Trza być kimś, ot i tyle
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But whom, will ask one after another. Well it can be simply answered: someone who is good in something. "And who, and in what may be good?" the question will be immediatly asked. Oooo that's a different matter, because you cannot be good at everything, and not everyone can become anyone he want's to be. And what one is good at, and in what he won't be, will now be explained.
Well, you see... On the beginning you are a common Initiate. This occupation is the very start, and there is nothing particularly special about it, but there is one quality about it. From here, you can go in any direction you want. From this occupation we can still be whoever we desire to be (if given race allows it), in an appropriate time and place of course...
As for the timing, one must make progress in order to change the vocation. Starting from Initiate, one can achieve it with reaching the 5lvl. At that point one must make a journey to the Adventurers Guild. Then, after choosing from three available vocations, one must undergo a test. Having it passed, one may be promoted.
This is the first stage, after which you are... well, someone. Not SOMEONE, capable of slaying a dragon, or even an overgrown spider to be honest... but someone nevertheless.
At this stage, no matter which path you choose, you do not possess any incredible abilities and you're still far away from overtaking the world... but, starting from the next promotions, you will get to know some new ones. But that is a topic for another time and place.
Moreover, if the first stage is rather easy and fast to be achieved, the following ones obviously aren't. In order to reach them, one in the first place ought to find someone in power to promote him (and find oneself a guild that is). Then, there is a quest to accomplish! Of course, to even hear about the quest, one shall proove worthy. Under the 20th lvl there is nothing to look for.
Different paths of development and occupations that are possible you can see below.
From Initiate you can be promoted to 3 different paths of progress:
- Adept - Starting from that occupation you can become an attached to offensive and deffensive magic Sorcerer or a Monk
- Recruit - Choosing that path you can become a gentle Squire or conventional Man at Arms
- Novice - Choosing that path you can choose from various types of shooters as Bowman or cutthroats and silent asssasins as a 'Brigand'
Next, as a result of long service and experience in the land of Idarionis, there are other promotions possible (min. 50 level):
- Sorcerer in his time is promoted to the Mage.
- Monk is promoted to the Reverend.
- Squire is promoted to the Knight.
- Man at Arms in his time is promoted to the Warrior.
- Bowman is promoted to the Archer.
- Brigand one day becomes the Tough.
Complete list of occupations and a short description is below.
0.Initiate
Every newborn in the world of Idarionis starts from this quasi-profession. If the race doesn't come in way, one can become an Adept, Novice or Recruit. Concerning the speed of learning of basic skills, this primary profession (human initiate) is a determinant for the remaining ones.
The statement of "Dodge +10%" for an elf initiate means, this elf's progress in honing that feature is quicker
by 10% referring to human initiate (requires 10% less training to progress).
The statement of "Mace -100%" for an elf adept means, this elf's progress in honing that feature is slower
by 100% referring to human initiate (requires two times more training to progress).
-40% means 40% more training required to progress (1.4 * human initiate), and so on and so on.
Dodge +10%
Magic +10%
Sword +10%
Axe -50%
Mace -40%
Staff 0%
Bow +15%
Crossbow -25%
Parry +12%
Horse +12%
Dodge 0%
Magic 0%
Sword 0%
Axe 0%
Mace 0%
Staff 0%
Bow 0%
Crossbow 0%
Parry 0%
Horse 0%
Dodge -10%
Magic -40%
Sword -50%
Axe +10%
Mace -10%
Staff -25%
Bow -25%
Crossbow +25%
Parry 0%
Horse -75%
1.Adept
It's a base profession for everyone who wants to use magic. One who enters this path directs his progress
for a monk, or a sorcerer. Every profession following adept makes better use of magic and staff, for the price
of Bowance-weapons fighting. It's tougher to advance in melee fighting skills too.
An adept may choose the sorcerer's path and become one, or a monk path which enables the use of clerical spells.
This is how the Adept's speed of progress differs from an Initiate's:
Dodge -10%
Magic +50%
Sword -10%
Axe -125%
Mace -100%
Staff +10%
Bow -41%
Crossbow -75%
Parry -83%
Horse -71%
Dodge -20%
Magic +35%
Sword -25%
Axe -125%
Mace -25%
Staff +10%
Bow -20%
Crossbow -75%
Parry -60%
Horse -50%
Not available
1.1. Sorcerer
This is the first profession specialized in magic. When you advance to a Sorcerer you will have a few new
possibilities. The most important is the Sorcerer's Guild, where you can learn new ability - MEDITATION.
Furthermore, there will be available new area spells. A Sorcerer can advance to a Mage.
In the table below you can compare Sorcerers and Initiates skills.
Dodge -7%
Magic +52%
Sword -47%
Axe -122%
Mace -97%
Staff +12%
Bow -17%
Crossbow -72%
Parry -57%
Horse -47%
Meditation +17%
Dodge -22%
Magic +37%
Sword -57%
Axe -97%
Mace -67%
Staff +12%
Bow -37%
Crossbow -72%
Parry -47%
Horse -97%
Meditation +5%
Not available
1.1.1. Mage
Another profession, represented by true specialists in magic and spell casting. You can easily tell, that the mage
is a swell artist, highly educated in the use of various enchantments sorcerer.
The mages have access to a new technique, called CONCENTRATION.
A mage may become an Elementalist or a Battle Mage, when the time comes.
Below, a small comparison of his skills, in accordance to those of an Initiate.
