Combat Arts Introduction: Combat Arts may be used in lieu of engaging in a normal combat, but combat rules will otherwise operate as normal. They do not double except where noted, but they may critically strike. Combat Arts can only be done with weapons of the category they are associated with; one cannot use Grounder with an Axe or Stigmatic Gleam with a Flux tome. Combat Arts can be countered if the enemy is within range to counter. In addition to taking the base Combat Art, units may take up to three Combat Arts. Combat Arts can also only be learned if the user has access to proficiencies matching the arts they wish to use; a Berserker, for instance, cannot learn Wrath Strike, and a Mage cannot learn Curved Shot. How to Assign Combat Arts: All characters automatically gain two Default Combat Arts for their proficiency; one at Trainee, and one at Promoted. At Promoted, should they have multiple proficiencies, they may choose from the Default pool. In addition, characters gain 4 slots to select Combat Arts, including from the Default pool, unlocking two at First Class and two at Promoted Class. As long as they satisfy the requirements in Proficiencies and Tier, they may select that Combat Art. An example Combat Art listing for a character with Staff/Light proficiencies is below: Example List: Trainee: Magic Ray (Default) Cost: 2 QL Effects: +1 Staff range First Class: Sunrise Cost: 4 QL Effects: +2 MT, +10 Hit Spirit Bind Cost: 4 QL Effects: +2 MT, Eff. vs Levitation Promoted Class: Corona (Default) Cost: 5 QL Effects: +4 MT, +15 Hit Apprehend Cost: 5 QL Effects: +4 MT, after combat, target is pulled forward 1 space Eternal Rest Cost: 5 QL Effects: +4 MT, +8 MT if target is beneath 50% HP Pool of Combat Arts: Default: Wrath Strike (Sword)/Tempest Lance (Lance)/Smash (Axe)/Curved Shot (Bow)/Haymaker (Fist)/Furious Stab (Hidden)/Slash Dance (Whip) Cost: 3 QL Effects: +3 MT, +10 Hit Requirements: Trainee with Physical proficiencies Storm (Anima)/Grudge (Dark)/Sunrise (Light) Cost: 4 QL Effects: +2 MT, +10 Hit Requirements: Trainee with Tome proficiencies Finesse Blade (Sword)/Lance Jab (Lance)/Diamond Axe (Axe)/Heavy Draw (Bow)/Mighty Blow (Fist)/Severing Strike (Hidden)/Viper Swing (Whip) Cost: 4 QL Effects: +5 MT, +15 Hit Requirements: Promoted Class with Physical proficiencies Tempest (Anima)/Penumbra (Dark)/Corona (Light) Cost: 5 QL Effects: +4 MT, +15 Hit Requirements: Promoted Class with Tome proficiencies Magic Ray Cost: 2 QL Effects: +1 Staff range Requirements: Trainee with Staff proficiencies Vocal Projection Cost: 2 QL Effects: +1 Performance range Requirements: Trainee with Performance proficiencies Magic Beam Cost: 3 QL Effects: +2 Staff range Reqirements: Promoted Class with Staff proficiencies Operetto Cost: 3 QL Effects: +2 Performance range Requirements: Promoted Class with Performance proficiencies General: Monster Hunter Cost: 3 QL Effects: +3 MT, Eff. vs. Monsters and Undead Requirements: First Class with Physical proficiencies Hexblade (Sword)/Frozen Lance (Lance)/Lightning Axe (Axe)/Cyclone Shot (Bow)/Mystic Blow (Fist)/Umbral Pierce (Hidden)/Glimmering Slash (Whip) Cost: 4 QL Effects: +5 MT, targets lower of enemy RES or DEF Requirements: Promoted Tier with Physical and Magical Proficiencies Sword: Grounder Cost: 3 QL Effects: +3 MT, Eff. vs. Flying Enemies Requirements: First Class Sunder Cost: 3 QL Effects: +3 MT, +10 Crit Requirements: First Class Haze Slice Cost: 3 QL Effects: +4 MT, +10 Eva Requirements: First Class Crushing Blade Cost: 4 QL Effects: +5 MT, ignores 5 DEF and all DR Requirements: Promoted Class Windsweep Slash Cost: 4 QL Effects: Reduces enemy counterattacks by 1 Requirements: Promoted Class Cut Through Cost: 4 QL Effects: +5 MT, user moves to space behind target afterwards Requirements: