The Combat System
Combat in DEILIORA is designed around deliberate actions rather than simple attack spam. Every movement, attack and defensive decision matters.
Minecraft Combat, Rebuilt.
Timing
Strike at the right moment. A mistimed swing is an opening.
Positioning
Distance and movement determine who controls the fight.
Mastery
Each weapon and class should reward practice.
Decisions
Wrong choices create real opportunities for your opponent.
Lock-On System
Keep your opponent at the center of the fight.
A custom lock-on system centers the combat around the enemy, improving visual reading of spacing, timing and approach. The camera and movement orient toward the threat — so the fight becomes about decisions, not camera wrestling.
- Custom lock-on built over the combat framework
- Improves visual readability of spacing and approach
- Orients movement relative to the target
- Designed for 1v1 and small-group encounters
Heavy Attacks
Power at a cost.
A dedicated heavy attack system — currently activated with the F key — where different actions carry different risks and rewards. A heavy strike deals more damage and impact, but the commitment opens a window if it misses or is interrupted.
- Dedicated heavy attack input (currently F)
- Higher damage and impact, longer commitment
- Can be interrupted by faster weapons
- Part of the risk / reward combat philosophy
Directional Step
Quick directional movement designed for combat repositioning.
Double-tap a direction — W+W, A+A, S+S, D+D — to burst a short evasive step. Not a full dodge roll, but a repositioning tool: close distance, create angles, sidestep a heavy, or reset spacing under pressure.
- Double-tap WASD to step in that direction
- Short, controlled burst — not a full dodge
- Used for repositioning, spacing and evasion
- Integrates with lock-on for angle control
Stun & Combat Resistance
Interruptions, immunity windows and protection states.
Combat includes stun, interruptions, immunity windows during certain actions, protection states and dodge-like behavior. Some special attacks can continue under specific conditions. The system is presented conceptually — the goal is readable, fair pressure, not stunlock chaos.
- Stun and interruption windows tied to weapon impact
- Immunity frames during specific actions
- Protection states similar to dodge behavior
- Special attacks that can continue under conditions
Weapon Innate Skills
Every weapon has an identity.
Weapons are more than damage numbers. Each can carry special attacks, unique animations, different properties, attack windows, mobility, immunity, impact and behavior. The weapon you hold defines how you fight — not just how fast you swing.
- Per-weapon innate skills and special attacks
- Unique animations and properties per weapon
- Attack windows, mobility and immunity vary by weapon
- A weapon defines reach, tempo and options