Guides
Combat basics
Stamina, lock-on, and healing for the placeholder action RPG this wiki is waiting on.
Updated October 18, 2026
- combat
- beginner
- healing
Combat in the sample game is built around short commitments. You spend stamina to swing or dodge, and you recover it by waiting or by landing a safe hit.
The loop
- Lock on, so dodges stay aimed at the threat in front of you.
- Spend stamina on one committed action.
- Recover before you spend again. An empty bar still lets you walk. It does not let you dodge.
A light weapon such as the iron sword is the sample of a fast commitment. Heavier weapons, when they are written, should say how much of the bar they take.
Stamina
| Action | Stamina | Recovery |
|---|---|---|
| Light attack | 12 | Starts when the swing ends |
| Dodge | 20 | Starts after the roll |
| Block | 8, plus the hit | Starts when you drop the block |
These rows are the pattern an item page should link to, not a final ruleset. If a patch changes a cost, change the row and the updated date together.
Healing
Healing is a consumable, not a cooldown. The field ration is the sample: a slow bite that stops if you roll. Pages about other consumables should say whether they share that interrupt.
Out of combat, rations are cheaper in time. In combat, using one is itself a commitment, and it spends no stamina only because your hands are full.