Combat System
Real-time action where position, timing, and commitment matter.
Core Combat Principles
- Position matters - Flanking, high ground, and spacing affect combat
- Timing matters - Well-timed blocks and attacks are rewarded
- Stamina management - Actions cost stamina; running out leaves you vulnerable
- Attack commitment - You can't cancel mid-swing (Dark Souls-inspired)
Knockdown & Recovery
Heavy hits cause knockdown with ragdoll physics. Recovery takes about 3 seconds, during which you're vulnerable. This creates high-stakes moments where a knockdown can be devastating.
The 8 Ability Slots
Your combat abilities come from two sources:
Weapon Skills (4 slots - fixed by weapon)
| Slot | Function |
|---|---|
| Light Attack | Fast combo starter |
| Heavy Attack | Slow, breaks guards |
| Weapon Art | Signature technique |
| Finisher | Powerful, requires buildup |
Technique Slots (4 slots - from Discipline)
See the Discipline System article for details.