Strike
LMBAttack with your equipped weapon. Stored charge strengthens your strike.
UnlockedBlock equipment required.
Practice attacks and timing with a harmless training dummy. You can replay the tutorial anytime in Settings.
made by the Jinny Jin JIn
ZODIAC OUTCAST / YOUR ABILITIES
ALL SKILLS UNLOCKED10 skill slots · Free level changes
Choose a level · Free
Choose one upgrade alongside Super Power. Super Power uses 1 slot and is equipped automatically if needed. Switching upgrades keeps Super Power equipped. All choices are free.
Changes are saved and apply to your next fight.
10 skill slots · Levels are kept when you remove a skill
ZODIAC OUTCAST / YOUR SPELLBOOK
ALL SPELLS UNLOCKEDReady to use in every battle
Your six core battle actions.
Attack with your equipped weapon. Stored charge strengthens your strike.
UnlockedBlock an incoming blow. Your weapon and shield determine your guard window.
UnlockedTime a counter to turn an opening against the enemy. Weapon rules apply.
UnlockedSlip past an incoming attack with a well-timed dodge.
UnlockedBuild power for your next attack, or reload a ranged weapon.
UnlockedLeap over low attacks. Some weapons can also clash in the air.
UnlockedAll four are free and unlocked for now.
Spend one turn to recover health. Uses up to four charge bars and requires at least one.
| Charge | 1 | 2 | 3 | 4+ |
|---|---|---|---|---|
| Base HP healed | 5 | 11 | 18 | 26 |
Light Crossbow base Heal restores 20 HP without spending ammo, even with an empty magazine. Still uses one turn.
Unlocked · FreeCatch an incoming attack and store its energy in your red absorb meter.
Special attacks: take no damage and gain 1 absorb.
Normal attacks: take half damage and gain 0.5 absorb.
Elemental and magical attacks count as special. Physical hits count as normal. The meter begins at 0 and holds up to 3.
Unlocked · FreeRelease all 3 absorb charges in a powerful explosion.
25 damage that ignores enemy armor.
3 turns: deal 50% more damage and take 50% less damage.
Huge blue flame spikes burst outward past the screen. The circle around you stays for the full power boost. Requires a full absorb meter.
Unlocked · FreeFire a blazing beam from the cat toward the enemy.
35 base damage: 17.5 ignores armor and 17.5 is reduced by the enemy's armor.
Requires and consumes 1.5 red Absorb bars. Build absorbed power by catching incoming attacks with Absorb.
Unlocked · FreeThe Ruin of Infinite Oblivion unlocks the final spell. This mastery uses all 10 skill slots and halves your armor protection. C.A.T. uses no slots and must also be equipped to cast.
Requires: a full 100-point meter, maximum weapon charge and all 3 red Absorb bars. Your weapon must have a charge meter; Light Crossbow cannot cast this spell.
The meter starts at 0 each fight. Gain 1 when the boss loses health, 1 for each successful dodge or block, 5 for each incoming direct hit, and 5 per actual displayed charge or Absorb bar gained. Partial bars count proportionally. Below 100, lose 1 each completed turn. At 100, the meter stays full until cast or the fight ends.
Right Ctrl fills only the meter. C.A.T., maximum weapon charge and 3 Absorb bars are still required to cast. The enemy stays in place as its main color and energy flow into the cat before the void expands.
Mastery spellRed means absorbed power. It sits on top of the same charge bars, so you can hold weapon charge and absorb energy at once.
Current keybinds shown · Change them in Settings · Weapon restrictions still apply to default spells
One life pool across all twelve guardians. Choose your challenge.
A defeat costs 1 life. At 0 lives, restart from the first guardian. Manual retry is unavailable in every trial. Easy and Medium trials use standard timing windows and disable advanced boss abilities.
Changes below compare with standard Easy bosses: normal health and damage, with 0% armor.
All Easy trials: no life recovery, standard timing windows and no advanced boss abilities. Lives are shared across all twelve guardians.
Changes below compare with standard Normal bosses: +30% health, +10% damage and 10% armor.
Where enabled, recover 1 life after a victory with at least 70% health. All Medium trials use standard timing windows and disable advanced boss abilities.
Changes below compare with Guardian bosses: +50% health, +20% damage and 30% armor.
All Hard trials: no life recovery and all advanced boss abilities active. Master and True Grandmaster use Master timing and mechanics; other trials use Guardian timing.
Choose a guardian, then choose your difficulty. Each fight starts with full health and your equipped inventory.
Unlimited retries with no shared lives on every difficulty. Ox, Tiger and Rabbit special abilities are disabled on Easy and Normal.
ZODIAC OUTCAST / YOUR ARMORY
Equipped: Sword
Choose a branch, inspect its strengths, then equip your weapon.
All seven available
Available · Light
The original light blade. Quick paired cuts with balanced damage and critical hits.
One Attack delivers two cuts and commits your turn. Each hit spends 1 Focus; attacks still work at 0.
Each critical hit deals 50% extra damage.
Unshielded Guard window: 0.11s. Aerial clashes take 50% extra damage and have a 20% chance of being parried.
An equipped shield makes Guard available with a 0.6s window.
Choose a blade, ranged weapon, or lightning staff.
8 available
Available · Medium
Your trusted blade. Balanced speed and power, with no weapon-specific effects.
Build charge for powerful blows and armor-breaking impact.
6 available
Available · Heavy
Choose your armor. Equip a shield for a stronger Guard.
All equipment unlocked
Equipped
Travel light. No change to incoming damage.
Optional
Base weapon stats shown; skill bonuses apply in battle. Your selection is saved.
Click a binding, then press a key or mouse button. Esc cancels.
Read the guardian's windup and tap an action.