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

Attacks follow the resolution chain below. 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.

Spells, including those that deal physical damage, cannot be parried; dodge and block remain possible. Full freeze prevents dodge, parry, and block until it expires, while Armour and resistances remain effective.

Getting started

Default controls

Action bar bindings
ActionControl
Skill 1Left click
Skill 2Right click
Skills 3 to 6A · Z · E · R
Skills 7 and 8& · É
PotionT
MapM
Walk / runG
Force attackHold Space

Action bar

Eight slots prepare learned actions, with a potion in a separate utility slot. Learned passives, bonuses, and synergies remain active off the bar. Auras must be prepared and explicitly activated.

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. Opening a door and crossing it are separate commands: clicking behind a closed door does not open it automatically.

Arrows and fire or ice projectiles travel up to 30 metres. You can aim beyond this distance without automatically moving into range; the projectile may expire or hit an obstacle before reaching its target.

Current catalogue

Skills across seven paths

Thirty-five evolving skills belong to seven paths, including Soraline’s. Precision is her active mastery. The Health Potion remains a utility outside the paths and their point budget.

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
  • Hemorrhagic Shot
Soraline’s starting path

Path of Soraline

Independent archery: freezing arrows, fan volleys, bleeding attacks, and a spectral clone.

  • Normal Shot
  • Freezing Shot
  • Multishot
  • Hemorrhagic Shot
  • Clone
The Battle Mage’s starting path

Arcane Path

A sword-and-shield hybrid path built around elemental damage, area control, and reflective defence.

  • Arcane Basic Attack
  • Fireball
  • Ice Blast
  • Force Wave
  • Arcane Aegis
Secondary path

Physical Defence Path

Strengthens armour, dodge, mobility, and parry while granting access to Dash.

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

Magic Resistance Path

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

  • Universal Resistance
  • Magic Reflection
  • Teleportation
  • Dispel
  • Cooldown Reset
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 of five charges and restores whichever is higher: 12 Health or 35% maximum Health, limited to missing Health. Charges are full at the start of a dungeon. One recovers every 10 seconds of game time, with no delay between uses. Using another charge does not postpone recovery; you can drink at full Health or during a normal attack. Cooldown reductions and Cooldown Reset do not affect potion recovery.

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