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Parrying in Fatekeeper is the high-risk, high-reward defensive option, with a tight authored window, real miss penalties, and strong punish payoffs.
Fatekeeper's execution layer: contextual finishers and weapon-class dismemberment triggered by stagger, status saturation, and low-health prompts.
Dodging in Fatekeeper is the directional, recovery-priced defensive option for ambiguous tells, unparryable spells, and spacing resets.
Telekinesis is Fatekeeper's utility-and-control combat tool: yank enemies, hurl objects, and redirect projectiles in addition to environmental puzzle use.
Combat in Fatekeeper is a first-person hybrid action loop with melee, magic, parry, dodge, telekinesis, and finishers woven into every encounter.
Melee Combat is Fatekeeper's load-bearing combat pillar, with class-specific timings, status stacking, and tight integration with magic and finishers.