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Break Arts offer the tactical opportunity of sacrificing HP for more damage. There is a set of Break Arts for each weapon Design, and Bare Hands also.

All Break Arts do more damage than a single attack. There is no bonus to the chance to hit. However, a few of them are dual attacks, so if one attack misses, the other may still hit. Break Arts do not raise Risk.

The damage type of Break Arts can vary from the damage typically done by its weapon Type. Both hits of Two-hit Break Arts are always the same damage type, although the Affinity of each hit may vary.

Unlocking new Break Arts is based solely on kills made with a particular weapon Design (or unarmed, for Bare Hands). Only the final blow counts, and it must be a physical attack. The majority of the damage can be done with another weapon. Kills by magic while bearing a particular weapon do not increase the kill count of the weapon's Design.

Each level of Break Arts has a different HP cost: 25 HP for Level One, 40 for Two, 55 for Three, and 75 for Four.

Break Arts will themselves change the Affinity of the weapon used. Conversely, the enemy's Affinity or Class will never affect weapons when Break Arts are used.

Break Arts that cause status effects such as Poison or Paralysis are very useful against enemies with abilities that remove such effects, such as Grissom (Clearance) or 2/3 of the Orc Leaders (Magic Cancel) or 1/3 of Quicksilvers (Dispel). This allows damage to be dealt, while simultaneously occupying the enemy's time with removing the effect.

Axe and MaceBare HandsCrossbowDaggerGreat Axe
Great SwordHeavy MacePolearmStaffSword


Break Arts List

The number of kills required to attain each Break Art is listed as it is listed in game, as a number of points (PT).

Attack is a formula based on multiple factors, and all attacks have an Attack Multiplier; for many attacks, and even some Break Arts, this multiplier is simply 1. The value of the multipliers are shown below as X.

If there is more than one attack, an Affinity and an X value is shown for each one.

Vagrant Story's description of the Break Arts is shown at the end, in quotes.

Axe and Mace

Break Arts are the only game-affecting exception to the rule that Axes and Maces are different Designs. See Axe and Mace

  • Mistral Edge. Affinity: As weapon. Type: Blunt. Cost: 25 HP. Requirements: 18 PT. X = 1.1
"Whips a stunning sheet of air at foe"
  • Glacial Gale. Causes Numbness. Affinity: Air. Type: Blunt. Cost: 40 HP. Requirements: 80 PT. X = 1.2
"Numbs foe with a damaging strike"
  • Killer Mantis. HP-damaging hit, STR-based, plus MP-damaging hit, INT based. Affinity: As weapon. Type: Edged. Cost: 55 HP. Requirements: 210 PT. X = 1.2, 1.5
"A blinding rush damages and saps MP from foe"
  • Black Nebula. Affinity: Dark. Type: Blunt. Cost: 75 HP. Requirements: 420 PT. X = 1.3
"Blasts foe with a burst of negative energy"


Bare Hands

  • Lotus Palm. Affinity: Physical. Type: Blunt. Cost: 25 HP. Requirements: 30 PT. X = 1.2
"Focuses spirit into Ashley's fist"
  • Vertigo. Causes Numbness. Affinity: Physical. Type: Blunt. Cost: 40 HP. Requirements: 105 PT. X = 1.3
"Numbs foe with a damaging strike"
  • Vermillion Aura. Two attacks. Affinity: Light. Type: Blunt. Cost: 55 HP. Requirements: 250 PT. X = 1.3, 1.0
"Strikes the Dark using the power of light"
  • Retribution. Affinity: Dark. Type: Blunt. Cost: 75 HP. Requirements: 460 PT. X = 1.5
"Turns the power of Dark against itself"


Crossbow

Every crossbow break art is a dual attack.

  • Brimstone Hail. Two hits. Affinity: Fire & Dark. Type: Piercing. Cost: 25 HP. Requirements: 20 PT. X = 1.1, 1.0
"Unleashes the fury of the Dark to damage foe"
  • Heaven's Scorn. Two hits. Affinity: Air & Light. Type: Piercing. Cost: 40 HP. Requirements: 95 PT. X = 1.2, 1.0
"The shaft becomes a conduit for heaven's light"
  • Death Wail. Two hits. Affinity: Earth & Dark. Type: Piercing. Cost: 55 HP. Requirements: 230 PT. X = 1.2, 1.0
"Fires a bolt of pure demonic energy"
  • Sanctus Flare. Two hits. Affinity: Water & Light. Type: Piercing. Cost: 75 HP. Requirements: 430 PT. X = 1.3, 1.0
"Channels the power of the dragons of light"


