In general, we have combat Orders, magic Orders, and neither.
Magical Orders:
There are also many optional Orders, including Orders specifically for Alfar. These Orders are not always used; some LMs only use the Orders from the The Lejendary Rules for All Players. Alfar Orders are in particular a gray spot - Alfar usually do not use Orders anyway, but many players asked for them, so a few are shown here.
Optional Orders
| Rank | Auger | |
| 12 | Necrourgy | Corpse Master: Contact only |
| 11 | Necrourgy, Arcana | Necromancer: Guild membership, +2 Weapons |
| 10 | Necrourgy, Arcana, Luck | Journeyman Necrourge: Gain memory tablet, +2 Weapons |
| 9 | Necrourgy, Arcana, Luck, Pantology | Necrourge: Gain 1 Power, +2 Necrourgy, Arcana, Luck, Pantology |
| 8 | Necrourgy 61-70% | Expert Necrourge: +2 Arcana, Luck, Pantology |
| 7 | Necrourgy 71-80% | Master Necrourge: Gain plaque with one Power, +1 Arcana, Luck, Pantology |
| 6 | Necrourgy 81-90% | Grand Master Necrourge: Gain plaque with one Power, +1 Arcana, Luck, Pantology |
| 5 | Necrourgy 91-100% | Warlock: Gain plaque with one Power, +1 Arcana, Luck, Pantology |
| 4 | Necrourgy 101-110% | Warlock Master: Gain plaque with one Power, +1 Arcana, Luck, Pantology |
| 3 | Necrourgy 111-120% | Warlock Adept: Add Enchantmnt at 20 (+10 if already possessed) |
| 2 | Necrourgy 121-130% | Chief Warlock: Add Pretense at 20 (+10 if already possessed) |
| 1 | Necrourgy 131%+ | Abyssal Warlock: Add Chivalry at 20 (+10 if already possessed) |
| Rank | Demonurge | |
| 12 | Sorcery | Imp Beater: Contact only |
| 11 | Sorcery, Tricks | Petty Summoner: Guild membership, +2 Weapons |
| 10 | Sorcery, Tricks, Arcana | Summoner: Gain memory tablet, +2 Weapons |
| 9 | Sorcery, Tricks, Arcana, Luck | Sorcerer: Gain 1 Power, +2 Sorcery, Tricks, Arcana, Luck |
| 8 | Sorcery 61-70% | Veteran Sorcerer: +2 Tricks, Arcana, Luck |
| 7 | Sorcery 71-80% | Expert Sorcerer: Gain plaque with one Power, +1 Tricks, Arcana, Luck |
| 6 | Sorcery 81-90% | Master Sorcerer: Gain plaque with one Power, +1 Tricks, Arcana, Luck |
| 5 | Sorcery 91-100% | Demonurge: Gain plaque with one Power, +1 Tricks, Arcana, Luck |
| 4 | Sorcery 101-110% | Grand Demonurge: Gain plaque with one Power, +1 Tricks, Arcana, Luck |
| 3 | Sorcery 111-120% | Blackest Demonurge: +10 Luck |
| 2 | Sorcery 121-130% | Demonurge Prince: Add Pretense at 20 (+10 if already possessed) |
| 1 | Sorcery 131%+ | Infernal Demonurge: Add Chivalry at 20 (+10 if already possessed) |
| Rank | Desperado | |
| 12 | Stealing | Gangster: Contact only |
| 11 | Stealing, Urbane | Petty Hoodlum: Guild membership, +2 Weapons |
| 10 | Stealing, Urbane, Evaluation | Hoodlum: Gain fine set of criminal tools, +5 Weapons |
| 9 | Stealing, Urbane, Evaluation, Scrutiny | Crook: +2 Stealing, Urbane, Evaluation, Scrutiny, +5 Weapons |
| 8 | Stealing 61-70% | Veteran Crook: +2 Urbane, Evaluation, Scrutiny, +5 Weapons |
| 7 | Stealing 71-80% | Expert Crook: +2 Urbane, Evaluation, Scrutiny, Weapons |
| 6 | Stealing 81-90% | Master Criminal: +2 Urbane, Evaluation, Scrutiny, Weapons |
| 5 | Stealing 91-100% | Desperado: +1 Urbane, Evaluation, Scrutiny, Weapons |
| 4 | Stealing 101-110% | Feared Desperado: +1 Urbane, Evaluation, Scrutiny, Weapons |
| 3 | Stealing 111-120% | Desperado Chief: Add Planning at 20 (+10 if already possessed) |
| 2 | Stealing 121-130% | Desperado Prince: Add Pretense at 20 (+10 if already possessed) |
| 1 | Stealing 131%+ | Desperado Overlord: Add Commerce at 20 (+10 if already possessed) |
| Rank | Ecclesiastic | |
| 12 | Theurgy | Acolyte: Contact only |
| 11 | Theurgy, Scrutiny | Aspirant: Gain fine fighting staff, temple membership, +5 Weapons |
| 10 | Theurgy, Scrutiny, Physique | Novice: +4 Physique |
| 9 | Theurgy, Scrutiny, Physique, Learning | Postulant: Gain two memory tablets, two Rites, four Powers, +1 Theurgy, Scrutiny, Physique, Learning, +5 Weapons |
| 8 | Theurgy 61-70% | Almoner: +2 Scrutiny, Physique, Learning, +5 Weapons |
| 7 | Theurgy 71-80% | Under-Priest/Priestess: Gain plaque with one Power, +2 Scrutiny, Physique, Learning, +5 Weapons |
