diff --git a/assets/common/abilities/axe/leap.ron b/assets/common/abilities/axe/leap.ron
index c59b733465..50cf49564b 100644
--- a/assets/common/abilities/axe/leap.ron
+++ b/assets/common/abilities/axe/leap.ron
@@ -1,5 +1,5 @@
 LeapMelee(
-    energy_cost: 450,
+    energy_cost: 0,
     buildup_duration: 0.2,
     movement_duration: 0.2,
     swing_duration: 0.2,
diff --git a/assets/common/abilities/axe/spin.ron b/assets/common/abilities/axe/spin.ron
index 39045a1cbc..ef6f426a89 100644
--- a/assets/common/abilities/axe/spin.ron
+++ b/assets/common/abilities/axe/spin.ron
@@ -7,7 +7,7 @@ SpinMelee(
     knockback: ( strength: 0.0, direction: Away),
     range: 3.5,
     damage_effect: None,
-    energy_cost: 100,
+    energy_cost: 0,
     is_infinite: true,
     movement_behavior: AxeHover,
     is_interruptible: false,
diff --git a/assets/common/abilities/hammer/charged.ron b/assets/common/abilities/hammer/charged.ron
index 978143195e..a854d6aa4f 100644
--- a/assets/common/abilities/hammer/charged.ron
+++ b/assets/common/abilities/hammer/charged.ron
@@ -1,6 +1,6 @@
 ChargedMelee(
     energy_cost: 1,
-    energy_drain: 300,
+    energy_drain: 0,
     initial_damage: 10,
     scaled_damage: 160,
     initial_poise_damage: 60,
diff --git a/assets/common/abilities/hammer/leap.ron b/assets/common/abilities/hammer/leap.ron
index 47f90adb77..41a02ac25c 100644
--- a/assets/common/abilities/hammer/leap.ron
+++ b/assets/common/abilities/hammer/leap.ron
@@ -1,5 +1,5 @@
 LeapMelee(
-    energy_cost: 700,
+    energy_cost: 0,
     buildup_duration: 0.1,
     movement_duration: 0.8,
     swing_duration: 0.15,
diff --git a/assets/common/abilities/sword/dash.ron b/assets/common/abilities/sword/dash.ron
index 72ba6f4451..810160a61d 100644
--- a/assets/common/abilities/sword/dash.ron
+++ b/assets/common/abilities/sword/dash.ron
@@ -1,5 +1,5 @@
 DashMelee(
-    energy_cost: 100,
+    energy_cost: 0,
     base_damage: 80,
     scaled_damage: 160,
     base_poise_damage: 60,
@@ -8,7 +8,7 @@ DashMelee(
     scaled_knockback: 7.0,
     range: 5.0,
     angle: 45.0,
-    energy_drain: 600,
+    energy_drain: 0,
     forward_speed: 4.0,
     buildup_duration: 0.25,
     charge_duration: 0.6,
diff --git a/assets/common/abilities/sword/spin.ron b/assets/common/abilities/sword/spin.ron
index a0cef50ca7..f5f78f15df 100644
--- a/assets/common/abilities/sword/spin.ron
+++ b/assets/common/abilities/sword/spin.ron
@@ -7,7 +7,7 @@ SpinMelee(
     knockback: ( strength: 10.0, direction: Away),
     range: 3.5,
     damage_effect: None,
-    energy_cost: 150,
+    energy_cost: 0,
     is_infinite: false,
     movement_behavior: ForwardGround,
     is_interruptible: true,
diff --git a/voxygen/anim/src/character/alpha.rs b/voxygen/anim/src/character/alpha.rs
index 0a4d6144a4..42d0121c75 100644
--- a/voxygen/anim/src/character/alpha.rs
+++ b/voxygen/anim/src/character/alpha.rs
@@ -4,7 +4,7 @@ use super::{
 };
 use common::{
     comp::item::{Hands, ToolKind},
-    states::utils::StageSection,
+    states::utils::{AbilityInfo, StageSection},
 };
 use std::f32::consts::PI;
 
@@ -18,6 +18,7 @@ impl Animation for AlphaAnimation {
         f32,
         f32,
         Option<StageSection>,
+        Option<AbilityInfo>,
     );
     type Skeleton = CharacterSkeleton;
 
@@ -28,7 +29,15 @@ impl Animation for AlphaAnimation {
     #[allow(clippy::approx_constant)] // TODO: Pending review in #587
     fn update_skeleton_inner(
         skeleton: &Self::Skeleton,
-        (active_tool_kind, _second_tool_kind, hands, _velocity, _global_time, stage_section): Self::Dependency,
+        (
+            active_tool_kind,
+            _second_tool_kind,
+            hands,
+            _velocity,
+            _global_time,
+            stage_section,
+            ability_info,
+        ): Self::Dependency,
         anim_time: f32,
         rate: &mut f32,
         s_a: &SkeletonAttr,
@@ -36,18 +45,20 @@ impl Animation for AlphaAnimation {
         *rate = 1.0;
         let mut next = (*skeleton).clone();
 