Dagger

  • Whistle Sting. Affinity: As weapon. Type: Blunt. Cost: 25 HP. Requirements: 10 PT. X = 1.1
"Bludgeons foe with power from the blade".
  • Shadowweave. Affinity: Dark. Type: Blunt. Cost: 40 HP. Requirements: 65 PT. X = 1.2
"Paralyzes foe with a damaging strike"
  • Double Fang. Two Hits. Affinity: Both as weapon. Type: Piercing. Cost: 55 HP. Requirements: 175 PT. X = 1.5, 1.0
"Repeatedly strikes the same location"
  • Wyrm Scorn. Affinity: As weapon. Type: Piercing. Cost: 75 HP. Requirements: 340 PT. X = 1.3
"Splits the blade to attack from all directions"


Great Axe

  • Bear Claw. Affinity: As weapon. Type: Blunt. Cost: 25 HP. Requirements: 20 PT. X = 1.1
"Smashes foe with a luminescent downward strike".
  • Accursed Umbra. Causes Curse Affinity: As weapon. Type: Blunt. Cost: 40 HP. Requirements: 100 PT. X = 1.2
"Curses foe with a damaging strike".
  • Iron Ripper. Causes Tarnish Affinity: As weapon. Type: Blunt. Cost: 55 HP. Requirements: 245 PT. X = 1.2
"Powerful blow that damages both armor and foe".
  • Emetic Bomb . Affinity: As weapon. Type: Edged. Cost: 75 HP. Requirements: 465 PT. X = 1.3
"Unleashes a series of slashing blows".


Great Sword

  • Sunder. Affinity: As weapon. Type: Piercing. Cost: 25 HP. Requirements: 25 PT. X = 1.1
"Focused energies cut the life from foe"
  • Thunderwave. Affinity: Air. Type: Edged. Cost: 40 HP. Requirements: 110 PT. X = 1.2
"Paralyzes foe with a damaging strike"
  • Swallow Slash. Two hits. Affinity: As weapon. Type: Edged. Cost: 55 HP. Requirements: 260 PT. X = 1.2, 1.0
"A quick snap of the blade deals double damage"
  • Advent Sign . Affinity: Light. Type: Edged. Cost: 75 HP. Requirements: 485 PT. X = 1.3
"Rippling holy energy shreds foe"


Heavy Mace

  • Bonecrusher. Affinity: As weapon. Type: Blunt. Cost: 25 HP. Requirements: 20 PT. X = 1.1
"Energy release metes out a bone-crushing blow"
  • Quickshock. Affinity: Air. Causes Numbness. Type: Blunt. Cost: 40 HP. Requirements: 95 PT. X = 1.2
"Numbs foe with a damaging strike"
  • Ignis Wheel. Two hits. Affinity: As weapon & Fire. Type: Piercing. Cost: 55 HP. Requirements: 205 PT. X = 1.2, 1.0
"A spreading sheet of flame engulfs foe"
  • Hex Flux . Two hits. Affinity: Light & Dark. Type: Blunt. Cost: 75 HP. Requirements: 385 PT. X = 1.3, 1.0
"Fuses power of light and darkness in one"


Polearm

  • Ruination. Affinity: As weapon. Type: Piercing. Cost: 35 HP. Requirements: PT. X = 1.1
"Lashes out with a focused thrust of energy"
  • Scythe Wind. Causes Tarnish. Affinity: Air. Type: Piercing. Cost: 40 HP. Requirements: 95 PT. X = 1.2
"Inflicts damage and tarnishes arms and armor"
  • Giga Tempest. Damages armor. Affinity: As weapon. Type: Piercing. Cost: 55 HP. Requirements: 220 PT. X = 1.2
"Energy storm damages both armor and foe"
  • Spiral Scourge. Affinity: Water. Type: Piercing. Cost: 75 HP. Requirements: 405 PT. X = 1.3
"Whips air moisture into a penetrating whirlwind"


Staff

Potentially worth getting 105 kills in with a Staff to take advantage of the tactical option of paying 40 HP for Riskbreak's Risk reduction.

