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GUARDIAN -- COMBAT ARTS

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(NOTE: The list of level 1-19 combat arts is as yet incomplete in the wake of LU19.)

1: Swing
A melee attack that does some extra damage.

1: Taunt
Increases the target's hate towards the fighter.

2: Shield Bash
A shield attack that knocks the enemy down and stuns them for a short duration.  This attack requires a shield.

3: Hold the Line
Grants a chance to increase hate with any opponent that damages the guardian.

3: Taunting Strike
A melee attack that increase the target's hate towards the guardian if it hits.

4: Defense
Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage.  This is the guardian's primary defensive stance.

7: Assault
A melee attack that strikes nearby enemies surrounding the guardian.

8: Shout
Increases the hate of all enemies in an encounter towards the guardian.  This ability can be used while stifled or stunned.

9: Call to Arms
Increases the offensive combat skills of the guardian's group.

9: Provoke **
Interrupts the target and increases their hate towards the guardian.

10: Taunting Blow
A melee attack that increases the target's hate towards the guardian if it hits.

11: Crumble
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.

12: Rallying Cry **
Increases the physical defense of the guardian's group against slashing, piercing and crushing attacks for a short duration.  Defense versus slashing and piercing attacks is improved.

13: Hunker Down
Increases the physical mitigation of the guardian in exchange for decreased movement and attack speeds.  Also grants a chance to root any opponent the guardian strikes in melee.

13: Shield Rush **
A shield attack that knocks the enemy down and stuns them for a short duration.  This attack requires a shield.

14: Wound **
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.

15: Hold the Fort
Grants a chance to increase hate with any opponent that damages the guardian.

15: Strike
A melee attack that does some extra damage.

16: Brace
Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage.  This is the guardian's primary defnesive stance.

17: Anger
Interrupts the target and increases their hate towards the guardian.

17: Concussion
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.

18: Stand Firm
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidaance check.  This also increases the guardian's parry skill.

19: Battle Tactics
Increases the maximum health of the guardian's group.

19: Knee Bash
An extra high damage single enemy attack.

20: Goading Gesture (Splitpaw)
Increases your hate level with the target, with a chance at double the amount of hate increase

20: Intercept
Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take

20: Sentinel
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take

21: Allay
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation

21: Bury
A melee attack that strikes all nearby enemies surrounding the guardian.

22: Shouting Cry **
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.

22: Slam **
A high damage crushing melee attack.

23: Guardian's Call **
Increases the offensive combat skills of the guardian's group.

24: Call of Command
Increases the defense skill of the guardian's group.

24: Taunting Challenge **
A melee attack that increases the target's hate towards the guardian if it hits.

25: Rescue
Greatly increases the target's hate towards the fighter.

25: Ruin
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.

26: Battle Cry
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved

26: True Strike
A very accurate melee attack that rarely misses.

27: Bull Rush
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.

27: Wall of Flesh
Increases the defense of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root opponents that attack the guardian in melee.

28: Iron Will
Increases the guardian's stamina.

28: Maim
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.

29: Goading Defense
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.

29: Shatter
A melee attack that does some extra damage.

30: Stance: Desperate Flurry
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense and parry skill. This is the guardian's primary offensive stance

30: Stance: Dig In
Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage. This is the guardian's primary defensive stance

31: Batter
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.

31: Suppress **
Interrupts the target and increases their hate towards the guardian.

32: Entrench
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.

32: Never Surrender **
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill

33: Do or Die **
Increases the maximum health of the guardian's group.

33: Invade
An extra high damage single enemy attack.

34: Safe Guard **
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take

34: Intercede
Allows the fighter to protect an ally from taking damage, by absorbing some of the damage an ally would otherwise take

35: Maneuver
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation

35: Unyielding Will
Allows a warrior to be healed and placed at Death's Door for a short time after death. When Death's Door wears off the warrior dies.

35: Topple
A melee attack that strikes all nearby enemies surrounding the guardian.

36: Crush
A high damage crushing melee attack.

36: Smothering Cry
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.

37: Call to Battle
Increases the offensive combat skills of the guardian's group.

38: Call of Protection
Increases the defense skill of the guardian's group.

38: Vengeful Strike
A melee attack that increases the target's hate towards the guardian if it hits.

39: Ferocious Charge
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.

40: Commanding Presence
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved

40: Retaliate **
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration

40: Unerring Strike
A very accurate melee attack that rarely misses.

41: Staggering Slam
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.

41: Wall of Brawn
Increases the defense of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root opponents that attack the guardian in melee.

42: Cleave
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.

42: Iron Conviction **
Increases the guardian's stamina.

43: Maddening Defense **
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.

43: Overwhelm
A melee attack that does some extra damage.

44: Stance: Desperate Rush
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense and parry skill. This is the guardian's primary offensive stance

44: Stance: Fortified Stance
Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage. This is the guardian's primary defensive stance

44: Taunting Assault **
An area of effect melee attack that increases the target encounter's hate towards the guardian.

45: Deafen
Interrupts the target and increases their hate towards the guardian.

45: Vindication
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.

