In general, we have combat Orders, magic Orders, and neither.
Magical 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 | Learned Geourgist: Gain one Power, +1 Geourgy, Arcana, Pantology, Ranging |
| 8 | Enchantment 61-70% | Thaumaturgist: Gain one Power, +2 Enchantment, Arcana, Learning, Metallurgy |
| 7 | Enchantment 71-80% | Master Thaumaturgist: +3 Arcana, Learning, Metallurgy |
| 6 | Enchantment 81-90% | Thaumaturgist Adept: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy |
| 5 | Enchantment 91-100% | Mage: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy |
| 4 | Enchantment 101-110% | Expert 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) |