Swings your weapon in an arc in front of them hitting any opponent before them.
Slashes up to five times in a row, picking up speed with each hit. If last hit is successful the cooldown of your boot is reset
Boot- Lifts your mighty boot towards the enemy and kicks them back with force. Stuns them for one turn. With successful hit the cooldown of your grab slam is reset.
Shield charge- charge into your enemy with y our shield. On successful hit, the cooldown of your nose breaker is reset
Nose breaker- slams your shield upwards smashing their face, and hopefully breaking their nose. Can cause bleed. Bleed will last for four turns.
Counter- Can successfully block the next attack and return back the damage they dealt by half. [melee only]. On successful hit the cooldown of your grab slam is reset.
Grab Slam- Slam your shield into their stomach and grab their shoulder lifting them up on your shield before throwing them down to the ground. Successfully landed will reset the cooldown of your boot and shield charge.
Feint- if successful it evades the attack and places you into stealth
Jumps back away from the opponent. wastes your turn and puts you out of range from the opponent but puts you in stealth.
Hilt slam- slam the hilt of your dagger into the opponent’s kidney, stunning them for one turn. If stealthed you can go into back stab without using the cooldown
Backstab- Comes up behind the target and backstabs them. On a successful hit AND the opponent is below 50% health the cooldown of your heartstab is reset.
Heartstab- stabs directly at the opponents hearth. If successfully landed the damage is doubled. If in stealth it is doubled again.
Coats their daggers with a deadly poison for their next attack. If target is poisoned, the poison will last for 4 turns.