Lejendary Adventure - Orders Lejendary Adventure - Orders

In general, we have combat Orders, magic Orders, and neither.

Magical Orders:

Combat Orders: Other: Unordered Avatars are another choice - then you have complete freedom to do and learn what you wish!

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

Optional Alfar Orders:

RankAuger
12NecrourgyCorpse Master: Contact only
11Necrourgy, ArcanaNecromancer: Guild membership, +2 Weapons
10Necrourgy, Arcana, LuckJourneyman Necrourge: Gain memory tablet, +2 Weapons
9Necrourgy, Arcana, Luck, PantologyNecrourge: Gain 1 Power, +2 Necrourgy, Arcana, Luck, Pantology
8Necrourgy 61-70%Expert Necrourge: +2 Arcana, Luck, Pantology
7Necrourgy 71-80%Master Necrourge: Gain plaque with one Power, +1 Arcana, Luck, Pantology
6Necrourgy 81-90%Grand Master Necrourge: Gain plaque with one Power, +1 Arcana, Luck, Pantology
5Necrourgy 91-100%Warlock: Gain plaque with one Power, +1 Arcana, Luck, Pantology
4Necrourgy 101-110%Warlock Master: Gain plaque with one Power, +1 Arcana, Luck, Pantology
3Necrourgy 111-120%Warlock Adept: Add Enchantmnt at 20 (+10 if already possessed)
2Necrourgy 121-130%Chief Warlock: Add Pretense at 20 (+10 if already possessed)
1Necrourgy 131%+Abyssal Warlock: Add Chivalry at 20 (+10 if already possessed)

RankDemonurge
12SorceryImp Beater: Contact only
11Sorcery, TricksPetty Summoner: Guild membership, +2 Weapons
10Sorcery, Tricks, ArcanaSummoner: Gain memory tablet, +2 Weapons
9Sorcery, Tricks, Arcana, LuckSorcerer: Gain 1 Power, +2 Sorcery, Tricks, Arcana, Luck
8Sorcery 61-70%Veteran Sorcerer: +2 Tricks, Arcana, Luck
7Sorcery 71-80%Expert Sorcerer: Gain plaque with one Power, +1 Tricks, Arcana, Luck
6Sorcery 81-90%Master Sorcerer: Gain plaque with one Power, +1 Tricks, Arcana, Luck
5Sorcery 91-100%Demonurge: Gain plaque with one Power, +1 Tricks, Arcana, Luck
4Sorcery 101-110%Grand Demonurge: Gain plaque with one Power, +1 Tricks, Arcana, Luck
3Sorcery 111-120%Blackest Demonurge: +10 Luck
2Sorcery 121-130%Demonurge Prince: Add Pretense at 20 (+10 if already possessed)
1Sorcery 131%+Infernal Demonurge: Add Chivalry at 20 (+10 if already possessed)

RankDesperado
12StealingGangster: Contact only
11Stealing, UrbanePetty Hoodlum: Guild membership, +2 Weapons
10Stealing, Urbane, EvaluationHoodlum: Gain fine set of criminal tools, +5 Weapons
9Stealing, Urbane, Evaluation, ScrutinyCrook: +2 Stealing, Urbane, Evaluation, Scrutiny, +5 Weapons
8Stealing 61-70%Veteran Crook: +2 Urbane, Evaluation, Scrutiny, +5 Weapons
7Stealing 71-80%Expert Crook: +2 Urbane, Evaluation, Scrutiny, Weapons
6Stealing 81-90%Master Criminal: +2 Urbane, Evaluation, Scrutiny, Weapons
5Stealing 91-100%Desperado: +1 Urbane, Evaluation, Scrutiny, Weapons
4Stealing 101-110%Feared Desperado: +1 Urbane, Evaluation, Scrutiny, Weapons
3Stealing 111-120%Desperado Chief: Add Planning at 20 (+10 if already possessed)
2Stealing 121-130%Desperado Prince: Add Pretense at 20 (+10 if already possessed)
1Stealing 131%+Desperado Overlord: Add Commerce at 20 (+10 if already possessed)