Dodge -5%
Magic +55%
Sword -45%
Axe -120%
Mace -97%
Staff +15%
Bow -15%
Crossbow -70%
Parry -55%
Horse -45%
Meditation +20%
Concentration +17%
Dodge -20%
Magic +40%
Sword -55%
Axe -95%
Mace -65%
Staff +15%
Bow -35%
Crossbow -70%
Parry -45%
Horse -95%
Meditation +7%
Concentration +3%
Not available
1.1.1.1. Elementalist
This is really an advanced magical profession. A skilled wizard at this stage will research spells in order to
optimise their effects and mana cost. Thus their skill of Mana Focusing, very helpful for that cause indeed.
An Elementalist may become a Creationist one day.
Below is the comparison of skills of an Elementalist and an Initiate.
Dodge -2%
Magic +57%
Sword -42%
Axe -117%
Mace -92%
Staff +17%
Bow -12%
Crossbow -67%
Parry -52%
Horse -42%
Meditation +22%
Concentration +20%
Mana Focusing +10%
Dodge -17%
Magic +42%
Sword -52%
Axe -92%
Mace -62%
Staff +17%
Bow -32%
Crossbow -67%
Parry -42%
Horse -92%
Meditation +10%
Concentration +5%
Mana Focusing 0%
Not available
1.1.1.1.1.1. Enchanter
The highest level of proficiency for a mage. It is the master of magic and spell casting, an expert in
affectional and defensive spells. His spells use up small amounts of mana, but the effects of most of them are
enchanced by a new skill called Sorcery.
Below is a table that compares the skills of Creationist and of Initiate.
Dodge +2%
Magic +62%
Sword -37%
Axe -112%
Mace -87%
Staff +22%
Bow -7%
Crossbow -62%
Parry -47%
Horse -37%
Meditation +27%
Concentration +25%
Mana Focusing +15%
Sorcery +22%
Dodge -12%
Magic +47%
Sword -47%
Axe -87%
Mace -57%
Staff +22%
Bow -27%
Crossbow -62%
Parry -37%
Horse -87%
Meditation +15%
Concentration +10%
Mana Focusing +5%
Sorcery +17%
Not available
1.1.1.2. Battlemage
This is the second advanced wizard's profession. One who devotes himself to that path, focuses rather on
offensive magic, wreaking havoc on the battlefield with their enormous area spells.
Their guild offers to the battlemages a skill of SPELLCRAFT, maximising the devastation.
A battlemage may become a Warlock.
Below is shown how Battlemage's skill advancements correspond with those of an Initiate's.
Dodge +2%
Magic +55%
Sword -37%
Axe -112%
Mace -87%
Staff +22%
Bow -15%
Crossbow -67%
Parry -45%
Horse -30%
Meditation +10%
Concentration +10%
Spellcraft +15%
Dodge -12%
Magic +40%
Sword -47%
Axe -82%
Mace -57%
Staff +22%
Bow -30%
Crossbow -67%
Parry -30%
Horse -75%
Meditation 0%
Concentration -2%
Spellcraft +5%
Not available
1.1.1.1.2.1. Warlock
A grandmaster of offensive magic arts, that is a full name. All the valors that leaded you to the profession of
Warlock are mastered to perfection. Add the new ability of Mana Focusing, which enables him to use mana even more
economically and you get the full image.
Below is the comparison of the abilities of a Warlock and an Initiate.
Dodge +7%
Magic +60%
Sword -32%
Axe -107%
Mace -82%
Staff +27%
Bow -10%
Crossbow -62%
Parry -40%
Horse -25%
Meditation +15%
Concentration +15%
Spellcraft +17%
Mana Focusing -10%
Dodge -7%
Magic +45%
Sword -42%
Axe -77%
Mace -52%
Staff +27%
Bow -25%
Crossbow -62%
Parry -25%
Horse -70%
Meditation +5%
Concentration +2%
Spellcraft +10%
Mana Focusing -20%
Not available
1.2. Monk
This is the first of Cleric's professions. When you advance to this profession, many new possibilities
open before you. The most important is the Cleric's guild, where you can learn new ability - MEDITATION.
Furthermore, Monk is allowed to get to know Clerical Spells - blessings and healing spells.
A Monk can advance to a Reverend.
Below is the comparison of skills of a Monk and an Initiate.
Not available
Dodge -17%
Magic +37%
Sword -22%
Axe -122%
Mace -22%
Staff +12%
Bow -17%
Crossbow -17%
Parry -32%
Horse -47%
Meditation +25%
Not available
1.2.1. Reverend
That is a full-scale cleric. Undoubtfully he's a professional in combining healing and offensive magic in battle,
what makes him a must-have support in any group, kept in high esteem and searched for when the time for group
quest comes.
Reverend has the access to a new skill - CONCENTRATION.
He may also either continue his ascetic path, deepening his faith and becoming a Priest or, deciding to
defend his monastery and fellow clergymen, a Paladin.
Below you can see the comparison of Reverend's and Initiate's skill advances.
Not available
Dodge -15%
Magic +40%
Sword -20%
Axe -120%
Mace -20%
Staff +15%
Bow -15%
Crossbow -15%
Parry -30%
Horse -45%
Meditation +27%
Concentration +10%
Not available
1.2.1.1. Priest (Kapłan)
As a high-ranked cleric, a priest gives spiritual support to his fellowship. He possess great knowledge
and skills in healing spells (including group healing) and many blessings. Priests often fight monsters and demons
that keep crawling out of portals, side by side with Paladins and Templars.
