Guide · Combat

Master combat

Damage resolution, defensive layers, default controls, and the place of learned skills on the action bar.

Core mechanic

How a hit is resolved

Every attack follows the same chain. Derived effects, including runes, do not bypass the defences that apply to their damage type.

01

Avoidance

Dodge, then parry, then block are checked in that order. A successful defence cancels the hit.

02

Attack roll

The game rolls damage within the attack range or uses the effect’s fixed value.

03

Critical hit

Critical chance is applied. The heroes’ base critical multiplier is ×1.5.

04

Reference damage

The offensive result before mitigation becomes the basis for runic effects attached to the hit.

05

Mitigation

Armour reduces physical damage, the corresponding resistance reduces elemental damage, then generic reduction is applied.

Physical damage after ArmourDamage × 200 ÷ (200 + Armour)

200 Armour halves physical damage; 600 Armour divides it by four.

Survival

Defences and caps

Current defensive rules
StatisticEffectHero cap
ArmourPhysical × 200 ÷ (200 + Armour)No fixed cap
BlockCancels the hit on a successful roll70%
ParryCancels the hit on a successful roll70%
DodgeCancels the hit on a successful rollCalculated value
ResistancesReduce damage of their type70% per type
Critical hitMultiplies damage by ×1.5 by default75% 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

Default controls

Action bar bindings
ActionControl
Skill 1Left click
Skill 2Right click
Skills 3 to 6A · Z · E · R
Skills 7 to 10& · É · " · ’
PotionT
MapM
Walk / runG
Force attackHold Space

Action bar

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

26 skills in the catalogue

Twenty-five skills belong to five paths. The Health Potion remains a mandatory utility outside path progression.

The Knight’s starting path

Sword Path

Specialises in physical melee strikes, area attacks, control, and bleeding.

  • Basic Attack
  • Circular Attack
  • Heavy Strike
  • Armour Breaker
  • Bleeding Sweep
The Archer’s starting path

Bow Path

Specialises in bow attacks, volleys, control, and ranged bleeding.

  • Normal Shot
  • Repulsion Shot
  • Multishot
  • Power Shot
  • Haemorrhagic Shot
Secondary path

Physical Defence Path

Strengthens armour, dodge, mobility, and parry before unlocking Dash.

  • Reinforced Armour
  • Reinforced Dodge
  • Reinforced Mobility
  • Reinforced Parry
  • Dash
Secondary path

Magic Resistance Path

Strengthens resistances, reflects spells, and provides dispel, reset, and teleportation tools.

  • Universal Resistance
  • Magic Reflection
  • Dispel
  • Reset
  • Teleportation
Secondary path

Aura Path

Maintains permanent auras for weakness, power, speed, resistance, and armour.

  • Weakness Aura
  • Might Aura
  • Attack Speed Aura
  • Magic Resistance Aura
  • Armour Aura

Health Potion

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.

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