Character Progression & Item Requirements
Character Leveling
- Level Cap: You can now level up your character, with a soft cap around level 56.
- Level Rewards: Each level grants 1 Attribute Point and 5 Proficiency Points to spend.
Attributes & Proficiencies
Attributes:
- Vitality — Increases Max Health
- Strength — Increases Melee Damage
- Dexterity — Increases Max Stamina
Proficiencies Currently Include:
- Armor Training
- Two-Handed
- Polearms
- One-Handed
- Shields
- Ranged
Note: Higher proficiencies are required to equip heavier armors and higher-tier weapons!
PvP Rewards
- Player Kills: Eliminating an enemy player now grants +100 EXP and +20 Denars.
New Combat Mechanics
Kicking Mechanic
Default Key:
- Spacing & Control: A powerful tool to manage opponent footwork and keep "face-hugging" rushdown players at bay.
- Guaranteed Follow-up: Landing a successful kick stuns your opponent long enough to guarantee a landed hit—provided your follow-up attack is timed correctly.
- High Risk, High Reward: Missing a kick results in a lengthy recovery window, leaving you open for a punish. Kicks feature limited range and are primarily a spacing/defensive tool.
Adjacent Directional Blocking ("Bad Blocking")
- Skill Floor Adjustment: Introduced adjacent directional blocking to make defense slightly more forgiving and accessible for new players entering the game.
- Loss of Initiative: A "Bad Block" occurs when a defender's guard is off by one direction (e.g., attempting to block a true Overhead/Up attack with an Up-Left or Up-Right guard). The defender loses initiative, allowing the attacker to continuously chain into follow-up strikes.
- Stamina & Chip Damage Penalty: Each Bad Block costs 15% Stamina. Furthermore, once a defender's stamina drops to 50% or below, chip damage penetrates through Bad Blocks to prevent passive turtling and encourage active, precise blocking.
Complete Animation Rework
Expanded Architecture & Locomotion
- Weapon Idle & Relaxed Sets: Added unique idle and relaxed animation sets for every weapon type.
- Dynamic Combat Stances: Implemented dual-stance combat locomotion featuring distinct Right-Foot-Forward and Left-Foot-Forward movement states.
Directional Combat Feedback
- Directional Flinches: The flinch system now calculates incoming attack direction, triggering directionally accurate hit reactions.
- Directional Deaths: Death animations now dynamically react to the angle and direction of the final blow for more immersive, satisfying kills.
Join the Discussion & Help Shape the Game!
Playtester feedback is needed to balance combat, tweak progression, and refine mechanics.
Want to report bugs, suggest balance tweaks, or find players to fight?
👉 Click here to join the Official Discord Community!
Thank you for all your support—see you on the battlefield!