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:

Next, as a result of long service and experience in the land of Idarionis, there are other promotions possible (min. 50 level):

Complete list of occupations and a short description is below.

  • 0. Initiate
  • 1. Adept
  • 1.1. Sorcerer
  • 1.1.1. Mage
  • 1.1.1.1. Elementalist
  • 1.1.1.1.1. Enchanter
  • 1.1.1.2. Battlemage
  • 1.1.1.2.1. Warlock
  • 1.2. Monk
  • 1.2.1. Reverend
  • 1.2.1.1. Priest
  • 1.2.1.1.1. Divine
  • 1.2.1.2. Paladyn
  • 1.2.1.2.1. Templar
  • 2. Novice
  • 2.1. Bowman
  • 2.1.1. Archer
  • 2.1.1.1. Battle Bowman
  • 2.1.1.1.1. War Bowman
  • 2.1.1.2. Ranger
  • 2.1.1.2.1. Hunter
  • 2.2. Brigand
  • 2.2.1. Tough
  • 2.2.1.1. Homicide
  • 2.2.1.1.1. Assasin
  • 2.2.1.2. Rough
  • 2.2.1.2.1. Reaver
  • 3. Recruit
  • 3.1. Squire
  • 3.1.1. Knight
  • 3.1.1.1. Cavaller
  • 3.1.1.1.1. Champion
  • 3.1.1.2. Invader
  • 3.1.1.2.1. Crusader
  • 3.2. Man at Arms
  • 3.2.1. Warrior
  • 3.2.1.1. Guardian
  • 3.2.1.1.1. Avanger
  • 3.2.1.2. Mercenary
  • 3.2.1.2.1. Gladiator
  • 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.

    Elves
    Dodge +10%
    Magic +10%
    Sword +10%
    Axe -50%
    Mace -40%
    Staff 0%
    Bow +15%
    Crossbow -25%
    Parry +12%
    Horse +12%
    Humans
    Dodge 0%
    Magic 0%
    Sword 0%
    Axe 0%
    Mace 0%
    Staff 0%
    Bow 0%
    Crossbow 0%
    Parry 0%
    Horse 0%
    Dwarves
    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:

    Elves
    Dodge -10%
    Magic +50%
    Sword -10%
    Axe -125%
    Mace -100%
    Staff +10%
    Bow -41%
    Crossbow -75%
    Parry -83%
    Horse -71%
    Humans
    Dodge -20%
    Magic +35%
    Sword -25%
    Axe -125%
    Mace -25%
    Staff +10%
    Bow -20%
    Crossbow -75%
    Parry -60%
    Horse -50%
    Dwarves
    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.

    Elves
    Dodge -7%
    Magic +52%
    Sword -47%
    Axe -122%
    Mace -97%
    Staff +12%
    Bow -17%
    Crossbow -72%
    Parry -57%
    Horse -47%
    Meditation +17%
    Humans
    Dodge -22%
    Magic +37%
    Sword -57%
    Axe -97%
    Mace -67%
    Staff +12%
    Bow -37%
    Crossbow -72%
    Parry -47%
    Horse -97%
    Meditation +5%
    Dwarves
    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.

    Elves
    Dodge -5%
    Magic +55%
    Sword -45%
    Axe -120%
    Mace -97%
    Staff +15%
    Bow -15%
    Crossbow -70%
    Parry -55%
    Horse -45%
    Meditation +20%
    Concentration +17%
    Humans
    Dodge -20%
    Magic +40%
    Sword -55%
    Axe -95%
    Mace -65%
    Staff +15%
    Bow -35%
    Crossbow -70%
    Parry -45%
    Horse -95%
    Meditation +7%
    Concentration +3%
    Dwarves
    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.

    Elves
    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%
    Humans
    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%
    Dwarves
    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.

    Elves
    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%
    Humans
    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%
    Dwarves
    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.

    Elves
    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%
    Humans
    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%
    Dwarves
    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.

    Elves
    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%
    Humans
    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%
    Dwarves
    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.

    Elves
    Not available
    Humans
    Dodge -17%
    Magic +37%
    Sword -22%
    Axe -122%
    Mace -22%
    Staff +12%
    Bow -17%
    Crossbow -17%
    Parry -32%
    Horse -47%
    Meditation +25%
    Dwarves
    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.

    Elves
    Not available
    Humans
    Dodge -15%
    Magic +40%
    Sword -20%
    Axe -120%
    Mace -20%
    Staff +15%
    Bow -15%
    Crossbow -15%
    Parry -30%
    Horse -45%
    Meditation +27%
    Concentration +10%
    Dwarves
    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.

    Elves
    Not available
    Humans
    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%
    Dwarves
    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.

    Elves
    Not available
    Humans
    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%
    Dwarves
    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.

    Elves
    Not available
    Humans
    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%
    Dwarves
    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.

