Combat in Remnant: From the Ashes focuses on providing information regarding most of the basic combat moves and some advanced tips. The information listed will give you a better understanding of how the combat and actions work in order to survive and win a battle.

 

Combat in Remnant: From the Ashes

Combat Movements

  • Rolling - is the primary dodge mechanic used to avoid enemy attacks. Dodge rolls have 9 invincibility frames or i-frames, granting the player temporary invincibility against attacks. Dodge rolls consume stamina, which is further affected by a player's equipped armor and  overall Encumbrance.
  • Neutral Dodge - is a back-step performed by dodging without a directional input. Neutral dodges have 8 i-frames, but can be performed quicker than standard dodge rolls, while also allowing players to execute special maneuvers with their equipped melee weapon. Neutral dodges are also unaffected by Encumbrance. 
  • Sprinting - will allow a player to move faster than their normal movement., useful for escaping dangerous situations or re-positioning for attack opportunities. Like rolling, sprinting requires stamina and is effected by Encumbrance. 
  • Sliding - performed during a sprint. Slides have 7 i-frames and use less stamina than standard dodge rolls. Useful for position behind enemies. 

Using Weapons

Remnant: From the Ashes introduces a versatile set of equipment where a player can equip firearms and melee weapons, one Long Gun set as the primary firearm, one Hand Gun as the secondary firearm, and a Melee Weapon for close-range combat. Both firearms and melee weapons work hand-in-hand since the flow of switching from a long-range weapon to a close-range weapon is executed seamlessly. Players can choose and manage their desired weapon on the fly by opening the Character Menu.

In Remnant: From the Ashes, there is no hip fire whenever you use a firearm. Players can only use a firearm by pressing the __ button or __ key to aim and then shoot, attempting to press the shoot button/key without aiming will cause the player to use their Melee Weapon. This gives you the versatility to instantly switch your weapons in a certain situation.

Melee Weapons, on the other hand, despite having a uniform set of strikes does have different move sets with various styles of vertical, horizontal attacks, strike speed, reach, and damage output depending on the type of melee weapon you have equipped. Each melee weapon has a primary combo of three strikes in a row before executing another melee attack, these attacks are categorized into three types:

  • Normal Attacks: These can be executed by continuously pressing the attack button for the primary three-hit combo.
  • Charged Attacks: This type of attack is executed by holding down and then releasing the attack button for heavier and harder swings.
  • Lunge Attack: This can be executed by pressing the attack button while sprinting.

 

Status Ailments

There are various negative status ailments that both players and enemies can acquire once they are inflicted with it:

  • Bleed Damage (Bleeding) - slowly reduces health overtime, and reduced healing effectiveness by 50%. 
  • Fire Damage (Burning) - sets the player on fire, inflicting damage over time.
  • Rot Damage (Infected) - inflicts a virus that causes the player to randomly cough, interrupting a player's actions.
  • Radiation Damage (Irradiated) - reduces the player's Stamina.
  • Shock Damage (Overloaded) - being hit by another electric attack will generate an explosion.
  • Corrosive Damage (Corroded) - reduces the effectiveness of armor, lowering defense.
  • Frost Damage (Frostbite/ Frozen) - Slows movement speed.

Note: It is currently unknown if enemies/bosses receive the Infected or Irradiated Status ailments. 

Saving & Death

Crystals and Crystal Bonfires are checkpoints that are found scattered in different locations. By resting at a crystal bonfire or interacting with a crystal, not only does it replenish health, ammo, and Dragon Hearts, or is used to travel, it will also automatically save the game and will serve as your last checkpoint. And upon dying, players will respawn at the last checkpoint that was used without any death penality.

Weapon Mods

In conjunction with Firearms, Weapon Mods are considered as active abilities that are attached to both firearms. There are different types of weapon mods that can be acquired all throughout the game, these can be obtained by purchasing it from Merchants or Crafted using unique materials dropped by Bosses. Similar to how weapons work, players can manage and equip their desired weapon mod by opening the character menu then choosing the weapon mod slot of a firearm. Weapon Mods, on the other hand, cannot be used all the time, but instead, players will need to replenish the mod gauge by damaging enemies with their weapons in order to use the mod again. Weapon Mods will play an important role since it can define the type of role, class, or build that will suit your play-style.

Character Traits

Traits in Remnant: From the Ashes are considered as passive abilities that provide unique bonuses and buffs to a player's stats. These come in various types such as increasing the value of health and stamina, the effectiveness of a weapon, teamwork, negative status resistances and many more. And with this, you can freely choose which Trait you would like to invest in that will suit the type of build, class or play-style that fits you best. Players can upgrade the level of a Trait by spending Trait Points which is gained from killing enemies or by acquiring items that provide Trait Points, it can be found by opening the Character Menu and cycling to the Traits Menu where you'll find your current Trait Rank, points needed before increasing the rank, currently available trait points, and your acquired Traits.

 




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    • Anonymous

      Shouldn't the status ailment 'Bleed' listing read "slowly reduces health overtime AND reduces healing effectiveness by 50%."? Also, the new 'Frostbite' ailment is missing from the list, which slows down your character and impairs their movement.

      • Anonymous

        In Reisum you can get a status effect that puts a layer of ice across your screen, making it very difficult to see. Sometimes this goes away after a while, or after killing the caster that does it. However, several times the effect just didn't go away. No amount of time, consumables of any kind or fire seem to remove it. Any idea what the conditions are to get rid of that?

        • Anonymous

          In Reisum, you can get a status effect from casters that puts a layer of ice across the screen, making it very difficult to see. Sometimes this goes away after killing the caster that does it. But other times I have been stuck with the damn ice screen for the entire dungeon. 10+ minutes and still didn't go away. Neither Dragonhearts nor any consumables get rid of it. Fire doesn't do it either. Any idea what the conditions are to remove that?

          • Anonymous

            this game sucks. button masher garbage with mediocre gunplay. if you're going to copy souls, at least put some effort into it.

            • Anonymous

              Combat is pure $hit. There is 1 type of contrived fight: Enemies spawn on top of you and bum rush you. Amazing how a game with both ranged and melee combat ruins ranged with only horde rushes (vs shootouts) and made melee complete crap.

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