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!

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, MetallurgyLearned Geourgist: Gain one Power, +1 Geourgy, Arcana, Pantology, Ranging
8Enchantment 61-70%Thaumaturgist: Gain one Power, +2 Enchantment, Arcana, Learning, Metallurgy
7Enchantment 71-80%Master Thaumaturgist: +3 Arcana, Learning, Metallurgy
6Enchantment 81-90%Thaumaturgist Adept: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
5Enchantment 91-100%Mage: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
4Enchantment 101-110%Expert 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)

1

Hosted by www.Geocities.ws