Hello ! I'm Valentin “Elice”, developer for Herezh
Today I'm here to speak with you about a topic that most of you are waiting for the Combat system !

You, as a player, will be facing three types of encounters.
- Basic mobs, like goblins or zombies, not very harmful if you get ready
- World bosses, like giants or dragons (no, sorry I'm not gonna tease any new boss we have created). Each of them have their own behavior and multiple ways to take them down.
- Other players, we already said that they will be open PvP in the game.
Now that you know what you will be facing, let’s talk about your tools! We have three "combat styles" each with their own feeling and path to mastery.
First are melee weapons, inspired by souls games and influenced by some beat them all games like Devil May Cry or Bayonetta.
You, as a fighter, will have to observe how your opponent behaves and finely time your attacks, blocks and counters.
The attack is based on a 3 hit combo that you freely create using light and heavy attacks. From 3 light or 3 heavy strikes to light-heavy-light, it's up to you to mix you'r blows depending on the situation.
We also have three types of melee weapon, piercing, slashing and crushing, each type as its own combo.
Coming from the weapon itself you will have a different attack speed (and so reaction time) and damage.
Second comes the ranged weapon like slingshot and bow.
With this, we will test the accuracy of the player and his ability to aim something in motion.
First I will speak about the weapon, like previously for melee, each weapon has some difference like the range, reload speed, deviation and fall of the projectile.
So where is the damage stat? well it comes from the projectile combined with some modifiers on the weapon stat.
Last but not least before moving to the last style, when using a ranged weapon, the localisation of your hit matters, and it’s not only about damage. For example, hitting the legs will reduce the target movement speed while the arm will affect the attack speed.
Lastly, Magic is more about strategy than the other two. As you will have to create your spells and choose between them (more about that in an upcoming news).
When a fight comes, you will have a small list of spells (that you’ve chosen from your known ones) and will have to stick to them. Sometimes you will be ready and have the best spell possible for the situation and sometimes you will be taken off guard and will have to improvise with what you have and the environment. If it’s raining, maybe you should forget about that fireball and think about something more “icy” or some flashy lightning, but try to aim carefully, your clanmates don’t want to be hit.
That’s all for your weapons, but now let’s dive into the common fighting skills.
First you will be able to set up a few weapon presets that you will be able to switch between during the fight (allowing more possibility to adapt to every situation).
Each one will be able to dodge (if not doing something else at the same time) but you may ask “Am I able to cancel an attack to dodge” Yes and no, let me explain that.

The attaque preparation is the part of the animation before the character commits himself to the action. During this phase, you can cancel it.
The attack time is when we check if the attack hit something. At this point, you can no longer cancel the action.
The recovery is the end of the attack, and the moment you will be able to start the next action you want to do.
You are also able to perform a kick attack, only dealing a few damage but it’s a small knock back and also a good way to break enemy guard.
If you have any questions, feel free to come on discord and talk with us !
Elice out