| 6 | Theurgy 81-90% | Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning |
| 5 | Theurgy 91-100% | Officient Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning |
| 4 | Theurgy 101-110% | Chief Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning |
| 3 | Theurgy 111-120% | High Priest/Priestess: Add Arcana at 20 (+15 if already possessed) |
| 2 | Theurgy 121-130% | Grand High Priest/Priestess: Add Chivalry at 20 (+15 if already possessed) |
| 1 | Theurgy 131%+ | Desperado Overlord: Add Luck at 20 (+15 if already possessed) |
| Rank | Elementalist | |
| 12 | Geourgy | Elemental Experimenter: Contact only |
| 11 | Geourgy, Arcana | Elemental Practitioner: Guild membership, +2 Weapons |
| 10 | Geourgy, Arcana, Pantology | Geourgist: Gain memory tablet, +3 Weapons |
| 9 | Geourgy, Arcana, Pantology, Ranging | Learned Geourgist: Gain one Power, +1 Geourgy, Arcana, Pantology, Ranging |
| 8 | Geourgy 61-70% | Veteran Geourgist: +3 Arcana, Pantology, Ranging |
| 7 | Geourgy 71-80% | Expert Geourgist: Gain plaque with one Power, +1 Arcana, Pantology, Ranging |
| 6 | Geourgy 81-90% | Master Geourge: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging |
| 5 | Geourgy 91-100% | Journeyman Elementalist: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging |
| 4 | Geourgy 101-110% | Elementalist: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging |
| 3 | Geourgy 111-120% | Senior Elementalist: Add Learning at 20 (+10 if already possessed) |
| 2 | Geourgy 121-130% | Elementalist Adept: Add Metallurgy at 20 (+10 if already possessed) |
| 1 | Geourgy 131%+ | Elementalist Wizard: Add Enchantment at 20 (+10 if already possessed) |
| Rank | Forester | |
| 12 | Hunt | Hunter: Contact only |
| 11 | Hunt, Weapons | Skilled Hunter: Lodge membership, +2 Hunt, Weapons |
| 10 | Hunt, Weapons, Archery | Backwoods Hunter: Gain fine heavy bow/crossbow, +2 Hunt, Weapons, Archery, Rustic |
| 9 | Hunt, Weapons, Archery, Rustic, Ranging/Savagery | Backwoodsman: +2 Hunt, Weapons, Archery, Rustic, +4 Ranging/Savagery |
| 8 | Hunt 61-70% | Cunning Woodsman: +2 Weapons, Archery, Rustic, +3 Ranging/Savagery |
| 7 | Hunt 71-80% | Crafty Woodsman: +2 Weapons, Archery, Rustic, +3 Ranging/Savagery |
| 6 | Hunt 81-90% | Expert Woodsman: +2 Weapons, Archery, Rustic, + 3 Ranging/Savagery |
| 5 | Hunt 91-100% | Woodsman Hunter: +2 Weapons, Archery, Rustic, +1 Ranging/Savagery |
| 4 | Hunt 101-110% | Forester: +3 Weapons, Archery, Rustic, +4 Ranging/Savagery |
| 3 | Hunt 111-120% | Expert Forester: Add Stealth at 20 (+10 if already possessed) |
| 2 | Hunt 121-130% | Desperado Prince: Add Ranging/Savagery at 20 (+5 to both if already possessed) |
| 1 | Hunt 131%+ | Desperado Overlord: +10 Ranging, Add Luck at 20 (+10 if already possessed) |
| Rank | Jongleur | |
| 12 | Minstrelsy | Drummer: Contact only |
| 11 | Minstrelsy, Pretense | Player: Guild membership, +4 Weapons |
| 10 | Minstrelsy, Pretense, Physique | Performer: Gain fine set of six throwing knives, +6 Weapons |
| 9 | Minstrelsy, Pretense, Physique, Luck | Minstrel: +2 Minstrelsy, Pretense, Physique, Luck |
| 8 | Minstrelsy 61-70% | Able Minstrel: +3 Pretense, Physique, Luck |
| 7 | Minstrelsy 71-80% | Expert Minstrel: +3 Pretense, Physique, Luck |
| 6 | Minstrelsy 81-90% | Minstrel Bard: +3 Pretense, Physique, Luck |
| 5 | Minstrelsy 91-100% | Bard: +3 Pretense, Physique, Luck |
| 4 | Minstrelsy 101-110% | Jongleur: +4 Pretense, Physique, Luck |
| 3 | Minstrelsy 111-120% | Master Jongleur: Add Scrutiny at 20 (+10 if already possessed) |
| 2 | Minstrelsy 121-130% | Desperado Prince: Add Planning at 20 (+10 if already possessed) |
| 1 | Minstrelsy 131%+ | Desperado Overlord: Add Commerce at 20 (+10 if already possessed) |
| Rank | Mage | |
| 12 | Enchantment | Hedge Magician: Contact only |
| 11 | Enchantment, Arcana | Magician: Guild membership, +2 Weapons |
| 10 | Enchantment, Arcana, Learning | Master Magician: Gain memory tablet, +3 Weapons |
| 9 | Enchantment, Arcana, Learning, Metallurgy | Thaumaturgist: Gain one Power, +2 Enchantment, Arcana, Learning, Metallurgy |
