Verified fact ledger

No inferred statistics
FieldVerified valueEditorial note
StaminaNo stamina restrictionActions are not governed by a conventional stamina bar.
Defense pressureShatter postureBreaking posture creates an opening.
OpportunityCritical strikesA named result of successful pressure.
FinishExecutionsA confirmed combat action after an enemy is overcome.
ArsenalMelee weapons and sidearmsBoth categories shape the exchange.
ProgressionWeapon upgradesEquipment can be improved.
01 / Tempo

No stamina restriction

Removing a stamina restriction means the player is not waiting on the standard action meter named by many action RPGs. It does not prove that every attack can be repeated without risk or that recovery, positioning, and enemy response no longer matter. The official statement defines one resource rule, not an entire frame-data model.

For a practical route guide, the safest takeaway is that encounter planning should not be written around a fixed stamina budget. The confirmed pressure system gives a better organizing idea: use the available weapon and sidearm tools to break posture and create a decisive opening.

02 / Pressure

Shatter posture

Posture is the named defensive pressure point in the current combat material. Shattering it creates the bridge from ordinary attacks to critical strikes. That relationship makes posture a meaningful guide field even before exact gauges, thresholds, recovery rates, or enemy-specific values are documented.

A future enemy or boss page should describe posture only from observed or first-party evidence. This overview avoids turning promotional combat footage into unsupported numerical claims, but it preserves the sequence a player can watch for: apply pressure, recognize the break, and use the opening.

03 / Opening

Critical strikes and executions

Critical strikes and executions are distinct named outcomes in the official combat vocabulary. A critical strike belongs to the opening created by posture pressure; an execution is a finishing action. The supplied facts do not define exact triggers for every weapon or enemy, so this page does not present universal button inputs.

The separation still matters. It prevents a guide from treating every high-impact animation as the same system and gives future testing a clear structure: identify the posture break, record the critical opportunity, then document when an execution becomes available.

04 / Arsenal

Sidearms and upgrades

Sidearms add another layer to an exchange otherwise centered on melee pressure. Weapon upgrades add progression across the campaign. The current material confirms both systems without supplying the names, costs, numerical effects, or acquisition locations needed for an equipment database.

That is enough for combat planning at this stage. The player can expect the arsenal to offer more than one pressure tool and can expect equipment growth, while the wiki keeps every future item row empty until a verified name and function exist.

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