Combat Codex
Old Camp, New Camp, Sect Camp — every Fighting Skill trainer teaches the same lesson: technique beats grinding. Three weapons, three philosophies, and the discipline to master just one.
The Guardian
Slower to draw blood, built to still be standing when the fight is over. The only discipline that unlocks Shielding.
| Rank 1 | Rank 2 | Rank 3 | |
|---|---|---|---|
| Crit chance | 5% | 10% | 20% |
| Double strike | 5% | 10% | 15% |
| Shield block | 10% | 20% | 30% |
The Berserker
No shield, no mercy. Every swing is thrown with everything you have — the heaviest hits in Myrion, nothing held in reserve.
| Rank 1 | Rank 2 | Rank 3 | |
|---|---|---|---|
| Crit chance | 15% | 30% | 50% |
| Double strike | 5% | 10% | 15% |
The Marksman
Precision from a distance monsters never see coming. Same edge as the Berserker's — paired with Dexterity instead of a blade.
| Rank 1 | Rank 2 | Rank 3 | |
|---|---|---|---|
| Crit chance | 15% | 30% | 50% |
| Double strike | 5% | 10% | 15% |
The Conjurer
The fourth discipline, trained apart from the other three and capped at Rank 6 instead of Rank 3. It doesn't add flat damage on top of a base roll — it becomes your magic level, wand in hand or none at all.
| Rank | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Crit chance | 5% | 10% | 20% | 30% | 40% | 50% |
| Effective magic level | 20 | 40 | 60 | 80 | 100 | 120 |
More on the Conjurer
A few details worth knowing before you commit your points.
Not Just Damage
The same effective magic level drives healing spells exactly like it drives attack spells — a Rank 6 Conjurer heals like a level 120 caster too, no separate scaling to worry about.
Mana Is Trained on Its Own
Magic Circle controls how hard you hit — it doesn't touch your mana pool. Train Mana separately at the same trainers to actually be able to cast that hard, more than once.
Wand or bare hands, it makes no difference — the Conjurer's power lives in the Circle itself, not in what's in your hand.
Strength & Dexterity
Where a Fighting Skill sharpens your technique, these two just make you hit harder — a flat bonus added to every blow. No percentages, no diminishing returns, no cap at Rank 3.
Strength
Trained independently of your Fighting Skill, up to Rank 100. Every rank adds +1 flat damage to your One‑Handed or Two‑Handed hits.
Dexterity
Strength's mirror for archers and throwers, up to Rank 100. Every rank adds +1 flat damage to your Distance hits — identical curve, different weapon.
The Shield Wall
One‑Handed exclusive — a shield only rewards those who trained it. Every incoming hit passes through three checks, in order.
Block chance
Rolled first. On success, the hit is erased entirely — not one point of damage gets through, physical or elemental.
Physical mitigation
If the hit lands, physical damage is cut down by the shield's own Def value — the classic formula. A heavier shield always blocks more.
Elemental mitigation
New to Myrion: fire, ice, energy, earth — every element, cut down by your rank and your shield's Def value together, capped so it never becomes immunity.
A cheap shield still blocks. A well‑forged one also shrugs off the dragon's breath — the same Def value that stops a sword now dampens fire too.
Find your Fighting Skill trainer at Old Camp, New Camp or Sect Camp, spend your points, and pick a discipline you'll never switch.