Combat
Sword fighting grounded in historical technique, plus two forms that answer the same fight in different languages.
The sword is directional
Attacks come in four directions, and choosing between them is the core of a fight rather than a flourish on top of one. Parry, dodge and lock-on round it out.
The game also gives you omniblock and omniattack, its own words for guarding and striking without committing to a single direction. Use them when a fight stops being a duel and starts being a crowd.
- Attack directions
- Four
- Weapon classes
- Short, long and great swords
- Also
- Axes and clubs
- Defence
- Parry, dodge, omniblock
Two forms, two answers
By day Coen is a man: weaker in a straight fight, but able to walk into a village and use Witchcraft. Hexes are cut into his skin as runes and paid for in health, and they hold activation charges rather than drawing on a mana bar.
By night he is a vrakhir: faster, stronger, and able to climb what the day form has to walk around. Those abilities unlock as Corruption rises, which ties the strongest tree in the game to the meter that threatens you.
Swordmastery is the only tree that works in both, which is why nearly every build leans on it no matter how the rest is split.
In a fight, only the quickslots exist
The game splits its quickslots in two: one set for active abilities and one for consumables, toggled while you fight. Four positions in each, at left, top, right and bottom.
Both sets keep a day loadout and a night loadout, so what Coen can reach in a fight changes with the form he is in. The ability sets are arranged in the abilities panel, the consumable sets in the inventory. A consumable slot also caps how many times you may draw from it in one encounter.
- Quickslot kinds
- Abilities, consumables
- Positions in each
- Four
- Loadouts
- One for day, one for night
Three perks widen the bar, one per tree
Each tree has a single perk that adds ability slots, and each of the three reads the same way: three ranks, giving two, then three, then four slots for that tree.
- Master FencerSwordmastery
2 Slots available. · 3 Slots available. · 4 Slots available.
- Forbidden SigilsWitchcraft
2 Slots available. · 3 Slots available. · 4 Slots available.
- Vrakhiri MightVampirism
2 Slots available. · 3 Slots available. · 4 Slots available.
How the game explains it
The valley teaches its own systems through a glossary it writes itself. These are the entries it keeps on this one, quoted in full.
Abilities
Active Abilities can be used in combat to gain a tactical advantage.
Activation Charges
Activation Charges are required to use both Active Abilities and Weapon and Claw Arts.
Attacking
You can Attack in four directions: left, right, upwards or downwards. Attacking costs Stamina.
Combat Stance
You can enter and exit Combat Stance by pressing Draw Weapon.
Directional Block
You can Block attacks from four directions: left, right, top, or bottom.
Dodging
Press Dodge to Dodge an incoming Attack. Choose the Dodge direction with Movement. Dodge sideways or backwards to evade the strike. Dodging towards the enemy will still get you hit.
Omniblock
Hold Block to Omniblock. Omniblock negates incoming damage from any direction but costs Stamina.
Perfect Block
Perfect Blocks restore some Stamina and leave the enemy open to your Attacks.
Quickslots
Quickslots are divided into Active Ability Quickslots and Consumable Quickslots.
Stamina
Omniblock and Attacks consume Stamina.
Unblockable Attacks
Some Attacks can't be Blocked. During such Attacks, the enemy target indicator changes into unblockable indicator.
Weapon and Claw Arts
Bracers and Weapons with Weapon and Claw Arts offer unique ways to deal damage on a Cooldown. Weapon and Claw Arts deal increased damage and may have additional effects. They differ from item to item. Experiment to find those that suit your playstyle.