Showing revision from 16 Jun 2026, 16:57 by import.
Built to enhance combat with a moment-to-moment tactical resource, give every weapon a distinct set of finishing techniques, and reward the time you invest in a chosen weapon. Sits alongside Attack and Cast — nothing about the existing combat loop has been removed.
Tactical Points (TP)
A new resource bar — purple, between MP and XP on the stat panel — representing the momentum and focus you build during combat.
- Starts at 0, caps at 3000.
- Every landed melee hit grants +130 TP.
- Every hit you take grants +60 TP — sustained fights reward you for staying engaged.
- Persists between back-to-back fights — chain combat encounters to save TP for a boss opener.
- Decays out of combat — after a 30-second grace window, you lose 100 TP per second until empty. The bar lives with the fight; you can't bank a full TP bar overnight.
Weapon Artes
Spend TP on a Weapon Arte — a multi-hit, stat-scaled finisher specific to your equipped weapon's type. Open the ⚡ Artes ▾ dropdown in combat to see what's available.
- Each weapon type has three Artes at progressively higher tiers (1000 TP, 2000 TP, 3000 TP).
- Higher tiers deal more damage and have richer effects.
- Spare TP above the tier minimum scales the damage further — saving a near-full bar for a Tier 1 Arte adds bonus damage on top.
- Locked Artes appear in the dropdown with the actual reason they're locked (proficiency, level, TP) so you can see what's coming.
Proficiency & Level Unlocks
Artes are gated by your Weapon Skill proficiency in the matching weapon type — the same proficiency you train by landing hits with that weapon (see Weapon Skills). Practising with a weapon is the path to unlocking its repertoire.
| Tier | TP cost | Proficiency | Character level |
| I | 1000 | 30+ | 5+ |
| II | 2000 | 150+ | 25+ |
| III | 3000 | 300+ | 50+ |
Damage Formula
An Arte's damage is calculated using the weapon's primary stat (STR, DEX or INT depending on the weapon), the enemy's defence, and the Arte's multiplier:
- Base damage = (your primary stat − half the enemy's defence) × the Arte's multiplier.
- TP overflow bonus — extra TP above the tier minimum adds extra multiplier. A Tier 1 Arte at 2999 TP hits noticeably harder than the same Arte at 1000 TP.
- Multi-hit Artes roll an independent hit check per swing, so a 5-hit Penta Lance can both pull off the full chain and partly miss in the same use.
- Elemental flavour — some Artes carry an element tag (Fire, Wind, Light, Dark, Lightning, Earth, Water). Tile and weather bonuses on elemental-tagged Artes are reserved for a future update; right now the element is flavour only.
The Artes Catalogue
Every weapon type has its own progression: Tiers I–III unlock through Skill Proficiency 30 / 150 / 300, and as of Hotfix 2.0.2 a Tier IV finisher crowns each weapon at Proficiency 450 and character Level 100. Tier IV artes cost the full 3,000 TP and gain a small bonus from overcharged TP:
| Weapon | Tier IV Arte | Hits | Element | | Weapon | Tier IV Arte | Hits | Element |
| Sword | Crystaria's Oath | 1 | Light | | Staff | Aether Cataclysm | 1 | Light |
| Hand Axe | Skysplitter | 1 | Wind | | Knuckles | Hundred-Fist Finale | 5 | Light |
| Dagger | Thousand Cuts | 3 | Dark | | Spear | Heavenpiercer | 1 | Lightning |
| Club | Final Judgement | 1 | Light | | Whip | Tempest Requiem | 2 | Lightning |
| Great Sword | Worldrender | 1 | Dark | | Harp | Apotheosis Aria | 1 | Light · song-scaled |
| Great Axe | Titanfall | 1 | Earth | | Crystal Blade | Voidrend | 1 | Dark · needs 4+ Hex Stacks |
| Bow | Starfall Volley | 3 | Light | | | | | |
The full Tier I–III catalogue:
Sword (STR)
| Tier | Name | Hits | Element | Effect |
| I | Twin Fang | 2 | — | A swift two-strike combo. Solid opening Arte once you reach proficiency 30. |