Promoted Class Lance: Knightkneeler Cost: 3 QL Effects: +3 MT, Eff. vs. Cavalry Requirements: First Class Shatter Slash Cost: 3 QL Effects: +4 MT, reduces target DEF by 5 for 1 turn Requirements: First Class Iron Judgement Cost: 3 QL Effects: +3 MT, +10 Crit Requirements: First Class Swift Strikes Cost: 4 QL Effects: +3 MT, hit twice immediately Requirements: Promoted Class Hit and Run Cost: 4 QL Effects: +5 MT, moves user 1 space back after combat Requirements: Promoted Class Impale Cost: 4 QL Effects: +5 MT, target cannot move for 1 turn after combat Requirements: Promoted Class Axe: Helm Splitter Cost: 3 QL Effects: +3 MT, Eff. vs. Armored Requirements: First Class Focused Strike Cost: 3 QL Effects: +3 MT, +10 Critical Requirements: First Class Armor Crusher Cost: 3 QL Effects: +4 MT, reduces target DEF by 5 for 1 turn Requirements: First Class Wild Abandon Cost: 4 QL Effects: +6 MT, -10 Hit, +20 Critical Requirements: Promoted Class Fierce Slam Cost: 4 QL Effects: +5 MT, moves target 1 space back after combat Requirements: Promoted Class Armored Strike Cost: 4 QL Effects: +5 MT, +5 DR during combat Requirements: Promoted Class Bow: Waning Shot Cost: 3 QL Effects: +4 MT, after combat, inflicts -3 DMG on the target for 1 turn Requirements: First Class Hawkshot Cost: 3 QL Effects: +4 MT, +1 range Requirements: First Class Schism Shot Cost: 3 QL Effects, +4 MT, after combat, inflicts -5 RES on the target for 1 turn Requirements: First Class Point-Blank Volley Cost: 4 QL Effects: Can strike at 1 range only, hits twice consecutively Requirements: Promoted Class Encloser Cost: 4 QL Effects: +5 MT, target cannot move for 1 turn Requirements: Promoted Class Deadeye Cost: 4 QL Effects: +5 MT, +2 range Requirements: Promoted Class Hidden: Binding Slash Cost: 3 QL Effects: +4 MT, after combat, inflicts -3 AS on the target for 1 turn Requirements: First Class Blinding Strike Cost: 3 QL Effects: +4 MT, inflicts -10 Hit on the target for 1 turn Requirements: First Class Foul Play Cost: 3 QL Effects: +3 MT, +10 Critical if the target has any debuffs active on them Requirements: First Class Misericorde Cost: 4 QL Effects: +5 MT, +20 Critical if the target is under 50% HP Requirements: Promoted Class Hail of Blades Cost: 4 QL Effects: +3 MT, hits twice consecutively Requirements: Promoted Class Heartseeker Cost: 4 QL Effects: +5 MT, ignores enemy DR and 5 points of DEF Requirements: Promoted Class Fist: Ogre Dance Cost: 3 QL Effects: +3 MT, triggers a follow-up attack Requirements: First Class Flux Fissure Cost: 3 QL Effects: +4 MT, ignores enemy DR and 5 points of DEF Requirements: First Class Overwhelm Cost: 3 QL Effects: +3 MT, +10 Critical if the user has any buffs active on them, ignores enemy buffs and bonuses Requirements: First Class Fading Blow Cost: 4 QL Effects: +5 MT, after combat, user moves 1 space backward Requirements: Promoted Class Nimble Combo Cost: 4 QL Effects: +4 MT, +10 Critical, triggers a follow-up attack Requirements: Promoted Class Rushing Blow Cost: 4 QL Effects: +5 MT, after combat, user and target move 1 space backward in user's direction Requirements: Promoted Class Whip: Corroding Strike Cost: 3 QL Effects: +4 MT, inflicts -5 RES for 1 turn Requirements: First Class Mist Rush Cost: 3 QL Effects: +3 MT, triggers a follow-up attack Requirements: First Class Subjugate Cost: 3 QL Effects: +3 MT, +10 Critical if the enemy has any bonuses (such as Charisma or terrain) or buffs active, ignores enemy buffs and bonuses Requirements: First Class Cat's Cradle Cost: 4 QL Effects: +3 MT, strikes twice consecutively Requirements: Promoted Class Akasha Arts Cost: 4 QL Effects: +4 MT, +15 Critical Requirements: Promoted Class Punishment Cost: 4 QL Effects: +5 MT, Silences the target if they have Tomes or Staves equipped