Dimraeth combat: stamina, concentration and resting
In Dimraeth, stamina (the top bar) pays for attacks, dodges, blocks, sprinting in a fight and physical spells, and it comes back when you stop attacking for a moment. Concentration (the middle bar) pays for magic spells and comes back only when your basic attacks land. Potions and other combat items do not come back on their own: rest at a campfire to refill them, which also brings the monsters back.

What spends each bar, and what refills it
| Bar | Spent by | Refilled by | Who says so |
|---|---|---|---|
| Stamina (top bar) | Attacks, dodges, blocking, sprinting in combat, and physical spells | Taking a break from attacking; stamina potions | Store page, a Mudtek devlog, the forum moderator, creators |
| Concentration (middle bar) | Magic spells | Basic attacks that hit an enemy; mana-restoring flasks | Developer CodexMaster; a player on flasks |
| Health | Hits you take | Health potions in the fight; a full heal when you rest at a campfire | Mudtek devlog, LightItUpDan |
| Combat items (potion and tool charges) | Each use of a potion or offensive tool | Resting at a campfire, not dying | In-game text read by creators; a player on death |
Which bar is which confused the first player to ask. The forum moderator settled it: “So Stamina is your top bar, and Concentration (MP) is your middle bar.” Larry Puss adds where to read the exact numbers: “You can check your stamina and concentration values in your character menu under advanced.”
Stamina: attacks, dodges and blocks draw on it
“Manage your stamina, read enemy telegraphs, and position yourself before choosing to strike, dodge, block, or parry.”
Mudtek. From the Dimraeth Steam store page
Game Director Phillip’s combat devlog, written before launch, says the same and adds spells to the list: “dodging, blocking, casting, and striking all consume stamina, so you’ll need to manage your choices carefully.” Sprinting only counts in a fight. The movement option text Into.the.Wicked reads aloud when setting up a character says “Sprint costs stamina only during combat.”
How to get it back mid-fight
A launch-week Steam thread asking how to regain stamina in combat got its answer from Wizardmanguy, a forum moderator rather than a developer:
“So stamina recovers as you take a break from attacking in combat.”
“Dodges, sprinting, blocking also consume stamina while in combat.”
“You can continue to move normally during combat and Stamina should return.”
- Stop swinging and walk
Moving normally still lets it return; sprinting, dodging and blocking spend it again.
- Watch for a failed block
Before calling it a bug, the moderator asked the player whether they had been blocking or had failed a block.
- If it never moves, report it
“If it’s remaining at zero, that’s a bug.” Where to report is on Dimraeth bugs and fixes.
LightItUpDan describes the refill as fast once you stop spending: “Some will also cost stamina on top of it, which replenishes very quickly when it’s not being consumed.” Players disagree on how much that helps. One player’s day-one review of the systems found “Concentration is very abundant, weaving in a few regular attacks will ensure you have nearly infinite Concentration at all times”, “whereas Stamina regenerates much slower, especially when you’re using it.” A reply in the same thread put it more strongly: “Play any actual melee build and you’ll see stamina is a HUGE problem, as you’re always out which means almost none of your abilities are available.” Some archetypes gain stamina per attribute point; which ones is on Dimraeth races.
Concentration: only hits refill it
The same thread’s player, on an Elf caster, reported that “the middle bar continously drops when using attacks regardless of hitting or not.” CodexMaster, a developer, replied with the rule and the likely mistake: “Hitting enemies with basic attacks, (left click on WASD Keyboard controls or X/Square on controller) is what regens your concentration.” “You must be only using your abilities, not basic attacks”
So a caster’s rotation is basic attacks between spells, not spells back to back. The devlog says basic attacks keep that job for every build, since “Each race has its own combo chain (3-4 hits) that creates a rhythm in combat.” A player also mentions “There are also mana-restoring flasks, and their quantity increases as well.” Which button is the basic attack on each control scheme is on Dimraeth controls.
Which bar a spell uses
Every spell lists its cost. Larry Puss reads one spellbook: “So, in order to cast the spell once you’ve already learned it, you need eight concentration and 15 stamina.” Their rule of thumb from the spells they own:
“Others, like full magic … spells, will cost only concentration, while some of the more physical spells will cost only stamina.”
Larry Puss. Said in Larry Puss video: What I Learned After Experimenting With Builds in Dimraeth | Beginner Guide
The forum moderator puts the Human’s Weapon Swap in the stamina group, hedged: “Some skills (Weapon Swap I believe is included) uses stamina rather than concentration.” A melee build that runs out of stamina therefore loses its spells too. Reading a spell’s cost icons and where to get more spells is on Dimraeth spells and spellbooks.
Guard, parry and Perfect Vanish
Every character has two defensive moves. The devlog: “Every character comes equipped with a standard dash and a race-specific guard, each with their own cooldown.” The guard works on magic as well. Mixkx, playing a Human, found in the tutorial “Oh, we can parry their spells.”