    Elves
    Not available
    Humans
    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%
    Dwarves
    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:

    El
    Dodge +25%
    Magic -25%
    Sword +10%
    Axe -40%
    Mace -20%
    Staff 0%
    Bow +35%
    Crossbow -20%
    Parry +15%
    Horse +20%
    Human
    Dodge +20%
    Magic -40%
    Sword +5%
    Axe -20%
    Mace 0%
    Staff 0%
    Bow +25%
    Crossbow -15%
    Parry +10%
    Horse +5%
    Dwarves
    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.

    Elves
    Dodge +30%
    Magic -22%
    Sword +15%
    Axe -35%
    Mace -15%
    Staff +5%
    Bow +40%
    Crossbow -15%
    Parry +20%
    Horse +25%
    Sharpshooting +25%
    Human
    Dodge +25%
    Magic -37%
    Sword +10%
    Axe -15%
    Mace 0%
    Staff -5%
    Bow +30%
    Crossbow -10%
    Parry +15%
    Horse +10%
    Sharpshooting +15%
    Dwarves
    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.

    Elves
    Dodge +32%
    Magic -20%
    Sword +17%
    Axe -32%
    Mace -12%
    Staff +7%
    Bow +42%
    Crossbow -12%
    Parry +22%
    Horse +27%
    Sharpshooting +27%
    Penetration +10%
    Human
    Dodge +27%
    Magic -35%
    Sword +12%
    Axe -12%
    Mace +2%
    Staff -2%
    Bow +32%
    Crossbow -7%
    Parry +17%
    Horse +12%
    Sharpshooting +17%
    Penetration -10%
    Dwarves
    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.

    Elves
    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%
    Human
    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%
    Dwarves
    Not available.

    2.1.1.1.1. War Bowman

    An unrivaled archer. All profession’s 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 Bowman’s and Initiate’s skills

    Elves
    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%
    Human
    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%
    Dwarves
    Not available.

    2.1.1.2. Ranger

    It’s an exceptional archer who pulled away from archer’s 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.

    Elves
    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%
    Human
    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%
    Dwarves
    Not available.

    2.1.1.2.1. Hunter

    The previously chosen Ranger’s 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 Hunter’s and Initiate’s skills.

    Elves
    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%
    Human
    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%
    Dwarves
    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.

    Elves
    Not available.
    Human
    Dodge +40%
    Magic -37%
    Sword +20%
    Axe -5%
    Mace +32%
    Staff -5%
    Bow 0%
    Crossbow +5%
    Parry +20%
    Horse -15%
    Disarm +30%
    Ambush -10%
    Dwarves
    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.

    Elves
    Not available.
    Human
    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%
    Dwarves
    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 enemy’s 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 won’t 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.

    Elves
    Not available.
    Human
    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%
    Dwarves
    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 he’s 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.

    Elves
    Not available.
    Human
    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%
    Dwarves
    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.

    Elves
    Not available.
    Human
    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%
    Dwarves
    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.

    Elves
    Not available.
    Human
    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%
    Dwarves
    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.

    Elves
    Dodge +15%
    Magic -50%
    Sword +35%
    Axe -20%
    Mace 0%
    Staff +20%
    Bow +5%
    Crossbow -40%
    Parry +10%
    Horse +10%
    Human
    Dodge 0%
    Magic -70%
    Sword +30%
    Axe +5%
    Mace +20%
    Staff +10%
    Bow -20%
    Crossbow -20%
    Parry +15%
    Horse -25%
    Dwarves
    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.

    Elves
    Not available.
    Human
    Dodge -30%
    Magic -67%
    Sword +35%
    Axe +7%
    Mace +22%
    Staff -75%
    Bow -50%
    Crossbow -50%
    Parry +15%
    Horse -10%
    Shield +25%
    Dwarves
    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.

    Elves
    Not available.
    Human
    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%
    Dwarves
    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.

    Elves
    Not available.
    Human
    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%
    Dwarves
    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.

    Elves
    Not available.
    Human
    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%
    Dwarves
    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.

    Elves
    Not available.
    Human
    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%
    Dwarves
    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.

    Elves
    Not available.
    Human
    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%
    Dwarves
    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.

    Elves
    Dodge +20%
    Magic -47%
    Sword +40%
    Axe -15%
    Mace +5%
    Staff -50%
    Bow +10%
    Crossbow -35%
    Parry +15%
    Horse 0%
    Disarm +25%
    Human
    Dodge -10%
    Magic -67%
    Sword +25%
    Axe +15%
    Mace +25%
    Staff -75%
    Bow -15%
    Crossbow -15%
    Parry +25%
    Horse -50%
    Disarm +15%
    Dwarves
    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.

    Elves
    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%
    Human
    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%
    Dwarves
    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.

    Elves
    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%
    Human
    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%
    Dwarves
    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.

    Elves
    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%
    Human
    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%
    Dwarves
    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.

    Elves
    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%
    Human
    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%
    Dwarves
    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.

    Elves
    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%
    Human
    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%
    Dwarves
    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%

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