disengage / flee -- break off the current fight Clears your target, sparring flags, and queued intent. Resets Momentum and Adaptation like leaving the room. Keeps stance and autokill prefs. Does not move you -- just stops swinging. How you play 1. disengage (or flee -- same verb) 2. If locked in, try again when you have more FIN or fewer foes Before the first exchange beat, breaking off is free. After at least one beat you are locked in: disengage and walking away both contest your Finesse (FIN) against whoever is pinning you. Higher FIN improves your odds. Two foes make the roll harder; three worse still; four or more live pins hard-block escape until someone drops or breaks off. A failed try shows your odds as [ESCAPE] ~NN% so you know how tight the ring is. Sparring ignores the lock. See also: help combat | help tactics | help stats