Roll
Roll on landing to cut fall damage — and crush whatever you land on.
The Roll is your landing tool. Time a sneak just before you hit the ground and you tuck into a roll that cuts most of your fall damage and carries your momentum forward. Land on a mob and you can crush it. The roll is the single most important move for surviving big drops — and it's the gateway to the game's highest-scoring bonuses.
How to perform
- While falling, sneak within
sneak_window_ticksof landing. - The roll fires, reducing the fall damage and giving a small forward/upward boost out of the landing.
Timing and damage reduction
How early you sneak decides how much damage you shed. A roll can cancel at most 90% of the fall damage — you always take at least a tenth of it.
Sneak within 1 tick of landing and you get the full 90%. Every extra tick early cuts the remaining reduction to three quarters of what it was, so the payoff falls away fast:
| Ticks early | Damage reduction | Cooldown |
|---|---|---|
| 0–1 (perfect) | 90% | cooldown.perfect — 10 ticks (0.5s) |
| 2 | 67.5% | cooldown.imperfect — 60 ticks (3s) |
| 3 | ~50.6% | cooldown.imperfect |
| 4 | ~38.0% | cooldown.imperfect |
| … | × 0.75 each tick | cooldown.imperfect |
| Outside the window (miss) | none — you take the fall in full | cooldown.miss — 200 ticks (10s) |
The same falloff scales the boost out of the roll, so a sloppy roll costs you momentum as well as health.
Because a missed roll has a long cooldown, spamming sneak on the way down is punished — the roll rewards timing, not mashing.
Tuning (moves.yml → roll)
| Key | Default | Meaning |
|---|---|---|
sneak_window_ticks | 10 | Size of the input window (ticks) before landing to trigger a roll. |
cooldown.perfect | 10 | Cooldown after a perfectly-timed roll. |
cooldown.imperfect | 60 | Cooldown after an imperfect roll. |
cooldown.miss | 200 | Cooldown after a missed roll. |
boost_y | 0.2 | Upward boost coming out of the roll. |
boost_mult | 0.5 | Multiplier on the forward momentum preserved, before the timing falloff. |
min_damage | 1.0 | Fall damage below this doesn't count as a roll opportunity. |
crush_base_damage | 4.0 | Base damage dealt to mobs you land on. |
crush_radius | 1.75 | Radius of the landing crush effect. |
bossbar | Roll / WHITE | Boss bar name, color and overlay shown while active. |
Related bonuses
The roll powers the biggest scores in the game — +SOFT LANDING, +CLOSE CALL, +PARRY THE EARTH (a perfect, 0-tick roll), +DEATH DEFIED, +RECONSTRUCT WHAT? and the combat crush +SPLATTERED. See Mythic.