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The player can Dodge PS Button O/Xbox360 Button B/Space attacks, moving out of the way before they are hit. The default Dodge is a roll, but through equipping certain Destinies, it can be replaced with Blink.


Dodges can be broken down into 3 separate phases:

  • Pre-cast - the player prepares to Dodge and is unable to take any action except to adjust their orientation using the directional controls
  • Mobile - the player is moving in the direction of the Dodge
  • After-cast - the player comes to a stop at the end of the Dodge
    • During the after-cast, the player can only perform a Dodge Move or another Dodge. If another Dodge is performed, the second Dodge's after-cast will be significantly longer and a third Dodge will be prevented, however, a Dodge Move can still be used.


Blink is a short-ranged teleport that replaces the roll when certain Destinies are used. Some Destinies will upgrade Blink to have an Ice or Poison effect.

Blink's main difference over the roll is being able to move directly through enemies, not requiring a way around in order to evade an attack. It is also quite useful when moving through tight spaces, as clipping issues may make it difficult or impossible for a player without Blink to move back the way through which they entered the space.


The following Destinies have some variant of Blink:

Sorcery Might/Sorcery Finesse/Sorcery
Seer Battlemage Arcanist
Sage [Ice] Crusader Warlock [Poison]
Sorcerer [Ice] Paragon Spellcloak [Poison]
Archmage [Ice] Champion Shadowcaster [Poison]

Ice Blink[]

Higher-level Sorcery Destinies get Ice Blink, which is a form of Blink that deals Ice Damage and Freezing Damage to enemies it passes through. Affected enemies are slowed for a time, which is extended by the Frostshackle ability.

Poison Blink[]

Higher-level Finesse/Sorcery Destinies get Poison Blink, which is a form of Blink that deals Poison Damage to enemies it passes through. This will likely benefit from the Mysterious Toxins and Paralytic Poisons abilities needs confirmation.

Advanced Dodging[]

After dodging, the player must wait to accelerate to full moving speed again - this is not part of the after-cast. During this time, the player can Dodge but because the after-cast has already completed, they do not suffer the penalty of two consecutive Dodges.

Roll's mobile phase takes longer to complete than Blinks', which results in a longer Dodge animation. As a result of this, the player can Blink more times than they can roll in the same amount of time.

Rolling also allows directional control during the mobile phase while Blink doesn't, granting the player greater reactivity in combat.

The above points may be intended design; rolls allow melee players to quickly move away from harm due to the short pre-cast, but punish poor choice of Dodge direction/steering with the long after-cast. Conversely, Sorcery playstyles have more ranged options and lower armor, and their carefully timed Blink usage can cover more distance over time and allow them to act sooner after a Dodge, preventing enemies from closing the gap. Should they be caught however, the long pre-cast makes it more difficult to escape.

Summary comparison[]

Roll Blink
Short pre-cast, long after-cast Long pre-cast, short after-cast
Long mobile phase, can be steered Short mobile phase, can't be steered
Collides with enemies, does no damage Passes through enemies, can apply ice or poison damage


  • Dodges do not have invulnerability frames.
  • The player can Dodge freely without breaking Stealth.
  • Blinking through enemies can be a lifesaver if backed against a wall.
  • The Fateless One can't roll or Blink while swimming in water rather than standing on ground.