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How skills work

Three skill slots with roles, each skill with a stamina cost and a cooldown.

Status: Built (ten skills in all; a hero carries three, one per slot) · Last checked: 14 Nov 2026

Skills are your hero's special moves: a shot of fire, a wave that silences, a small heal and more. Every hero carries three, one in each slot. Using a skill costs stamina, and afterwards the skill has to rest for a few seconds before it can be used again (its cooldown).

The three slots

Slot Its job Keyboard / gamepad / phone The skills that fit it
Skill 1 Special attack. A step of the combo ladder Q / Y / key 1 Fire bolt, Sunburst, War leap
Skill 2 Defensive. With up held it is the recovery leap instead W / B / key 2 Hush, Shove, Root
Skill 3 Self-supporting E / LB / key 3 Mend, War cry, Overcharge, Calm

A hero's three skills are chosen in the character sheet, Skills tab. A slot left empty takes the default: Fire bolt, Hush, Mend. The seven others are on the seven newer Arts, and War leap, Shove and War cry also have second forms: see the Fighting family.

The rules

Rule Detail
Cost Taken from stamina the moment the skill starts
Cooldown Counted from the start. Each slot has its own
Not available With an empty stamina bar (recovery mode), while silenced, or without enough stamina
If you are hit before the skill takes effect It is lost: the cost stays paid and half of the cooldown still has to run
Silence Blocks skills and the ultimate. The weapon and the guard still work
After a silence ends Nothing can silence or root you again for a moment

In the air

Some skills can be used in the air, once per airtime (landing or grabbing a ledge gives it back). The fall slows while the skill comes out, so a shot can be placed. Fire bolt, Hush and Root work in the air. Mend is a kneel: ground only.

Aiming

The direction held when the skill starts aims the Fire bolt: see Fire bolt.

What beats skills

On screen

Cooldowns show in the readout on a computer and on the skill keys on a phone.

Nerd section: the exact numbers

The first three skills

Skill Cost Cooldown
Fire bolt 12 4 s
Hush 20 8 s
Mend 25 12 s

The seven newer Arts' numbers are on their page; everything in one table is in All the key numbers.

Exact rules

Rule Value
After a silence or a root ends No control effect can take hold for 3 seconds (180 frames)
A cast lost to a hit The cost stays paid; half the cooldown remains
Casts in the air One per airtime
Exceptions to "not available" Overcharge works with the bar empty; Calm works while silenced

Cast by hand, or with the weapon

How a skill is performed is a property of the skill.

  • Cast by hand: a spell that needs no weapon. The off hand casts it, rising and then stretching out palm first along the aim; whatever that hand carries (the shield) is tucked away; the weapon hand stays down. With a two-handed weapon the off hand leaves the grip for the cast. Every skill except War leap is cast by hand.
  • Uses the weapon: the skill is performed with the main weapon, or with both weapons in dual wield. War leap is the first. The planned weapon families' skills will work this way too; none of those is built yet.

How it grew

13 Nov 2026: three skills, one per slot (Fire bolt, Hush, Mend), so every fighter had the same three. 14 Nov 2026: seven more Arts, then the second forms of the Fighting family. All ten are Arts: any hero can use them, with any weapon. The larger plan is on skill families.