| 8 | Enchantment 61-70% | Master Thaumaturgist: +3 Arcana, Learning, Metallurgy |
| 7 | Enchantment 71-80% | Thaumaturgist Adept: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy |
| 6 | Enchantment 81-90% | Mage: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy |
| 5 | Enchantment 91-100% | Expert Mage Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy |
| 4 | Enchantment 101-110% | Master Mage Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy |
| 3 | Enchantment 111-120% | Mage Adept: Add Geourgy at 20 (+10 if already possessed) |
| 2 | Enchantment 121-130% | Mage Wizard: Add Chivalry at 20 (+10 if already possessed) |
| 1 | Enchantment 131%+ | Archmage: Add Rustic/Urbane at 20 (+10 to either if already possessed) |
| Rank | Mariner | |
| 12 | Waterfaring | Sailor: Contact or enlistment as a deckhand only |
| 11 | Waterfaring, Commerce | Seaman: Guild membership, +2 Waterfaring |
| 10 | Waterfaring, Commerce, Weapons | Able Seaman: Gain half metal armor, +3 Waterfaring |
| 9 | Waterfaring, Commerce, Weapons, Archery | Mate: Gain small schooner or fishing boat, +2 Waterfaring, Commerce, Weapons, Archery |
| 8 | Waterfaring 61-70% | First Mate: +3 Pretense, Physique, Luck |
| 7 | Waterfaring 71-80% | Pilot: Add Urbane at 20 (+10 if already possessed) |
| 6 | Waterfaring 81-90% | Master Pilot: +2 Commerce, Weapons, Archery |
| 5 | Waterfaring 91-100% | Lieutenant: Add Mechanics at 20 (+10 if already possessed) |
| 4 | Waterfaring 101-110% | First Lieutenant: +2 Commerce, Weapons, Archery |
| 3 | Waterfaring 111-120% | Commander: Add Chivalry at 20 (+10 if already possessed) |
| 2 | Waterfaring 121-130% | Ship Captain: +2 Commerce, Weapons, Archery |
| 1 | Waterfaring 131%+ | Commodore: Add Planning at 30 (+15 if already possessed) |
| Rank | Noble | |
| 12 | Chivalry | Franklin: Contact only |
| 11 | Chivalry, Weapons | Gentleman: Gain short thrusting sword, noble court attendance, +1 Chivalry |
| 10 | Chivalry, Weapons, Hunt | Arminger: Gain any sword and half metal armor, +1 Chivalry |
| 9 | Chivalry, Weapons, Hunt, Physique | Esquire: Gain destrier (heavy war horse) and full metal armor, +2 Chivalry, Weapons, Hunt, Physique |
| 8 | Chivalry 61-70% | Knight: +3 Weapons, Hunt, Physique |
| 7 | Chivalry 71-80% | Knight Errant: +2 Weapons, Hunt, Physique |
| 6 | Chivalry 81-90% | Knight Banneret: +2 Weapons, Hunt, Physique |
| 5 | Chivalry 91-100% | Knight Commander: +2 Weapons, Hunt, Physique |
| 4 | Chivalry 101-110% | Knight Champion: +2 Weapons, Hunt, Physique |
| 3 | Chivalry 111-120% | Grand Knight: +10 Physique |
| 2 | Chivalry 121-130% | Lord: Add Planning at 20 (+10 if already possessed) |
| 1 | Chivalry 131%+ | Baronet: Add Ranging at 20 (+10 if already possessed) |
| Rank | Outlaw | |
| 12 | Waylaying | Mugger: Contact only |
| 11 | Waylaying, Ranging | Least Crewman: Guild membership, +4 Waylaying |
| 10 | Waylaying, Ranging, Archery | Runnigate: Gain heavy bow, +3 Archery |
| 9 | Waylaying, Ranging, Archery, Weapons | Killbuck: +2 Waylaying, Ranging, Archery, Weapons |
| 8 | Waylaying 61-70% | Footpad: +3 Ranging, Archery, Weapons |
| 7 | Waylaying 71-80% | Highwayman: +2 Ranging, Archery, Weapons |
| 6 | Waylaying 81-90% | Wanted Highwayman: +2 Ranging, Archery, Weapons |
| 5 | Waylaying 91-100% | Upright Man: +2 Ranging, Archery, Weapons |
| 4 | Waylaying 101-110% | Bandit: +2 Ranging, Archery, Weapons |
| 3 | Waylaying 111-120% | Bandit Captain: Add Stealth at 20 (+10 if already possessed) |
| 2 | Waylaying 121-130% | Bandit Leader: Add Planning at 20 (+10 if already possessed) |
| 1 | Waylaying 131%+ | Robber Baron: Add Chivalry at 20 (+10 if already possessed) |
| Rank | Rogue | |
| 12 | Pretense, Weapons | Knave: Contact only |
| 11 | Pretense, Weapons, Stealth | Mountebank: Guild membership, +4 Pretense |
| 10 | Pretense, Weapons, Stealth, Tricks | Poseur: Gain disguise wardrobe, +2 Pretense, Weapons, Stealth, Tricks |
| 9 | Pretense, Weapons, Stealth, Tricks, Chivalry/Minstrelsy | Imposter: +3 Weapons, Stealth, Tricks, +1 Chivalry/Minstrelsy/both |
| 8 | Pretense 61-70% | Expert Imposter: +1 Pretense, +2 Weapons, Stealth, Tricks, Chivalry/Minstrelsy |