-        let (move1, move2, move3) = match stage_section {
-            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
-            Some(StageSection::Swing) => (1.0, anim_time, 0.0),
-            Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
-            _ => (0.0, 0.0, 0.0),
+        let (move1, move2, move3, move2h) = match stage_section {
+            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
+            Some(StageSection::Swing) => (1.0, anim_time.powi(4), 0.0, anim_time.powf(0.25)),
+            Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0), /* hmm maybe don' */
+            // t complete the
+            // recovery?
+            _ => (0.0, 0.0, 0.0, 0.0),
         };
         next.second.position = Vec3::new(0.0, 0.0, 0.0);
         next.second.orientation = Quaternion::rotation_z(0.0);
         next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
         next.torso.orientation = Quaternion::rotation_z(0.0);
 
-        match active_tool_kind {
+        match ability_info.and_then(|a| a.tool) {
             Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
                 next.main.position = Vec3::new(0.0, 0.0, 0.0);
                 next.main.orientation = Quaternion::rotation_x(0.0);
@@ -60,11 +71,6 @@ impl Animation for AlphaAnimation {
                     move1 * -0.9 + (move2 * 1.75).sin() * 2.5 + move3 * -0.5,
                 );
             },
-            Some(ToolKind::Dagger) => {
-                next.control_l.position = Vec3::new(-10.0, 6.0, 2.0);
-                next.control_l.orientation =
-                    Quaternion::rotation_x(-1.4) * Quaternion::rotation_z(1.4);
-            },
 
             Some(ToolKind::Axe) => {
                 next.main.position = Vec3::new(0.0, 0.0, 0.0);
@@ -119,7 +125,7 @@ impl Animation for AlphaAnimation {
         }
 
         match hands {
-            (Some(Hands::Two), _) => match active_tool_kind {
+            (Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
                 Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
                     next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                     next.hand_l.orientation =
@@ -194,7 +200,7 @@ impl Animation for AlphaAnimation {
 
         match hands {
             (Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
-                match active_tool_kind {
+                match ability_info.and_then(|a| a.tool) {
                     Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
                         next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
                         next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
@@ -238,7 +244,7 @@ impl Animation for AlphaAnimation {
         };
         match hands {
             (Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
-                match active_tool_kind {
+                match ability_info.and_then(|a| a.tool) {
                     Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
                         next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
                         next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
@@ -264,11 +270,11 @@ impl Animation for AlphaAnimation {
                     | Some(ToolKind::Pick) => {
                         next.control_r.position = Vec3::new(
                             7.0,
-                            8.0 + move1 * -4.0 + move2 * 4.0,
-                            2.0 + move1 * 16.0 + move2 * -21.0,
+                            8.0 + move1 * -4.0 + move2h * 4.0,
+                            2.0 + move1 * 16.0 + move2h * -21.0,
                         );
                         next.control_r.orientation =
-                            Quaternion::rotation_x(-0.3 + move1 * 1.3 + move2 * -2.3)
+                            Quaternion::rotation_x(-0.3 + move1 * 1.3 + move2h * -2.3)
                                 * Quaternion::rotation_y(0.0)
                                 * Quaternion::rotation_z(0.0);
                         next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
diff --git a/voxygen/anim/src/character/beta.rs b/voxygen/anim/src/character/beta.rs
index bacbaa88ee..d6d977e9a5 100644
--- a/voxygen/anim/src/character/beta.rs
+++ b/voxygen/anim/src/character/beta.rs
@@ -2,7 +2,10 @@ use super::{
     super::{vek::*, Animation},
     CharacterSkeleton, SkeletonAttr,
 };
-use common::{comp::item::ToolKind, states::utils::StageSection};
+use common::{
+    comp::item::{Hands, ToolKind},
+    states::utils::{AbilityInfo, StageSection},
+};
 
 pub struct BetaAnimation;
 
@@ -10,9 +13,11 @@ impl Animation for BetaAnimation {
     type Dependency = (
         Option<ToolKind>,
         Option<ToolKind>,
+        (Option<Hands>, Option<Hands>),
         f32,
         f32,
         Option<StageSection>,
+        Option<AbilityInfo>,
     );
     type Skeleton = CharacterSkeleton;
 