Skill nodes that trigger on a “perfect vanish” have puzzled players. One opened a thread with “The shadow class skills sometimes refer to a buff on condition of a "perfect vanish", and I have no idea what it is referring to.” Two answers exist, worded differently:
A perfectly timed guard that teleports you
“So vanish is the Elvish defensive skill. A "Perfect" vanish is when instead of doing the shield, your character teleports behind the enemy.”
Wizardmanguy. Posted in Steam discussion: Perfect Vanish?
A player in the thread agrees and adds a tip: “If you "perfect block" with your defensive you will teleport behind the target.” “Well worth using against the first boss.”
The perfect parry, under another name
Larry Puss calls it the perfect parry skill, and says the Minotaur tree uses a different word for the same thing: “The minotaur class, which has a completely different skill tree, also has this under another name called retaliation.”
The two do not conflict: both describe hitting the Elf’s race guard with perfect timing, and the moderator adds what you see when it works. Mudtek has not published the timing window. The nodes that use it are on the Dimraeth skill tree.
What “final attack” means in a skill
A Steam thread asks exactly this: “Does anyone know what the skill means by final attack? Does it mean the killing blow?” No one has answered it. The only in-game text with the phrase in these sources is a charged strike’s description, which Into.the.Wicked reads aloud with the words “interrupt the enemies attacking after strike initiates a final attack.” In that text a final attack is something the strike sets off afterwards, which reads like a follow-up hit rather than a killing blow. That is a reading of one tooltip, not a confirmed rule.
Switching weapon sets
On the Human, sword and crossbow share one character. In Mixkx’s tutorial recording they work out the switch with “You have to press Q to shift … to swift weapon set” (auto-captions; the last words are likely “switch weapon set”). On the forum the switch is described as a spell, Weapon Swap, that you can move on the spell bar or change in the tree. Q may simply be where Weapon Swap sits by default; Mudtek has not said. How each race’s weapons work is on Dimraeth races.
Five spells at a time
“Equip five spells at a time and build tactical rotations and combinations around your loadout.”
Mudtek. From the Dimraeth Steam store page
The devlog frames the limit as the point: “Though you’ll have many spells to choose from, your equipped slots are limited, so selecting the right set becomes a strategic decision.” Recorded five-spell loadouts per class are on Dimraeth builds.
Potions and tools during a fight
The crafting devlog, before launch, promised “Health, concentration, and stamina can all be recovered quickly through potions”. How many you carry is limited:
- Starting potions: a player writes “You start out with two HP potions, and later, using an alchemy table, you can increase the number of potions you can use between rests at a campfire.”
- Charges, not single items: LightItUpDan: “Your consumables that have charges work like they do in Soulslike titles and are not single-use items.”
- One offensive tool: a player who upgraded theirs says “I have it upgraded several times, I have 5 charges.” and that “there is as far as I know no upgrade to allow you to equip multiple offensive items”.
- No bag in a fight: during a large goblin fight, The Gutter Goblin reads an on-screen message that there is “no combat … healing or access to inventory right now”. Set up your consumables before you engage.
Per the player above, the alchemy table is where potion counts go up; recipes are on Dimraeth crafting and cooking.
Resting at a campfire: what it resets
The campfire text comes through in several creators’ recordings. Into.the.Wicked: “Rest at campfires to refill potions and other combat items.” When The Gutter Goblin rests, the confirmation reads “You’ve rested. Monsters reappear.” A later tooltip Into.the.Wicked reads sums up the trade as “Resets pots, but also environment.”
Campfires are also where you spend XP; that side is on Dimraeth leveling, and where the fires are is on the Dimraeth map.
Food and water shape the bars
The Learning to Build quest teaches cooking for a combat reason. The prompt Into.the.Wicked reads says “Stay nourished. Remember to eat, drink regularly.” and the next line spells out the cost: “If you don’t, your maximum health, concentration, and stamina will decrease.”
Cooked meals also go the other way. Phillip’s crafting devlog, before launch, says “Food can grant boosts like increased max health, concentration, stamina, regeneration, and even elemental resistances.” and “On average, food buffs last around 30 minutes.” Its split between the two kinds of consumable: “Food is your long-duration baseline power. Potions are your burst sustain”. Eat before a boss, drink potions during it. The bosses worth preparing for are on Dimraeth bosses, and meal recipes on Dimraeth crafting and cooking.
On controller: closing a conversation makes you dash
A controller player reports that “the dash button is bound to the confirm button, so when I leave a conversation with the confirm button, I dash.” A developer has it on the list:
“I have it noted to patch. Not high priority atm, but it will get fixed.”
Another player in the thread who swapped the dash and interact buttons got stuck reopening the same conversation, and left it with the mouse instead. Sprint and dash sharing a key is covered on Dimraeth controls and controller.