RankEcclesiastic
12TheurgyAcolyte: Contact only
11Theurgy, ScrutinyAspirant: Gain fine fighting staff, temple membership, +5 Weapons
10Theurgy, Scrutiny, PhysiqueNovice: +4 Physique
9Theurgy, Scrutiny, Physique, LearningPostulant: Gain two memory tablets, two Rites, four Powers, +1 Theurgy, Scrutiny, Physique, Learning, +5 Weapons
8Theurgy 61-70%Almoner: +2 Scrutiny, Physique, Learning, +5 Weapons
7Theurgy 71-80%Under-Priest/Priestess: Gain plaque with one Power, +2 Scrutiny, Physique, Learning, +5 Weapons
6Theurgy 81-90%Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning
5Theurgy 91-100%Officient Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning
4Theurgy 101-110%Chief Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning
3Theurgy 111-120%High Priest/Priestess: Add Arcana at 20 (+15 if already possessed)
2Theurgy 121-130%Grand High Priest/Priestess: Add Chivalry at 20 (+15 if already possessed)
1Theurgy 131%+Desperado Overlord: Add Luck at 20 (+15 if already possessed)

RankElementalist
12GeourgyElemental Experimenter: Contact only
11Geourgy, ArcanaElemental Practitioner: Guild membership, +2 Weapons
10Geourgy, Arcana, PantologyGeourgist: Gain memory tablet, +3 Weapons
9Geourgy, Arcana, Pantology, RangingLearned Geourgist: Gain one Power, +1 Geourgy, Arcana, Pantology, Ranging
8Geourgy 61-70%Veteran Geourgist: +3 Arcana, Pantology, Ranging
7Geourgy 71-80%Expert Geourgist: Gain plaque with one Power, +1 Arcana, Pantology, Ranging
6Geourgy 81-90%Master Geourge: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging
5Geourgy 91-100%Journeyman Elementalist: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging
4Geourgy 101-110%Elementalist: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging
3Geourgy 111-120%Senior Elementalist: Add Learning at 20 (+10 if already possessed)
2Geourgy 121-130%Elementalist Adept: Add Metallurgy at 20 (+10 if already possessed)
1Geourgy 131%+Elementalist Wizard: Add Enchantment at 20 (+10 if already possessed)

RankForester
12HuntHunter: Contact only
11Hunt, WeaponsSkilled Hunter: Lodge membership, +2 Hunt, Weapons
10Hunt, Weapons, ArcheryBackwoods Hunter: Gain fine heavy bow/crossbow, +2 Hunt, Weapons, Archery, Rustic
9Hunt, Weapons, Archery, Rustic, Ranging/SavageryBackwoodsman: +2 Hunt, Weapons, Archery, Rustic, +4 Ranging/Savagery
8Hunt 61-70%Cunning Woodsman: +2 Weapons, Archery, Rustic, +3 Ranging/Savagery
7Hunt 71-80%Crafty Woodsman: +2 Weapons, Archery, Rustic, +3 Ranging/Savagery
6Hunt 81-90%Expert Woodsman: +2 Weapons, Archery, Rustic, + 3 Ranging/Savagery
5Hunt 91-100%Woodsman Hunter: +2 Weapons, Archery, Rustic, +1 Ranging/Savagery
4Hunt 101-110%Forester: +3 Weapons, Archery, Rustic, +4 Ranging/Savagery
3Hunt 111-120%Expert Forester: Add Stealth at 20 (+10 if already possessed)
2Hunt 121-130%Desperado Prince: Add Ranging/Savagery at 20 (+5 to both if already possessed)
1Hunt 131%+Desperado Overlord: +10 Ranging, Add Luck at 20 (+10 if already possessed)

RankJongleur
12MinstrelsyDrummer: Contact only
11Minstrelsy, PretensePlayer: Guild membership, +4 Weapons
10Minstrelsy, Pretense, PhysiquePerformer: Gain fine set of six throwing knives, +6 Weapons
9Minstrelsy, Pretense, Physique, LuckMinstrel: +2 Minstrelsy, Pretense, Physique, Luck
8Minstrelsy 61-70%Able Minstrel: +3 Pretense, Physique, Luck
7Minstrelsy 71-80%Expert Minstrel: +3 Pretense, Physique, Luck
6Minstrelsy 81-90%Minstrel Bard: +3 Pretense, Physique, Luck
5Minstrelsy 91-100%Bard: +3 Pretense, Physique, Luck
4Minstrelsy 101-110%Jongleur: +4 Pretense, Physique, Luck
3Minstrelsy 111-120%Master Jongleur: Add Scrutiny at 20 (+10 if already possessed)
2Minstrelsy 121-130%Desperado Prince: Add Planning at 20 (+10 if already possessed)
1Minstrelsy 131%+Desperado Overlord: Add Commerce at 20 (+10 if already possessed)