| 7 | Pretense 71-80% | Master Imposter: +1 Pretense, Weapons, Stealth, Tricks, Chivalry/Minstrelsy/both |
| 6 | Pretense 81-90% | Trickster: +1 Pretense, Weapons, Stealth, Tricks, Chivalry/Minstrelsy/both |
| 5 | Pretense 91-100% | Deceiver: Add Rustic/Urbane at 30 (+15 if already possessed) |
| 4 | Pretense 101-110% | Rogue: Add Rustic/Urbane at 30 (+15 if already possessed) |
| 3 | Pretense 111-120% | Rogue Adventurer: Add Nomadic/Savagery at 20 (+10 if already possessed) |
| 2 | Pretense 121-130% | Master Rogue: Add Nomadic/Savagery at 20 (+10 if already possessed) |
| 1 | Pretense 131%+ | Rogue Prince: Add Psychogenic at 30, choosing one Power (+15 if already possessed, with one new Power) |
| Rank | Soldier | |
| 12 | Weapons | Soldier: Contact and enlistment in lowest ranks only |
| 11 | Weapons, Planning | Man-at-arms: Guild membership, +3 Weapons |
| 10 | Weapons, Planning, Ranging | Corporal: Gain metal half armor, +3 Planning |
| 9 | Weapons, Planning, Ranging, Physique | Serjeant: Gain courser (medium war horse), +2 Weapons, Planning, Ranging, Physique |
| 8 | Weapons 61-70% | Grand Serjeant: +3 Planning, Ranging, Physique |
| 7 | Weapons 71-80% | Cornet: Add Archery at 20 (+10 if already possessed) |
| 6 | Weapons 81-90% | Lieutenant: +2 Planning, Ranging, Physique |
| 5 | Weapons 91-100% | Captain: Add Mechanics at 20 (+10 if already possessed) |
| 4 | Weapons 101-110% | Major: +2 Planning, Ranging, Physique |
| 3 | Weapons 111-120% | Colonel: Add Chivalry at 20 (+10 if already possessed) |
| 2 | Weapons 121-130% | General: +2 Planning, Ranging, Physique |
| 1 | Weapons 131%+ | Captain General: Add Luck at 20 (+10 if already possessed) |
| Rank | Unordered | |
| 12 | No benefits | |
| 11 | No benefits | |
| 10 | No benefits | |
| 9 | No benefits | |
| 8 | First Ability 61-70% | +2 all abilities with same BR as First Ability |
| 7 | First Ability 71-80% | +3 all abilities with same BR as First Ability |
| 6 | First Ability 81-90% | +2 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability (Health->Precision, Precision->Speed, or Speed->Health) |
| 5 | First Ability 91-100% | +2 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability (Health->Precision, Precision->Speed, or Speed->Health) |
| 4 | First Ability 101-110% | +4 all abilities with same BR as First Ability |
| 3 | First Ability 111-120% | +5 all abilities with same BR as First Ability |
| 2 | First Ability 121-130% | +4 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability (Health->Precision, Precision->Speed, or Speed->Health) |
| 1 | First Ability 131%+ | +4 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability (Health->Speed, Precision->Health, Speed->Precision) |
| Rank | Alchemist | |
| 12 | Rustic | Herbalist: Contact only |
| 11 | Rustic, Alchemia | Compounder: Guild membership, +3 Weapons |
| 10 | Rustic, Alchemia, Enchantment | Infuser: Gain Memory Tablet, +1 Alchemia, Enchantment |
| 9 | Rustic, Alchemia, Enchantment, Arcana, Amalgate Vegetable Energies possessed | Alchemist Apprentice: Gain Gain two Enchantment Powers, +2 Rustic, Alchemia, Enchantment, Arcana |
| 8 | Rustic 61-70% | Alchemist Journeyman: +3 Alchemia, Enchantment, Arcana |
| 7 | Rustic 71-80% | Alchemist: Gain Plaque with one Enchantment Power (Bestow Animal Energies unless already held), +1 Alchemia, Enchantment, Arcana |
| 6 | Rustic 81-90% | Senior Alchemist: Gain Plaque with one Enchantment Power (Combine Mineral Energies unless already held), +1 Alchemia, Enchantment, Arcana |
| 5 | Rustic 91-100% | Expert Alchemist: Gain Plaque with one Enchantment Power (Fuse Kingdom Energies unless already held), +1 Alchemia, Enchantment, Arcana |
| 4 | Rustic 101-110% | Master Alchemist: Gain Memory Tablet with four Geourgy activations (Command Circle, Protection Circle, a Conjuration, and a Power), add Geourgy at 20 (+10 if already possessed) |
| 3 | Rustic 111-120% | Grand Master Alchemist: Gain Memory Tablet with four Geourgy activations, +1 Alchemia, Enchantment, Arcana |
| 2 | Rustic 121-130% | Alchemical Doctor: Gain Memory Tablet with four Theurgy Powers; add Theurgy at 20 (+10 if already possessed) |