A Priest can learn new FIRMNESS and PRAYER abilities - which give extra strong will, protection from death magic and using clerical spells more effectively.
After years of laborious training, a Priest can advance to Divine.
The table below depicts Priest and Initiate skill differences.
Not available
Dodge -12%
Magic +42%
Sword -17%
Axe -117%
Mace -17%
Staff +17%
Bow -12%
Crossbow -12%
Parry -27%
Horse -42%
Meditation +30%
Concentration +15%
Firmness +30%
Prayers +40%
Not available
1.2.1.1.1. Divine
The highest of priests. A profession... no, THE profession for the most persistent monks, a pinnacle of their
career. A divine is a master of healing and group blessing. Any serious quest for the lands near the portals
must have a divine in their group, if they don't want to face a soon and inevitable demise. None other have
power sufficient to protect the templars against more powerful demons.
The divine may acquire one more skill - REGENERATION.
Below is the comparison of divine's and initiate's skill advances.
Not available
Dodge -7%
Magic +47%
Sword -12%
Axe -112%
Mace -12%
Staff +22%
Bow -7%
Crossbow -7%
Parry -22%
Horse -37%
Meditation +35%
Concentration +20%
Firmness +35%
Prayers +42%
Regeneration +10%
Not available
1.2.1.2. Paladin
A fighting type of a cleric. Monks that choose that path of development decide to take advantage of their
spirituality and pure physical abilities to fight against hordes of hell spawns and degenerates coming from
portals. Paladins are guards of the monastery and the core of crusades and campaigns to the areas close to the
portals.
A Paladin can develop himself in such abilities as FIRMNESS and SECOND ATTACK that cause better protection from death magical attacks, strong will and more frequent attacks.
A Paladin may advance to a Templar.
Below, the comparison table of Paladin's and Initiate's skills.
Not available
Dodge +10%
Magic +5%
Sword +35%
Axe +15%
Mace +30%
Staff +20%
Bow -10%
Crossbow -10%
Parry +10%
Horse -10%
Meditation -60%
Concentration -50%
Firmness -15%
Second Attack +5%
Not available
1.2.1.2.1. Templar
The strongest cleric's fighter-guardian. He is well developed in precious clerical skills and has excellent
abilities needed in melee combats as well. These Templars together with Divines defend the south of Kathanorn
from flooding by demons and all other hell spawn.
A Templar can learn one more skill - KNOCKING DOWN.
The table below compares Templar and Initiate skills.
Not available
Dodge +15%
Magic +10%
Sword +40%
Axe +20%
Mace +35%
Staff +25%
Bow -5%
Crossbow -5%
Parry +15%
Horse -5%
Meditation -55%
Concentration -45%
Firmness -10%
Second Attack +10%
Bash +20%
Not available
2. Novice
And that is the base profession for those fighting with Bowance weapons (bow, crossbow).
Every profession deriving from that one will be better and better in using Bowance weapons, however it will
be harder to develop in melee fighting and magic.
A Novice may eventually choose archer's development path and become an Archer or he can decide on profession
fighting from ambush and develop into a Brigand.
That's how Novice's skill progression rate differs from Initiate's:
Dodge +25%
Magic -25%
Sword +10%
Axe -40%
Mace -20%
Staff 0%
Bow +35%
Crossbow -20%
Parry +15%
Horse +20%
Dodge +20%
Magic -40%
Sword +5%
Axe -20%
Mace 0%
Staff 0%
Bow +25%
Crossbow -15%
Parry +10%
Horse +5%
Dodge +5%
Magic -75%
Sword 0%
Axe +25%
Mace +25%
Staff +25%
Bow -5%
Crossbow -15%
Parry +20%
Horse -50%
2.1. Bowman
First profession that fights from the Bowance. By reaching it you provide yourself free entrance to the
Archers Guild, so you can use all profits it gives you. One of them, and probably the most important, is the
ability to learn skill SHARPSHOOTING.
A Bowman may become an Archer.
A comparison of Bowman's and Initiate's skills can be seen below.
Dodge +30%
Magic -22%
Sword +15%
Axe -35%
Mace -15%
Staff +5%
Bow +40%
Crossbow -15%
Parry +20%
Horse +25%
Sharpshooting +25%
Dodge +25%
Magic -37%
Sword +10%
Axe -15%
Mace 0%
Staff -5%
Bow +30%
Crossbow -10%
Parry +15%
Horse +10%
Sharpshooting +15%
Not available.
2.1.1. Archer
The next profession specialized in Bowance fighting. This excellent shooter is trained to eliminate his
opponents quickly and before they notice what is going on. His presence is especially appreciated in group
combats where he effectively covers his armoured companions.
An Archer can advance to a Battle Bowman or a Hunter one day.
Below is the comparison table of Archer's and Initiate's skills.
Dodge +32%
Magic -20%
Sword +17%
Axe -32%
Mace -12%
Staff +7%
Bow +42%
Crossbow -12%
Parry +22%
Horse +27%
Sharpshooting +27%
Penetration +10%
Dodge +27%
Magic -35%
Sword +12%
Axe -12%
Mace +2%
Staff -2%
Bow +32%
Crossbow -7%
Parry +17%
Horse +12%
Sharpshooting +17%
Penetration -10%
Not available.