@@ -22,7 +27,15 @@ impl Animation for BetaAnimation {
     #[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")]
     fn update_skeleton_inner(
         skeleton: &Self::Skeleton,
-        (_active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
+        (
+            _active_tool_kind,
+            _second_tool_kind,
+            hands,
+            _velocity,
+            _global_time,
+            stage_section,
+            ability_info,
+        ): Self::Dependency,
         anim_time: f32,
         rate: &mut f32,
         s_a: &SkeletonAttr,
diff --git a/voxygen/anim/src/character/chargeswing.rs b/voxygen/anim/src/character/chargeswing.rs
index ce805fe05a..c0ab4f9afc 100644
--- a/voxygen/anim/src/character/chargeswing.rs
+++ b/voxygen/anim/src/character/chargeswing.rs
@@ -2,16 +2,21 @@ use super::{
     super::{vek::*, Animation},
     CharacterSkeleton, SkeletonAttr,
 };
-use common::{comp::item::ToolKind, states::utils::StageSection};
+use common::{
+    comp::item::{Hands, ToolKind},
+    states::utils::{AbilityInfo, StageSection},
+};
 pub struct ChargeswingAnimation;
 
 impl Animation for ChargeswingAnimation {
     type Dependency = (
         Option<ToolKind>,
         Option<ToolKind>,
+        (Option<Hands>, Option<Hands>),
         Vec3<f32>,
         f32,
         Option<StageSection>,
+        Option<AbilityInfo>,
     );
     type Skeleton = CharacterSkeleton;
 
@@ -22,7 +27,15 @@ impl Animation for ChargeswingAnimation {
     #[allow(clippy::approx_constant)] // TODO: Pending review in #587
     fn update_skeleton_inner(
         skeleton: &Self::Skeleton,
-        (active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
+        (
+            active_tool_kind,
+            _second_tool_kind,
+            hands,
+            _velocity,
+            _global_time,
+            stage_section,
+            ability_info,
+        ): Self::Dependency,
         anim_time: f32,
         rate: &mut f32,
         s_a: &SkeletonAttr,
@@ -36,9 +49,9 @@ impl Animation for ChargeswingAnimation {
             * ((anim_time * lab * 8.0).sin());
         // end spin stuff
 
-        let (move1base, move2base, move3, tension, test) = match stage_section {
+        let (move1base, move2base, movement3, tension, test) = match stage_section {
             Some(StageSection::Charge) => (
-                anim_time.min(1.0),
+                (anim_time.powf(0.25)).min(1.0),
                 0.0,
                 0.0,
                 (anim_time * 18.0 * lab).sin(),
@@ -48,42 +61,128 @@ impl Animation for ChargeswingAnimation {
             Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
             _ => (0.0, 0.0, 0.0, 0.0, 0.0),
         };
-        let move1 = move1base * (1.0 - move3);
-        let slowrise = test * (1.0 - move3);
 
-        let move2 = move2base * (1.0 - move3);
-        if let Some(ToolKind::Hammer) = active_tool_kind {
-            next.main.position = Vec3::new(0.0, 0.0, 0.0);
-            next.main.orientation = Quaternion::rotation_x(0.0);
-            next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
-            next.hand_l.orientation =
-                Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
-            next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
-            next.hand_r.orientation =
-                Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
+        let pullback = (1.0 - movement3);
+        let move1 = move1base * pullback;
+        let move2 = move2base * pullback;
+        let slowrise = test * pullback;
+        next.second.position = Vec3::new(0.0, 0.0, 0.0);
+        next.second.orientation = Quaternion::rotation_z(0.0);
 