| 1 | Rustic 131%+ | Alchemical Adept: Gain Memory Tablet with four activations (one each Enchantment and Geourgy, two Theurgy), +1 Alchemia, Enchantment, Arcana |
| Rank | Bravo | |
| 12 | Swashbuckling | Rowdy: Contact and enlistment in lowest ranks only |
| 11 | Swashbuckling, Weapons | Roughneck: Guild membership, +3 Swashbuckling |
| 10 | Swashbuckling, Weapons, Tricks | Killbuck: Gain half leather armor and rapier, +2 Weapons, Tricks |
| 9 | Swashbuckling, Weapons, Tricks, Minstrelsy | Rake: Gain sword of choice, +2 Swashbuckling, Weapons, Tricks, Minstrelsy |
| 8 | Swashbuckling 61-70%, Unarmed Combat | Daredevil: +1 Weapons, Tricks, Minstrelsy, +3 Unarmed Combat |
| 7 | Swashbuckling 71-80% | Daredevil Adventurer: Add Stealth at 20 (+10 if already possessed) |
| 6 | Swashbuckling 81-90% | Bladesman: +1 Weapons, Tricks, Minstrelsy, +3 Unarmed Combat |
| 5 | Swashbuckling 91-100% | Expert Bladesman: Add Waterfaring at 20 (+10 if already possessed) |
| 4 | Swashbuckling 101-110% | Master Bladesman: +1 Weapons, Tricks, Minstrelsy, +3 Unarmed Combat |
| 3 | Swashbuckling 111-120% | Gallant: Add Chivalry at 20 (+10 if already possessed) |
| 2 | Swashbuckling 121-130% | Bravo: +1 Weapons, Tricks, Minstrelsy, +3 Unarmed Combat |
| 1 | Swashbuckling 131%+ | Grand Bravo: Add Luck at 20 (+10 if already possessed) |
| Rank | Engineer (based on a premise by "Julian Dracos") | |
| 12 | Mechanics | Mechanical Tinkerer: Contact only |
| 11 | Mechanics, Pantology | Mechanic: Guid membership, +1 Mechanics, Pantology |
| 10 | Mechanics, Pantology, Evaluation | Student Engineer: Gain three engineering books and engineering instruments (plumb line, surveyor's rod, transept, etc.), +1 Mechanics, Pantology, Evaluation |
| 9 | Mechanics, Pantology, Evaluation, Physique | Appretice Engineer: +2 Mechanics, Pantology, Evaluation, Physique |
| 8 | Mechanics 61-70% | Journeyman Engineer: Add Metallurgy/Learning/Waterfaring at 20 (+10 if already possessed) |
| 7 | Mechanics 71-80% | Junior Engineer: +2 Pantology, Evaluation, Physique, Metallurgy/Learning/Waterfaring |
| 6 | Mechanics 81-90% | Engineer: Add Scrutiny at 20 (+10 if already possessed) |
| 5 | Mechanics 91-100% | Senior Engineer: +3 Pantology, Evaluation, Physique, Metallurgy/Learning/Waterfaring |
| 4 | Mechanics 101-110% | Expert Engineer: Add Planning at 20 (+10 if already possessed) |
| 3 | Mechanics 111-120% | Master Engineer: +4 Pantology, Evaluation, Physique, Metallurgy/Learning/Waterfaring |
| 2 | Mechanics 121-130% | Past Master Engineer: Add Creativity at 20 (+10 if already possessed) |
| 1 | Mechanics 131%+ | Grand Master Engineer: +1 Pantology, Evaluation, Physique, Metallurgy/Learning/Waterfaring, add Chivalry at 20 (+10 if already possessed) |
| Rank | Friar | |
| 12 | Learning | Acolyte Brother: Contact only |
| 11 | Learning, Theurgy | Aspirant Brother: Gain library of five books, priory membership, +2 Learning, Theurgy |
| 10 | Learning, Theurgy, Arcana | Novice Brother: +2 Learning, Theurgy, Arcana |
| 9 | Learning, Theurgy, Arcana, Scrutiny | Brother: Gain 10 books, one Memory Tablet with one Rite, three Powers, +2 Learning, Theurgy, Arcana, Scrutiny |
| 8 | Learning 61-70% | Postulant Brother: Add Rustic/Urbane at 20 (+5 to both if already possessed) |
| 7 | Learning 71-80% | Brother: Add Rustic/Urbane at 20 (+5 to both if already possessed) |
| 6 | Learning 81-90% | Brother Preacher: Gain Memory Tablet with one Rite, three Powers, +1 Theurgy, Arcana, Scrutiny |
| 5 | Learning 91-100% | Brother Minister: Add Evaluation at 20 (+10 if already possessed) |
| 4 | Learning 101-110% | Brother Almoner: Gain Memory Tablet with one Rite, three Powers, +1 Theurgy, Arcana, Scrutiny |
| 3 | Learning 111-120% | Brother Chaplain: Add Alchemia at 20 (+15 if already possessed) |
| 2 | Learning 121-130% | Reverend Brother: Add Chivalry at 20 (+15 if already possessed) |
| 1 | Learning 131%+ | Prior: Add Creativity at 20 (+10 if already possessed) |
| Rank | Guard | |
| 12 | Physique | Torch-bearer: Contact or enlistment in lowest ranks only |
