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

TypeWhat deals itWorth knowing
BluntPunches, kicks, thrown rock, earth slams, the impact of a waveThe only type Guard reduces. It also drains Stamina.
CutSlashing and piercing strikes
BurnFireKeeps burning after the hit.
FreezeIce
ElectricLightning
PoisonVenom and toxinsWorks over time.
MindMindweaving

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.