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Skills & Training

Skills are ranks purchased from one Training ledger. Your calling changes how naturally broad disciplines come to you; your purchases determine the finished build.

Training

You receive 60 Training at every level, including level 1. Use an inn to spend it:

CHECK IN                 enter the private training room
LIST                     refresh your ledger
3 3                      buy three ranks from menu row 3
DONE                     return to the inn

Menu numbers never shuffle. A discipline at its current depth stays in place and is marked as full. TRAIN in the field previews the same sheet without spending points.

Fit, price, and depth

Each skill has a base price and a normal depth. Your calling relates to its larger discipline as favored, familiar, or foreign:

Fit Price per rank Maximum depth
Favored 70% of base, rounded up base + 1, up to 3 ranks per level
Familiar base price base depth
Foreign 180% of base, rounded up 1 rank per level

The rule applies to discipline families rather than an enormous profession-by-skill price grid. That makes cross-training predictable and costly in the way that matters: a foreign rank spends substantially more of the same 60-point budget and cannot be piled as deeply into a single level.

For example, Blades have a base price of 4 and base depth of 2. A Warrior pays 3 and may reach three ranks per level; a Wizard pays 8 and may reach one. Both builds work, but the Wizard gives up much more circle or mystic study to swing that blade.

Rank caps

rank cap = current level × depth

At level 1, a favored depth-3 discipline may reach rank 3, a familiar depth-2 discipline rank 2, and a foreign discipline rank 1. Advancing raises every open cap.

Phoenix's rank curve

Ranks convert to a working skill bonus on five unequal bands:

Rank range Bonus per rank Cumulative bonus
1–8 +5 40 at rank 8
9–20 +4 88 at rank 20
21–32 +3 124 at rank 32
33–44 +2 148 at rank 44
45+ +1 154 at rank 50

Early ranks make experimentation useful. Deeper mastery still matters against peer-level opposition, but breadth is not a trap.

Some systems deliberately read raw ranks: Evasion contributes ranks to active defense; circle study opens workings; elemental lore shapes Savant wordcraft; and guild abilities count their own track ranks. Their pages call this out.

What a calling changes

A calling selects favored and familiar discipline families, two growing aptitudes, and protected signature arts. It does not select a fixed character class table.

  • Warriors naturally favor Arms and Battlecraft.
  • Rogues favor Guile and Arms.
  • Wizards, Clerics, Empaths, and Sorcerers favor Mystic Practice and Circle Studies, with different aptitudes and signature circles.
  • Rangers favor Wayfaring and Arms, while circle study remains familiar.
  • Bards favor Circle Studies, Guile, and Trades.
  • Paladins favor Arms, Battlecraft, and Circle Studies.
  • Monks favor Battlecraft and Wayfaring.
  • Savants favor Wordcraft and Mystic Practice; they compose magic instead of learning numbered circles.

The live TRAIN sheet is authoritative. It shows your current ranks, cap, per-rank Training price, and fit for every open discipline.

Discipline families

Arms & Armor

Armor Training, Shield Training, Blades, Crushing Weapons, Great Weapons, Polearms, Marksmanship, Thrown Arms, and Dual Wielding.

Battlecraft

Unarmed Combat, Conditioning, Evasion, Martial Tactics, Ambush, and Crowd Fighting shape how a character survives and controls a fight.

Guile and Wayfaring

Stealth, Awareness, Lockwork, Trapwork, Sleight of Hand, Survival, Field Medicine, Climbing, Swimming, and Fishing cover unseen approaches and practical life beyond town walls.

Lock work follows ANALYZE for a lock and SURVEYDEFUSE for a trap. See Lockpicking.

Mystic Practice and Circle Studies

Channeling grows maximum mana. Spell Targeting assists bolts. Elemental, Mental, and Spirit Attunement deepen magical control. Sigilcraft and Relic Attunement operate scrolls and wands.

The three lesser traditions—Lesser Breath, Lesser Vein, and Lesser Coal—are foundational study open to every non-Savant calling. Calling affinity determines their price and depth. Greater and signature circles remain protected. Savants use elemental Wordcraft instead of numbered circles.

Trades

Cooking, Fletching, Mining, Smithing, Bargaining, and related skills support the world's non-combat loops. Their work orders, quality checks, and guild standing are described on their individual pages.

Health warning

Level alone does not grant a large Health bar. Conditioning is the main source of maximum Health after creation and is capped by ancestry. A character who ignores it remains fragile even after acquiring advanced offensive tools.