| 11 | Physique, Weapons | Club-bearer: Guild membership, +3 Physique |
| 10 | Physique, Weapons, Scrutiny | Attendant: Gain full leather armor, +2 Weapons, Scrutiny |
| 9 | Physique, Weapons, Scrutiny, Tricks | Guard Attendant: Gain sword of choice, +2 Physique, Weapons, Scrutiny, Tricks |
| 8 | Physique 61-70%, Unarmed Combat | Guard: +2 Weapons, Scrutiny, Tricks, Unarmed Combat |
| 7 | Physique 71-80% | Bodyguard: Add Waylaying at 20 (+10 if already possessed) |
| 6 | Physique 81-90% | Veteran Bodyguard: +2 Weapons, Scrutiny, Tricks |
| 5 | Physique 91-100% | Chief Bodyguard: Add Archery at 20 (+10 if already possessed) |
| 4 | Physique 101-110% | Guards Serjeant: +2 Weapons, Scrutiny, Tricks |
| 3 | Physique 111-120% | Guards Lieutenant: Add Planning at 20 (+10 if already possessed) |
| 2 | Physique 121-130% | Guards Captain: +2 Weapons, Scrutiny, Tricks |
| 1 | Physique 131%+ | Master of Guards: Add Evaluation at 20 (+10 if already possessed) |
| Rank | Holy Warrior | |
| 12 | Weapons, Chivalry (5th) | Soldier: Contact only |
| 11 | Weapons, Physique, Chivalry | Soldier-Brother: Gain any sword and shield, brotherhood membership, +3 Weapons |
| 10 | Weapons, Physique, Theurgy, Chivalry | Serjeant-Brother: Gain metal half armor, +1 Weapons, Physique, Theurgy, Chivalry |
| 9 | Weapons, Physique, Theurgy, Ranging, Chivalry | Standard Bearer: Gain Memory Tablet with four Theurgy activations, +1 Weapons, Physique, Theurgy, Ranging, Chivalry |
| 8 | Weapons 61-70% | Turcoplier of the Faith: Gain courser (medium war horse), add Archery at 20 (+10 if already possessed) |
| 7 | Weapons 71-80% | Knight-Brother: Gain full metal armor and charger (but lose courser), +2 Chivalry, add Mechanics at 20 (+10 if already possessed) |
| 6 | Weapons 81-90% | Knight Commander: +1 Physique, Theurgy, Ranging, Chivalry |
| 5 | Weapons 91-100% | Paladin of Faith: Gain destrier (but lose charger), +1 Physique, Theurgy, Ranging, Chivalry |
| 4 | Weapons 101-110% | Master of Faith: +1 Physique, Theurgy, Ranging, +3 Chivalry |
| 3 | Weapons 111-120% | Seneschal: Add Planning at 20 (+10 if already possessed) |
| 2 | Weapons 121-130% | Marshal: +1 Physique, Theurgy, Ranging, +3 Chivalry |
| 1 | Weapons 131%+ | Grand Master: Add Learning at 20 (+10 if already possessed) |
| Rank | Medicine | |
| 12 | Shamanism | Spirit Seeker: Contact only |
| 11 | Shamanism, Nomadic/Rustic/Savagery | Friend in Spirit: Gain one General Power of Shamanism, lodge membership, +2 Shamanism, Nomadic/Rustic/Savagery |
| 10 | Shamanism, Nomadic/Rustic/Savagery, Weapons | Brother in Spirit: +2 Shamanism, Nomadic/Rustic/Savagery, Weapons |
| 9 | Shamanism, Nomadic/Rustic/Savagery, Weapons, Divination, Archery | True Shaman: Gain one memory tablet with one Ceremony-specific activation, +2 Shamanism, Nomadic/Rustic/Savagery, Weapons, Divination, Archery |
| 8 | Shamanism 61-70% | Tribal Shaman: Add Pantology at 20 (+10 if already possessed) |
| 7 | Shamanism 71-80% | Clan Shaman: Gain one memory tablet with one Ceremony-specific activation, +2 Nomadic/Rustic/Savagery, Weapons, Divination, Archery |
| 6 | Shamanism 81-90% | Shaman of the People: Add Arcana at 20 (+10 if already possessed) |
| 5 | Shamanism 91-100% | Greater Shaman: Gain one memory tablet with one Ceremony-specific activation and one General Power, +2 Nomadic/Rustic/Savagery, Weapons, Divination, Archery |
| 4 | Shamanism 101-110% | Spirit Shaman: Add Scrutiny at 20 (+10 if already possessed) |
| 3 | Shamanism 111-120% | Medicine Shaman: Add Scrutiny at 20 (+10 if already possessed) |
| 2 | Shamanism 121-130% | Great Medicine Shaman: Gain one memory tablet with one Ceremony-specific activation and one General Power, +2 Nomadic/Rustic/Savagery, Weapons, Divination, Archery |
| 1 | Shamanism 131%+ | Spirit Medicine Shaman: Add Panprobability at 30 (+15 if already possessed) |
| Rank | Merchant | |
| 12 | Commerce | Peddler: Contact only |
| 11 | Commerce, Evaluation | Huckster: Gain horse and cart, guild membership, +1 Commerce |
| 10 | Commerce, Evaluation, Pretense | Monger: Gain team of horses and wagon, +1 Commerce, Evaluation |