RankMage
12EnchantmentHedge Magician: Contact only
11Enchantment, ArcanaMagician: Guild membership, +2 Weapons
10Enchantment, Arcana, LearningMaster Magician: Gain memory tablet, +3 Weapons
9Enchantment, Arcana, Learning, MetallurgyThaumaturgist: Gain one Power, +2 Enchantment, Arcana, Learning, Metallurgy
8Enchantment 61-70%Master Thaumaturgist: +3 Arcana, Learning, Metallurgy
7Enchantment 71-80%Thaumaturgist Adept: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
6Enchantment 81-90%Mage: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
5Enchantment 91-100%Expert Mage Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
4Enchantment 101-110%Master Mage Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
3Enchantment 111-120%Mage Adept: Add Geourgy at 20 (+10 if already possessed)
2Enchantment 121-130%Mage Wizard: Add Chivalry at 20 (+10 if already possessed)
1Enchantment 131%+Archmage: Add Rustic/Urbane at 20 (+10 to either if already possessed)

RankMariner
12WaterfaringSailor: Contact or enlistment as a deckhand only
11Waterfaring, CommerceSeaman: Guild membership, +2 Waterfaring
10Waterfaring, Commerce, WeaponsAble Seaman: Gain half metal armor, +3 Waterfaring
9Waterfaring, Commerce, Weapons, ArcheryMate: Gain small schooner or fishing boat, +2 Waterfaring, Commerce, Weapons, Archery
8Waterfaring 61-70%First Mate: +3 Pretense, Physique, Luck
7Waterfaring 71-80%Pilot: Add Urbane at 20 (+10 if already possessed)
6Waterfaring 81-90%Master Pilot: +2 Commerce, Weapons, Archery
5Waterfaring 91-100%Lieutenant: Add Mechanics at 20 (+10 if already possessed)
4Waterfaring 101-110%First Lieutenant: +2 Commerce, Weapons, Archery
3Waterfaring 111-120%Commander: Add Chivalry at 20 (+10 if already possessed)
2Waterfaring 121-130%Ship Captain: +2 Commerce, Weapons, Archery
1Waterfaring 131%+Commodore: Add Planning at 30 (+15 if already possessed)

RankNoble
12ChivalryFranklin: Contact only
11Chivalry, WeaponsGentleman: Gain short thrusting sword, noble court attendance, +1 Chivalry
10Chivalry, Weapons, HuntArminger: Gain any sword and half metal armor, +1 Chivalry
9Chivalry, Weapons, Hunt, PhysiqueEsquire: Gain destrier (heavy war horse) and full metal armor, +2 Chivalry, Weapons, Hunt, Physique
8Chivalry 61-70%Knight: +3 Weapons, Hunt, Physique
7Chivalry 71-80%Knight Errant: +2 Weapons, Hunt, Physique
6Chivalry 81-90%Knight Banneret: +2 Weapons, Hunt, Physique
5Chivalry 91-100%Knight Commander: +2 Weapons, Hunt, Physique
4Chivalry 101-110%Knight Champion: +2 Weapons, Hunt, Physique
3Chivalry 111-120%Grand Knight: +10 Physique
2Chivalry 121-130%Lord: Add Planning at 20 (+10 if already possessed)
1Chivalry 131%+Baronet: Add Ranging at 20 (+10 if already possessed)

RankOutlaw
12WaylayingMugger: Contact only
11Waylaying, RangingLeast Crewman: Guild membership, +4 Waylaying
10Waylaying, Ranging, ArcheryRunnigate: Gain heavy bow, +3 Archery
9Waylaying, Ranging, Archery, WeaponsKillbuck: +2 Waylaying, Ranging, Archery, Weapons
8Waylaying 61-70%Footpad: +3 Ranging, Archery, Weapons
7Waylaying 71-80%Highwayman: +2 Ranging, Archery, Weapons
6Waylaying 81-90%Wanted Highwayman: +2 Ranging, Archery, Weapons
5Waylaying 91-100%Upright Man: +2 Ranging, Archery, Weapons
4Waylaying 101-110%Bandit: +2 Ranging, Archery, Weapons
3Waylaying 111-120%Bandit Captain: Add Stealth at 20 (+10 if already possessed)
2Waylaying 121-130%Bandit Leader: Add Planning at 20 (+10 if already possessed)
1Waylaying 131%+Robber Baron: Add Chivalry at 20 (+10 if already possessed)