2.1.1.1. Battle Bowman
An exceptionally apt archer with skills trained to excellence. He is very important in group adventures as
a perfect Bowance support for the rest of the party. His accurate shots, with a new additional skill of
CRITICAL SHOOTING, can not only severely wound but also kill many enemies with a single blow. However, in the melee very helpful (and deadly for the enemy) will be RECOIL.
A Battle Bowman may advance to a War Bowman.
Beneath, there is the comparison table of Battle Bowman's and Initiate's skills.
Dodge +35%
Magic -17%
Sword +20%
Axe -30%
Mace -10%
Staff +10%
Bow +45%
Crossbow -10%
Parry +25%
Horse +30%
Sharpshooting +30%
Penetration +20%
Crucialshooting +20%
Recoil +5%
Dodge +30%
Magic -32%
Sword +15%
Axe -10%
Mace +5%
Staff 0%
Bow +35%
Crossbow -5%
Parry +20%
Horse +15%
Sharpshooting +20%
Penetration +10%
Crucialshooting +10%
Recoil 0%
Not available.
2.1.1.1.1. War Bowman
An unrivaled archer. All professions skills, which he got to know coming to that point of his
development, are trained to such perfection that they make him a dangerous beast spitting deadly projectiles.
And thanks to a new skill SEVERE HITTING these bolts and arrows become really deadly. A War Bowman can learn
one more skill REACTIONS KNOWLEDGE which increases his chance of hitting in a melee combat so he will
be able to outrun someone who comes too close surprisingly.
Below is the comparison table of War Bowmans and Initiates skills
Dodge +40%
Magic -12%
Sword +25%
Axe -25%
Mace -5%
Staff +15%
Bow +50%
Crossbow -5%
Parry +30%
Horse +35%
Sharpshooting +35%
Penetration +25%
Crucialshooting +25%
Marksmanship +20%
Bodylore -10%
Recoil +12%
Dodge +35%
Magic -27%
Sword +20%
Axe -5%
Mace +10%
Staff +5%
Bow +40%
Crossbow 0%
Parry +25%
Horse +20%
Sharpshooting +25%
Penetration +15%
Crucialshooting +15%
Marksmanship +10%
Bodylore +5%
Recoil +7%
Not available.
2.1.1.2. Ranger
Its an exceptional archer who pulled away from archers path of development into integration with
nature and native environment. His main way of fighting is still Bowance weapons, but additionally
to that he learns new techniques and secrets that help him to take advantage of nature's presence.
So he gets to know a vitality restoring skill REGENERATION and knowledge of ANATOMY,
which helps to cause more painful wounds in melee fights.
A Ranger can advance to a Hunter.
Below you can see the comparison table of Ranger's and Initiate's skill advances.
Dodge +40%
Magic -10%
Sword +20%
Axe -30%
Mace -10%
Staff +15%
Bow +40%
Crossbow -20%
Parry +25%
Horse +35%
Sharpshooting +25%
Penetration +7%
Anatomy +10%
Regeneration 0%
Dodge +35%
Magic -25%
Sword +15%
Axe -10%
Mace +5%
Staff +5%
Bow +30%
Crossbow -15%
Parry +20%
Horse +20%
Sharpshooting +15%
Penetration -7%
Anatomy +15%
Regeneration +20%
Not available.
2.1.1.2.1. Hunter
The previously chosen Rangers path of development lets you become a real Hunter after some time.
A character with that profession is a sensational Bowance shooter and a very efficient melee fighter as well.
Numerous skills let him survive even in very unfavourable circumstances and a new skill CRITICAL SHOOTING,
with previously learnt ANATOMY, gives him the ability to cause deadly wounds in all kinds of clashes.
In the table below you can compare Hunters and Initiates skills.
Dodge +45%
Magic -5%
Sword +25%
Axe -25%
Mace -5%
Staff +20%
Bow +45%
Crossbow -15%
Parry +30%
Horse +40%
Sharpshooting +30%
Penetration +12%
Anatomy +15%
Regeneration +5%
Crucialshooting 0%
Dodge +40%
Magic -20%
Sword +20%
Axe -5%
Mace +10%
Staff +10%
Bow +35%
Crossbow -10%
Parry +25%
Horse +25%
Sharpshooting +20%
Penetration -2%
Anatomy +20%
Regeneration +25%
Crucialshooting -10%
Not available.
2.2. Brigand
A brigand - profession somewhat different from the others. It is special, as brigands excel in nothing
in order to be skilled in almost everything. They quite well cope with Bowance as well as melee fighting.
They are even so-so when using magic, at least compared to other typically-melee professions. Above all,
they tend to take their foes by surprise!
They may learn the skill of Disarming the opponent during the melee fight in their guild. A brigand may advance
to a Tough.
Below is the comparison of Brigand's skill advancement, compared to Initiate's.
Not available.
Dodge +40%
Magic -37%
Sword +20%
Axe -5%
Mace +32%
Staff -5%
Bow 0%
Crossbow +5%
Parry +20%
Horse -15%
Disarm +30%
Ambush -10%
Dodge +25%
Magic -72%
Sword +10%
Axe +30%
Mace +30%
Staff -30%
Bow -35%
Crossbow +10%
Parry +25%
Horse -40%
Disarm +15%
Ambush -25%
2.2.1. Tough
Someone tough indeed, as not only has he all skills of a well-trained Brigand, but can also learn
the ability of REGENERATION. And that makes him even more challenging and complete rival in battle.
Tough can became Homicide or Rough in the future.
In the chart below you can compare Tough's and Initiate's skills.
Not available.
