Earning and using combat abilities
Resonants are powerful, corrupted remnants of people who once held great power. They appear as major boss encounters in story progression, and defeating them is the primary way Dylan gains new supernatural combat abilities; some provide branching choices that favor distinct playstyles.
As Dylan’s toolkit expands, you can equip chosen abilities alongside Aberrant forms before combat to define how you fight on the ground or in the air.
During combat, melee hits restore the Combat Ability resource, abilities can stun enemies and open them to executions, and executions temporarily increase melee damage.
Confirmed combat abilities include Barrage, which launches projectiles, and Volatile Anomaly, a throwable and detonatable turret-like ally.
Build synergy and movement powers
- How do abilities work with Aberrant forms and Talents?
- Choose Primary and Secondary Aberrant Forms and Combo Enders for the speed, range, and role you want, then use Talents that amplify the synergy between melee attacks and abilities.
- What do Artifacts contribute to a build?
- Artifacts are equippable passive modifiers for fine-tuning survivability, combat performance, exploration, or resource economy. Some include conditions or trade-offs, encouraging setups tailored to specific situations.
- How do traversal powers and the Gap fit into progression?
- Reach helps Dylan navigate warped spaces, while Shift redirects momentum and movement through Gravity Anomalies. Dylan can access the Gap at will to unlock upgrades for himself and the Aberrant, test builds, and craft Artifacts; travel between Manhattan’s distinct Zones and the Gap is near-instantaneous.
