Press F or Z to attack. Melee classes strike in a 90-degree arc in front of you. Ranged classes fire a projectile toward your target.
You don't have to stand still to fight. Keep moving while you attack: your legs keep running while your upper body swings and turns to face your target. Run with a monster behind you and you back-pedal while you strike it.
Skills that spin, leap or channel - Whirlwind Slash, Titan's Wrath, Ragebreaker, Divine Judgment and the like - still hold you in place until they finish, and so do quick buff casts.
A monster you keep out of reach will still charge you down.
Attacks can miss based on your Accuracy vs the target's Dodge.
Hit chance = 50% + (your Accuracy - target Dodge) x 2%
Minimum 10%, maximum 95%.
While a shield is equipped in the off-hand, Swordsmen gain Block: a 15% chance to halve incoming damage from a hit that lands.
Block is rolled after Dodge — a dodged attack is avoided entirely, a blocked one still hits for half. A BLOCK popup shows when it procs, and your BLK chance appears in the HUD stat line.
Socketing Onyx gems into your shield raises your Block chance (capped at 50%).
Tradeoff: raising a shield costs mobility — your total Dodge is reduced by 20% while a shield is equipped.
Boss attacks with a guaranteed minimum (like Primordius) can be blocked, but never below their minimum damage.
Your damage = Offensive Stat x2 + Weapon Attack.
Upgrading your weapon raises its own Attack (+10% per level, up to +100% at +10) - it boosts the weapon's attack, not your stat damage. Other gear upgrades work the same way on their own stats.
Enemy defense reduces damage: actual = max(1, damage - defense).
You hold two targets at once: a combat target and a support target.
Combat target — click a monster, or press TAB to cycle the 2 nearest. Their name and HP show in the bar at the top of the screen. Clicking empty ground clears it.
Support target — click another player, or click their card in the party frames under the minimap. A ring appears at their feet and a card appears under the party frames. Green means an ally (same faction, or either of you unaligned); red means a rival faction.
The support target STAYS selected through monster clicks, ground clicks and auto-hunt, so you can keep fighting while holding someone to heal. Only ESC clears it. Clicking your own party card also clears it.
Allies and unaligned players can never be attacked — selecting one is for support, not combat.
Clerics: with an ally selected and within 20m, Heal is cast on THEM instead of yourself. The ally card tells you when they are out of range or can't be healed, and the cast falls back to you.
Drag the enemy HP bar to move it anywhere on screen — its position is saved per character. This applies to both the normal target bar and the larger boss bar.
Assign skills to hotbar slots 1-9.
Skills cost MP and have cooldowns.
With auto-cast ON, skills fire automatically during auto-combat.
When you hit a monster with a skill (auto-hunt off), your character keeps landing normal attacks on it until it dies or you target something else or move away.
Press a ready skill while you're mid-swing and it's queued as your very next action — no need to time the press between attacks.
Written for game version 0.2.17. Found something out of date? Tell us on Discord.
Echoes of Creation is a free-to-play online 3D action RPG for Windows.