Dishonored Codexery

Blink

Step between shadows, bypassing walls and enemies in a heartbeat.

Blink is a supernatural ability granted to those touched by the Void, allowing for instantaneous teleportation over short distances. First mastered by Corvo Attano after his encounter with the Outsider, it serves as the primary method of traversal and stealth infiltration throughout the city of Dunwall. Unlike other powers that manipulate matter or mind, Blink focuses purely on spatial displacement, letting the user step between two points in a blink of an eye.

Quick Facts

Origin
The Void
First user
Corvo Attano
Primary function
Instantaneous short-range teleportation
Resource cost
Runes and Willpower
Key upgrade
Increased range and verticality

Lore & Background

Throughout history, few have mastered this art without succumbing to madness or losing their humanity. Corvo Attano's journey demonstrates how Blink can be used for both survival and tactical dominance. It allows the assassin to bypass heavy fortifications, scale impossible heights, and vanish before an enemy can react. The fluidity of the movement suggests that the user is not traveling through space in a conventional sense but rather stepping through the cracks in reality itself, guided by their will and the grace of the Outsider.

Reader's Guide

Blink is acquired immediately upon receiving the Outsider's Mark at the start of the journey. It functions by selecting a target location within range and snapping to it instantly. This power is essential for navigating vertical environments, avoiding detection, and reaching otherwise inaccessible areas. Upgrading Blink through Runes increases the maximum distance one can travel and allows for greater vertical leaps.

Higher levels enable users to cross large courtyards or leap from rooftops to high windows that were previously unreachable. It also reduces the cooldown time between uses, making it a reliable tool for rapid repositioning during combat or stealth. Strategically, Blink is best used to bypass guards entirely rather than engaging them. Players can chain short hops over obstacles or into locked rooms without triggering alarms.

In combat, it allows for flanking maneuvers, letting the user appear behind enemies to deliver a quick elimination before they can raise an alarm.

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