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Adler
Affinity System
Alphard
Anomalies
Anomaly Bosses
Anomaly Commissions
Anomaly Dungeons
Anomaly Enemies
Appraiser
Aurelia
Awakening System
B-Class Arcs
Baicang
Beta Test History
Bureau Departments
Bureau of Anomaly Control
Business Management
Character Leveling
Character Tutorials
Characters (Espers) Guide
Chiz
Circle Bounty
City Commissions
City Tycoon
Clear Skies
Co-Ex Test
Coluccis Family
Companion System
Contemplative Cat
Controls and Keybinds
Crime and Wanted System
Currencies
Daffodil
Development History
Drawn Blade
Edgar
Eibon Antique Shop
Elemental Reactions
Endgame Content
Espers
Exploration and Traversal
Fadia
First-Person Mode
Fishing
Gameplay Overview
Good Boy's Grand Adventure
Graphics Settings
Haniel
Hathor
Hethereau Hobbies
High-Risk Commissions
Hotori
Jiuyuan
Kiroumaru
Lacrimosa
Launch Roadmap
Lip Sync System
Mahjong
Main Story
Mint
NPC Behavior
Nanally
Nelly
Neverness to Everness
Nullification
Oddities
Part-Time Jobs
Ready-Ready
Release Date and Launch
Rhythm Mini-Game
Riftcrystal Mining
Sakiri
Side Activities and Mini-Games
Skia
Stagger System
Sterry Express
System Requirements
Taygedo
Team Building Guide
The Appraiser
The Bank
The Great Thief
The Hospital
Tier List
Umbrella
Unheard Shores
Watch Your Heads!
Worheimer Index
Your Happiness Is Priceless
Youthful Fantasy
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Combat in Neverness to Everness is a third-person real-time action system built around fast-paced character swapping, combo chaining, and elemental reactions. Players control a team of four characters and switch between them fluidly during battle. The system rewards aggressive play, precise timing, and thoughtful team composition, blending the responsiveness of action games with the strategic depth of team-based RPGs.
Players assemble a team of up to four playable characters (Espers). Each character has their own element, attack combos, skills, and ultimate ability. During combat, only one character is actively controlled at a time, but the other three provide support from the sideline. Building a team with complementary elements is critical for triggering Esper Cycle reactions.

The Relay System is the character-swapping mechanic that defines NTE's combat flow. When the player triggers a swap, the incoming character performs an entry attack while the current character is still active on the battlefield. For a brief moment, both characters occupy the field simultaneously, creating a fluid overlap that avoids the rigid feel of traditional tag systems.
This overlap is tied to the Esper Gauge, which builds through combat actions including landing attacks, using skills, and performing successful dodges and parries. When the Esper Gauge is sufficiently charged, eligible squad members glow to signal that they are ready for a Relay swap. The Relay entry attack varies by character, allowing players to choose strategic swap timing based on which entry attack best suits the current combat situation.
Attack Type | Description |
|---|---|
Normal Attacks | Basic combo strings of up to 5 sequential hits per character. Each character has unique combo animations and timing windows. |
Skills | Character-specific abilities on individual cooldowns. Skills deal higher damage than normals and often apply elemental effects or crowd control. |
Ultimates | Powerful finishing moves that consume ultimate energy. These deal massive damage and often have cinematic animations. |
QTE Attacks | Quick-Time Event attacks triggered during character swaps. Successfully inputting the QTE prompt during a Relay swap unleashes a bonus attack. |
Support Skills | Assist abilities from off-field characters. These activate automatically or on command without requiring a full character swap. |
Dodging is a core defensive mechanic. Players can dodge in any direction to avoid incoming attacks. A well-timed dodge, executed just before an enemy attack connects, triggers a Critical Dodge (also called a perfect dodge). Critical Dodge provides enhanced benefits including temporary invulnerability frames, a brief slow-motion window for counterattacking, and a contribution to the enemy's stagger bar.
Successful dodges, whether standard or critical, also contribute to building the Esper Gauge. This creates a rewarding loop where defensive play enables more frequent character swaps and Relay attacks.
Every enemy has a stagger bar (also called a break meter) displayed beneath their health bar. Landing hits fills the stagger bar incrementally, with certain attack types and elemental reactions contributing more than others. Successful dodges and parries also add to the stagger bar.
When the stagger bar is completely filled, the enemy enters a vulnerable "broken" state. During this state, the enemy is temporarily stunned and takes significantly increased damage from all sources. This break window is the optimal time to unleash ultimates and high-damage combos. The break state lasts for a limited duration before the enemy recovers and the stagger bar resets.
The parry system was added based on player feedback from the first closed beta test. It introduces a timing-based defensive mechanic that rewards precision. When an enemy telegraphs a parryable attack, a parry circle appears on screen. The player must activate their parry when the circle aligns with the outer ring.

A successful parry deflects the incoming attack, deals counter-damage, and provides a substantial boost to the enemy's stagger bar. Parrying also contributes to building the Esper Gauge. The system supports five distinct parry types, each available in different combat situations.
Parry Type | Description |
|---|---|
Normal Attack Parry | Performed during a normal attack combo. The player interrupts their own combo to deflect an incoming attack. |
Plunge Attack Parry | Executed during a plunging or aerial attack, allowing players to parry mid-air. |
Skill Parry | Activated during skill usage. The character cancels their skill animation to perform the parry. |
Normal Swap Parry | Triggered during a standard character swap, combining the defensive parry with a Relay transition. |
Esper Cycle Swap Parry | Performed during an Esper Cycle-triggered swap, the most advanced parry type that combines elemental reactions with defensive play. |
A typical combat encounter in NTE follows a loop of attacking to build the Esper Gauge, swapping characters to trigger elemental reactions and Relay entry attacks, dodging and parrying enemy counterattacks, and filling the stagger bar to create break windows for maximum damage. Mastering this flow requires reading enemy attack patterns, understanding which parry types are available at any given moment, and managing the Esper Gauge across all four team members.
At launch, the character roster leans melee-heavy. Most playable characters are close-range fighters with swords, fists, or other melee weapons. While some characters offer mid-range or area-of-effect options, players seeking a primarily ranged playstyle may find fewer options available at launch. Hotta Studio has indicated that future character releases will expand playstyle diversity.
Esper Cycle: the elemental reaction system and its six elements.
Parrying System: in-depth guide to parry mechanics and timing.
Stagger System: details on break meters and vulnerability windows.
Characters: the full roster of playable Espers.
Arcs: weapon equipment that enhances combat performance.
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