Click the world to enter combat mode: the mouse aims and turns you. Esc frees the cursor for menus and NPCs.
W A S D move and strafe, Space jump, Shift dodge roll (you can't be hit mid-roll), R autorun, wheel zoom
F or right-click (out of combat mode) to talk to people and pick up loot, B or C character, equipment and bag, L quest log, Enter chat, N sound on or off
Blocking. In combat mode, hold F to guard (the Fighter can also hold right mouse). As in Mount & Blade, you block one side at a time: enemies flash a red arrow by the crosshair for the side their blow is coming from, and you flick the mouse that way while holding the guard (left, right, up for overhead, down for thrusts). Only a guard on the matching side stops the blow; the wrong side lets it through. Every blocked blow costs stamina (mana for the Mage's ward), heavy blows cost more, and holding the guard drains a little and pauses recovery. You move slowly and can't attack while guarding. Run dry and your guard breaks, leaving you stunned. Raise the guard, or flick it to the right side, just before a blow lands for a Perfect Block: it costs nothing and stuns the attacker. Shields and wards also stop arrows and bolts from the front. Slams and charges can't be blocked: roll out of the way.
Mage. The weakest hitter and the least armoured, so play it smart. Left mouse Fireball and right mouse Frostbolt are cheap and weak; your real damage is on cooldowns: Fire Blast (instant, always crits, usable mid-cast), Pyroblast and Meteor. Control the fight with Frost Nova (freeze, then Shatter), Blink and Ice Barrier, and press 0 for Mirror Ward: for 4 seconds you take a quarter of the damage and throw most of it back at the attacker. 1 to 9 and 0 cast.
Fighter. Flick the mouse left, right, up or down to pick a direction (shown around the crosshair). Hold left mouse to wind up and release to swing; hold longer for a heavy blow that staggers and breaks guards. A Perfect Block earns a riposte. Skilled enemies read your windup and guard that side (the blue arrow), so strike another, or feint: cancel with a block or flick hard to a new side mid-windup. Heavy blows smash through a guard. Combos: ◀ ▶ ▲ Titan's Fall, ▶ ◀ ▼ Viper Lunge, ▼ ▼ ▲ Skullsplitter. Abilities on 1 to 5.
Every enemy telegraphs. Red ground markings show where a blow will land and glowing creatures are about to strike. Roll, sidestep or block.
Todroth rules. Walk off an open edge of the map or through a door to travel. Safe zones keep monsters away. If you die, your bag drops where you fell, and each worn item may drop too (more likely in harder zones).
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