46: Anchor
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.

46: Vigilance
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill

47: Return to Battle
Increases the maximum health of the guardian's group.

47: Swamp
An extra high damage single enemy attack.

48: Sentry
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take

49: Assuage
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation

49: Tremor **
Violently shakes the earth around the conjurer, dealing crushing damage and knocking down all nearby enemies. The crushing damage penetrates through some of the crush resistance of the enemies

50: Blast
A high damage crushing melee attack.

50: Guardian Sphere
Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take

50: Protect **
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned.

51: Call to War
Increases the offensive combat skills of the guardian's group.

52: Call of Defense **
Increases the defense skill of the guardian's group.

52: Reinforcement
Increases the hate position of the guardian for every enemy the guardian successfully attacks.

52: Unforgiving Strike
A melee attack that increases the target's hate towards the guardian if it hits.

53: Relentless Charge
A melee attack that decreases target's offensive melee skills and deal additional slashing damage over time on a successful hit.

54: Commanding Aura
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved

54: Perfect Strike
A very accurate melee attack that rarely misses.

54: Quelling Strike **
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration

55: Sentry Watch
Allows the guardian to intervene and take the damage that would have otherwise killed an ally in the group for a short duration. This also increases the enemy's hate towards the guardian when this effect triggers.

55: Staggering Rush
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield.

55: Wall of Might
Increases the defense of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root opponents that attack the guardian in melee.

56: Hew
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit.

56: Steely Conviction
Increases the guardian's stamina.

57: Inflaming Defense
Grants a chance to increase hate with any opponent that damages the guardian. This ability also roots the guardian in place.

57: Overpower
A melee attack that does some extra damage.

58: Goading Assault
An area of effect melee attack that increases the target encounter's hate towards the guardian.

58: Stance: Desperate Charge
Increases the guardian's offensive melee skills and strength, at the cost of decreased defense and parry skill. This is the guardian's primary offensive stance

58: Stance: Steadfast Stance
Greatly increases defense, parry, physical and heat damage mitigation at the cost of offensive melee skills and combat attack damage. This is the guardian's primary defensive stance

58: Tower of Stone
Allows the guardian to use a tower shield to absorb all damage they would have otherwise received if the damage was greater than 10% of their total health for up to 3 hits. Each time this effect is triggered, the shield suffers damage. Upgrades to this ability decrease the amount of damage received by the shield

59: Buffet
A melee attack that deals crushing damage and drains some of the target's power on a successful hit.

59: Confront
Interrupts the target and increases their hate towards the guardian.

60: Plant
Roots the guardian in place. This effect increases trauma mitigation and decreases the guardian's attack rate and melee attack damage.

60: Unyielding Vigilance
Grants the guardian a chance to shield an ally from melee attacks, by allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also increases the guardian's parry skill

61: Compression  
An extra high damage single enemy attack. 

61: Return to War   
Increases the maximum health of the guardian's group. 

62: Sustain  
Allows the guardian to protect an ally, sometimes absorbing most of the physical damage an ally would otherwise take. 

63: Besiege  
A melee attack that strikes nearby enemies surrounding the guardian. 

63: Moderate 
Grants the guardian a chance to shield an ally from melee attacks. By allowing the target a chance to use the guardian's avoidance check after their own avoidance check. This also decreases the target's hate generation. 

64: Flay  
A high damage crushing melee attack. 

64: Protection 
Increases the hate of all enemies in an encounter towards the guardian. This ability can be used while stifled or stunned. 

65: Call to Siege   
Increases the offensive combat skills of the guardian's group. 

65: Obliterate  
The guardian's attacks that are parried, deflected, or blocked will instead break through the enemy's defenses. Any time the guardian parries or blocks will return in a counterattack against an enemy for up to a limited number of counterattacks. 

66: Vindictive Strike   
A melee attack that increases the target's hate towards the guardian if it hits. 

67: Merciless Charge  
A melee attack that decreases target's offensive melee skills and deals additional slashing damage over time on a successful hit. 

68: Command  
Increases the physical defense of the guardian's group against slashing, piercing, and crushing attacks for a short duration. Defense versus slashing and piercing attacks is improved. 

68: Precise Strike 
A very accurate melee attack that rarely misses. 

68: Retaliation Strike  
A high damage attack that staggers the target, preventing them from making normal combat attacks for a short duration. 

69: Staggering Blow  
A shield attack that knocks the enemy down and stuns them for a short duration. This attack requires a shield. 

69: Wall of Force  
Increases the physical mitigation of the guardian in exchange for decreased movement and attack speeds. Also grants a chance to root any opponent the guardian strikes and misses. 

70: Fortified Conviction  
Increases the guardian's stamina. 

70: Sever  
A melee attack that deals additional slashing damage over time and reduces the target's combat attack damage on a successful hit. 

70: Stone Sphere  
Allows the guardian to protect the entire group, sometimes absorbing all the damage a group member would otherwise take. Sometimes, all of the damage the guardian receives is prevented entirely, for up to six sources of damage. 

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** Master II Upgrade Choices

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