Combat
Damage types, resistances, critical hits, ailments and how bosses telegraph their attacks.
Combat in Draemony is real time: you move, aim with the mouse and use the skills on your bar. The basic attack is on the left mouse button, and each class has an ultimate on the Q key, which charges with the energy of combat.
Damage types
Every hit deals a mix of five damage types: Physical, Fire, Cold, Lightning and Shadow. Armor reduces physical damage; the other four are reduced by resistances.
- With each act of the campaign, your resistances take a bigger penalty (table below). Gear, passives and runes are what bring them back up.
- Each resistance has a cap; "maximum resistance" effects raise that cap up to an absolute limit.
- Monsters also have resistances and weaknesses (negative resistance). Each creature's page in the Bestiary shows both.
Critical hits
A critical hit deals 150% damage, and the critical multiplier from items and passives adds on top of that. Critical chance comes from the weapon (or the spell itself) and from increased chance bonuses.
Dodging and crowd control
- Space performs the dash: a quick burst that gets you out of the attacks marked on the ground. It has its own cooldown (the Huntress's is a bit longer).
- The strongest attacks of bosses and special monsters are always telegraphed by marks on the ground before they land.
- Freezing and stunning your hero only happens with skill attacks from rare and elite monsters, mini-bosses and bosses. Attacks from common monsters only slow you. After being frozen or stunned, you are immune to another hard crowd control for a few seconds.
Level difference
Areas do not scale with your hero: each one has its own level. Fighting monsters well above your level is more dangerous (they hit harder and you hit weaker), and monsters far below give less experience.
Death
When you die, your hero stays down in the area with their spirit floating over the body. The world loses its color, a cold mist creeps in from the edges of the screen and the Revive in town button appears: nothing sends you back on its own. In co-op, an ally can revive you right there (see Co-op).
From level 20 on, reviving in town costs 5% of the experience needed for your current level. Being revived by an ally costs nothing. Nobody can be revived in the Trials: dying ends the trial.
Damage types
- Physical
- Fire
- Cold
- Lightning
- Shadow
Resistance penalty by act
| Where you are | All resistances |
|---|---|
| Act 1 | — |
| Act 2 | -12% |
| Act 3 | -25% |
| Act 4 | -32% |
| Endgame | -40% |
Default resistance cap: 75% (up to 90% with maximum resistance bonuses).
Elemental and physical ailments
BleedTakes N physical damage per second; doubled while moving.
IgniteTakes N fire damage per second.
ChillN% slower.
FreezeFrozen: cannot move or attack.
ShockTakes N% more damage.
PoisonTakes N shadow damage per second (N stacks combined).
