12 pages in this category.
- BackstabWhen you can backstab, how much it really hits for (a hidden x2 rear multiplier), which enemies are immune, and the general +25% bonus for hitting enemies from behind.
- CombatHub for every combat system in Pascal's Wager: what a single hit does, the combat resources, and links to the detailed mechanics pages.
- Critical hitsHow crit rate, crit damage and crit resistance work, which moves can never crit, and the hidden guaranteed crit on poise break.
- Damage formulaThe exact formula the game uses to turn an attack into lost health, step by step, with worked examples.
- Damage types and resistancesThe six damage types (Physical, Fire, Poison, Arcane, Dark, Pierce), which stat each one uses, and how resistance reduces damage.
- DodgingDodge stamina costs and the exact invulnerability windows of every hero's dodge, plus Jerold's and Elena's hidden perfect-dodge system and other sources of invulnerability.
- GuardingHow blocking works: Guard vs. Guard Break, the stamina drained by each blocked hit, chip damage, guard breaks, perfect-guard windows and which heroes can block.
- Parry and counterHow counter attacks, melee parries and projectile reflection really work: priority numbers, hidden timing windows, the Resilience-35 rule and which enemy attacks can be answered at all.
- Poise and staggerHow Poise (internally 'Toughness') decides whether a hit interrupts you or an enemy: pools, super-armour windows, refills and every number behind them.
- RageThe 0-100 gauge built by landing hits and spent on combat arts: gain per attack, costs, the hidden 99-cap before each hero's tutorial, decay during transformations, and what resets it.
- StaminaThe green bar spent on attacks, dodges, throws and blocking: max values, costs per action, the 40%-per-second regeneration and the hidden exhaustion delay.
- Weakness and executionThe hidden Resilience gauge that puts enemies into the Weakened state, and the exact rules and damage of Executions.