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Winded
May 8, 2026 at 08:47 AM
Removed redundant H1 heading from article body
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.
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. |
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.
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.
Stamina - the underlying resource
Rested - stamina-regen buff
Status Effects - full effect roster