Dodge +42%
Magic -35%
Sword +25%
Axe -2%
Mace +35%
Staff -2%
Bow +2%
Ambush %
Crossbow -7%
Parry +22%
Horse -12%
Disarm +32%
Regeneration +20%
Dodge +27%
Magic -70%
Sword +12%
Axe +32%
Mace +32%
Staff -27%
Bow -32%
Ambush -22%
Crossbow +12%
Parry +27%
Horse -37%
Disarm +17%
Regeneration +35%
2.2.1.1. Homicide
A genuine Tough can grow into true Homicide. A character prowling in the shadows, always behind enemys
back and attacking unexpected. A new skill of BACKSTABBING surely helps him doing his job. With this
ability Homicide can end the battle before it starts for good. But even if he wont floor his rival with
this, another new skill of SECOND ATTACK will help him in direct combat.
Homicide can advance to Assassin.
In the chart below you can compare Homicide's and Initiate's skills.
Not available.
Dodge +45%
Magic -32%
Sword +35%
Axe 0%
Mace +37%
Staff 0%
Bow +15%
Crossbow +15%
Parry +25%
Horse -10%
Disarm +35%
Ambush 0%
Regeneration +25%
Backstabbing +10%
Second Attack -15%
Not available.
2.2.1.1.1. Assasin
Every Homicide wants to reach proficiencies which would allow him becoming an authentic Assasin.
Following his own dark paths hes the master of unexpected strikes and quick fights.
Mages tremble for hearsay that one of those follows their steps. An Assasin can include ENVENOMING
to his numerous skills. This worthy ability is an assurance that Assasin's mission will end successfully,
even if he fails in direct battle.
Additionally, to be suitably complete, Assasin can train the skill of CRUCIALSHOOTING.
Thanks to this a Bowance fight with him will be as dangerous as direct combat.
In the chart below you can compare Assasin's and Initiate's skills.
Not available.
Dodge +50%
Magic -27%
Sword +40%
Axe +5%
Mace +42%
Staff +5%
Bow +20%
Crossbow +20%
Parry +30%
Horse -5%
Disarm +40%
Ambush +10%
Regeneration +40%
Backstabbing +25%
Second Attack -10%
Envenoming +20%
Crucialshooting +10%
Not available.
2.2.1.2. Rough
The toughest of the Tough, honing his skills and acknowledging two new ones, SECOND ATTACK and TRIP, becomes
the Rough. A massive heap of perfectly skilled meat, and one striking silently, by surprise.
Woe on a sorcerer who falls into Rough's trap...
The Rough may one day become a Reaver.
Below is a chart confronting skill bonuses of a Rough, compared to Initiate's.
Not available.
Dodge +40%
Magic -25%
Sword +25%
Axe 0%
Mace +35%
Staff +5%
Bow +5%
Crossbow +20%
Parry +30%
Horse -25%
Disarm +15%
Ambush -5%
Regeneration +20%
Second Attack -10%
Bash +15%
Dodge +20%
Magic -70%
Sword +20%
Axe +35%
Mace +35%
Staff -25%
Bow -30%
Crossbow +20%
Parry +30%
Horse -50%
Disarm +22%
Ambush -20%
Regeneration +40%
Second Attack 0%
Bash +25%
2.2.1.2.1. Reaver
The best trained and proficient in their vocation may have the honor to become a true Reaver. A perfect training,
physical and mental and any other known form of resistance, it all comes in handy for this fight-loving sombre
fellow. The caravans pay vast sums for the protection on the Reaver's territory, mostly to no avail.
His physical toughness is improved even further by the skill of CONSTITUTION,
and his Bowance-fighting capabilities are broadened by CRUCIAL SHOOTING.
Below is a chart confronting skill bonuses of a Reaver, compared to Initiate's.
Not available.
Dodge +45%
Magic -20%
Sword +30%
Axe +5%
Mace +40%
Staff +10%
Bow +10%
Crossbow +25%
Parry +35%
Horse -20%
Disarm +20%
Ambush -2%
Regeneration +25%
Second Attack -5%
Bash +20%
Crucialshooting +5%
Body Building +25%
Dodge +25%
Magic -65%
Sword +25%
Axe +40%
Mace +40%
Staff -20%
Bow -35%
Crossbow +25%
Parry +35%
Horse -45%
Disarm +27%
Ambush -17%
Regeneration +45%
Second Attack +5%
Bash +30%
Crucialshooting -17%
Body Building +50%
3. Recruit
This is now the basic profession for those fighting closely.
Every one profession rooting from a recruit will be better and better with handling melee weapons. At the same
time, it will get harder to hone Bowance and magic skills.
A Recruit may with time decide to choose the path of a warrior and become a Man at Arms or, should he prefer
being dubbed a knight one day, to become a Squire.
Below is a chart confronting skill bonuses of a Recruit, compared to Initiate's.
Dodge +15%
Magic -50%
Sword +35%
Axe -20%
Mace 0%
Staff +20%
Bow +5%
Crossbow -40%
Parry +10%
Horse +10%
Dodge 0%
Magic -70%
Sword +30%
Axe +5%
Mace +20%
Staff +10%
Bow -20%
Crossbow -20%
Parry +15%
Horse -25%
Dodge -15%
Magic -100%
Sword 0%
Axe +30%
Mace +20%
Staff -10%
Bow -75%
Crossbow -25%
Parry +25%
Horse -75%
3.1. Squire
Being a Squire is the first step on the path of glory and might of knighthood. Reaching this profession
guarantees one access to Modaam, the knight guild's stronghold.