-            next.control.position = Vec3::new(
-                s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
-                s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
-                s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
-            );
-            next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
-                * Quaternion::rotation_y(
-                    s_a.hc.4 + (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0),
-                )
-                * Quaternion::rotation_z(s_a.hc.5 + (move1 * 0.2 + move2 * -1.0));
-            next.chest.orientation =
-                Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
-            next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
-            next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.0));
-            next.head.position = Vec3::new(
-                0.0 + (move1 * -1.0 + move2 * 2.0),
-                s_a.head.0 + (move1 * 1.0),
-                s_a.head.1,
-            );
-            next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
-            next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
+        if let Some(ToolKind::Hammer) = active_tool_kind {}
+
+        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
+
+        match ability_info.and_then(|a| a.tool) {
+            Some(ToolKind::Hammer) => {
+                next.main.position = Vec3::new(0.0, 0.0, 0.0);
+                next.main.orientation = Quaternion::rotation_x(0.0);
+
+                next.chest.orientation =
+                    Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
+                next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
+                next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.0));
+                next.head.position = Vec3::new(
+                    0.0 + (move1 * -1.0 + move2 * 2.0),
+                    s_a.head.0 + (move1 * 1.0),
+                    s_a.head.1,
+                );
+                next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
+                next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
+            },
+            _ => {},
         }
+
+        match hands {
+            (Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
+                Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
+                    next.hand_l.position =
+                        Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
+                    next.hand_l.orientation =
+                        Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
+                    next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
+                    next.hand_r.orientation =
+                        Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
+
+                    next.control.position = Vec3::new(
+                        s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
+                        s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
+                        s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
+                    );
+                    next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
+                        * Quaternion::rotation_y(
+                            s_a.hc.4
+                                + (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0),
+                        )
+                        * Quaternion::rotation_z(s_a.hc.5 + (move1 * 0.2 + move2 * -1.0));
+                },
+                _ => {},
+            },
+            (_, _) => {},
+        };
+
+        match hands {
+            (Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
+                match ability_info.and_then(|a| a.tool) {
+                    Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
+                        next.control_l.position = Vec3::new(
+                            -7.0 + move1 * 4.0,
+                            8.0 + move1 * 2.0 + move2 * 4.0,
+                            2.0 + move1 * -1.0 + slowrise * 8.0,
+                        );
+                        next.control_l.orientation =
+                            Quaternion::rotation_x(-0.3 + move2 * 1.0 + slowrise * -1.5)
+                                * Quaternion::rotation_y(
+                                    tension * 0.07 + move1 * -1.2 + slowrise * 0.5,
+                                )
+                                * Quaternion::rotation_z(move2 * 1.0);
+                        next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
+                        next.hand_l.orientation = Quaternion::rotation_x(1.57)
+                    },
+
+                    _ => {},
+                }
+            },
+            (_, _) => {},
+        };
+        match hands {
+            (Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
+                match ability_info.and_then(|a| a.tool) {
+                    Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
+                        next.control_r.position = Vec3::new(
+                            7.0 + move1 * 1.0 + move2 * -20.0,
+                            8.0 + move1 * 1.0 + move2 * 4.0,
+                            2.0 + move1 * -3.0 + slowrise * 8.0,
+                        );
+                        next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 1.0)
+                            * Quaternion::rotation_y(
+                                tension * -0.07 + move1 * -2.0 + slowrise * 0.5,
+                            )
+                            * Quaternion::rotation_z(move2 * 1.0);
+                        next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
+                        next.hand_r.orientation = Quaternion::rotation_x(1.57)
+                    },
+                    _ => {},
+                }
+            },
+            (_, _) => {},
+        };
+
+        match hands {
+            (None, None) | (None, Some(Hands::One)) => {
+                next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
+                next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
+            },
+            (_, _) => {},
+        };
+        match hands {
+            (None, None) | (Some(Hands::One), None) => {
+                next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
+                next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
+            },
+            (_, _) => {},
+        };
+
         next
     }
 }
diff --git a/voxygen/anim/src/character/dash.rs b/voxygen/anim/src/character/dash.rs
index c9cd66eb85..cdb4979a97 100644
--- a/voxygen/anim/src/character/dash.rs
+++ b/voxygen/anim/src/character/dash.rs
@@ -2,7 +2,10 @@ use super::{
     super::{vek::*, Animation},
     CharacterSkeleton, SkeletonAttr,
 };
-use common::{comp::item::ToolKind, states::utils::StageSection};
+use common::{
+    comp::item::{Hands, ToolKind},
+    states::utils::{AbilityInfo, StageSection},
+};
 use std::f32::consts::PI;
 
 pub struct DashAnimation;
@@ -11,8 +14,10 @@ impl Animation for DashAnimation {
     type Dependency = (
         Option<ToolKind>,
         Option<ToolKind>,
+        (Option<Hands>, Option<Hands>),
         f32,
         Option<StageSection>,
+        Option<AbilityInfo>,
     );
     type Skeleton = CharacterSkeleton;
 
@@ -23,7 +28,7 @@ impl Animation for DashAnimation {
     #[allow(clippy::single_match)] // TODO: Pending review in #587
     fn update_skeleton_inner(
         skeleton: &Self::Skeleton,
-        (active_tool_kind, _second_tool_kind, _global_time, stage_section): Self::Dependency,
+        (active_tool_kind, _second_tool_kind, hands, _global_time, stage_section, ability_info): Self::Dependency,
         anim_time: f32,
         rate: &mut f32,
         s_a: &SkeletonAttr,
@@ -31,13 +36,17 @@ impl Animation for DashAnimation {
         *rate = 1.0;
         let mut next = (*skeleton).clone();
 
-        let (movement1, movement2, movement3, movement4) = match stage_section {
+        let (movement1, movement2, movement3, move4) = match stage_section {
             Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
             Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0),
             Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(0.01), 0.0),
             Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time.powi(4)),
             _ => (0.0, 0.0, 0.0, 0.0),
         };
+        let pullback = (1.0 - move4);
+        let move1 = movement1 * pullback;
+        let move2 = movement2 * pullback;
+        let move3 = movement3 * pullback;
 
         fn slow(x: f32) -> f32 {
             ((5.0 / (1.1 + 3.9 * ((x * 12.4).sin()).powi(2))).sqrt()) * ((x * 12.4).sin())
@@ -50,56 +59,31 @@ impl Animation for DashAnimation {
         fn shortalt(x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() }
 
         next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
-
-        match active_tool_kind {
+        next.second.position = Vec3::new(0.0, 0.0, 0.0);
+        next.second.orientation = Quaternion::rotation_z(0.0);
+        match ability_info.and_then(|a| a.tool) {
             Some(ToolKind::Sword) => {
                 next.main.position = Vec3::new(0.0, 0.0, 0.0);
                 next.main.orientation = Quaternion::rotation_x(0.0);
 