RankRogue
12Pretense, WeaponsKnave: Contact only
11Pretense, Weapons, StealthMountebank: Guild membership, +4 Pretense
10Pretense, Weapons, Stealth, TricksPoseur: Gain disguise wardrobe, +2 Pretense, Weapons, Stealth, Tricks
9Pretense, Weapons, Stealth, Tricks, Chivalry/MinstrelsyImposter: +3 Weapons, Stealth, Tricks, +1 Chivalry/Minstrelsy/both
8Pretense 61-70%Expert Imposter: +1 Pretense, +2 Weapons, Stealth, Tricks, Chivalry/Minstrelsy
7Pretense 71-80%Master Imposter: +1 Pretense, Weapons, Stealth, Tricks, Chivalry/Minstrelsy/both
6Pretense 81-90%Trickster: +1 Pretense, Weapons, Stealth, Tricks, Chivalry/Minstrelsy/both
5Pretense 91-100%Deceiver: Add Rustic/Urbane at 30 (+15 if already possessed)
4Pretense 101-110%Rogue: Add Rustic/Urbane at 30 (+15 if already possessed)
3Pretense 111-120%Rogue Adventurer: Add Nomadic/Savagery at 20 (+10 if already possessed)
2Pretense 121-130%Master Rogue: Add Nomadic/Savagery at 20 (+10 if already possessed)
1Pretense 131%+Rogue Prince: Add Psychogenic at 30, choosing one Power (+15 if already possessed, with one new Power)

RankSoldier
12WeaponsSoldier: Contact and enlistment in lowest ranks only
11Weapons, PlanningMan-at-arms: Guild membership, +3 Weapons
10Weapons, Planning, RangingCorporal: Gain metal half armor, +3 Planning
9Weapons, Planning, Ranging, PhysiqueSerjeant: Gain courser (medium war horse), +2 Weapons, Planning, Ranging, Physique
8Weapons 61-70%Grand Serjeant: +3 Planning, Ranging, Physique
7Weapons 71-80%Cornet: Add Archery at 20 (+10 if already possessed)
6Weapons 81-90%Lieutenant: +2 Planning, Ranging, Physique
5Weapons 91-100%Captain: Add Mechanics at 20 (+10 if already possessed)
4Weapons 101-110%Major: +2 Planning, Ranging, Physique
3Weapons 111-120%Colonel: Add Chivalry at 20 (+10 if already possessed)
2Weapons 121-130%General: +2 Planning, Ranging, Physique
1Weapons 131%+Captain General: Add Luck at 20 (+10 if already possessed)

RankUnordered
12No benefits
11No benefits
10No benefits
9No benefits
8First Ability 61-70%+2 all abilities with same BR as First Ability
7First Ability 71-80%+3 all abilities with same BR as First Ability
6First 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)
5First 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)
4First Ability 101-110%+4 all abilities with same BR as First Ability
3First Ability 111-120%+5 all abilities with same BR as First Ability
2First 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)
1First 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)

RankAlchemist
12RusticHerbalist: Contact only
11Rustic, AlchemiaCompounder: Guild membership, +3 Weapons
10Rustic, Alchemia, EnchantmentInfuser: Gain Memory Tablet, +1 Alchemia, Enchantment
9Rustic, Alchemia, Enchantment, Arcana,
Amalgate Vegetable Energies possessed
Alchemist Apprentice: Gain Gain two Enchantment Powers, +2 Rustic, Alchemia, Enchantment, Arcana
8Rustic 61-70%Alchemist Journeyman: +3 Alchemia, Enchantment, Arcana
7Rustic 71-80%Alchemist: Gain Plaque with one Enchantment Power (Bestow Animal Energies unless already held), +1 Alchemia, Enchantment, Arcana
6Rustic 81-90%Senior Alchemist: Gain Plaque with one Enchantment Power (Combine Mineral Energies unless already held), +1 Alchemia, Enchantment, Arcana
5Rustic 91-100%Expert Alchemist: Gain Plaque with one Enchantment Power (Fuse Kingdom Energies unless already held), +1 Alchemia, Enchantment, Arcana
4Rustic 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)
3Rustic 111-120%Grand Master Alchemist: Gain Memory Tablet with four Geourgy activations, +1 Alchemia, Enchantment, Arcana
2Rustic 121-130%Alchemical Doctor: Gain Memory Tablet with four Theurgy Powers; add Theurgy at 20 (+10 if already possessed)
1Rustic 131%+Alchemical Adept: Gain Memory Tablet with four activations (one each Enchantment and Geourgy, two Theurgy), +1 Alchemia, Enchantment, Arcana

