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GUARDIAN -- COMBAT ARTS

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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 -- Stance: 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.

4 -- Stance: Offense

5 -- Fighting Chance
Starts an Heroic Opportunity.

5 -- Kick
A kick attack that deals crushing damage to the target.

6 -- Intervene
Allows the fighter to protect an ally from taking damage, by absoribing some of the damage an ally would otherwise take.

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.

22 -- Stance: Desperate Offensive

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 -- Call of Armament

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. 


** Master II Upgrade Choices

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