It is there, where every Squire will get to know the true meaning of SHIELD BLOCKING.
The Squire may become a real Knight one day.
Below is a chart confronting skill bonuses of a Squire, compared to Initiate's.
Not available.
Dodge -30%
Magic -67%
Sword +35%
Axe +7%
Mace +22%
Staff -75%
Bow -50%
Crossbow -50%
Parry +15%
Horse -10%
Shield +25%
Not available.
3.1.1. Knight
A full-time, genuine Knight, trained for tough close combat skirmishes, possessing great skills, allowing to
slay the most dreadful of creatures. The may, if he please, learn a new skill of SECOND ATTACK, what brings
his effectiveness to a completely different level.
In group fights it would be him who receives the first blows, and it depends on his hanging on, whether there
will be point for the fight to be carried on.
A Knight may one day become a Cavalier, or an Invader.
Below is a chart confronting skill bonuses of a Knight, compared to Initiate's.
Not available.
Dodge -27%
Magic -65%
Sword +37%
Axe +10%
Mace +25%
Staff -72%
Bow -47%
Crossbow -47%
Parry +17%
Horse -7%
Shield +27%
Second Attack +5%
Not available.
3.1.1.1 Cavaller (Kawaler)
Każdy rycerz kiedy dość wsławi się w polu i poprzez trudy oraz wytrwałość nabędzie umiejętności do znakomitego
poziomu, może stać się Kawalerem. Po tej promocji rycerstwo zyska znakomitego członka i świetnie wyszkolonego
wojownika. Do pocztu swych cennych umiejętności Kawaler może śmiało doliczyć kolejne dwie, bo
gildia dołoży wszelkich starań aby mógł je poznać i doskonalić.
Kawaler nabędzie ZNAJOMOŚĆ ZACHOWAŃ dzięki czemu pozna tajniki odruchów i zachowań swego przeciwnika,
a tym skutecznie zwiększy szansę trafienia wroga oraz umiejętność SZARŻA - czym strwoży wrogie serce nim
do walki dojdzie.
Kawaler może w przyszłości zostać Championem
Poniżej tabela porównania umiejętności Kawalera do Inicjusza.
Not available.
Dodge -25%
Magic -62%
Sword +40%
Axe +12%
Mace +27%
Staff -70%
Bow -45%
Crossbow -45%
Parry +20%
Horse -5%
Shield +30%
Second Attack +8%
Charge +35%
Body Lore +30%
Not available.
3.1.1.1.1 Champion (Champion)
Najpotężniejsi i najwaleczniejsi spośród rycerstwa otrzymują możliwość awansu na Championa. Drżą wrogowie
kiedy z takim w polu trzeba stanąć. Bo nie dość, że Champion biegły jest we wszelakim orężu to jeszcze posiada
wiedzę na temat anatomii swoich wrogów - to za sprawą nowej umiejętności jaką mogą zgłębiać w gildyjnych
bibliotekach - ANATOMIA. Cenna to umiejętność bo pozwala zadawać dotkliwsze rany i daje sporą przewagę w czasie
walki - a połączenie jej z wyćwiczoną wcześniej ZNAJOMOŚCIĄ ZACHOWAŃ czyni z Championa bardzo ciężkiego przeciwnika.
Poniżej tabela porównania umiejętności Championa do Inicjusza.
Not available.
Dodge -20%
Magic -57%
Sword +45%
Axe +17%
Mace +32%
Staff -65%
Bow -40%
Crossbow -40%
Parry +25%
Horse 0%
Shield +35%
Second Attack +12%
Charge +40%
Body Lore +35%
Anatomy +25%
Not available.
3.1.1.2. Invader (Najeźdźca)
Wielokrotnie w historycznych bitwach rycerstwo odgrywało znaczącą rolę w walkach z hordami wynaturzeńców z portali,
z barbarzyńcami czy w czasie krucjat do Doorbor i wypraw karnych do Meruu. Stąd w rycerstwie wyodrębnili
się specjalizujący się w takich wyprawach Najeźdźcy (i Krzyżowcy). To twardzi wojownicy, doskonale obeznani
ze swoim rzemiosłem, swoją tężyznę podbudowują dodatkowo nową umiejętnością BUDOWA CIAŁA, a skuteczność eliminacji
wrogów w wyprawach znajomością anatomii, czyli kolejna nowa umiejętność, tym razem zwiększająca obrażenia w czasie
walki w zwarciu - ANATOMIA.
Najeźdźca może w przyszłości zostać Krzyżowcem
Poniżej tabela porównania umiejętności Najeźdźcy do Inicjusza.
Not available.
Dodge -20%
Magic -60%
Sword +40%
Axe +25%
Mace +35%
Staff -70%
Bow -40%
Crossbow -40%
Parry +15%
Horse 0%
Shield +20%
Second Attack +15%
Anatomy +25%
Body Building +20%
Not available.
3.1.1.2.1. Crusader (Krzyżowiec)
Wytrwały Najeźdźca, który dzięki swoim umiejętnościom przeżyje liczne boje w odległych krajach staje się budzącym trwogę Krzyżowcem. To najtwardsi i najlepiej wyszkoleni do walk na obczyźnie wojownicy, jakich rycerstwo może wystawić. Krzyżowcy wyspecjalizowali się tak bardzo w szybkiej i bezwzględnej eliminacji wrogów, że potrafią nauczyć się TRZECIEGO ATAKU. I trzeba nadmienić, że niewielu potrafi dojść do takiej perfekcji w szybkim machaniu orężem jak oni. Poniżej tabela porównania umiejętności Krzyżowca do Inicjusza.
