Build a well. Throw a punch. Roll out of the way. Preferably in the right order.
A drink closer to home
Craftable wells are in. Put one where it belongs, adjust its placement height and draw water with a timed interaction. Water accumulates in an inventory bucket, ready for your farming rounds.
The recipe uses 32 stone, 8 clay, 20 wood and 4 hemp fibre at a Crude Workbench. Fifteen seconds at the bench buys a much better answer to a thirsty garden.
Boot meets shield
Unarmed punches and weapon-independent kicks give you something to say at close range. A kick costs 10 stamina and has a six-second cooldown. Catch an actively raised hostile shield and it can apply a one-second stun, subject to the shared control rules.
Against an unguarded target the kick remains an interrupt. Your equipped weapon stays attached through the action. No disappearing sword trick.
Move your feet
Double-tap a movement direction to roll that way. Rolls cost 20 stamina, have a 1.25-second cooldown and travel roughly four metres when the space is clear. They do not make you invulnerable.
Athletics takes over the visible Jumping label and preserves existing progress. Accepted jumps, dodges and kicks each earn an Athletics XP. Jumping now costs 10 stamina, so hopping around the workshop is a choice with a bill attached.