  • Sirocco . Affinity: Fire. Type: Blunt. Cost: 25 HP. Requirements: 15 PT. X = 1.1
"Searing hot winds and wildfire engulf foe"
  • Riskbreak. Reduces RISK. Affinity: As weapon. Type: Piercing. Cost: 40 HP. Requirements: 90 PT. X = 1.2
"Focused blow that deals damage and reduces RISK"
  • Gravis Aether. Affinity: Earth. Type: Blunt. Cost: 55 HP. Requirements: 215 PT. X = 1.2
"Solidifies æther to crush foe"
  • Trinity Pulse. Affinity: As weapon. Type: Blunt. Cost: 75 HP. Requirements: 410 PT. X = 1.3
"Crushes foe with a triad of shock waves"

Sword

See Sword Break Arts

  • Rending Gale. Affinity: As weapon. Type: Piercing. Cost: 25 HP. Requirements: 20 PT. X = 1.1
"Launches a sonic wave to shred foe to pieces"
  • Vile Scar. Causes Poison. Affinity: As weapon. Type: Edged. Cost: 40 HP. Requirements: 90 PT. X = 1.2
"Forms a poisonous cloud to choke the enemy"
  • Cherry Ronde. Affinity: Water

Break Arts offer the tactical opportunity of sacrificing HP for more damage. There is a set of Break Arts for each weapon Design, and Bare Hands also.

All Break Arts do more damage than a single attack. There is no bonus to the chance to hit. However, a few of them are dual attacks, so if one attack misses, the other may still hit. Break Arts do not raise Risk.

The damage type of Break Arts can vary from the damage typically done by its weapon Type. Both hits of Two-hit Break Arts are always the same damage type, although the Affinity of each hit may vary.

Unlocking new Break Arts is based solely on kills made with a particular weapon Design (or unarmed, for Bare Hands). Only the final blow counts, and it must be a physical attack. The majority of the damage can be done with another weapon. Kills by magic while bearing a particular weapon do not increase the kill count of the weapon's Design.

Each level of Break Arts has a different HP cost: 25 HP for Level One, 40 for Two, 55 for Three, and 75 for Four.

Break Arts will themselves change the Affinity of the weapon used. Conversely, the enemy's Affinity or Class will never affect weapons when Break Arts are used.

Break Arts that cause status effects such as Poison or Paralysis are very useful against enemies with abilities that remove such effects, such as Grissom (Clearance) or 2/3 of the Orc Leaders (Magic Cancel) or 1/3 of Quicksilvers (Dispel). This allows damage to be dealt, while simultaneously occupying the enemy's time with removing the effect.

Axe and MaceBare HandsCrossbowDaggerGreat Axe
Great SwordHeavy MacePolearmStaffSword


Break Arts List

The number of kills required to attain each Break Art is listed as it is listed in game, as a number of points (PT).

Attack is a formula based on multiple factors, and all attacks have an Attack Multiplier; for many attacks, and even some Break Arts, this multiplier is simply 1. The value of the multipliers are shown below as X.

If there is more than one attack, an Affinity and an X value is shown for each one.

Vagrant Story's description of the Break Arts is shown at the end, in quotes.

Axe and Mace

Break Arts are the only game-affecting exception to the rule that Axes and Maces are different Designs. See Axe and Mace

  • Mistral Edge. Affinity: As weapon. Type: Blunt. Cost: 25 HP. Requirements: 18 PT. X = 1.1
"Whips a stunning sheet of air at foe"
  • Glacial Gale. Causes Numbness. Affinity: Air. Type: Blunt. Cost: 40 HP. Requirements: 80 PT. X = 1.2
"Numbs foe with a damaging strike"
  • Killer Mantis. HP-damaging hit, STR-based, plus MP-damaging hit, INT based. Affinity: As weapon. Type: Edged. Cost: 55 HP. Requirements: 210 PT. X = 1.2, 1.5
"A blinding rush damages and saps MP from foe"
  • Black Nebula. Affinity: Dark. Type: Blunt. Cost: 75 HP. Requirements: 420 PT. X = 1.3
"Blasts foe with a burst of negative energy"


Bare Hands

  • Lotus Palm. Affinity: Physical. Type: Blunt. Cost: 25 HP. Requirements: 30 PT. X = 1.2
"Focuses spirit into Ashley's fist"
  • Vertigo. Causes Numbness. Affinity: Physical. Type: Blunt. Cost: 40 HP. Requirements: 105 PT. X = 1.3
"Numbs foe with a damaging strike"
  • Vermillion Aura. Two attacks. Affinity: Light. Type: Blunt. Cost: 55 HP. Requirements: 250 PT. X = 1.3, 1.0
"Strikes the Dark using the power of light"
  • Retribution. Affinity: Dark. Type: Blunt. Cost: 75 HP. Requirements: 460 PT. X = 1.5
"Turns the power of Dark against itself"


Crossbow

Every crossbow break art is a dual attack.

