How a fight works in the current build. The Start page has the menus into it.
Controls
The hero faces where the camera looks: the mouse or the right stick turns the camera, and the movement keys or the left stick walk in any direction without turning the hero.
| Action | Keyboard and mouse | Pad |
|---|---|---|
| Move | WASD | Left stick |
| Look | Mouse | Right stick |
| Spells 1–5 | 1 2 3 4 5 | X, Y, B, RB, LB |
| Roll | Space | A |
| Dash | Shift | LT |
| Blink | F | RT |
| Immunity | Q | D-pad up |
| Lock on to the boss | Tab | D-pad down |
| Pause | Esc | Start |
| Restart the fight | R | Pause menu |
The four moves every hero has
| Move | What it does | Cooldown |
|---|---|---|
| Roll | 4 m in 0.4 s. A physical hit that lands during the roll does no damage; fire does. | 5 s |
| Dash | Runs at 10 m/s instead of 7 for 1.5 s. | 10 s |
| Blink | An instant jump of 15 m. | 11 s |
| Immunity | 1.5 s in which nothing hurts the hero. | 45 s |
The four moves sit right of the spell bar, with their keys above them; a number on an icon is the seconds left on its cooldown.
Health and damage
- Every hero has 100 health and regains 0.5 per second, so a boss's damage numbers read as percentages.
- Boss attacks are physical (a hammer, a wall of debris, a charging body) or fire (pools and trails on the floor). A roll turns aside physical hits only; fire must be walked out of or blinked out of. Immunity stops both.
- Every attack is drawn on the floor before it lands: a red circle where a blow will fall, a lane where the boss will run.
- The fight ends when the boss or the hero reaches 0. The boss's bar has marks at 75%, 50% and 25%: crossing each one adds an ability. Whatever the boss is about to do is named under its bar.
Spells
Each hero has five spells on keys 1–5. The first four come back after their cooldown; the fifth is that hero's great spell and can be cast once per fight. Every class's spells, with pictures, are in the Codex.