Combat
Xindeler's combat system is real-time, based on active abilities, positioning and status mechanics that create tactical depth.
Core Mechanics
Energy
Energy is the primary resource for executing active abilities. It regenerates passively and can be increased with racial passives (Human +3% recovery, Danari +5% maximum) or class abilities.
Combos
Some abilities require or generate combo points. Executing abilities in the correct order maximizes damage and triggers additional effects.
Poise
The Poise system determines when a character can be interrupted. Heavy attacks or sufficient damage accumulation breaks the target's Poise, interrupting their current animation. The Draugr has CC resistance, which indirectly protects their Poise.
Parry
Blocking at the exact moment of an attack activates a parry, which reduces damage to zero and can open counterattack windows. The Warrior has specific abilities to capitalize on parries (DefensiveRiposte).
Backstab
Attacking an enemy from behind grants a precision bonus. The Rogue is the most optimized class to exploit this mechanic, but any class can execute backstabs with correct positioning.
Buffs and Debuffs
Positive Buffs (selection)
| Name | Effect |
|---|---|
| Regeneration | Recovers health over time |
| Hastened | Increases movement and attack speed |
| Fortitude | Increases damage reduction (Dwarf's Stoneblood) |
| Frenzied | Increases attack damage |
| Lifesteal | Steals percentage of damage as health |
| Invulnerability | Temporary immunity to damage |
| Fury | Increases critical damage |
| Berserk | Berserker mode: increased damage, reduced defense |
Debuffs (selection)
| Name | Effect |
|---|---|
| Burning | Fire damage over time |
| Bleeding | Bleed damage over time |
| Frozen | Severe slow or immobilization |
| Crippled | Movement speed slow |
| Poisoned | Poison damage over time |
| Terrified | Flight, unable to attack (Mage effect) |
| Charmed | Does not attack the caster (Cleric effect) |
Projectiles and Area of Effect
Projectiles have server-validated cooldowns — it is not possible to fire faster than the server allows. Area attacks have precise and visible telegraphed hitboxes.
Death and Respawn
Upon death, the character respawns at the nearest spawn point. There is no permanent loss of items or levels.