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DocsCombat
Docs ยท games ยท gravegain4d ยท combat
Every GraveGain4D hole is guarded. Swing, charge, block, and lunge through the defenders โ but only when they share your slice of time.
SWING โ CHARGE โ BLOCK โ LUNGE
Click ยท hold ยท block ยท lunge
Four verbs, one purse. Everything martial in GraveGain4D spends or guards stamina โ health is for mistakes, stamina is for intentions.
| Input | Action |
|---|---|
| Left-click (tap) | Swing: a quick melee arc toward your aim. Cheap, fast, your bread-and-butter answer to anything standing on your green. |
| Left-click (hold) | Charge: hold to wind up a heavier strike. Damage scales with charge time; moving while charging drains stamina faster. |
| Right-click (hold) | Block: raise your guard. Absorbs frontal melee while held, drains stamina per hit โ never health โ until your guard breaks. |
| Shift + click | Lunge: a stamina-cost dash-strike that closes distance. Your gap-closer against retreating guardians and ledge campers. |
| Stamina bar | The shared purse: swings sip it, charges and lunges spend it, blocks burn it per impact. Empty means no charge, no lunge, and a fragile guard. |
Same slice or no sale
The fourth direction is a duelist's courtesy: blades only bite what shares their moment. If you and your target stand on different W-steps, you are ghosts to each other.
๐ป Intangible both ways
Out-of-slice attackers cannot hurt you โ and you cannot hurt them. No chip damage, no splash, no clever angles. Slice first, then swing.
๐ Slice to engage
Tap Q/E until the guardian renders solid and name-plated. That is the tell: solid means shared slice, shared slice means damage flows.
๐ Slice to escape
Overwhelmed? Step one W-stage sideways. You go intangible, their enrage timers keep ticking, and you buy breath at zero stamina cost.
โ๏ธ Guardians slice too
Late-hole guardians rotate their own W-step to dodge charges and ambush blockers. Watch their shimmer โ a guardian mid-flicker is about to reappear beside you.
Who you were before the wound
Pick an origin, earn eXPerience the MERCENARY way โ by surviving timelines that should have killed you โ and spend Soul-Resonance on perks that bend the stamina economy.
๐ง Moon-Elf Warden
Patient guard-fighters. Block longer per stamina point; charges hum quieter. For players who win by outlasting.
โ๏ธ Dwarf Vaultbreak
Heavy openers. Charged strikes hit harder and break guardian guards sooner; lunges cost a touch more.
๐น Orc Bloodsworn
Standing order honored: orcs do not die sitting down. Swing faster at low health; rewinds tax slightly more max health.
๐ฟ Shipborn Botanist
President Good's deckhands. Kills seed small stamina blooms; weakest raw swing, richest perk engine.
๐ก๏ธ Classes: Striker / Guard / Lurker
Strikers cheapen charges, Guards cheapen blocks, Lurkers cheapen lunges. Race sets your flavor; class sets your discount.
โจ XP & Soul-Resonance
XP accrues per hole cleared and guardian felled. Each rank unlocks a Soul-Resonance perk โ passive echoes of timelines where you already won. First pick is recommended by hole 3.
| Perk | What it does |
|---|---|
| Soul-Resonance: Echo Step | After any W-slice, your next swing within a breath costs no stamina. Slice in, strike free. |
| Soul-Resonance: GraveTide | Kills refund a sliver of stamina. Chain weak husks to fund the heavy work on guardians. |
| Soul-Resonance: MoonRock Skin | A last-instant block (a perfect guard) reflects a spark of the blow back at the attacker. Timing over turtling. |
Gold, sparks, and the 10:1 truth
The dungeon pays in two currencies and one contraband. Gold spends on the green; UUSD spends everywhere else; Sparkite spends nowhere โ it builds.
๐ช Gold
Hole payouts, guardian bounties, hazard salvages. Spend it on clubhouse goods and round supplies. Ten Gold to one UUSD at any exchange font.
๐ต UUSD
The hard coin. Entry stakes for Deathless rounds and cross-game trade. Earned 1 per 10 Gold exchanged โ never the reverse at a profit.
๐ Sparkite
Crystallized W-axis wound-matter. Not currency: crafting stock for charge-weights, guard-rims, and lunge-coils. Guardians drop the purest cuts.
One per hole, none polite
Ten holes, ten keepers. Each guardian seals its cup until you satisfy it the honest way โ beat it, or out-golf it so completely it has nothing left to guard.
A sealed cup rejects every putt: the ball lips out, every time, by dream-law. Unseal it by defeating the guardian (shared-slice damage until it yields) or by birdie-or-better โ finish the hole under par and the keeper concedes the green unbeaten but unbowed. Either path opens the cup; only victory pays the full bounty.
๐ก Enrage
Guardians enrage on a timer once engaged โ faster swings, slice-flickers, heavier guard-breaks. Slow fights get expensive; commit or disengage a W-step away.
๐ณ๏ธ Yield & mercy
Yielded guardians kneel and go intangible permanently. No finishing blows in GraveGain4D โ MERCENARY rewinds the killing timeline, and the keeper keeps its story.
Who speaks, and how much
GraveGain4D speaks with borrowed mouths. Every combat bark is bound by the canon voice tier contract โ the same lines discipline as the campaign, trimmed for the green.
| Tier | Contract |
|---|---|
| Prime voices | The canon five โ Angel Good, Mirathiel, Groknak, MERCENARY, Hades โ speak only verbatim campaign lines, never invented ones. A guardian quoting Hades is quoting history. |
| Echo voices | Hole keepers and caddie-ghosts paraphrase canon freely but may assert no new lore. Color, never scripture. |
| Dream voices | The 4D narrator and tutorial whisperer are original to this game and clearly marked. They explain mechanics; they do not testify about the world. |