Crystaria's combat loop has always been built on its core three:
Attack,
Cast, and an underlying spread of races, classes, and weapons. Patch 1.6 takes those bones and gives them
identity:
- Combat gets a tactical resource (TP) that rewards engagement and a third action type (Artes) that turns auto-attack pressure into a decisive moment.
- Class identity gets five class-defining cooldown abilities each — the Fighter's Bloodfury, the Paladin's Adamant Will, the Necromancer's Thornblood Aura — that make every class feel different to play, not just different on its stat block.
- Party play gets a real reason to bring a caster: Buff Magick whose two-minute duration is just long enough to cover a dungeon run, and short enough that recasting between rooms is part of the rhythm.
Nothing about the existing systems — Skills, Magick, Spell tiers, Class Mastery, Weapon Skill proficiency, Traits — has been removed. They're all still there. Patch 1.6 builds
on top of them, giving you a richer set of tools without taking any away.