| II | Emberblade Edge | 1 | Fire | A single searing strike. Higher mult, fewer rolls — rewards committing. |
| III | Soulrend | 1 | Light | A finishing blow channelling the weapon's spirit. The Sword endgame. |
Hand Axe (STR)
| Tier | Name | Hits | Element | Effect |
| I | Cleaving Roar | 2 | — | Two brutal swings driven by a battle cry. |
| II | Stonebreaker | 1 | Earth | A crushing overhead blow that rends armour. |
| III | Galewhirl | 1 | Wind | A whirling strike carrying a gale. |
Dagger (DEX)
| Tier | Name | Hits | Element | Effect |
| I | Hornet Flurry | 3 | — | Three rapid stabs. Lowest base mult but highest hit count — great vs low-defence foes. |
| II | Shadowfang | 2 | Dark | A venomous two-strike combination from the shadows. |
| III | Final Mercy | 1 | Dark | A single precise thrust to end the encounter. |
Club (STR)
| Tier | Name | Hits | Element | Effect |
| I | Dawnstrike | 2 | Light | A radiant double-tap. |
| II | Halo Crush | 1 | Light | A blessed crushing blow ringed in holy light. |
| III | Verdict | 1 | Light | A final, holy reckoning. |
Great Sword (STR)
| Tier | Name | Hits | Element | Effect |
| I | Tempest Arc | 2 | — | A spinning two-stroke slash. |
| II | Earthshatter | 1 | Earth | An overhead slam that splits the ground. |
| III | Voidreaper | 1 | Dark | A reaping arc of pure shadow. Highest single-hit damage in the game. |
Great Axe (STR)
| Tier | Name | Hits | Element | Effect |
| I | Gale Reaver | 2 | Wind | Two thunderous wind-laden swings. |
| II | Ironvortex | 1 | Wind | A full-body spin that mauls the foe. |
| III | Sovereign Cleave | 1 | Light | A regal cleaving blow. |
Bow (DEX)
| Tier | Name | Hits | Element | Effect |
| I | Embershot | 1 | Fire | A single fire-touched arrow. |
| II | Hawkstrike | 1 | Wind | A curving precision shot guided by the wind. |
| III | Skypiercer | 1 | Light | A perfect arrow that pierces the heavens. |
Staff (INT)
| Tier | Name | Hits | Element | Effect |
| I | Skyfall Arc | 2 | — | A weighty two-handed sweep. The only INT-scaling melee Arte. |
| II | Tidebreaker | 1 | Water | Pierces the enemy's magical defences with a tide of force. |
| III | Stonefall | 1 | Earth | Rends the very ground beneath the foe. |
Knuckles (STR)
| Tier | Name | Hits | Element | Effect |
| I | Fivefold Fury | 4 | — | A four-strike rapid combination. |
| II | Cascade Flurry | 6 | — | A flurry of six lightning-quick strikes. Highest hit count in the game. |
| III | Worldbreaker | 1 | Light | A devastating concentrated punch. |
Spear (STR)
| Tier | Name | Hits | Element | Effect |
| I | Twin Pierce | 2 | — | Two crisp thrusts. |
| II | Five-Point Lance | 5 | — | Five rapid thrusts in a star pattern. |
| III | Stormpierce | 1 | Lightning | A blue-lightning piercing strike. |
Whip (DEX)
| Tier | Name | Hits | Element | Effect |
| I | Lashing Strike | 2 | — | Two sharp cracking blows. |
| II | Stormcoil | 2 | Lightning | A coiled lash carrying static charge. |
| III | Headshatter | 1 | Dark | A final overhead crack. |
Harp (INT)
| Tier | Name | Hits | Element | Effect |
| I | Resonant Strike | 1 | — | A resonant strike that extends your active Song durations by one round. |
| II | Chord Burst | 2 | Light | A cascading chord — two hits that ring out across the battlefield. |
| III | Grand Opus | 1 | Light | A flawless performance. Damage is amplified by the number of Songs you have active — layer your melodies before the finale. |
Crystal Blade (INT/STR)
| Tier | Name | Hits | Element | Effect |
| I | Hex Slash | 1 | Dark | A dark channelling strike. Grants 2 Hex Stacks on hit. |
| II | Shatter Pulse | 1 | Dark | Releases all Hex Stacks in a dark burst — each stack spent adds ×0.5 to the multiplier. |
| III | Crystal Requiem | 1 | Dark | The heaviest blow in the Hexblade arsenal (STR-scaled). Requires 3+ Hex Stacks to activate. |