RankBravo
12SwashbucklingRowdy: Contact and enlistment in lowest ranks only
11Swashbuckling, WeaponsRoughneck: Guild membership, +3 Swashbuckling
10Swashbuckling, Weapons, TricksKillbuck: Gain half leather armor and rapier, +2 Weapons, Tricks
9Swashbuckling, Weapons, Tricks, MinstrelsyRake: Gain sword of choice, +2 Swashbuckling, Weapons, Tricks, Minstrelsy
8Swashbuckling 61-70%, Unarmed CombatDaredevil: +1 Weapons, Tricks, Minstrelsy, +3 Unarmed Combat
7Swashbuckling 71-80%Daredevil Adventurer: Add Stealth at 20 (+10 if already possessed)
6Swashbuckling 81-90%Bladesman: +1 Weapons, Tricks, Minstrelsy, +3 Unarmed Combat
5Swashbuckling 91-100%Expert Bladesman: Add Waterfaring at 20 (+10 if already possessed)
4Swashbuckling 101-110%Master Bladesman: +1 Weapons, Tricks, Minstrelsy, +3 Unarmed Combat
3Swashbuckling 111-120%Gallant: Add Chivalry at 20 (+10 if already possessed)
2Swashbuckling 121-130%Bravo: +1 Weapons, Tricks, Minstrelsy, +3 Unarmed Combat
1Swashbuckling 131%+Grand Bravo: Add Luck at 20 (+10 if already possessed)

RankEngineer (based on a premise by "Julian Dracos")
12MechanicsMechanical Tinkerer: Contact only
11Mechanics, PantologyMechanic: Guid membership, +1 Mechanics, Pantology
10Mechanics, Pantology, EvaluationStudent Engineer: Gain three engineering books and engineering instruments (plumb line, surveyor's rod, transept, etc.), +1 Mechanics, Pantology, Evaluation
9Mechanics, Pantology, Evaluation, PhysiqueAppretice Engineer: +2 Mechanics, Pantology, Evaluation, Physique
8Mechanics 61-70%Journeyman Engineer: Add Metallurgy/Learning/Waterfaring at 20 (+10 if already possessed)
7Mechanics 71-80%Junior Engineer: +2 Pantology, Evaluation, Physique, Metallurgy/Learning/Waterfaring
6Mechanics 81-90%Engineer: Add Scrutiny at 20 (+10 if already possessed)
5Mechanics 91-100%Senior Engineer: +3 Pantology, Evaluation, Physique, Metallurgy/Learning/Waterfaring
4Mechanics 101-110%Expert Engineer: Add Planning at 20 (+10 if already possessed)
3Mechanics 111-120%Master Engineer: +4 Pantology, Evaluation, Physique, Metallurgy/Learning/Waterfaring
2Mechanics 121-130%Past Master Engineer: Add Creativity at 20 (+10 if already possessed)
1Mechanics 131%+Grand Master Engineer: +1 Pantology, Evaluation, Physique, Metallurgy/Learning/Waterfaring, add Chivalry at 20 (+10 if already possessed)

RankFriar
12LearningAcolyte Brother: Contact only
11Learning, TheurgyAspirant Brother: Gain library of five books, priory membership, +2 Learning, Theurgy
10Learning, Theurgy, ArcanaNovice Brother: +2 Learning, Theurgy, Arcana
9Learning, Theurgy, Arcana, ScrutinyBrother: Gain 10 books, one Memory Tablet with one Rite, three Powers, +2 Learning, Theurgy, Arcana, Scrutiny
8Learning 61-70%Postulant Brother: Add Rustic/Urbane at 20 (+5 to both if already possessed)
7Learning 71-80%Brother: Add Rustic/Urbane at 20 (+5 to both if already possessed)
6Learning 81-90%Brother Preacher: Gain Memory Tablet with one Rite, three Powers, +1 Theurgy, Arcana, Scrutiny
5Learning 91-100%Brother Minister: Add Evaluation at 20 (+10 if already possessed)
4Learning 101-110%Brother Almoner: Gain Memory Tablet with one Rite, three Powers, +1 Theurgy, Arcana, Scrutiny
3Learning 111-120%Brother Chaplain: Add Alchemia at 20 (+15 if already possessed)
2Learning 121-130%Reverend Brother: Add Chivalry at 20 (+15 if already possessed)
1Learning 131%+Prior: Add Creativity at 20 (+10 if already possessed)

