Facing and movement
You move with WASD and aim with the mouse, independently. Your character always faces where you aim, and attacks, staff shots and spells go along the aim — never along your movement.
Moving away from your aim is a little slower: full speed forward, slightly slower strafing, slowest walking backwards. The change is smooth, never stepped.
The dodge
Press Space with a direction to dodge — diagonals included; with no direction, you dodge along your aim. A dodge is a short, grounded step with a brief foot-plant after it. It costs stamina (more with heavier load) and has a short cooldown. You cannot dodge without enough stamina, and you cannot dodge while guarding with a shield.
What a dodge can avoid
A well-timed dodge makes discrete, timed hits miss: weapon blows, arrows and bolts, shield bashes, creature strikes, and single-target spells such as projectiles, instants and cones. It shows as Evade.
It cannot avoid damage over time (burning, bleeding), area spells, fields and ground-targeted effects, or persistent world effects such as currents, wind and roots — nor anything you dodge into and stay inside.
Dodging and attacking
You cannot start a new attack mid-dodge (a tap is buffered). A heavy attack already winding up is committed — you cannot dodge out of it. Lighter wind-ups are cancelled by a dodge, and a held charge, draw or frenzy is dropped.
Connections
See also
- Physical combat Game system