Warrior¶
A Warrior is the calling for deliberate weapon mastery: a durable body, broad access to arms, and enough stamina to turn trained techniques into a fighting rhythm. The name is familiar; the implementation is Phoenix's own combination of five stances, weapon-family techniques, and the Forms taught at Lanternwatch.
| Calling feature | Warrior |
|---|---|
| Aptitudes | Might, Resolve |
| Casting aptitude | Might |
| Magic | all three foundations at foreign cost |
| Guild | Warriors' Guild — the Forms |
| Natural strengths | weapons, armor, shields, fitness, techniques |
Building the character¶
Might supports weapon force and load. Resolve steadies battlefield technique and contributes to Stamina. Vigor keeps Health and Stamina forgiving; Finesse and Grace still matter to aim, Guard, and contested movement.
Choose one weapon family first. Blades and Crushing Weapons pair naturally with a shield; Great Weapons trade that protection for reach and force; Unarmed Combat is viable but overlaps more with the Monk's specialty. Then build the defenses that match the equipment you actually wear.
Good early priorities are:
- one weapon family every level you can afford it;
- Conditioning and Martial Tactics;
- enough Armor Training for the harness you intend to wear;
- Shield Training if a shield is part of the plan, otherwise Evasion;
- Awareness and Crowd Fighting as the hunt begins to demand them.
TRAIN <skill> shows the Warrior's live price and cap. The calling does not borrow a generic “martial” cost column.
Fighting rhythm¶
Start most uncertain fights in READY or BRACE. Use PRESS when you understand the target, ASSAULT when the finish matters more than exposure, and SHELTER when survival is the only immediate job.
Weapon study unlocks family techniques without a separate point tree:
| Family | Technique | Character |
|---|---|---|
| Edged | TECHNIQUE RIPOSTE |
turns a defense into a guarded reply |
| Blunt | TECHNIQUE PULVERIZE |
a stunning, crushing commitment |
| Two-handed | TECHNIQUE WHIRL |
strikes around the wielder |
| Unarmed Combat | TECHNIQUE HAMMERFISTS |
commits both hands to one impact |
Techniques consume stamina and impose committed recovery. Ordinary swings remain important; a Warrior who empties the stamina pool in the first exchange has thrown away the calling's best resource.
STRIP <target> is the weapon-removal technique. It is separate from box traps, which use SURVEY and DEFUSE.
The Warriors' Guild¶
The guild in Lanternwatch teaches the Forms through pell work, supervised drills, and live bouts. GUILD shows dues, rank, and the active lesson; PELL works the yard's training post.
Forms ranks reinforce weapon-technique play. Deep mastery eventually lets the Warrior bring practiced movement to an unfamiliar weapon family instead of starting every grip from nothing. Guild progress is earned through the lesson itself, not bought with ordinary Training.
Circle study¶
Warriors may train Lesser Breath and Lesser Vein, but circle study is an expensive chosen detour. It is not required to make the calling complete. A magical Warrior typically begins with one concrete purpose—a ward, a utility charm, or group support—then budgets Channeling and circle ranks around that goal.
Do not infer a working's depth or price from its catalogue suffix. Use SPELLS for the required ranks and mana cost, and TRAIN LESSER BREATH or TRAIN LESSER VEIN for the live training decision.
First outing¶
Take a weapon you understand, train Fitness, and practice stance changes before chasing a build guide. Hunt one creature at a time, use HEALTH after a hard critical, and keep enough stamina to react. The newcomer tasks and the Coldhollow undercroft provide room to learn the tempo without making magic part of the first lesson.
Common mistakes¶
- Spreading weapon ranks across every family before one attack is dependable.
- Wearing heavier armor than Armor Training can support.
- Staying in
ASSAULTafter the situation changes. - Treating every stamina technique as an opening button.
- Buying a circle because access exists, without budgeting mana and rank study.