| 9 | Commerce, Evaluation, Pretense, Planning | Tradesman: Gain small buliding with shop facilities in community Lower Class section, +1 Commerce, Evaluation, Pretense, Planning |
| 8 | Commerce 61-70% | Great Tradesman: +3 Evaluation, Pretense, Planning |
| 7 | Commerce 71-80% | Trader: +3 Evaluation, Pretense, Planning |
| 6 | Commerce 81-90% | Wealthy Trader: Add Scrutiny at 30 (+15 if already possessed) |
| 5 | Commerce 91-100% | Factor: +3 Evaluation, Pretense, Planning |
| 4 | Commerce 101-110% | Petty Merchant: Add Waterfaring at 20 (+10 if already possessed) |
| 3 | Commerce 111-120% | Merchant: +3 Evaluation, Pretense, Planning |
| 2 | Commerce 121-130% | Great Merchant: Add Luck at 20 (+10 if already possessed) |
| 1 | Commerce 131%+ | Merchant Prince: Add Learning at 20 (+10 if already possessed) |
| Rank | Scout | |
| 12 | Ranging | Lookout: Contact, enlistment in lowest ranks |
| 11 | Ranging, Weapons | Outrider: Guild membership, +3 Ranging |
| 10 | Ranging, Weapons, Waylaying | Pathfinder: Gain metal half armor, +1 Ranging, Weapons, Waylaying |
| 9 | Ranging, Weapons, Waylaying, Scrutiny, Archery/Savagery | Guide: Gain courser, +2 Ranging, Weapons, Waylaying, Scrutiny |
| 8 | Ranging 61-70% | Advanced Guard: +2 Weapons, Waylaying, Scrutiny, Archery/Savagery |
| 7 | Ranging 71-80% | Scout: Add Luck at 20 (+10 if already possessed) |
| 6 | Ranging 81-90% | Chief Scout: +1 Weapons, Waylaying, Scrutiny, Archery/Savagery/both |
| 5 | Ranging 91-100% | Scout Ranger: Add Pantology at 20 (+10 if already possessed) |
| 4 | Ranging 101-110% | Ranger: +1 Weapons, Waylaying, Scrutiny, Archery/Savagery/both |
| 3 | Ranging 111-120% | Ranger Lieutenant: Add Divination at 20 (+10 if already possessed) |
| 2 | Ranging 121-130% | Ranger Captain: +1 Weapons, Waylaying, Scrutiny, Archery/Savagery/both |
| 1 | Ranging 131%+ | Ranger Commander: Add Planning at 20 (+10 if already possessed) |
| Rank | Sea Raider | |
| 12 | Rustic, Physique | Eager Clod: Contact, performing menial duties for a Viking band only |
| 11 | Rustic, Weapons, Physique | Supernumerary: Band membership, +2 Weapons, Physique |
| 10 | Rustic, Weapons, Waterfaring, Physique | Oarsman: Gain half leather armor and shield, +2 Weapons, Waterfaring, Physique |
| 9 | Rustic, Weapons, Waterfaring, Savagery, Physique | Marauder: Gain sword of choice, +2 Rustic, Weapons, Waterfaring, Savagery, Physique |
| 8 | Rustic 61-70% | Reaver: +2 Weapons, Waterfaring, Savagery, Physique, add Pantology at 20 (+10 if already possessed) |
| 7 | Rustic 71-80% | Veteran Reaver: +1 Weapons, Waterfaring, Savagery, Physique, add Waylaying at 20 (+10 if already possessed) |
| 6 | Rustic 81-90% | Reaver Helmsman: +1 Weapons, Waterfaring, Savagery, Physique, add Pantology at 20 (+10 if already possessed) |
| 5 | Rustic 91-100% | Reaver Hand-band Warrior: +1 Weapons, Waterfaring, Savagery, Physique, add Archery at 20 (+10 if already possessed) |
| 4 | Rustic 101-110% | Reaver Lieutenant: +1 Weapons, Waterfaring, Savagery, Physique, add Planning at 20 (+10 if already possessed) |
| 3 | Rustic 111-120% | Seawolf: +1 Weapons, Waterfaring, Savagery, Physique, add Ranging at 20 (+10 if already possessed) |
| 2 | Rustic 121-130% | Seawolf Jarl: +1 Weapons, Waterfaring, Savagery, Physique, add Evaluation at 20 (+10 if already possessed) |
| 1 | Rustic 131%+ | Great Seawolf Jarl: Add Commerce at 20 (+10 if already possessed) |
| Rank | Troubadour | |
| 12 | Chivalry, Weapons | Gentle Admirer: Contact only |
| 11 | Chivalry, Weapons, Learning | Chivalrous Learner: Gain thrusting sword, attendance at norble court, +1 Chivalry, Weapons |
| 10 | Chivalry, Weapons, Learning, Creativity | Versifier: +1 Chivalry, Weapons, Learning, Creativity |
| 9 | Chivalry, Weapons, Learning, Creativity, Minstrelsy | Poet: Gain courser, full metal armor, 10 poetry books, +2 Chivalry, Weapons, Learning, Creativity, Minstrelsy |
| 8 | Chivalry, Weapons 61-70% | Balladeer: Add Hunt at 20 (+20 if already possessed) |
| 7 | Chivalry, Weapons 71-80% | Knight Errant: +2 Weapons, Learning, Creativity, Minstrelsy |
