Guides
Guides
A
Combat systems
- Start Here: Your First Two Hours First two hours in Phantom Blade Zero: the Sha-Chi economy, four loadout slots, three light colours, weapon-swap escapes and the habits that cost you an hour.
- Classifying Enemy Attacks Q: How is the threat tier of an enemy move decided, and how are the gaps between moves divided up?
- Defense and Dodge Mechanics Q: Can Phantom Blade Zero's defense mechanics keep up with its faster combat feel?
- Attack Is a Matter of Timing How offense stays simple at this speed, when enemies can hit back, and how to spot a safe damage window.
- Difficulty and Achievements What each of the four difficulty settings changes: enemy stats, AI and saving. Plus what Sixty-Six Days actually does, and why no achievement needs it.
- Ability Training Thirty-two ability nodes across five rows, no branches, free resets. What each row costs, which pickup feeds it, and when a respec is worth the walk back.
- Pangzhen Township NPCs Pangzhen Township NPCs: who is confirmed to run a shop or service, who is named but undocumented, what can be tested, and what the record still will not confirm.
- Humanoid Trash Humanoid enemy types: the 32-entry Mob Compendium, the 30 rows it actually shows, and the answer to each class from shield-bearers to mounted riders at range.
- Upgrade Materials Five upgrade inputs, one gate at level 11, and a different metal per weapon. What each level costs before you spend at all, and why a reset refunds everything.
- Gameplay Preview A quick Q&A plus notes on how to read the game's combat, written only from pre-release material
- Weapon Upgrade Thirty levels, four material families, one free reset. Where the cost curve bends at level 11, and how to tell when a weapon stops earning its materials.
- Potion Bottles and Accessories Two bottle slots, six accessory slots, and a three-of-a-kind cap. What each slot does well, and the loadout that survives a long boss fight on a first run.
- Phantom Edges Phantom Edges: two slots drawing on one Remnant Spark pool, what breaks shields, what opens map routes, and the ten entries still listed as placeholders.
- Combat System Combat in Phantom Blade Zero: five resources, three light colours, guard breaks, Ghost Step punishes, and where deaths actually come from in the first hours.
B