WASD to move · mouse to aim
Space to dodge · E to interact
Please ignore the dragon.
A rusty sword. A wooden shield.
A dragon you are not supposed to fight.
Welcome to your first day. Learn the basics, collect your certificate, and leave the ancient horror alone.
Or make this a very long first day.
KEYBOARD + MOUSE OR TOUCH · FULLY OFFLINE
A less forgiving first lesson. One sip. Make the shield count.
Revision II · Some lessons are not in the manual.
On a phone: use the left joystick to move and the right buttons to act. Tap Sword to strike, tap Shield to parry or hold to block. Auto aim faces the dragon (or a nearby training target); drag the battlefield to aim manually, or tap Auto aim to restore it. Release the joystick before healing. Landscape gives you more room.
WASD moves. Space / Shift dodges in your movement direction (toward the cursor if still). The first 0.24 seconds pass through attacks. Crossing danger during that window grants Focus: your next hit deals 60% more damage.
Aim with the mouse and left click to swing immediately. Each click is one strike. Hits during a recovery opening deal 80% more damage. Leave enough stamina to dodge the follow-through.
Right mouse raises your shield toward the cursor. The first 0.16 seconds parry a bite or fireball. A melee parry deals 850 damage and breaks Veldrath’s guard. A reflected fireball deals 450. Focus remains available for your follow-up hit. Holding blocks only frontal bites and fireballs; fire, tails and shockwaves go through it.
Left click slashes toward the cursor (Q also works). Costs 14 stamina. A hit returns 20 stamina; use it during an opening to sustain pressure. You carry one sip. Once empty, 18 successful sword hits refill it. Hits while the flask is full cannot bank another heal. A Focus sword hit deals double its usual damage before the Focus bonus.
Red wedges warn of bites and sweeping breath. A missed bite can chain into another; the breath ends in a tail sweep. Dodging does not stagger the dragon. Dotted lines announce a charge. An expanding ring marks wingbeat range. Move outside the ring or dodge through its detonation. Round marks become falling fire. Gold means a punishable recovery.
R restores 40 health after 1.4 seconds standing still; movement, attacks, shielding or damage cancel it without spending a sip. E interacts. Rest at the campfire before the fight. Esc pauses. M mutes. F toggles fullscreen.
The arena seals when challenged. At 65% and 30% health, Veldrath learns new tricks. Listen, but watch as well: every sound has a visible tell. The optional training bell throws harmless practice fireballs.
MORVAIN’s indicators show attack areas and timing. Bite and tail wedges brighten before impact; breath previews show the sweep and its reversal; landing circles and meteor markers fill toward impact. A small pulse at the dragon announces traveling shockwaves, not an instant blast. Each bite and follow-up gets its own warning. Read the body: a drawn-back jaw means a bite; a coiled tail means a sweep; folded wings mean a charge; lifted wings mean a leap or stomp. Sparks in the throat announce fireballs; a bright throat announces breath. Breath reverses. Bites come in threes; the third is delayed. Shockwaves travel along the ground—dodge through the actual wave, twice in later phases. Falling ash and the landing shadow still mark danger.
Melee parries deal 1,100 damage. Two guard cracks within 8 seconds break its stance for a 3-second opening; reflected fireballs deal 550 and add half a crack. A focused sword strike rewards stepping in. Reaching Morvain saves a direct-retry checkpoint in this browser. Each attempt starts with full health and one sip.
Oswin stays on the ground and is always vulnerable to your sword. Every reflected fireball homes back to him for 400 damage. The larger, gold-ringed Examination shot deals 2,400 when reflected. A return hit also creates a brief bonus-damage opening; it does not cancel his ongoing spell. Your sword still restores stamina and earns a healing sip after 18 hits while the flask is empty.
Move through the rotating fire streams, face an incoming fireball, parry, then step in. His staff slam sends an earthquake ring across the ground: dodge through it and resume attacking. The blizzard front has a moving gap—follow it or dodge through the front. Neither earthquake nor frost can be blocked or parried. Orange and gold are parryable fire; pale blue is frost.
Phase one teaches each pattern. Later phases combine two familiar problems: fire with earthquakes, or fire with a blizzard. A brief walking recovery separates exchanges. Reflected shots keep returning even after the exchange ends. Direct retries start with full health and one sip.