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Enemies and creatures Enemy behaviour

Enemy behaviour — Staggering and counterattacks

Damage dealt during an interruptible wind-up fills the enemy's poise meter. Filling it interrupts the attack and staggers the enemy for 0.8–1.4 seconds, during which it takes 25% more damage. Heavy melee weapons, hits from behind and a Revenant's weakness are particularly effective at breaking poise.

A missed heavy attack leaves the enemy open, taking 30% more damage. For melee attacks, the normal openings are:

Missed attack Opening
Lunge 1 s
Sweep 0.8 s
Slam 1.2 s
Ring 1 s
Charge 1.4 s
Leap 1.2 s

Iron attacks leave an extra 0.3 seconds. Moving clear during the last 0.25 seconds is a perfect dodge, extending the counterattack opening by 50%.

Settings offer higher-contrast telegraphs and colour-blind danger palettes. Bosses use their own attacks and timings; see Dagon's Breach, The Abyss Dungeon, Sethrakul, the sea serpent, The Sky-Ketch and The Elite Breach.

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Last edited 27 Oct 2026. View history · What links here.