Avoidance
Dodge, then parry, then block are checked in that order. A successful defence cancels the hit.
Guide · Combat
Damage resolution, defensive layers, default controls, and the place of learned skills on the action bar.
Core mechanic
Every attack follows the same chain. Derived effects, including runes, do not bypass the defences that apply to their damage type.
Dodge, then parry, then block are checked in that order. A successful defence cancels the hit.
The game rolls damage within the attack range or uses the effect’s fixed value.
Critical chance is applied. The heroes’ base critical multiplier is ×1.5.
The offensive result before mitigation becomes the basis for runic effects attached to the hit.
Armour reduces physical damage, the corresponding resistance reduces elemental damage, then generic reduction is applied.
200 Armour halves physical damage; 600 Armour divides it by four.
Survival
| Statistic | Effect | Hero cap |
|---|---|---|
| Armour | Physical × 200 ÷ (200 + Armour) | No fixed cap |
| Block | Cancels the hit on a successful roll | 70% |
| Parry | Cancels the hit on a successful roll | 70% |
| Dodge | Cancels the hit on a successful roll | Calculated value |
| Resistances | Reduce damage of their type | 70% per type |
| Critical hit | Multiplies damage by ×1.5 by default | 75% chance |
Dodge → Parry → Block order matters: the first successful check cancels the hit. Block only works while the hero is actually carrying a shield.
Getting started
| Action | Control |
|---|---|
| Skill 1 | Left click |
| Skill 2 | Right click |
| Skills 3 to 6 | A · Z · E · R |
| Skills 7 to 10 | & · É · " · ’ |
| Potion | T |
| Map | M |
| Walk / run | G |
| Force attack | Hold Space |
Ten slots hold learned skills. The primary attack remains in the first slot and the potion has its own binding. Passives and auras must be learned and assigned before they work.
All controls can be remapped. The displayed number-row bindings currently reflect the default French AZERTY layout.
Hold Force attack to stay still, face the pointer, and attack in that direction without selecting a target.
Hold the ground click to keep moving. Interactive doors open before the hero crosses between enclosed rooms.
Current catalogue
Twenty-five skills belong to five paths. The Health Potion remains a mandatory utility outside path progression.
Specialises in physical melee strikes, area attacks, control, and bleeding.
Specialises in bow attacks, volleys, control, and ranged bleeding.
Strengthens armour, dodge, mobility, and parry before unlocking Dash.
Strengthens resistances, reflects spells, and provides dispel, reset, and teleportation tools.
Maintains permanent auras for weakness, power, speed, resistance, and armour.
T consumes one potion and restores whichever is higher: 12 Health or 35% maximum Health. Its dedicated slot is outside the paths and has a 1-second cooldown.
Explore ranks, values, and masteries →