-                next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
-                next.hand_l.orientation =
-                    Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
-                next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
-                next.hand_r.orientation =
-                    Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
-
-                next.control.position = Vec3::new(
-                    s_a.sc.0 + (movement1 * -5.0 + movement3 * -2.0) * (1.0 - movement4),
-                    s_a.sc.1 + (movement2.min(1.0) * -2.0) * (1.0 - movement4),
-                    s_a.sc.2 + (movement2.min(1.0) * 2.0) * (1.0 - movement4),
-                );
-                next.control.orientation = Quaternion::rotation_x(
-                    s_a.sc.3 + (movement1 * -1.0 + movement3 * -0.5) * (1.0 - movement4),
-                ) * Quaternion::rotation_y(
-                    s_a.sc.4 + (movement1 * 1.5 + movement3 * -2.5) * (1.0 - movement4),
-                );
-
                 next.head.position =
-                    Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + movement2.min(1.0) * 1.0);
-                next.head.orientation =
-                    Quaternion::rotation_y(movement2.min(1.0) * -0.3 + movement3 * 0.3)
-                        * (1.0 - movement4)
-                        * Quaternion::rotation_z(movement1 * -0.9 + movement3 * 1.6)
-                        * (1.0 - movement4);
+                    Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + move2.min(1.0) * 1.0);
+                next.head.orientation = Quaternion::rotation_y(move2.min(1.0) * -0.3 + move3 * 0.3)
+                    * Quaternion::rotation_z(move1 * -0.9 + move3 * 1.6);
 
                 next.chest.position = Vec3::new(
                     0.0,
                     s_a.chest.0,
-                    s_a.chest.1 + (2.0 + shortalt(movement2) * -2.5) * (1.0 - movement4),
-                );
-                next.chest.orientation = Quaternion::rotation_x(
-                    (movement2.min(1.0) * -0.4 + movement3 * 0.4) * (1.0 - movement4),
-                ) * Quaternion::rotation_y(
-                    (movement2.min(1.0) * -0.2 + movement3 * 0.3) * (1.0 - movement4),
-                ) * Quaternion::rotation_z(
-                    (movement1 * 1.1 + movement3 * -2.2) * (1.0 - movement4),
+                    s_a.chest.1 + (2.0 + shortalt(move2) * -2.5) + move3 * -3.0,
                 );
+                next.chest.orientation =
+                    Quaternion::rotation_x((move2.min(1.0) * -0.4 + move3 * 0.4))
+                        * Quaternion::rotation_y((move2.min(1.0) * -0.2 + move3 * 0.3))
+                        * Quaternion::rotation_z((move1 * 1.1 + move3 * -2.2));
 
-                next.shorts.orientation =
-                    Quaternion::rotation_z((short(movement2).min(1.0) * 0.25) * (1.0 - movement4));
+                next.shorts.orientation = Quaternion::rotation_z((short(move2).min(1.0) * 0.25));
 
-                next.belt.orientation =
-                    Quaternion::rotation_z((short(movement2).min(1.0) * 0.1) * (1.0 - movement4));
+                next.belt.orientation = Quaternion::rotation_z((short(move2).min(1.0) * 0.1));
             },
             _ => {},
         }
@@ -107,6 +91,86 @@ impl Animation for DashAnimation {
         next.lantern.orientation = Quaternion::rotation_x(slow(anim_time) * -0.7 + 0.4)
             * Quaternion::rotation_y(slow(anim_time) * 0.4);
 