Not available.
Dodge -15%
Magic -55%
Sword +45%
Axe +30%
Mace +40%
Staff -65%
Bow -35%
Crossbow -35%
Parry +20%
Horse +5%
Shield +25%
Second Attack +20%
Anatomy +30%
Body Building +25%
Third Attack 0%
Not available.
3.2 Man at Arms (Wojownik)
Wojownik to pierwsza profesja z tych co walczą w walce bezpośredniej i tylko w takiej walce mogą być kimś
prawdziwie niebezpiecznym. Specjaliści od szybkich i mocnych ataków.
Po zdobyciu tej profesji, każdy Wojownik staje się członkiem gildii wojowników. W tejże może nauczyć się
umiejętności rozbrajania przeciwnika w walce bezpośredniej.
Wojownik może awansować na Weterana.
Poniżej tabela porównania umiejętności Wojownika do Inicjusza.
Dodge +20%
Magic -47%
Sword +40%
Axe -15%
Mace +5%
Staff -50%
Bow +10%
Crossbow -35%
Parry +15%
Horse 0%
Disarm +25%
Dodge -10%
Magic -67%
Sword +25%
Axe +15%
Mace +25%
Staff -75%
Bow -15%
Crossbow -15%
Parry +25%
Horse -50%
Disarm +15%
Dodge -10%
Magic -97%
Sword +5%
Axe +35%
Mace +25%
Staff -75%
Bow -70%
Crossbow -20%
Parry +30%
Horse -125%
Disarm 0%
3.2.1 Warrior (Weteran)
A to już specjalista od ataków zwarć bezpośrednich. Przez wiele czasu doskonalił swoje umiejętności
walki bezpośredniej po to aby pokonać przeciwnika trafnymi i potężnymi uderzeniami swojego oręża.
Niezastąpiony w walkach grupowych jako napastnik eliminujący przeciwników. Aby jeszcze lepiej sobie radzić
w takich starciach gildia może nauczyć Weterana umiejętności DRUGI ATAK.
Weteran może w przyszłości zostać Obrońcą lub Najemnikiem.
Poniżej tabela porównania umiejętności Weterana do Inicjusza.
Dodge +22%
Magic -45%
Sword +42%
Axe -12%
Mace +7%
Staff -47%
Bow +12%
Crossbow -32%
Parry +17%
Horse +2%
Disarm +27%
Second Attack +20%
Dodge -7%
Magic -65%
Sword +27%
Axe +17%
Mace +27%
Staff -72%
Bow -12%
Crossbow -12%
Parry +27%
Horse -47%
Disarm +17%
Second Attack +15%
Dodge -7%
Magic -95%
Sword +7%
Axe +37%
Mace +27%
Staff -72%
Bow -67%
Crossbow -17%
Parry +32%
Horse -122%
Disarm +2%
Second Attack +15%
3.2.1.1. Guardian (Obrońca)
Jeżeli Weteranowi starczy sił i zawzięcia może po wielu treningach stać się Obrońcą. Wojownicy spod znaku
tej profesji mają świetne predyspozycje do tego by skutecznie ochraniać karawany i radzić sobie z przeważającymi
siłami wroga i niespodziewanymi atakami. Doskonale w tym pomogą dwie cenne umiejętności - BLOKOWANIA TARCZĄ
oraz POWALENIE przeciwnika na kolana.
Obrońca może w przyszłości zostać Mścicielem
Poniżej tabela porównania umiejętności Obrońcy do Inicjusza.
Dodge +25%
Magic -42%
Sword +45%
Axe -10%
Mace +10%
Staff -45%
Bow +15%
Crossbow -30%
Parry +20%
Horse +5%
Disarm +30%
Second Attack +23%
Bash -5%
Shield Block +15%
Dodge -5%
Magic -62%
Sword +35%
Axe +20%
Mace +30%
Staff -70%
Bow -10%
Crossbow -10%
Parry +30%
Horse -45%
Disarm +20%
Second Attack +17%
Bash +20%
Shield Block +15%
Dodge -5%
Magic -92%
Sword +15%
Axe +40%
Mace +30%
Staff -70%
Bow -65%
Crossbow -15%
Parry +40%
Horse -120%
Disarm +5%
Second Attack +17%
Bash +27%
Shield Block +5%
3.2.1.1.2 Avanger (Mściciel)
Kiedy Obrońca osiągnie mistrzostwo w swych umiejętnościach, kiedy wsławi się jak znakomity ochroniarz i jako
pogromca potworzysk w Idarionis może zostać Mścicielem. Każdy Mściciel swoją naturalną tężyznę i odporność
może jeszcze zwiększyć dzięki nowej umiejętności BUDOWA CIAŁA. Natomiast lata spędzone w licznych bojach
zaowocują możliwością nauczenia się i doskonalenia jednej z najcenniejszych umiejętności TRZECI ATAK.
Mściciel to znakomity wojownik w zwarciu i trudno szukać lepszych do ochrony karawany czy do ważnych, a niezwykle
ciężkich zadań.
Poniżej tabela porównania umiejętności Mściciela do Inicjusza.
