Break is a mechanic introduced in Trails of Cold Steel III and used until Trails into Reverie.
Break Gauge[]
In addition to their health, enemies have a Break Gauge underneath. This gauge takes break damage, derived from the health damage they take from attacks: Ways to increase break damage include:
- Equipping break damage increasing quartz or master quartz.
- Using a Brave Order that increases break damage dealt.
- Using crafts with a Break bonus multiplier (Break rating above D).
- Using Rush or Burst link attacks, which have a 400% and 900% bonus multiplier respectively.
- Starting a battle with triple advantage by using an Assault Attack deals 50% of each enemy's Break gauge as break damage.
- Dealing damage with arts that the enemy's elemental vulnerability for is over 100% multiplies the final break damage by 1.5 (in Cold Steel III) / 2 (in Cold Steel IV and Reverie), separately from other break multipliers.
Break State[]
Once an enemy's Break gauge is emptied, they will take the following effects:
- They will suffer an absolute AT Delay of 20 AT (in Cold Steel III) / 10 AT (in Cold Steel IV).
- They will lose any positive status effects.
- If they can drop an item after being defeated, they will drop another unit at this point.
- They will enter
Break State until their next turn.
While the enemy is in Break State, attacks against them deal bonus 10% damage and are guaranteed to unbalance if they can do so. On their next turn, they will lose their action and Break State, and suffer a base delay of 30 AT.
Enhanced[]
Certain strong enemies can enter an
Enhanced (高揚) state for a certain amount of turns, having the following effects:
- Their Break gauge will be fully restored.
- They will lose any negative status effects.
- They will change attack patterns (such as enabling S-Crafts).
- They will take 50% less damage.
- The break damage they take will be tripled, for a total of 1.5× final break damage compared to the usual state.
Enhanced state can be ended prematurely by emptying their Break gauge and forcing them into Break state.
Game Mechanics
| |
|---|---|
| Basic | Action Time Battle - Combat Mechanics - Craft - Experience - Fishing - Orbal art - Orbment - Septium - Status Effects - Zemurian Ore |
| Trails in the Sky FC, SC, and the 3rd |
Combat Mechanics - Status Effects | Chain Craft - Memory Doors - Monument - Recluse Cube - Remote Ability |
| Trails from Zero and to Azure |
Combat Mechanics - Status Effects | Battle Evaluation - Bonding - Burst - Combo Craft - Master Quartz - Support Craft |
| Trails of Cold Steel I and II |
Combat Mechanics - Status Effects | Combat Link - Weapon Types - EX Orb - Mech Battles - Overdrive - Reverie Corridor |
| Trails of Cold Steel III and IV |
Combat Mechanics - Status Effects | Brave Order - Break |
| Trails into Reverie |
Combat Mechanics - Status Effects | United Front - True Reverie Corridor |
| Trails through Daybreak, Daybreak II, and beyond the Horizon |
Combat Mechanics - Status Effects | SCLM - S-Boost - Holo Core - Arts Plugin - Grendel Battles - Action Mode - Shard Skill |