  • Brimstone Hail. Two hits. Affinity: Fire & Dark. Type: Piercing. Cost: 25 HP. Requirements: 20 PT. X = 1.1, 1.0
"Unleashes the fury of the Dark to damage foe"
  • Heaven's Scorn. Two hits. Affinity: Air & Light. Type: Piercing. Cost: 40 HP. Requirements: 95 PT. X = 1.2, 1.0
"The shaft becomes a conduit for heaven's light"
  • Death Wail. Two hits. Affinity: Earth & Dark. Type: Piercing. Cost: 55 HP. Requirements: 230 PT. X = 1.2, 1.0
"Fires a bolt of pure demonic energy"
  • Sanctus Flare. Two hits. Affinity: Water & Light. Type: Piercing. Cost: 75 HP. Requirements: 430 PT. X = 1.3, 1.0
"Channels the power of the dragons of light"


Dagger

  • Whistle Sting. Affinity: As weapon. Type: Blunt. Cost: 25 HP. Requirements: 10 PT. X = 1.1
"Bludgeons foe with power from the blade".
  • Shadowweave. Affinity: Dark. Type: Blunt. Cost: 40 HP. Requirements: 65 PT. X = 1.2
"Paralyzes foe with a damaging strike"
  • Double Fang. Two Hits. Affinity: Both as weapon. Type: Piercing. Cost: 55 HP. Requirements: 175 PT. X = 1.5, 1.0
"Repeatedly strikes the same location"
  • Wyrm Scorn. Affinity: As weapon. Type: Piercing. Cost: 75 HP. Requirements: 340 PT. X = 1.3
"Splits the blade to attack from all directions"


Great Axe

  • Bear Claw. Affinity: As weapon. Type: Blunt. Cost: 25 HP. Requirements: 20 PT. X = 1.1
"Smashes foe with a luminescent downward strike".
  • Accursed Umbra. Causes Curse Affinity: As weapon. Type: Blunt. Cost: 40 HP. Requirements: 100 PT. X = 1.2
"Curses foe with a damaging strike".
  • Iron Ripper. Causes Tarnish Affinity: As weapon. Type: Blunt. Cost: 55 HP. Requirements: 245 PT. X = 1.2
"Powerful blow that damages both armor and foe".
  • Emetic Bomb . Affinity: As weapon. Type: Edged. Cost: 75 HP. Requirements: 465 PT. X = 1.3
"Unleashes a series of slashing blows".


Great Sword

  • Sunder. Affinity: As weapon. Type: Piercing. Cost: 25 HP. Requirements: 25 PT. X = 1.1
"Focused energies cut the life from foe"
  • Thunderwave. Affinity: Air. Type: Edged. Cost: 40 HP. Requirements: 110 PT. X = 1.2
"Paralyzes foe with a damaging strike"
  • Swallow Slash. Two hits. Affinity: As weapon. Type: Edged. Cost: 55 HP. Requirements: 260 PT. X = 1.2, 1.0
"A quick snap of the blade deals double damage"
  • Advent Sign . Affinity: Light. Type: Edged. Cost: 75 HP. Requirements: 485 PT. X = 1.3
"Rippling holy energy shreds foe"


Heavy Mace

  • Bonecrusher. Affinity: As weapon. Type: Blunt. Cost: 25 HP. Requirements: 20 PT. X = 1.1
"Energy release metes out a bone-crushing blow"
  • Quickshock. Affinity: Air. Causes Numbness. Type: Blunt. Cost: 40 HP. Requirements: 95 PT. X = 1.2
"Numbs foe with a damaging strike"
  • Ignis Wheel. Two hits. Affinity: As weapon & Fire. Type: Piercing. Cost: 55 HP. Requirements: 205 PT. X = 1.2, 1.0
"A spreading sheet of flame engulfs foe"
  • Hex Flux . Two hits. Affinity: Light & Dark. Type: Blunt. Cost: 75 HP. Requirements: 385 PT. X = 1.3, 1.0
"Fuses power of light and darkness in one"


