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Combat Codex - Myrion
Myrion

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.

One‑Handed

The Guardian

Sword & shield.

Slower to draw blood, built to still be standing when the fight is over. The only discipline that unlocks Shielding.

Rank 1Rank 2Rank 3
Crit chance5%10%20%
Double strike5%10%15%
Shield block10%20%30%
Lower crit than the other two — the trade-off for carrying a shield at all.
Two‑Handed

The Berserker

Committed, both hands.

No shield, no mercy. Every swing is thrown with everything you have — the heaviest hits in Myrion, nothing held in reserve.

Rank 1Rank 2Rank 3
Crit chance15%30%50%
Double strike5%10%15%
A Rank 3 Berserker lands a critical hit on every second swing.
Distance

The Marksman

Bow, crossbow, blade thrown true.

Precision from a distance monsters never see coming. Same edge as the Berserker's — paired with Dexterity instead of a blade.

Rank 1Rank 2Rank 3
Crit chance15%30%50%
Double strike5%10%15%
Double strike fires an immediate bonus arrow — no reload, no delay.
Magic Circle

The Conjurer

Wand or bare hands.

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.

Rank123456
Crit chance5%10%20%30%40%50%
Effective magic level20406080100120
A Rank 6 Conjurer casts like a level 120 mage — with a coin-flip's chance to crit.

More on the Conjurer

A few details worth knowing before you commit your points.

Healing scales too

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.

A separate attribute

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.

Whichever discipline lands it, a critical hit always deals +50% damage. Train the skill for the chance — the payoff never changes.

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.

Melee

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.

Rank 0Rank 50Rank 100
+100 damage at Rank 100
Ranged

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.

Rank 0Rank 50Rank 100
+100 damage at Rank 100

The Shield Wall

One‑Handed exclusive — a shield only rewards those who trained it. Every incoming hit passes through three checks, in order.

1

Block chance

Rolled first. On success, the hit is erased entirely — not one point of damage gets through, physical or elemental.

R1 10% R2 20% R3 30%
2

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.

3

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.

R1 10% R2 20% R3 30% +1% / Def pt. 70% cap

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.