Dodge +30%
Magic -37%
Sword +50%
Axe -5%
Mace +15%
Staff -40%
Bow +20%
Crossbow -25%
Parry +25%
Horse +10%
Disarm +35%
Second Attack +27%
Bash 0%
Shield Block +10%
Third Attack +10%
Body Building +15%
Dodge 0%
Magic -57%
Sword +40%
Axe +25%
Mace +35%
Staff -65%
Bow -5%
Crossbow -5%
Parry +35%
Horse -40%
Disarm +25%
Second Attack +22%
Bash +25%
Shield Block +20%
Third Attack +10%
Body Building +25%
Dodge 0%
Magic -87%
Sword +20%
Axe +45%
Mace +35%
Staff -65%
Bow -60%
Crossbow -10%
Parry +45%
Horse -115%
Disarm +10%
Second Attack +22%
Bash +32%
Shield Block +10%
Third Attack 0%
Body Building +40%
3.2.1.2. Mercenary (Najemnik)
Dla wymagających możnych, dla tych co potrzebują dobrej siły i nie szczędzą złota czekają Najemnicy.
Doskonale wyszkoleni do walki w zwarciu są cenieni i poszukiwani w całym Idarionis. Często wynajmowani
nawet przez władców aby szli na wojnę w pierwszej linii. Najemnicy są paskudnymi przeciwnikami nie tylko,
ze względu na to, że nikt szybciej od nich nie nauczy się umiejętności TRZECI ATAK ale i ze względu
na swoją wszechstronność. Bo trzeba wiedzieć, że są biegli nie tylko w mieczu, ale i w toporze oraz obuchu.
Nieźle radzą sobie z kuszą, znakomicie parują nawet ciężkim toporem obosiecznym, potrafią zręcznie unikać
- są stworzeni do boju!
Najemnik może w przyszłości zostać Gladiatorem.
Poniżej tabela porównania umiejętności Najemnika do Inicjusza.
Dodge +30%
Magic -42%
Sword +40%
Axe -10%
Mace +15%
Staff -45%
Bow +25%
Crossbow -25%
Parry +25%
Horse +5%
Disarm +40%
Second Attack +30%
Third Attack +10%
Dodge +10%
Magic -60%
Sword +35%
Axe +30%
Mace +35%
Staff -70%
Bow -10%
Crossbow -10%
Parry +30%
Horse -45%
Disarm +40%
Second Attack +25%
Third Attack +10%
Dodge 0%
Magic -87%
Sword +10%
Axe +40%
Mace +40%
Staff -70%
Bow -65%
Crossbow -10%
Parry +35%
Horse -120%
Disarm +10%
Second Attack +25%
Third Attack +5%
3.2.1.2.1. Gladiator (Gladiator)
Gladiatorzy to najlepsi spośród najemników. Niewielu dożyje chwili kiedy ma się dostatecznie bogaty
bagaż doświadczeń i umiejętności wyćwiczone na mistrzowskim poziomie. Ale ci, którym się to uda sieją popłoch
wśród szeregów wroga, zbierają bogate żniwo wśród potworów na arenie i są bajecznie opłacanymi najemnikami.
Gladiatora trudno zabić, są tacy co twierdzą, że prawdziwego Gladiatora nie można zabić. Bo wojownik
ten nie dość, że jest mistrzem we wszelkiej broni do walki w zwarciu to może nauczyć się umiejętności
BLOKOWANIE TARCZĄ oraz REGENERACJI. Tak to prawda, gladiatora trudno zabić... i faktycznie
dla zdecydowanej większości jest to niemożliwe.
Poniżej tabela porównania umiejętności Gladiatora do Inicjusza.
Dodge +35%
Magic -37%
Sword +45%
Axe +15%
Mace +20%
Staff -40%
Bow +30%
Crossbow -20%
Parry +30%
Horse +10%
Disarm +45%
Second Attack +35%
Third Attack +15%
Shield Block +20%
Regeneration +10%
Dodge +15%
Magic -55%
Sword +40%
Axe +35%
Mace +40%
Staff -65%
Bow -5%
Crossbow -5%
Parry +35%
Horse -40%
Disarm +45%
Second Attack +20%
Third Attack +15%
Shield Block +20%
Regeneration 0%
Dodge +5%
Magic -82%
Sword +15%
Axe +45%
Mace +45%
Staff -65%
Bow -60%
Crossbow -5%
Parry +40%
Horse -115%
Disarm +15%
Second Attack +30%
Third Attack +15%
Shield Block +20%
Regeneration +25%
Możliwe ścieżki rozwoju przedstawiają ryciny poniżej:

Place of tournament: Utreed
- lev 201-350 Veterans
- 1. Grogan
- 2. Mordred Lothor
- 3. Adimu
- Melee
- 1. Grogan
- 2. Mordred Lothor
- Distance
- 1.
- Magic
- 1. Milla
- 2. Hasulfin
- lev 101-200 Experienced
- 1. Kalgherion
- 2. Isabell
- 3. Teriasz
- Melee
- 1. Kalgherion
- 2. Teriasz
- Distance
- 1. Kaniponk Sheea
- 2. Xewirja
- Magic
- 1. Isabell
- 2. Dinnaroth
- lev 10-100 Novice
- 1. Sarafan
- 2. Doric Ruda
- 3. Yarden
- Melee
- 1. Sarafan
- 2. David Webb
- Distance
- 1. Doric Ruda
- 2. Ragnar Lodbrok
- Magic
- 1. Yarden
- 2. Eskalibro