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
Attacks follow the resolution chain below. 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.
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
| Action | Control |
|---|---|
| Skill 1 | Left click |
| Skill 2 | Right click |
| Skills 3 to 6 | A · Z · E · R |
| Skills 7 and 8 | & · É |
| Potion | T |
| Map | M |
| Walk / run | G |
| Force attack | Hold Space |
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
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.
Specialises in physical melee strikes, area attacks, control, and bleeding.
Specialises in bow attacks, volleys, control, and ranged bleeding.
Independent archery: freezing arrows, fan volleys, bleeding attacks, and a spectral clone.
A sword-and-shield hybrid path built around elemental damage, area control, and reflective defence.
Strengthens armour, dodge, mobility, and parry while granting access to 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 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.
Explore ranks, values, and masteries →