+        match hands {
+            (Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
+                Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
+                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
+                    next.hand_l.orientation =
+                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
+                    next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
+                    next.hand_r.orientation =
+                        Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
+
+                    next.control.position = Vec3::new(
+                        s_a.sc.0 + (move1 * -5.0 + move3 * -2.0),
+                        s_a.sc.1 + (move2.min(1.0) * -2.0),
+                        s_a.sc.2 + (move2.min(1.0) * 2.0),
+                    );
+                    next.control.orientation =
+                        Quaternion::rotation_x(s_a.sc.3 + (move1 * -1.0 + move3 * -0.5))
+                            * Quaternion::rotation_y(s_a.sc.4 + (move1 * 1.5 + move3 * -2.5));
+                },
+                _ => {},
+            },
+            (_, _) => {},
+        };
+
+        match hands {
+            (Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
+                match ability_info.and_then(|a| a.tool) {
+                    Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
+                        next.control_l.position =
+                            Vec3::new(-7.0, 8.0 + move3 * 5.0, 2.0 + move1 * 4.0);
+                        next.control_l.orientation =
+                            Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * 1.0)
+                                * Quaternion::rotation_y(move1 * -1.2 + move3 * -1.5)
+                                * Quaternion::rotation_z(move2 * 1.0 + move3 * 1.5);
+                        next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
+                        next.hand_l.orientation = Quaternion::rotation_x(1.57)
+                    },
+
+                    _ => {},
+                }
+            },
+            (_, _) => {},
+        };
+        match hands {
+            (Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
+                match ability_info.and_then(|a| a.tool) {
+                    Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
+                        next.control_r.position = Vec3::new(
+                            7.0 + move1 * 5.0 + move3 * -30.0,
+                            8.0 + move3 * -5.0,
+                            2.0 + move1 * 1.0,
+                        );
+                        next.control_r.orientation =
+                            Quaternion::rotation_x(-0.3 + move1 * -3.0 + move3 * -0.5)
+                                * Quaternion::rotation_y(move1 * 1.5 + move2 * 1.0 + move3 * 1.5)
+                                * Quaternion::rotation_z(move3 * 1.5);
+                        next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
+                        next.hand_r.orientation = Quaternion::rotation_x(1.57)
+                    },
+                    _ => {},
+                }
+            },
+            (_, _) => {},
+        };
+
+        match hands {
+            (None, None) | (None, Some(Hands::One)) => {
+                next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
+                next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
+            },
+            (_, _) => {},
+        };
+        match hands {
+            (None, None) | (Some(Hands::One), None) => {
+                next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
+                next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
+            },
+            (_, _) => {},
+        };
+
         next
     }
 }
diff --git a/voxygen/anim/src/character/leapmelee.rs b/voxygen/anim/src/character/leapmelee.rs
index 02d59719e5..c3b3e15923 100644
--- a/voxygen/anim/src/character/leapmelee.rs
+++ b/voxygen/anim/src/character/leapmelee.rs
@@ -2,7 +2,10 @@ use super::{
     super::{vek::*, Animation},
     CharacterSkeleton, SkeletonAttr,
 };
-use common::{comp::item::ToolKind, states::utils::StageSection};
+use common::{
+    comp::item::{Hands, ToolKind},
+    states::utils::{AbilityInfo, StageSection},
+};
 use std::f32::consts::PI;
 pub struct LeapAnimation;
 
@@ -10,9 +13,11 @@ impl Animation for LeapAnimation {
     type Dependency = (
         Option<ToolKind>,
         Option<ToolKind>,
+        (Option<Hands>, Option<Hands>),
         Vec3<f32>,
         f32,
         Option<StageSection>,
+        Option<AbilityInfo>,
     );
     type Skeleton = CharacterSkeleton;
 
@@ -23,7 +28,15 @@ impl Animation for LeapAnimation {
     #[allow(clippy::approx_constant)] // TODO: Pending review in #587
     fn update_skeleton_inner(
         skeleton: &Self::Skeleton,
-        (active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
+        (
+            active_tool_kind,
+            _second_tool_kind,
+            hands,
+            _velocity,
+            _global_time,
+            stage_section,
+            ability_info,
+        ): Self::Dependency,
         anim_time: f32,
         rate: &mut f32,
         s_a: &SkeletonAttr,
diff --git a/voxygen/anim/src/character/sit.rs b/voxygen/anim/src/character/sit.rs
index 74cd609d60..59d64f70a1 100644
--- a/voxygen/anim/src/character/sit.rs
+++ b/voxygen/anim/src/character/sit.rs
@@ -27,49 +27,48 @@ impl Animation for SitAnimation {
         let slow = (anim_time * 1.0).sin();
         let slowa = (anim_time * 1.0 + PI / 2.0).sin();
         let stop = (anim_time * 3.0).min(PI / 2.0).sin();
+        let pet = (anim_time * 6.0).sin();
 
-        let head_look = Vec2::new(
-            (global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.25,
-            (global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.125,
-        );
         next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.1 + stop * -0.8);
-        next.head.orientation = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1)
-            * Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs());
+        next.head.orientation =
+            Quaternion::rotation_z(stop * 0.4) * Quaternion::rotation_x(slow * 0.1 + pet * 0.01);
 
