| Parry | 8 stamina | A melee weapon in hand, your last Action Point | Enemy melee hits deal half damage, rounded up, until your next turn. Each parried hit costs the weapon 1 durability, and a weapon that breaks stops parrying. Arrows, spells and traps are not parried. |
| Sidestep | 6 stamina | Your last Action Point | +30 Dodge against enemy melee attacks until your next turn. |
| Brace | 6 stamina | A shield in hand, your last Action Point | Your shield blocks every hit, melee or ranged, until your next turn. |
| Catch Breath | 6 mana | Your last Action Point, no enemy in reach | Recover 6 stamina. |
| Dash | 5 stamina | An enemy that is not in reach | Close 2 steps on it. |
| Kick | 5 stamina | An enemy in reach | A light blow made without your weapon, at 1 less strength. If it connects, a 50% chance to push the enemy back a step, 10% more for each point of Strength above 2 and 10% less for each size the enemy is above 1, never more than 70%. A kick that does no damage pushes at half that chance. A pushed enemy spends its turn closing in again. |
| Trip | 5 stamina | An enemy in reach that stands on legs | A 30% chance, 10% more for each point of Dexterity above 2, to knock it down for a turn. Deals no damage. Flying, legless and undead enemies cannot be tripped. |
| Feint | 3 stamina | An enemy in reach | If your very next action is a melee attack on that enemy, it cannot dodge. |
| Dirty Trick | 4 stamina | An enemy in reach with eyes | A 50% chance, 10% more for each point of Dexterity above 2, that it loses 20 Melee for its next 2 turns. Slimes and ghosts have no eyes to blind. |
| Shield Bash | 6 stamina | A shield in hand, an enemy in reach | Strike with the shield instead of your weapon, adding its defence to the blow. A bash that wounds has a 10% chance, 5% more for each shield size above 1, to knock the enemy down. Each bash that connects costs the shield 2 durability. |