Skip to content

Combat ​

Combat

Xindeler's combat system is real-time, based on active abilities, positioning and status mechanics that create tactical depth.

Combat Controls ​

If you've never played before, this is the short version — every action mentioned on this page, mapped to the key or button that does it:

ActionKey / Button
Attack PrimaryMouse Left
Attack SecondaryMouse Right
Block (hold)Alt
Parry (Block, timed to the instant an attack lands)Alt
Dodge / RollMouse Middle-click (macOS: Shift)
Toggle weapon / wieldR
Class abilities & combos (hotbar)1–9, Q

These are the defaults — see Getting Started for the full keybind list, and every key is rebindable in the settings menu.

Core Mechanics ​

Energy ​

Health and energy bars

Energy is the primary resource for executing active abilities. It regenerates passively and can be increased with racial passives (Human +3% recovery, Gnome +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. Combos are triggered from your hotbar (keys 1–9 and Q), same as any other active ability.

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 Dhampir has CC resistance, which indirectly protects their Poise.

Poise depletes through four escalating states before a character is knocked down:

StateEffect
InterruptedA brief stun that breaks your current action
StunnedA longer stun with a knockback
DazedA heavier stagger, movement sharply reduced
Knocked DownFull knockdown — a strong knockback and the longest recovery

Each state hits harder than the last, so chipping away at an enemy's Poise is as valid a strategy as raw damage.

Dodge / Roll — Mouse Middle-click (macOS: Shift) ​

Rolling grants brief immunity to certain attacks while it lasts — timing a roll through an attack's active window lets you shrug it off entirely instead of blocking or eating the hit. Positioning still matters: a roll that ends inside the attack's effective area doesn't save you.

Block and Parry — Alt ​

Blocking is its own stance, separate from Parry. Holding Alt reduces incoming damage over its duration; timing that same button-press at the exact moment of an attack instead triggers a parry, which reduces damage to zero and can open counterattack windows. The Warrior has specific abilities to capitalize on parries (DefensiveRiposte).

Backstab — no dedicated key, it's positional ​

Attacking an enemy from behind with your normal attack (Mouse Left) grants a precision bonus. The Rogue is the most optimized class to exploit this mechanic, but any class can execute backstabs with correct positioning.

Crouching to approach unseen

Sneaking (Shift, held) closes distance quietly — enemies notice a crouched character later, which makes it easier to line up a backstab or simply skip a fight you don't want.

Combat Rating ​

Every character and creature has a Combat Rating — a single number that summarizes how dangerous they are, built from their gear, stats and abilities. It shows up in your bag and character sheet, on nameplates above other entities (as a small tier icon — or a skull if they wildly outclass you), and in party frames. It reuses the same seven colors as item quality:

TierCombat Rating range
Lowbelow 2.0
Common2.0 – 3.5
Moderate3.5 – 6.5
High6.5 – 8.5
Epic8.5 – 10.4
Legendary10.4 – 122.0
Artifact122.0 – 200.0

A skull nameplate icon means the target's Combat Rating exceeds 122 — walk away. Combat Rating also feeds directly into other formulas: it's a factor in resistance calculations, and the XP you get from a kill is roughly its Combat Rating × 20.

Buffs and Debuffs ​

Positive Buffs (selection) ​

NameEffect
💚RegenerationRecovers health over time
💨HastenedIncreases movement and attack speed
🛡️FortitudeIncreases damage reduction (Dwarf's Stoneblood)
⚔️FrenziedIncreases attack damage
🩸LifestealSteals percentage of damage as health
✨InvulnerabilityTemporary immunity to damage
💥FuryIncreases critical damage
😡BerserkBerserker mode: increased damage, reduced defense

Debuffs (selection) ​

NameEffect
🔥BurningFire damage over time
🩸BleedingBleed damage over time
❄️FrozenSevere slow or immobilization
🦶CrippledMovement speed slow
☠️PoisonedPoison damage over time
😱TerrifiedFlight, unable to attack (Mage effect)
💫CharmedDoes not attack the caster (Cleric effect)

TIP

These icons are a quick-reference for this page, not a 1:1 match to the in-game buff bar art — but the effect names and what they do are exactly what you'll see in your tooltips.

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.

Images on this page are adapted from the Veloren Wiki, available under CC BY-SA 4.0.

Licensed under GPL-3.0