Polearm

  • Ruination. Affinity: As weapon. Type: Piercing. Cost: 35 HP. Requirements: PT. X = 1.1
"Lashes out with a focused thrust of energy"
  • Scythe Wind. Causes Tarnish. Affinity: Air. Type: Piercing. Cost: 40 HP. Requirements: 95 PT. X = 1.2
"Inflicts damage and tarnishes arms and armor"
  • Giga Tempest. Damages armor. Affinity: As weapon. Type: Piercing. Cost: 55 HP. Requirements: 220 PT. X = 1.2
"Energy storm damages both armor and foe"
  • Spiral Scourge. Affinity: Water. Type: Piercing. Cost: 75 HP. Requirements: 405 PT. X = 1.3
"Whips air moisture into a penetrating whirlwind"


Staff

Potentially worth getting 105 kills in with a Staff to take advantage of the tactical option of paying 40 HP for Riskbreak's Risk reduction.

  • Sirocco . Affinity: Fire. Type: Blunt. Cost: 25 HP. Requirements: 15 PT. X = 1.1
"Searing hot winds and wildfire engulf foe"
  • Riskbreak. Reduces RISK. Affinity: As weapon. Type: Piercing. Cost: 40 HP. Requirements: 90 PT. X = 1.2
"Focused blow that deals damage and reduces RISK"
  • Gravis Aether. Affinity: Earth. Type: Blunt. Cost: 55 HP. Requirements: 215 PT. X = 1.2
"Solidifies æther to crush foe"
  • Trinity Pulse. Affinity: As weapon. Type: Blunt. Cost: 75 HP. Requirements: 410 PT. X = 1.3
"Crushes foe with a triad of shock waves"

Sword

See Sword Break Arts

  • Rending Gale. Affinity: As weapon. Type: Piercing. Cost: 25 HP. Requirements: 20 PT. X = 1.1
"Launches a sonic wave to shred foe to pieces"
  • Vile Scar. Causes Poison. Affinity: As weapon. Type: Edged. Cost: 40 HP. Requirements: 90 PT. X = 1.2
"Forms a poisonous cloud to choke the enemy"
  • Cherry Ronde. Affinity: Water. Type: Edged. Cost: 55 HP. Requirements: 235 PT. X = 1.2
"Encases both blade and foe in an icy sheath"
  • Papillon Reel. Affinity: Light. Cost: 75 HP. Requirements: 425 PT. X = 1.3
"Calls heavenly light down into the blade"


Affinity changes

Break Arts will change the Affinity of weapons in the same way that the Affinity of a foe's attacks changes armor. So, When using the Dagger Break Art Shadowweave, which adds Dark Affinity to attack, there is a chance that the Dagger used will gain Light Affinity.

Used on dummies, Break Arts are capable of raising a weapon's Affinity without raising any Class points, for that final bit of finesse like Single Blade Ultimate Weapons possible for the truly obsessive among us. Break Arts are a little counter intuitive for those who have crafted armor and weapons with Enchantments; one might expect the the Break Art Affinity to give a bonus to the same Affinity, imbuing the blade with its essence, but it gives the opposite Affinity, as if the Break Art and the blade were enemies. All weapon Designs have an 'As weapon' Art; changing the Affinity of the weapon with Gems or Enchantments can give gains to the opposite affinity when 'As weapon' Break Arts are used. Swords have Break Arts with a wide range of affinities, which can get the same result without gems or enchantments.


See Also

External links


. Type: Edged. Cost: 55 HP. Requirements: 235 PT. X = 1.2

"Encases both blade and foe in an icy sheath"
  • Papillon Reel. Affinity: Light. Cost: 75 HP. Requirements: 425 PT. X = 1.3
"Calls heavenly light down into the blade"


Affinity changes

Break Arts will change the Affinity of weapons in the same way that the Affinity of a foe's attacks changes armor. So, When using the Dagger Break Art Shadowweave, which adds Dark Affinity to attack, there is a chance that the Dagger used will gain Light Affinity.

Used on dummies, Break Arts are capable of raising a weapon's Affinity without raising any Class points, for that final bit of finesse like Single Blade Ultimate Weapons possible for the truly obsessive among us. Break Arts are a little counter intuitive for those who have crafted armor and weapons with Enchantments; one might expect the the Break Art Affinity to give a bonus to the same Affinity, imbuing the blade with its essence, but it gives the opposite Affinity, as if the Break Art and the blade were enemies. All weapon Designs have an 'As weapon' Art; changing the Affinity of the weapon with Gems or Enchantments can give gains to the opposite affinity when 'As weapon' Break Arts are used. Swords have Break Arts with a wide range of affinities, which can get the same result without gems or enchantments.


See Also

External links


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