Codex / Combat
Damage and conditions
Every hit has a type, set by what the impact is and not by where it came from. A thrown boulder is blunt whether or not Nimis threw it.
Damage types
| Type | What deals it | Worth knowing |
|---|---|---|
| Blunt | Punches, kicks, thrown rock, earth slams, the impact of a wave | The only type Guard reduces. It also drains Stamina. |
| Cut | Slashing and piercing strikes | |
| Burn | Fire | Keeps burning after the hit. |
| Freeze | Ice | |
| Electric | Lightning | |
| Poison | Venom and toxins | Works over time. |
| Mind | Mindweaving |
A technique can deal more than one type. Each part is worked out on its own.
Type and element are different things. A water wave belongs to the Water element and deals Blunt damage. There is no "water damage".
Conditions
Some hits leave something behind: a burn, a poison, a freeze, a stun, a knockback. Fire, poison and ice apply their condition just by landing. Other conditions belong to particular techniques, and some only land some of the time.
How bonuses and reductions combine
One rule keeps every fight winnable.
- The Two-Thirds Rule. However many sources you stack on one thing, their combined effect stops at two thirds. Damage reduction, damage bonuses from buffs, cost reduction, speed and healing all obey it. A hit always deals at least a third of its value.
- Cooldowns can be cut by half at most.
- Reducing damage comes from three places: armour, one trait, and the single strongest effect you have active. Attributes never reduce damage.
- Guard is separate. Its protection against Blunt applies on top, because you pay for it by standing still.
- Stuns, roots and the like are not percentages, so the rule does not touch them.
Friend and foe
There is no filter. A technique hurts whoever it hits, including your allies and, with some area techniques, yourself. Healing lands on any player too.
Written from the game's design on 2026-10-08, before the closed beta. Details can change; numbers on generated pages come from the game itself.