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Skills & combat

Resonance: A Plague Tale Legacy combat and skills

Six mastery branches. Each has one base skill and two paths of two nodes — eighteen skills. Spend on the problem in front of you, not a fake best-build order.

Sophia holding the Minoan sphere as cyan light traces a floor puzzle, with a crew ally watching
Steam store screenshot | Resonance: A Plague Tale Legacy

Blade

Melee damage and finishing a stunned enemy.

Base — Measured Cut. Cleaner light strings so a parry actually leads into damage.

Path 1

  1. Riposte Edge. A successful parry feeds a heavier follow-up.
  2. Blood Tempo. Keep striking after a stagger instead of resetting the camera.

Path 2

  1. Wide Arc. Safer when two guards share a doorway.
  2. Last Grain. Finish a wounded enemy before the next one arrives.

Guard

Parries, posture, surviving a bad read.

Base — Firm Wrist. The parry window becomes something you can practice, not guess.

Path 1

  1. Iron Answer. A perfect parry hurts the attacker, not only you.
  2. Second Chance. A late parry still costs less than a full hit.

Path 2

  1. Brace. Survive the hit you failed to read.
  2. Reset Step. Leave the clash instead of eating the next swing.

Shadow

Stealth, detection, moving past patrols.

Base — Soft Foot. Noise and visibility drop in camp and carnival crowds.

Path 1

  1. Blind Corner. Break line of sight and stay broken.
  2. Quiet Takedown. Remove one guard without starting the room.

Path 2

  1. Crowd Veil. Use people as cover in Venice beats.
  2. Fade. Drop aggression after a mistake.

Sphere

Minoan sphere, light puzzles, opening a path.

Base — Kindled Glass. The sphere holds a beam long enough to walk it.

Path 1

  1. Split Ray. Light two short paths instead of one long guess.
  2. Anchor. A beam stays while you parry.

Path 2

  1. Flare. A burst to read a dark room.
  2. Afterglow. The puzzle state does not collapse the instant you sprint.

Motion

Traversal, climbs, not dying to the island.

Base — Sure Grip. Ledges and ropes punish less.

Path 1

  1. Sprint Cut. Close a gap before a patrol turns.
  2. Drop Soft. Falls and slides cost less.

Path 2

  1. Island Sense. Read a dead-end faster.
  2. Second Wind. Recover after a failed jump instead of a full reload.

Craft

Notebook, tools, making a room solvable.

Base — Marginalia. The notebook marks what you actually saw.

Path 1

  1. Field Kit. Tools last through a longer room.
  2. Quick Bind. A trap or block goes down faster.

Path 2

  1. Crew Memory. Follow footsteps without backtracking the whole hall.
  2. Salvage. You leave a room with more than you entered.

Weapons context: weapons. Chapter pressure: walkthrough.