can delay its hit by up to 400ms — enough to miss an early block and hit after it drops.
- Acquire your first weapons upgrade — Greatsword or whatever's available.
- Clear all main content before moving on.
Phase 1 Checklist
- Understand melee combat system fundamentals
- Vanguard (Devastator) selected and functional
- Siege of Rudhelm main content cleared
- Ready for Battle of Darkforest
Phase 2: Early Game — Battle of Darkforest
Forest ambush map where attackers escort a convoy through a dense woodland. Tight sightlines favor melee over archery. The burning village section is visually stunning and creates dynamic cover as buildings collapse.
Level/Difficulty: All Levels Key Rewards: Close-quarters melee focus, escort mechanics, environmental hazards
What to Do in Battle of Darkforest
- Work on objective-based warfare. Most maps have multi-stage objectives: breach the gates, push the battering ram, capture the throne room. This system becomes critical from here on.
- Farm for Greatsword if you haven't already. It's the key upgrade for this phase.
- Accels (turning into your swing) make your attack hit 200ms faster than expected. Mix drags and accels to become unpredictable.
- Complete all objectives before pushing to Slaughter of Coxwell.
- Consider whether Knight (Guardian) might suit your playstyle better than Vanguard (Devastator).
Phase 2 Checklist
- objective-based warfare integrated into gameplay
- Greatsword acquired
- Battle of Darkforest fully cleared
- Ready for Slaughter of Coxwell
Phase 3: Mid Game — Slaughter of Coxwell
Attackers pillage a village by killing civilians and burning buildings while defenders protect them. Controversial but mechanically unique. The open village layout favors cavalry charges and wide flanking maneuvers.
Level/Difficulty: All Levels Key Rewards: Open-field combat, unique objectives, large-scale flanking opportunities
What to Do in Slaughter of Coxwell
- Master class system. Four classes (Knight, Vanguard, Footman, Archer) each have 3 subclasses with unique weapons and abilities. This unlocks a new layer of gameplay.
- Start working toward Messer. It's the best weapon and becomes accessible around now.
- Kicks deal 5 damage but break blocks instantly, opening a free hit window of roughly 600ms. Use them against shield turtles.
- This area is the main skill check. If you can clear it, you're ready for late game.
- Start investing in siege weaponry for the tactical depth you'll need going forward.
Phase 3 Checklist
- class system mastered
- Messer acquired or in progress
- Slaughter of Coxwell fully cleared
- Ready for Siege of Aberfell
Phase 4: Late Game — Siege of Aberfell
Castle siege with multiple wall breach points and underground tunnels. Defenders can use boiling oil pots on the walls. The catapults on this map are positioned for maximum impact on the courtyard fight.
Level/Difficulty: All Levels Key Rewards: Siege equipment gameplay, wall defense, tunnel flanking routes
What to Do in Siege of Aberfell
- Finalize your build. You should be running Knight (Guardian) or Vanguard (Devastator) with optimized gear.
- Messer should be your primary. If you don't have it yet, prioritize getting it.
- Jab (Q key default) is a fast interrupt that stops enemy attack windups. Use it after blocking a hit to prevent their follow-up.
- team coordination optimization starts here. Small improvements compound into massive advantages.
- Farm this area for the resources needed to push into Tournament Grounds.
Phase 4 Checklist
- Build fully optimized
- Messer upgraded to max
- Siege of Aberfell fully cleared
- Ready for Tournament Grounds
Phase 5: Endgame — Tournament Grounds
The free-for-all and duel mode arena. Flat, open ground with minimal obstacles that tests pure combat skill. Popular for practicing 1v1 mechanics without the chaos of 64-player battles.
Level/Difficulty: All Levels Key Rewards: Skill development, 1v1 practice, weapon testing
What to Do in Tournament Grounds
- Tournament Grounds tests everything. Come prepared with your best build and gear.
- The Messer's stab does 50 damage but is faster than its slash — use stabs to finish low-health enemies who expect a slower attack.
- The endgame loop: run Tournament Grounds, optimize gear, push harder content.
- Experiment with Knight (Officer) for a fresh take once you've mastered the standard builds.
- This is where team coordination mastery separates good players from great ones.
Phase 5 Checklist
- Endgame content on farm
- Best-in-slot gear acquired
- Tournament Grounds fully cleared
- Ready for challenge content
Common Progression Mistakes
- Panic blocking instead of riposting — always attack immediately after a successful block to maintain initiative.
- Standing still while swinging — footwork and positioning matter as much as swing timing in melee combat.
- Playing Archer on the frontline — you have the lowest HP and worst melee weapons, stay at range or you're feeding kills.
- Ignoring objectives to chase kills — the team that pushes the ram or captures the point wins, not the one with more kills.
- Wasting stamina on repeated blocks without countering — your stamina bar drains and you'll get guard-broken, leaving you helpless.
Key Tips for Smooth Progression
- Dragging a slash (turning away during the swing) can delay its hit by up to 400ms — enough to miss an early block and hit after it drops.
- Accels (turning into your swing) make your attack hit 200ms faster than expected. Mix drags and accels to become unpredictable.
- Kicks deal 5 damage but break blocks instantly, opening a free hit window of roughly 600ms. Use them against shield turtles.
- Jab (Q key default) is a fast interrupt that stops enemy attack windups. Use it after blocking a hit to prevent their follow-up.
- The Messer's stab does 50 damage but is faster than its slash — use stabs to finish low-health enemies who expect a slower attack.
For detailed build optimization, see Chivalry 2 builds. For quick wins, check tips & tricks.