RankGuard
12PhysiqueTorch-bearer: Contact or enlistment in lowest ranks only
11Physique, WeaponsClub-bearer: Guild membership, +3 Physique
10Physique, Weapons, ScrutinyAttendant: Gain full leather armor, +2 Weapons, Scrutiny
9Physique, Weapons, Scrutiny, TricksGuard Attendant: Gain sword of choice, +2 Physique, Weapons, Scrutiny, Tricks
8Physique 61-70%, Unarmed CombatGuard: +2 Weapons, Scrutiny, Tricks, Unarmed Combat
7Physique 71-80%Bodyguard: Add Waylaying at 20 (+10 if already possessed)
6Physique 81-90%Veteran Bodyguard: +2 Weapons, Scrutiny, Tricks
5Physique 91-100%Chief Bodyguard: Add Archery at 20 (+10 if already possessed)
4Physique 101-110%Guards Serjeant: +2 Weapons, Scrutiny, Tricks
3Physique 111-120%Guards Lieutenant: Add Planning at 20 (+10 if already possessed)
2Physique 121-130%Guards Captain: +2 Weapons, Scrutiny, Tricks
1Physique 131%+Master of Guards: Add Evaluation at 20 (+10 if already possessed)

RankHoly Warrior
12Weapons, Chivalry (5th)Soldier: Contact only
11Weapons, Physique, ChivalrySoldier-Brother: Gain any sword and shield, brotherhood membership, +3 Weapons
10Weapons, Physique, Theurgy, ChivalrySerjeant-Brother: Gain metal half armor, +1 Weapons, Physique, Theurgy, Chivalry
9Weapons, Physique, Theurgy, Ranging, ChivalryStandard Bearer: Gain Memory Tablet with four Theurgy activations, +1 Weapons, Physique, Theurgy, Ranging, Chivalry
8Weapons 61-70%Turcoplier of the Faith: Gain courser (medium war horse), add Archery at 20 (+10 if already possessed)
7Weapons 71-80%Knight-Brother: Gain full metal armor and charger (but lose courser), +2 Chivalry, add Mechanics at 20 (+10 if already possessed)
6Weapons 81-90%Knight Commander: +1 Physique, Theurgy, Ranging, Chivalry
5Weapons 91-100%Paladin of Faith: Gain destrier (but lose charger), +1 Physique, Theurgy, Ranging, Chivalry
4Weapons 101-110%Master of Faith: +1 Physique, Theurgy, Ranging, +3 Chivalry
3Weapons 111-120%Seneschal: Add Planning at 20 (+10 if already possessed)
2Weapons 121-130%Marshal: +1 Physique, Theurgy, Ranging, +3 Chivalry
1Weapons 131%+Grand Master: Add Learning at 20 (+10 if already possessed)

RankMedicine
12ShamanismSpirit Seeker: Contact only
11Shamanism, Nomadic/Rustic/SavageryFriend in Spirit: Gain one General Power of Shamanism, lodge membership, +2 Shamanism, Nomadic/Rustic/Savagery
10Shamanism, Nomadic/Rustic/Savagery, WeaponsBrother in Spirit: +2 Shamanism, Nomadic/Rustic/Savagery, Weapons
9Shamanism, Nomadic/Rustic/Savagery, Weapons, Divination, ArcheryTrue Shaman: Gain one memory tablet with one Ceremony-specific activation, +2 Shamanism, Nomadic/Rustic/Savagery, Weapons, Divination, Archery
8Shamanism 61-70%Tribal Shaman: Add Pantology at 20 (+10 if already possessed)
7Shamanism 71-80%Clan Shaman: Gain one memory tablet with one Ceremony-specific activation, +2 Nomadic/Rustic/Savagery, Weapons, Divination, Archery
6Shamanism 81-90%Shaman of the People: Add Arcana at 20 (+10 if already possessed)
5Shamanism 91-100%Greater Shaman: Gain one memory tablet with one Ceremony-specific activation and one General Power, +2 Nomadic/Rustic/Savagery, Weapons, Divination, Archery
4Shamanism 101-110%Spirit Shaman: Add Scrutiny at 20 (+10 if already possessed)
3Shamanism 111-120%Medicine Shaman: Add Scrutiny at 20 (+10 if already possessed)
2Shamanism 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
1Shamanism 131%+Spirit Medicine Shaman: Add Panprobability at 30 (+15 if already possessed)

RankMerchant
12CommercePeddler: Contact only
11Commerce, EvaluationHuckster: Gain horse and cart, guild membership, +1 Commerce
10Commerce, Evaluation, PretenseMonger: Gain team of horses and wagon, +1 Commerce, Evaluation
9Commerce, Evaluation, Pretense, PlanningTradesman: Gain small buliding with shop facilities in community Lower Class section, +1 Commerce, Evaluation, Pretense, Planning
8Commerce 61-70%Great Tradesman: +3 Evaluation, Pretense, Planning
7Commerce 71-80%Trader: +3 Evaluation, Pretense, Planning
6Commerce 81-90%Wealthy Trader: Add Scrutiny at 30 (+15 if already possessed)
5Commerce 91-100%Factor: +3 Evaluation, Pretense, Planning
4Commerce 101-110%Petty Merchant: Add Waterfaring at 20 (+10 if already possessed)
3Commerce 111-120%Merchant: +3 Evaluation, Pretense, Planning
2Commerce 121-130%Great Merchant: Add Luck at 20 (+10 if already possessed)
1Commerce 131%+Merchant Prince: Add Learning at 20 (+10 if already possessed)

