THE GUARDIANSVALESTIA
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Guide

Combat Basics

Your first combat decisions: Attack, Parry, Rest, and a consumable alongside your main action.

Attack Attack a target

Choose a living enemy and attack. The hit can be dodged, can critically strike, and can be blocked by Parry. Attacking a resting player punishes that choice with a ×1.5 damage multiplier in the standard resolver.

Use it to apply pressure, interrupt Rest, or finish a vulnerable enemy. If your target falls before you act, an ordinary attack can be wasted: do not assume it automatically switches enemies.

Parry Block and counter

You prepare your guard for this round. Compare the incoming attack with your Parry defense. If defense is enough, Perfect Block stops the normal hit and triggers a counterattack. If damage is higher, Guard Break lets the excess through, subject to further applicable mitigation.

You do not choose a second action to counter. If nobody attacks you, ordinary Parry does not heal or charge Focus. It can respond to multiple hits; special modes can weaken repeated blocks. Ultra Focus bypasses it.

Rest Recover and charge

A successful Rest normally heals 20 + 3 × CON, up to your maximum HP, and grants Focus. You can Rest at full HP to charge Focus. You gain the benefit only if Rest succeeds.

In the shared resolver, Rest is settled after incoming attacks. An enemy attack resolved against you interrupts unshielded Rest, even if you dodge it. You receive no Rest healing and gain no new Focus. Attacks against a resting player also carry the ×1.5 punishment.

A simple first plan

Read the target and its effects. Attack when you can apply useful pressure. Parry when you expect a hit your guard can handle. Rest when you can avoid interruption or protect it. Use a consumable before it is too late, and remember to submit your main action.

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