Winded
Winded is the penalty state for running the Stamina Bar fully to zero. Windrose penalizes complete stamina depletion rather than treating the bar as a soft ceiling. The game disables sprinting and dodging while the bar is Winded, and forces the player through a slower recovery curve before those actions become available again.
How It Works
Property | Value |
|---|---|
Trigger | Stamina Bar fully depleted to 0. |
Disabled actions | Sprinting, dodging. |
Recovery curve | Slower than recovery from a partial stamina drain. |
Visual tell | Stamina bar flashes red / empty. |
Why It Matters
The design rewards pacing. Stopping attacks or dodges while the bar still has a small sliver remaining puts the player back in full-regen mode almost immediately. Running the bar to empty forces the Winded recovery penalty and usually costs the player a window during a boss fight.
The community-standard rule is "never burn the last sliver." Most guides treat it as more important than raw Endurance stacking, because a high stamina pool still becomes unusable if you Winded out at the wrong moment.
How to Avoid It
Marathon Runner - flat +20 / +35 / +50 stamina at ranks 1/2/3. Extra cushion against accidental depletion.
Agile - cuts Dash and Jump stamina cost by up to 40% at rank 3.
Perfected Form - cuts 2H attack stamina cost by up to 25% at rank 3.
Rested - base-derived buff that boosts stamina regeneration rate.
Endurance - +5 Stamina per attribute point.
See Also
Stamina - the underlying resource
Rested - stamina-regen buff
Status Effects - full effect roster