RankScout
12RangingLookout: Contact, enlistment in lowest ranks
11Ranging, WeaponsOutrider: Guild membership, +3 Ranging
10Ranging, Weapons, WaylayingPathfinder: Gain metal half armor, +1 Ranging, Weapons, Waylaying
9Ranging, Weapons, Waylaying, Scrutiny, Archery/SavageryGuide: Gain courser, +2 Ranging, Weapons, Waylaying, Scrutiny
8Ranging 61-70%Advanced Guard: +2 Weapons, Waylaying, Scrutiny, Archery/Savagery
7Ranging 71-80%Scout: Add Luck at 20 (+10 if already possessed)
6Ranging 81-90%Chief Scout: +1 Weapons, Waylaying, Scrutiny, Archery/Savagery/both
5Ranging 91-100%Scout Ranger: Add Pantology at 20 (+10 if already possessed)
4Ranging 101-110%Ranger: +1 Weapons, Waylaying, Scrutiny, Archery/Savagery/both
3Ranging 111-120%Ranger Lieutenant: Add Divination at 20 (+10 if already possessed)
2Ranging 121-130%Ranger Captain: +1 Weapons, Waylaying, Scrutiny, Archery/Savagery/both
1Ranging 131%+Ranger Commander: Add Planning at 20 (+10 if already possessed)

RankSea Raider
12Rustic, PhysiqueEager Clod: Contact, performing menial duties for a Viking band only
11Rustic, Weapons, PhysiqueSupernumerary: Band membership, +2 Weapons, Physique
10Rustic, Weapons, Waterfaring, PhysiqueOarsman: Gain half leather armor and shield, +2 Weapons, Waterfaring, Physique
9Rustic, Weapons, Waterfaring, Savagery, PhysiqueMarauder: Gain sword of choice, +2 Rustic, Weapons, Waterfaring, Savagery, Physique
8Rustic 61-70%Reaver: +2 Weapons, Waterfaring, Savagery, Physique, add Pantology at 20 (+10 if already possessed)
7Rustic 71-80%Veteran Reaver: +1 Weapons, Waterfaring, Savagery, Physique, add Waylaying at 20 (+10 if already possessed)
6Rustic 81-90%Reaver Helmsman: +1 Weapons, Waterfaring, Savagery, Physique, add Pantology at 20 (+10 if already possessed)
5Rustic 91-100%Reaver Hand-band Warrior: +1 Weapons, Waterfaring, Savagery, Physique, add Archery at 20 (+10 if already possessed)
4Rustic 101-110%Reaver Lieutenant: +1 Weapons, Waterfaring, Savagery, Physique, add Planning at 20 (+10 if already possessed)
3Rustic 111-120%Seawolf: +1 Weapons, Waterfaring, Savagery, Physique, add Ranging at 20 (+10 if already possessed)
2Rustic 121-130%Seawolf Jarl: +1 Weapons, Waterfaring, Savagery, Physique, add Evaluation at 20 (+10 if already possessed)
1Rustic 131%+Great Seawolf Jarl: Add Commerce at 20 (+10 if already possessed)

RankTroubadour
12Chivalry, WeaponsGentle Admirer: Contact only
11Chivalry, Weapons, LearningChivalrous Learner: Gain thrusting sword, attendance at norble court, +1 Chivalry, Weapons
10Chivalry, Weapons, Learning, CreativityVersifier: +1 Chivalry, Weapons, Learning, Creativity
9Chivalry, Weapons, Learning, Creativity, MinstrelsyPoet: Gain courser, full metal armor, 10 poetry books, +2 Chivalry, Weapons, Learning, Creativity, Minstrelsy
8Chivalry, Weapons 61-70%Balladeer: Add Hunt at 20 (+20 if already possessed)
7Chivalry, Weapons 71-80%Knight Errant: +2 Weapons, Learning, Creativity, Minstrelsy
6Chivalry, Weapons 81-90%Knight Gallant: +2 Weapons, Learning, Creativity, Minstrelsy
5Chivalry, Weapons 91-100%Knight Troubadour: +1 Weapons, Learning, Creativity, Minstrelsy, add Urbane at 15 (+15 if already possessed)
4Chivalry, Weapons 101-110%Troubadour: +2 Weapons, Learning, Creativity, Minstrelsy
3Chivalry, Weapons 111-120%Grand Troubadour: +2 Weapons, Learning, Creativity, Minstrelsy
2Chivalry, Weapons 121-130%Troubadour Lord: +2 Weapons, Learning, Creativity, Minstrelsy
1Chivalry, Weapons 131%+Troubadour Prince: Add Luck at 15 (+15 if already possessed)