or Addles them if they have Physical weapons for 1 turn Requirements: Promoted Class Anima: Elemental Shield Cost: 4 QL Effects: +2 MT, +3 DR for 1 turn during and after combat Requirements: First Class Magic Torrent Cost: 4 QL Effects: +2 MT, Eff vs. Armored Requirements: First Class Nature's Vengeance Cost: 4 QL Effects: +2 MT, +10 Critical Requirements: First Class Life Equalization Cost: 5 QL Effects: +4 MT, restores half damage dealt as HP Requirements: Promoted Class Wall of Force Cost: 5 QL Effects: +4 MT, after combat, pushes target back 1 space Requirements: Promoted Class Antichthon Cost: 5 QL Effects: +4 MT, targets lower of target's DEF or RES Requirements: Promoted Class Light: Magic Missile Cost: 4 QL Effects: +2 MT, +1 range Requirements: First Class Luminescence Cost: 4 QL Effects: +2 MT, inflicts -10 Hit on target for 1 turn Requirements: First Class Spirit Bind Cost: 4 QL Effects: +2 MT, Eff. vs Levitation Requirements: First Class Stigmatic Gleam Cost: 5 QL Effects: +4 MT, ignores 5 RES and all DR Requirements: Promoted Class Apprehend Cost: 5 QL Effects: +4 MT, after combat, target is pulled forward 1 space Requirements: Promoted Class Eternal Rest Cost: 5 QL Effects: +4 MT, +8 MT if target is beneath 50% HP Requirements: Promoted Class Dark: Enfeeble Cost: 4 QL Effects: +2 MT, inflicts -10 Evade on target for 1 turn Requirements: First Class Dark Spikes Cost: 4 QL Effects: +2 MT, Eff. vs. Cavalry Requirements: First Class Chaos Chains Cost: 4 QL Effects: +2 MT, inflicts -3 AS on target for 1 turn Requirements: First Class Imprison Cost: 5 QL Effects: +4 MT, enemy cannot move for 1 turn Requirements: Promoted Class Death's Door Cost: 5 QL Effects: +4 MT, +8 MT if target is afflicted with any ailments or would be inflicted by any using this attack Requirements: Promoted Class Taboo Cost: 6 QL Effects: +4 MT, Silences the target if they have Tomes or Staves equipped or Addles them if they have Physical weapons for 1 turn Requirements: Promoted Class Staff: Energy Stream Cost: 2 QL Effects: Non-movement/refreshing Buffing and Ailment effects target an additional adjacent unit on a successful cast. Requirements: First Class Rejuvenate Cost: 2 QL Effects: Increases Healing staff heals by 5, heals buffing targets by 10 HP Requirements: First Class Enervate Cost: 2 QL Effects: Increases ailment duration by 1 turn and inflicts (MAG/2) DMG on the target in addition to other damage sources Requirements: First Class Overflow Cost: 3 QL Effects: Non-movement/refreshing Buffing and Ailment effects target two adjacent units on a successful cast. Requirements: Promoted Class Thaumic Barrier Cost: 3 QL Effects: Healing and buffing targets receive +4 DR for 3 turns and receive +5 additional points towards any buff for 1 turn Requirements: Promoted Class Branding Cost: 3 QL Effects: Ailment target has all bonuses and buffs on them suppressed for 1 turn, ailment target takes (MAG/2) damage in addition to other damage sources Requirements: Promoted Class Performance: Liberetto: Cost: 2 QL Effects: Dances gain +20 Hit, Lyrics/Instrument grant +2 DR/DMG for 1 turn to the buffed ally and the Performer Requirements: First Class Cacophony Cost: 2 QL Effects: Dances inflict the higher of STR/2 or MAG/2 damage on the target. Requirements: First Class Inspire Cost: 2 QL Effects: Lyrics and Instruments heal buffed allies for 10 HP. Requirements: First Class Resonate Cost: 3 QL Effects: Buffs and debuffs are inflicted upon two adjacent allies/enemies to the original target Requirements: Promoted Class Deafening Cry Cost: 2 QL Effects: Dances inflict the higher of STR or MAG damage on the target. Requirements: Promoted Class Lingering Melody Cost: 3 QL Effects: Buffs and debuffs last for 2 extra turns. Requirements: Promoted Class