Skip to content

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.

To make a warding spell land more often, train the circle that contains that spell. For a bolt, accuracy uses the better of that circle's ranks and Spell Targeting. Channeling gives you mana to cast more often. The reference below explains each skill's purpose and the commands that put it to work.

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.

Compare every calling in Training costs by calling, including prices per rank, rank depths, and unavailable skills.

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.

Skill reference

Arms & Armor

Weapon skills apply when you actually use a weapon of that family. Training another family does not increase the accuracy of your current weapon. SKILL shows your ranks; INVENTORY, WIELD, and equipment help you match gear to them.

Skill What training changes How you use it
Armor Training Reduces armor's added attack recovery and spell hindrance. Heavy armor still has a casting-hindrance floor. Wear armor suited to your training; ARMOR reports its live requirements and penalties.
Shield Training Improves the defensive contribution of a held shield and supports shield techniques. Hold a shield while fighting; SHIELD lists shield techniques and requirements.
Blades Improves Attack with swords, knives, and other blades. WIELD SWORD, then KILL <creature>.
Crushing Weapons Improves Attack with maces, clubs, and other crushing arms. Wield a mace, club, or other crushing weapon and attack.
Great Weapons Improves Attack with weapons classified as two-handed. Wield a great weapon and keep its required hands available.
Polearms Improves Attack with weapons classified as polearms. Wield a spear or another polearm and attack.
Marksmanship Improves accuracy with ranged weapons. FIRE <creature> with a bow and suitable ammunition; KILL also fires a wielded bow.
Thrown Arms Improves accuracy with a thrown weapon. HURL <weapon> AT <creature>.

Battlecraft

Skill What training changes How you use it
Unarmed Combat Improves attacks with bare hands and unarmed weapons. Fight without a conventional weapon, or use an unarmed weapon.
Conditioning Raises maximum Health toward your ancestry's limit, helps Health recovery and stamina, and contributes to defense against maneuver spells. A passive benefit while adventuring; STAT shows your current pools.
Evasion Adds active defense using raw ranks; heavy armor and shields affect how much footwork contributes. Also helps resist maneuver spells. A passive benefit against attacks; stance and posture still matter.
Martial Tactics Adds offensive and defensive combat contributions, unlocks physical techniques at their rank requirements, and helps resist maneuver spells. TECHNIQUE lists options; use TECHNIQUE TRIP <creature> or a technique's own verb.
Ambush Improves the opening contest for an aimed attack from concealment. HIDE, then AMBUSH <creature> <location>, such as a leg or head.
Dual Wielding Reduces the attack penalty for a weapon used in the off hand. Wield suitable weapons in both hands. Train the relevant weapon skill as well.
Crowd Fighting Expands FLURRY's reach and repeated attacks, and reduces the penalty on a sweeping technique. FLURRY for a crowd, FLURRY <creature> to focus; use SWEEP when available.

See Combat for Attack, Guard, stance, recovery, and technique costs, and Stealth for attacks from hiding.

Guile

Skill What training changes How you use it
Stealth Improves hiding and the contest to move without being revealed. HIDE, SNEAK <direction>, and UNHIDE. Loud actions can reveal you regardless of ranks.
Awareness Helps detect concealment and discover hidden ways, read locks and traps, and resist maneuver spells. A watchful mark also resists theft better. SEARCH, ANALYZE <box>, and SURVEY <box>.
Lockwork Improves picking a lock and finding usable tolerances with a suitable pick. ANALYZE <box>, choose a suitable pick, then PICK <box> WITH <pick>.
Trapwork Improves finding and defusing traps. A lock opened successfully can still leave its trap armed. SURVEY <box>, then DEFUSE <box> before opening it.
Sleight of Hand Improves the contest to steal coins from a mark. STEAL <target>; detection and the law still apply.

Lock work follows ANALYZE for a lock and SURVEY → DEFUSE for a trap. See Lockpicking.

Wayfaring

Skill What training changes How you use it
Survival Helps find herbs, read tracks, and harvest valuable remains cleanly. FORAGE, TRACK <creature>, and SKIN <corpse>.
Field Medicine Helps the clean cut when skinning, improves herb treatment, and helps an Empath bear injuries. SKIN <corpse>, use appropriate healing herbs, or BEAR <patient> as an Empath.
Climbing Improves the traversal contest on climb-only exits; Grace also helps. CLIMB [direction]. A bad fall can still injure or kill.
Swimming Improves the traversal contest on swim-only exits; Might also helps. SWIM [direction]. Ordinary walking does not cross a swim-only exit.

Skin a kill before SEARCH removes its remains. See Health, Wounds, and Care for healing and the command reference for field commands.

Trades

Skill What training changes How you use it
Bargaining Improves vendor buy and sell prices, up to the price adjustment's cap. BUY <item> and SELL <item>; the benefit is automatic.
Fishing Improves fishing contests and your catches. FISH at suitable water with the required tackle; see Fishing.
Cooking Improves cooking success and the quality of prepared food. COOK with ingredients and suitable facilities; see Cooking.
Fletching Improves arrow-making success and quality. FLETCH with suitable materials and tools; see Fletching.
Mining Improves ore extraction from a workable deposit. MINE at a deposit with suitable mining equipment.
Smithing Improves smelting, forging, and repair work. SMELT, FORGE, and REPAIR; work orders can put the craft to use.