RankWarrior Monk (thanks to Roy M. Mikesel)
12Unarmed CombatMartial Artist: Contact only
11Unarmed Combat, StealthPupil: Temple/monastery membership, +1 Unarmed Combat, Stealth
10Unarmed Combat, Stealth, LearningInitiate: +1 Stealth, Learning
9Unarmed Combat, Stealth, Learning, Weapons, TheurgyMonk Aspirant: Gain two monastery weapons, +2 Unarmed Combat, Stealth, Learning, Weapons
8Unarmed Combat 61-70%Monk Disciple: +2 Stealth, Learning, Weapons, Theurgy
7Unarmed Combat 71-80%Monk: Add Physique at 20 (+10 if already possessed)
6Unarmed Combat 81-90%Monk Superior: +1 Stealth, Learning, Weapons, Theurgy
5Unarmed Combat 91-100%Monk Master: Add Archery at 20 (+10 if already possessed)
4Unarmed Combat 101-110%Monk Grade Master: +1 Stealth, Learning, Weapons, Theurgy
3Unarmed Combat 111-120%Monk Adept: Add Minstrelsy at 20 (+10 if already possessed)
2Unarmed Combat 121-130%Monk Superior Adept: +1 Stealth, Learning, Weapons, Theurgy
1Unarmed Combat 131%+Monk Transcendent: Add Psychogenic at 20 (+10 if already possessed)

RankTerpsichorean Macabre (Death Dancer)
11Trollkin Mandatory AbilitiesNovice: Contact only
10Trollkin Mandatory Abilities, WeaponsTrouper: Guild membership, +2 Weapons
9Trollkin Mandatory Abilities, Weapons, PhysiqueBlade Spinner: Gain hand-weapon Spped 4 or less, +4 any four of Minstrelsy, Ranging, Stealing, Weapons, Physique
8Weapons 61-70%Blade Chanter: +2 any three Minstrelsy, Ranging, Stealing, Weapons, Physique
7Weapons 71-80%Blood Keener: Add Tricks at 20 (+10 if already possessed)
6Weapons 81-90%War Poet: +2 any three Minstrelsy, Ranging, Stealing, Weapons, Physique
5Weapons 91-100%Blood Bard: +2 any three Minstrelsy, Ranging, Stealing, Weapons, Physique
4Weapons 101-110%, Minstrelsy 81%+Sword Dancer: Add Psychogenic at 20 (+10 if already possessed)
3Weapons 111-120%+2 any three Minstrelsy, Ranging, Stealing, Weapons and Physique
2Weapons 121-130%, Speed 15+Add Unarmed Combat at 20 (+10 if already possessed)
1Weapons 131%+, Psychogenic 51+Add Theurgy at 20 (+10 if already possessed), add Luck at 20 (+10 if already possessed)

RankVeshoge Sellsword
12Veshoge RaceCombatant: Contact and enlistment in lowest ranks only
11Veshoge Race, PhysiqueBrawler: Guild membership, +2 Weapons
10Veshoge Race, Physique, RangingFighter: Gain metal half armor, +2 Weapons
9Veshoge Race, Physique, Ranging, PlanningMercenary: Gain courser (medium war horse), +2 Weapons, Physique, Ranging, Planning
8Weapons 61-70%Mercenary Corporal: +2 any three Commerce, Stealth, Physique, Ranging, Planning
7Weapons 71-80%Mercenary Sergeant: +2 any three Commerce, Stealth, Physique, Ranging, Planning
6Weapons 81-90%Mercenary Lieutenant: Add Tricks at 20 (+10 if already possessed)
5Weapons 91-100%Mercenary Captain: +2 any three Commerce, Stealth, Physique, Ranging, Planning
4Weapons 101-110%Mercenary Major: +2 any three Commerce, Stealth, Physique, Ranging, Planning
3Weapons 111-120%Mercenary Colonel: Add Chivalry at 20 (+10 if already possessed)
2Weapons 121-130%Mercenary General: Add Evaluation at 20 (+10 if already possessed)
1Weapons 131%+Lejendary Mercenary General: Add Luck at 20 (+10 if already possessed)

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