Free movement. Unless you are trying to bypass a melee opponent, then an dodge roll is required.
--- Offence ---
Stealth: Difference of your stealth roll and the enemy's detection roll added/subtracted to your attack roll
Dual wielding: Roll agility + traits x2, take half of each roll. No blocking when dual wielding.
Two-handed: Roll twice. No dodging when wielding two-handed weapons. Take one turn to recover if PP = 0.
--- Defence ---
Block (might): Subtractive.
Dodge (agility): No damage if greater or equal, full damage if lower. Works for everything.
--- Boss Mechanics ---
Armour (and Armour Breaking): Some bosses have armour values, indicated under their name as Ax, x being the value.
- Might-based attacks subtracted, Agi-based attacks no effect
- Counters: Armour break (might-based attack + PP), Identify weak points (perception)
Free movement. Unless you are trying to bypass a melee opponent, then an dodge roll is required.
--- Offence ---
Stealth: Difference of your stealth roll and the enemy's detection roll added/subtracted to your attack roll
Dual wielding: Roll agility + traits x2, take half of each roll. No blocking when dual wielding.
Two-handed: Roll twice. No dodging when wielding two-handed weapons. Take one turn to recover if PP = 0.
--- Defence ---
Block (might): Subtractive.
Dodge (agility): No damage if greater or equal, full damage if lower. Works for everything.
--- Boss Mechanics ---
Armour (and Armour Breaking): Some bosses have armour values, indicated under their name as Ax, x being the value.
- Might-based attacks subtracted, Agi-based attacks no effect
- Counters: Armour break (might-based attack + PP), Identify weak points (perception)