The hero mid-swing with his sword
Sword in hand

Casting stows every weapon

On pressing R2, the hero hangs every weapon on his body before conjuring: sword to the right hip and shield to the left side (both under the cloak), bow onto the back. Spells are cast bare-handed, right hand leading, left hand free for balance and gesture.

  • The stow overlaps the conjure: it takes about 0.2 s, and the spell starts gathering as the hand comes free. Casting again while already bare-handed has no stow to pay.
  • The hero stays bare-handed after casting until a weapon input: the sword draws and strikes in one motion, the shield takes a moment to raise (and can't parry or block until it's up), and the bow takes a moment to draw.
  • Magical defence needs no weapon — the magic parry and Aegis both work bare-handed.
  • This is a real trade: casting leaves physical defence stowed, so a caster facing a melee attack must dodge, or commit to drawing the shield early.

Dodge

Dodging commits a low, evasive dodge in the current movement direction relative to the camera, including diagonals, while the animation preserves the hero's facing — it is not a forward-facing lunge regardless of travel direction. With no movement input, the hero dodges in his current facing direction.

Rolling is not the default dodge. The full roll is reserved for the later Evasion talent — Sword's big upgrade on the talent disc.

Climbing

The hero can climb any steep ground at a stamina cost, with no regeneration on the wall. Weapons stay stowed while climbing, and starting a climb ends a held spell. Enemies never climb, and a climb can't start right after taking a hit. Full rules are on World and Regions.

Resting

Beside a bonfire, the action button rests: health is restored, time passes, and the game saves. It is a contextual interaction rather than a separate command, which gives bonfires a second purpose beyond strengthening Fire magic. Resting does not respawn enemies — a cleared area stays cleared.

Parry and block timing

Pressing a defence button opens a short parry window; a successful hit inside it is parried for free and fills the enemy's stagger meter. Still holding after that window, it becomes a block (physical) or Aegis (magical), and a hold never retroactively becomes a parry. A failed parry briefly locks out further parries, though blocking stays available.

Still in development — details may change

Full attack telegraphs, combo chains and per-enemy animations are still being filled in — see Enemies and Guardians.