-        next.chest.position = Vec3::new(
-            0.0,
-            s_a.chest.0 + stop * -0.4,
-            s_a.chest.1 + slow * 0.1 + stop * -0.8,
-        );
-        next.chest.orientation = Quaternion::rotation_x(stop * 0.15);
+        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.1 + stop * -0.8);
+        next.chest.orientation =
+            Quaternion::rotation_z(stop * -0.4 + pet * 0.04) * Quaternion::rotation_x(stop * -0.2);
 
         next.belt.position = Vec3::new(0.0, s_a.belt.0 + stop * 1.2, s_a.belt.1);
-        next.belt.orientation = Quaternion::rotation_x(stop * 0.3);
+        next.belt.orientation =
+            Quaternion::rotation_x(stop * 0.2) * Quaternion::rotation_z(pet * -0.02);
 
         next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
 
         next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + stop * 2.5, s_a.shorts.1 + stop * 0.6);
-        next.shorts.orientation = Quaternion::rotation_x(stop * 0.6);
+        next.shorts.orientation =
+            Quaternion::rotation_x(stop * 0.4) * Quaternion::rotation_z(pet * -0.03);
 
         next.hand_l.position = Vec3::new(
-            -s_a.hand.0,
-            s_a.hand.1 + slowa * 0.15,
-            s_a.hand.2 + slow * 0.7 + stop * -2.0,
+            -s_a.hand.0 + stop * 3.0 + pet * 2.0,
+            s_a.hand.1 + stop * 10.0 + pet * -1.0,
+            s_a.hand.2 + slow * 0.7 + stop * 6.0,
         );
-        next.hand_l.orientation = Quaternion::rotation_x(slowa * -0.1 + slow * 0.1);
+        next.hand_l.orientation = Quaternion::rotation_x(stop * 2.0)
+            * Quaternion::rotation_y(stop * -0.2 + pet * -0.2)
+            * Quaternion::rotation_z(stop * -1.0);
 
         next.hand_r.position = Vec3::new(
-            s_a.hand.0,
-            s_a.hand.1 + slowa * 0.15,
-            s_a.hand.2 + slow * 0.7 + stop * -2.0,
+            s_a.hand.0 + stop * -1.0,
+            s_a.hand.1 + stop * 4.0,
+            s_a.hand.2 + slow * 0.7 + stop * 0.0,
         );
-        next.hand_r.orientation = Quaternion::rotation_x(slow * -0.1 + slowa * 0.1);
+        next.hand_r.orientation =
+            Quaternion::rotation_x(stop * 1.5) * Quaternion::rotation_z(stop * 0.0);
 
-        next.foot_l.position = Vec3::new(-s_a.foot.0, 4.0 + s_a.foot.1, 3.0 + s_a.foot.2);
-        next.foot_l.orientation = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1);
+        next.foot_l.position = Vec3::new(-s_a.foot.0, 4.0 + s_a.foot.1, 1.0 + s_a.foot.2);
+        next.foot_l.orientation = Quaternion::rotation_x(0.0);
 
-        next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, 3.0 + s_a.foot.2);
-        next.foot_r.orientation = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1);
+        next.foot_r.position = Vec3::new(s_a.foot.0, stop * -3.0 + s_a.foot.1, 1.0 + s_a.foot.2);
+        next.foot_r.orientation = Quaternion::rotation_x(stop * -0.5);
 
         next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
         next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
@@ -77,7 +76,7 @@ impl Animation for SitAnimation {
         next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
         next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
 
-        next.torso.position = Vec3::new(0.0, -0.2, stop * -0.16) * s_a.scaler;
+        next.torso.position = Vec3::new(0.0, 0.0, stop * -0.10) * s_a.scaler;
 
         next
     }
diff --git a/voxygen/anim/src/character/spin.rs b/voxygen/anim/src/character/spin.rs
index e6e802e90f..74ce5a86c3 100644
--- a/voxygen/anim/src/character/spin.rs
+++ b/voxygen/anim/src/character/spin.rs
@@ -2,7 +2,10 @@ use super::{
     super::{vek::*, Animation},
     CharacterSkeleton, SkeletonAttr,
 };
-use common::{comp::item::ToolKind, states::utils::StageSection};
+use common::{
+    comp::item::{Hands, ToolKind},
+    states::utils::{AbilityInfo, StageSection},
+};
 use std::f32::consts::PI;
 
 pub struct SpinAnimation;
@@ -11,9 +14,11 @@ impl Animation for SpinAnimation {
     type Dependency = (
         Option<ToolKind>,
         Option<ToolKind>,
+        (Option<Hands>, Option<Hands>),
         Vec3<f32>,
         f32,
         Option<StageSection>,
+        Option<AbilityInfo>,
     );
     type Skeleton = CharacterSkeleton;
 
