Codex / Combat
Guard and Flash Step
Every character has these from the first moment, whatever their build: a guard, a dash, a way to shake off a pursuer, and a way to recharge.
Flash Step
A fast dash along the ground to a point you choose.
- It is a dash, not a teleport. It cannot pass through walls or buildings. It does pass through bushes and fences.
- It costs Nimis when the dash begins. If you cancel while aiming, it costs nothing.
- It works both ways. Use it to leave a fight or to arrive on top of someone.
- You can be hit during it. No dash in the game makes you immune.
- A short trail marks where you went, and everyone nearby sees it.
Guard
Hold Guard to brace.
- It halves blunt damage: punches, kicks, thrown rock, earth slams, the impact of a wave.
- It does nothing against anything else. Fire, blades, lightning and Mindweaving go straight through.
- You cannot move while guarding, and it drains Stamina. With no Stamina left, the Guard no longer protects you.
- Holding Guard is also one of the two ways to break a Mindweaver's hold on you. The other is to hit them.
Target Break
A way to make an enemy lose their lock on you. It pits your Control against theirs. If it works, they have to find you again. If it fails, you have still paid for it.
Charging Nimis
Hold the charge input to draw Nimis from your Reservoir into your active pool. You cannot move while charging, and you cannot guard at the same time. Choosing when to stop and charge is half of fighting as a caster.
In deep water
While you are swimming, no technique works, including these. Do not count on a Flash Step to get you out of a lake.
Written from the game's design on 2026-10-08, before the closed beta. Details can change; numbers on generated pages come from the game itself.