Heathen combat
Heathen combines first-person weapon attacks, blocking, spells and kicks. Templar adds an armour-scaling dash and holy damage on heavy attacks.
On this page
Melee, blocking and spells
Weapon combat is built around quick attacks, stronger attacks and blocking. The development footage also shows attack chains, with different animations for weapons such as dual daggers and a crossbow. These are demonstrated combat systems; final bindings and remapping options are still to be announced.
Spells use a separate casting action, allowing magic while holding a weapon. The choice is therefore broader than putting away a sword to become a caster. Armour and attribute requirements matter alongside the weapon in hand.
Two Templar abilities to watch
Holy Diver moves the fighter forward and deals damage that scales with armour. Watch the gap close during the overview before reading it as a purely defensive skill.
Smite adds holy damage to heavy attacks. It does not establish a universal attack bonus or a bonus against every undead enemy. The complete ability tree and balance values are still to be announced.
| Item | Role | Detail |
|---|---|---|
| 01:12 | Holy Diver | Forward dash and armour scaling |
| 02:12 | Smite | Holy damage on heavy attacks |
For a closer look at these systems, read Templar and the revealed classes.
Dismemberment changes the encounter
Swords and axes can remove limbs. Severed heads can be kicked, and the overview demonstrates one striking another monster. That creates an interaction within a fight rather than a decorative effect after it.
A missing head does not always end an undead enemy’s movement. The overview includes undead that continue after decapitation, so the visible injury alone is not a dependable signal that every enemy is finished. The behavior of each creature remains something to learn from its encounter.
Combat sits inside a longer descent
Fights feed a loop of loot, equipment decisions and returning to town. Once the inventory starts filling, the demonstrated character heads back to sell gear, identify items and replenish potions. The town is part of maintaining a descent, not just a backdrop between fights.
For a closer look at these systems, read Saltgrave and the dungeon loop.