Mystic Practice

The Attunement attribute on your character sheet and the three Attunement skills below are different investments. The attribute contributes to appropriate spell contests; the skills govern your mana pool and control.

Skill What training changes How you use it
Channeling Grows maximum mana. It does not add warding Focus or bolt accuracy. A passive benefit; inspect STAT, then cast with INCANT or CAST.
Spell Targeting Helps bolt accuracy and maneuver-spell offense when its ranks exceed the spell's own circle ranks. It does not improve warding accuracy. Cast a bolt or maneuver spell. Circle study and Spell Targeting do not add together for this accuracy term.
Sigilcraft Meets the rank requirement to invoke a scroll's working. The item supplies its casting authority. INVOKE <scroll> [target]; carrying a scroll does not teach its circle.
Relic Attunement Meets the rank requirement to release a wand's working. The item supplies its casting authority and uses charges. WAVE <wand> [target].
Elemental Attunement One of three control skills; your best-trained control increases mana capacity, regeneration, transfer efficiency, and area-spell target limits. SEND <amount> <player> requires at least one control rank. Some elemental crafting also reads this skill.
Spirit Attunement Supplies the same shared control benefits when it is your best-trained control. SEND, passive mana recovery, and area circle workings.
Mental Attunement Supplies the same shared control benefits when it is your best-trained control. SEND, passive mana recovery, and area circle workings.

For shared control benefits, the three Attunement skills use the highest rank total, not their sum. Raising a second skill below that total does not increase those shared benefits. Area circle workings start with three targets and gain one for each 50 points of the best control's skill bonus. Check a specific working's reach in SPELLS.

Circle Studies

Train a named circle to learn its workings. SPELLS shows the workings your study has opened; SPELLS CATALOG <circle> and the spell reference explain what that tradition offers before you invest in it. SPELLS <catalogue code> shows a spell's use and your current ability to cast it. A catalogue code is an address, not a training requirement. Deeper study also improves that circle's warding Focus, supplies an accuracy route for bolts and maneuver spells, and can strengthen or extend its wards.

Skill What it teaches or improves
General Circle Study Adds to total magical study used to resist hostile wardings. It does not unlock a named circle's spells or replace that circle's ranks for offensive Focus.
Lesser Breath Foundational spiritual workings: wards, utility, and hostile magic.
Greater Breath Deeper spiritual workings available to Clerics and Empaths.
Lesser Vein Foundational elemental workings: protection, utility, and attacks.
Greater Vein Advanced elemental workings available to Wizards.
Lesser Coal Foundational mental workings: protection and control.
Wizard's Wheel The Wizard's signature bolts, elemental attacks, and utility.
Cleric's Wheel The Cleric's signature spiritual attacks, rites, and miracles.
Empath's Wheel The Empath's healing and repair workings, alongside hostile magic. Repair is self-directed; BEAR treats a patient by taking their burden first.
Sorcerer's Wheel The Sorcerer's signature disruptive, damaging, and controlling workings.
Ranger's Wheel The Ranger's nature workings, defenses, and attacks.
Bard's Wheel The Bard's workings and held spellsongs, which consume renewal mana.
Paladin's Wheel The Paladin's signature protective and judgment workings.

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.

Use SPELLS, PREPARE <code>, CAST [target], and INCANT <code> [target]. See Magic for the full casting flow, accuracy rules, and circle access.

Wordcraft

These lore skills are trainable by Savants. Elemental lore improves the composed working's cast roll and its safe tier. In a domain, 1 rank supports lesser words, 10 supports greater words, and 25 supports master words. WORDS shows the words your character has actually learned; safe tier and discovered vocabulary are separate.

Skill What training changes How you use it
Flame Lore Strength and safe tier of fire wordcraft. IGNIS, IGNARA, or IGNAGA in an INCANT working.
Wind Lore Strength and safe tier of air wordcraft. AERIS, AERARA, or AERAGA.
Stone Lore Strength and safe tier of earth wordcraft. PETRIS, PETRARA, or PETRAGA.
Tide Lore Strength and safe tier of water wordcraft. AQUIS, AQUARA, or AQUAGA.
Grave Lore Deepens the effects of a working that explicitly uses it, such as Agony Thread. A Savant can use found magic carrying the working; the lore does not open the Sorcerer's Wheel or improve every warding spell.

Savant examples and two-element combinations appear in Magic and the Savant guide.

Choosing training for a spell

What you want to improve Train or inspect
Land a hostile warding more often Its own circle ranks; the circle's relevant attribute bonus; Focus-enhancing workings.
Land a bolt more often The better of its circle ranks or Spell Targeting, plus Finesse.
Land a maneuver spell more often The better of its circle ranks or Spell Targeting, plus its circle's attribute bonus. The target's posture and physical training matter.
Cast more often before running dry Channeling, actual circle or Wordcraft investment, and your best Attunement skill.
Survive hostile wardings Magical study across circles, relevant attributes, protective workings, and suitable armor.
Resist maneuver spells Evasion, Martial Tactics, Awareness, Conditioning, and appropriate physical attributes.

Ranks in another circle do not add offensive Focus to the circle you are casting. They can still teach useful wards and contribute to your own magical defense. Armor Training can reduce your armor's separate chance to swallow a casting; it does not change the target's warding contest. See How hostile workings land.

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.