@@ -23,7 +28,15 @@ impl Animation for SpinAnimation {
     #[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")]
     fn update_skeleton_inner(
         skeleton: &Self::Skeleton,
-        (active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
+        (
+            active_tool_kind,
+            _second_tool_kind,
+            hands,
+            _velocity,
+            _global_time,
+            stage_section,
+            ability_info,
+        ): Self::Dependency,
         anim_time: f32,
         rate: &mut f32,
         s_a: &SkeletonAttr,
diff --git a/voxygen/anim/src/character/spinmelee.rs b/voxygen/anim/src/character/spinmelee.rs
index f0ee2fd7ad..492c96b943 100644
--- a/voxygen/anim/src/character/spinmelee.rs
+++ b/voxygen/anim/src/character/spinmelee.rs
@@ -2,7 +2,10 @@ use super::{
     super::{vek::*, Animation},
     CharacterSkeleton, SkeletonAttr,
 };
-use common::{comp::item::ToolKind, states::utils::StageSection};
+use common::{
+    comp::item::{Hands, ToolKind},
+    states::utils::{AbilityInfo, StageSection},
+};
 use std::f32::consts::PI;
 
 pub struct SpinMeleeAnimation;
@@ -11,9 +14,11 @@ impl Animation for SpinMeleeAnimation {
     type Dependency = (
         Option<ToolKind>,
         Option<ToolKind>,
+        (Option<Hands>, Option<Hands>),
         Vec3<f32>,
         f32,
         Option<StageSection>,
+        Option<AbilityInfo>,
     );
     type Skeleton = CharacterSkeleton;
 
@@ -24,7 +29,15 @@ impl Animation for SpinMeleeAnimation {
     #[allow(clippy::approx_constant)] // TODO: Pending review in #587
     fn update_skeleton_inner(
         skeleton: &Self::Skeleton,
-        (active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
+        (
+            active_tool_kind,
+            _second_tool_kind,
+            hands,
+            _velocity,
+            _global_time,
+            stage_section,
+            ability_info,
+        ): Self::Dependency,
         anim_time: f32,
         rate: &mut f32,
         s_a: &SkeletonAttr,
diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs
index 1f7d7b1738..3ddc0416b0 100644
--- a/voxygen/src/scene/figure/mod.rs
+++ b/voxygen/src/scene/figure/mod.rs
@@ -903,6 +903,7 @@ impl FigureMgr {
                                     rel_vel.magnitude(),
                                     time,
                                     Some(s.stage_section),
+                                    Some(s.static_data.ability_info),
                                 ),
                                 stage_progress,
                                 &mut state_animation_rate,
@@ -994,9 +995,11 @@ impl FigureMgr {
                                 (
                                     active_tool_kind,
                                     second_tool_kind,
+                                    hands,
                                     rel_vel,
                                     time,
                                     Some(s.stage_section),
+                                    Some(s.static_data.ability_info),
                                 ),
                                 stage_progress,
                                 &mut state_animation_rate,
@@ -1062,6 +1065,7 @@ impl FigureMgr {
                                     rel_vel.magnitude(),
                                     time,
                                     None,
+                                    None,
                                 ),
                                 state.state_time,
                                 &mut state_animation_rate,
@@ -1090,8 +1094,10 @@ impl FigureMgr {
                                 (
                                     active_tool_kind,
                                     second_tool_kind,
+                                    hands,
                                     time,
                                     Some(s.stage_section),
+                                    Some(s.static_data.ability_info),
                                 ),
                                 stage_progress,
                                 &mut state_animation_rate,
@@ -1185,9 +1191,11 @@ impl FigureMgr {
                                 (
                                     active_tool_kind,
                                     second_tool_kind,
+                                    hands,
                                     rel_vel,
                                     time,
                                     Some(s.stage_section),
+                                    Some(s.static_data.ability_info),
                                 ),
                                 stage_progress,
                                 &mut state_animation_rate,
@@ -1221,9 +1229,11 @@ impl FigureMgr {
                                 (
                                     active_tool_kind,
                                     second_tool_kind,
+                                    hands,
                                     rel_vel,
                                     time,
                                     Some(s.stage_section),
+                                    Some(s.static_data.ability_info),
                                 ),
                                 stage_progress,
                                 &mut state_animation_rate,
@@ -1367,6 +1377,7 @@ impl FigureMgr {
                                         rel_vel.magnitude(),
                                         time,
                                         Some(s.stage_section),
+                                        Some(s.static_data.ability_info),
                                     ),
                                     stage_progress,
                                     &mut state_animation_rate,
@@ -1377,9 +1388,11 @@ impl FigureMgr {
                                     (
                                         active_tool_kind,
                                         second_tool_kind,
+                                        hands,
                                         rel_vel,
                                         time,
                                         Some(s.stage_section),
+                                        Some(s.static_data.ability_info),
                                     ),
                                     stage_progress,
                                     &mut state_animation_rate,
@@ -1390,9 +1403,11 @@ impl FigureMgr {
                                     (
                                         active_tool_kind,
                                         second_tool_kind,
+                                        hands,
                                         rel_vel.magnitude(),
                                         time,
                                         Some(s.stage_section),
+                                        Some(s.static_data.ability_info),
                                     ),
                                     stage_progress,
                                     &mut state_animation_rate,