| 6 | Chivalry, Weapons 81-90% | Knight Gallant: +2 Weapons, Learning, Creativity, Minstrelsy |
| 5 | Chivalry, Weapons 91-100% | Knight Troubadour: +1 Weapons, Learning, Creativity, Minstrelsy, add Urbane at 15 (+15 if already possessed) |
| 4 | Chivalry, Weapons 101-110% | Troubadour: +2 Weapons, Learning, Creativity, Minstrelsy |
| 3 | Chivalry, Weapons 111-120% | Grand Troubadour: +2 Weapons, Learning, Creativity, Minstrelsy |
| 2 | Chivalry, Weapons 121-130% | Troubadour Lord: +2 Weapons, Learning, Creativity, Minstrelsy |
| 1 | Chivalry, Weapons 131%+ | Troubadour Prince: Add Luck at 15 (+15 if already possessed) |
| Rank | Warrior Monk (thanks to Roy M. Mikesel) | |
| 12 | Unarmed Combat | Martial Artist: Contact only |
| 11 | Unarmed Combat, Stealth | Pupil: Temple/monastery membership, +1 Unarmed Combat, Stealth |
| 10 | Unarmed Combat, Stealth, Learning | Initiate: +1 Stealth, Learning |
| 9 | Unarmed Combat, Stealth, Learning, Weapons, Theurgy | Monk Aspirant: Gain two monastery weapons, +2 Unarmed Combat, Stealth, Learning, Weapons |
| 8 | Unarmed Combat 61-70% | Monk Disciple: +2 Stealth, Learning, Weapons, Theurgy |
| 7 | Unarmed Combat 71-80% | Monk: Add Physique at 20 (+10 if already possessed) |
| 6 | Unarmed Combat 81-90% | Monk Superior: +1 Stealth, Learning, Weapons, Theurgy |
| 5 | Unarmed Combat 91-100% | Monk Master: Add Archery at 20 (+10 if already possessed) |
| 4 | Unarmed Combat 101-110% | Monk Grade Master: +1 Stealth, Learning, Weapons, Theurgy |
| 3 | Unarmed Combat 111-120% | Monk Adept: Add Minstrelsy at 20 (+10 if already possessed) |
| 2 | Unarmed Combat 121-130% | Monk Superior Adept: +1 Stealth, Learning, Weapons, Theurgy |
| 1 | Unarmed Combat 131%+ | Monk Transcendent: Add Psychogenic at 20 (+10 if already possessed) |
| Rank | Terpsichorean Macabre (Death Dancer) | |
| 11 | Trollkin Mandatory Abilities | Novice: Contact only |
| 10 | Trollkin Mandatory Abilities, Weapons | Trouper: Guild membership, +2 Weapons |
| 9 | Trollkin Mandatory Abilities, Weapons, Physique | Blade Spinner: Gain hand-weapon Spped 4 or less, +4 any four of Minstrelsy, Ranging, Stealing, Weapons, Physique |
| 8 | Weapons 61-70% | Blade Chanter: +2 any three Minstrelsy, Ranging, Stealing, Weapons, Physique |
| 7 | Weapons 71-80% | Blood Keener: Add Tricks at 20 (+10 if already possessed) |
| 6 | Weapons 81-90% | War Poet: +2 any three Minstrelsy, Ranging, Stealing, Weapons, Physique |
| 5 | Weapons 91-100% | Blood Bard: +2 any three Minstrelsy, Ranging, Stealing, Weapons, Physique |
| 4 | Weapons 101-110%, Minstrelsy 81%+ | Sword Dancer: Add Psychogenic at 20 (+10 if already possessed) |
| 3 | Weapons 111-120% | +2 any three Minstrelsy, Ranging, Stealing, Weapons and Physique |
| 2 | Weapons 121-130%, Speed 15+ | Add Unarmed Combat at 20 (+10 if already possessed) |
| 1 | Weapons 131%+, Psychogenic 51+ | Add Theurgy at 20 (+10 if already possessed), add Luck at 20 (+10 if already possessed) |
| Rank | Veshoge Sellsword | |
| 12 | Veshoge Race | Combatant: Contact and enlistment in lowest ranks only |
| 11 | Veshoge Race, Physique | Brawler: Guild membership, +2 Weapons |
| 10 | Veshoge Race, Physique, Ranging | Fighter: Gain metal half armor, +2 Weapons |
| 9 | Veshoge Race, Physique, Ranging, Planning | Mercenary: Gain courser (medium war horse), +2 Weapons, Physique, Ranging, Planning |
| 8 | Weapons 61-70% | Mercenary Corporal: +2 any three Commerce, Stealth, Physique, Ranging, Planning |
| 7 | Weapons 71-80% | Mercenary Sergeant: +2 any three Commerce, Stealth, Physique, Ranging, Planning |
| 6 | Weapons 81-90% | Mercenary Lieutenant: Add Tricks at 20 (+10 if already possessed) |
| 5 | Weapons 91-100% | Mercenary Captain: +2 any three Commerce, Stealth, Physique, Ranging, Planning |
| 4 | Weapons 101-110% | Mercenary Major: +2 any three Commerce, Stealth, Physique, Ranging, Planning |
| 3 | Weapons 111-120% | Mercenary Colonel: Add Chivalry at 20 (+10 if already possessed) |
| 2 | Weapons 121-130% | Mercenary General: Add Evaluation at 20 (+10 if already possessed) |
| 1 | Weapons 131%+ | Lejendary Mercenary General: Add Luck at 20 (+10 if already possessed) |