Adventuring 1:no skill report

Adventuring 2:no skill report

Adventuring 3:no skill report

Adventuring 4:no skill report

Adventuring 5:no skill report

Armorer 1:A unit with this skill may use the PRODUCE order to produce chain armor from iron or leather armor from furs.
Knowledge:Leather Armor, Chain Armor.

Armorer 2:A unit with this skill may use the PRODUCE order to produce round shield from wood and furs.
Knowledge:Round Shield.

Armorer 3:A unit with this skill may use the PRODUCE order to produce plate armor from twelve units of iron. Plate armor provides a 2/3 chance of surviving a successful attack in battle. Production of one armor takes about 40 days regardless of level.
Knowledge:Plate Armor.

Armorer 4:A unit with this skill may use the PRODUCE order to produce tower shield from iron.
Knowledge:Tower Shield.

Armorer 5:A unit with this skill may use the PRODUCE order to produce mithril armor from mithril.
Knowledge:Mithril Armor .

Astral 1:no skill report

Astral 2:no skill report

Astral 3:no skill report

Astral 4:no skill report

Astral 5:no skill report

Body 1:no skill report

Body 2:no skill report

Body 3:no skill report

Body 4:no skill report

Body 5:no skill report

Building 1:A unit with this skill may use the BUILD order to construct buildings from stone or wood. Unit can also build roads as if it had paving skill of 1.
Knowledge:Market, Tower, Fort, Bakery, Butchery, Fishery, Shanty, Loghouse, Mine, Sawmill, Quarry, Tannery, Pond, Garden, Farm, Ranch, Fence, Kennel.

Building 2:A unit with this skill may use the BUILD order to construct advanced buildings from stone or wood.
Knowledge:Castle, Citadel, Homestead.

Building 3:A unit with this skill may use the BUILD order to construct magical towers and magical fortresses from rootstone. A magical fortress is the same size as a castle, requires the same amount of material (160 units of rootstone), and has the same defense value (it protects 250 men). However, magical fortresses may be used as the target of powerful magical spells, and are not harmed by magical Earthquakes. Man with building skill level 3 can also build roads as if he had paving skill level 2.
Knowledge:Magic Tower, Magic Fortress.

Building 4:no skill report

Building 5:A unit with this skill may use the BUILD order to construct .... NOT FINISHED .... Man with building skill level 5 can also build roads as if he had paving skill level 3.

Carpenter 1:A unit with this skill may PRODUCE carts from wood. A cart, used with a horse, can carry up to 40 units of weight.
Knowledge:Cart.

Carpenter 2:A unit with this skill may PRODUCE wagons from wood and iron. A wagon, used with a horse, can carry up to 100 units of weight.
Knowledge:Wagon.

Carpenter 3:A unit with this skill may PRODUCE chariots from wood and iron. A chariot, used with a horse, can carry up to 50 units of weight. Each men on chariot in battle get +2 to combat.
Knowledge:Chariot.

Carpenter 4:A unit with this skill may PRODUCE balista out of wood and iron.
Knowledge:Balista.

Carpenter 5:A unit with this skill may PRODUCE catapults out of ironwood.
Knowledge:Catapult.

Combat 1:This skill gives the unit a bonus in hand to hand combat. Also, a unit with this skill may TAX or PILLAGE.

Combat 2:no skill report

Combat 3:no skill report

Combat 4:no skill report

Combat 5:no skill report

Cooking 1:A unit with this skill may use the PRODUCE order to produce food from grain, livestock or fishes in designated structures. Unit will produce one unit of food plus three per each level of cooking. Food be used instead of upkeep fee using order CONSUME.
Knowledge:Grain, Livestock, Fish, Food.

Cooking 2:no skill report

Cooking 3:no skill report

Cooking 4:no skill report

Cooking 5:no skill report

Crossbow 1:A unit with this skill may use a crossbow, either in battle, or to TAX or PILLAGE a region.
Knowledge:Crossbow.

Crossbow 2:no skill report

Crossbow 3:no skill report

Crossbow 4:no skill report

Crossbow 5:no skill report

Dodge 1:A unit with this skill has a chance 10% per skill level to avoid being hit in battle. Only leaders with skill combat of level 5 and more can study this skill.

Elements 1:no skill report

Elements 2:no skill report

Elements 3:no skill report

Elements 4:no skill report

Elements 5:no skill report

Energy 1:no skill report

Energy 2:no skill report

Energy 3:no skill report

Energy 4:no skill report

Energy 5:no skill report

Entertainment 1:A unit with this skill may use the ENTERTAIN order to generate funds. The amount of tolars gained will be $2 per man per day, times the level of the entertainers. This amount is limited by the region that the unit is in.

Entertainment 2:no skill report

Entertainment 3:no skill report

Entertainment 4:no skill report

Entertainment 5:no skill report

Farming 1:A unit with this skill may use the PRODUCE order to produce grain in designated regions. Grain can be found in different regions, but mostly in plains or hills. Grain can be used instead of upkeep fee using order CONSUME.
Knowledge:Grain.

Farming 2:no skill report

Farming 3:no skill report

Farming 4:no skill report

Fishing 1:A unit with this skill may use the PRODUCE order to produce=20 fish in designated regions. Fish are mostly available in ocean regions. FISH can be used instead of upkeep fee using order CONSUME.
Knowledge:Fish.

Fishing 2:no skill report

Fishing 3:no skill report

Fishing 4:no skill report

Healing 1:A unit with this skill can use herbs to heal units after a battle has been won.
Knowledge:Herbs.

Healing 2:no skill report

Healing 3:no skill report

Healing 4:no skill report

Healing 5:no skill report

Herb Lore 1:A unit with this skill may use the PRODUCE order to produce herbs in designated regions. Herbs are found in many types of regions, but most frequently in jungles. Herbs may be used by units with the Healing skill, to heal units killed in battle.
Knowledge:Herbs.

Herb Lore 2:no skill report

Herb Lore 3:no skill report

Herb Lore 4:no skill report

Hunting 1:A unit with this skill may use the PRODUCE order to produce furs in designated regions. Furs may be produced in many types of regions, generally in small quantities.
Knowledge:Fur.

Hunting 2:no skill report

Hunting 3:A unit with this skill may use the PRODUCE order to hunt floaters, a rare and skittish denizen of the swamps of Lorenai. Use he order PRODUCE Floater_Hide to produce floater hide (note that Hunting 3 is required to determine if floater hide can be found in a swamp). Floaters actually weight less than air, since much of their body is made up of gaseous sacs. Floater hide is prized by high level Shipbuilders of Lorenai, who can use the thin hide to build hot air balloons.
Knowledge:Floater Hide.

Hunting 4:no skill report

Illusion 1:no skill report

Illusion 2:no skill report

Illusion 3:no skill report

Illusion 4:no skill report

Illusion 5:no skill report

Longbow 1:A unit with this skill may use a longbow, either in battle, or to TAX or PILLAGE a region.
Knowledge:Longbow.

Longbow 2:no skill report

Longbow 3:no skill report

Longbow 4:no skill report

Longbow 5:no skill report

Lumberjack 1:A unit with this skill may use the PRODUCE order to produce wood in designated regions. Wood can be found in different regions, but mostly in forests or jungles. Wood is used for building different structures or making bows with appropriate skill.
Knowledge:Wood.

Lumberjack 2:no skill report

Lumberjack 3:A unit with this skill may use the PRODUCE order to produce ironwood in designated regions (Note that Lumberjack skill of 3 is required to even determine that ironwood may be produced). Ironwood is the strongest wood known to Lorenai, and may be used by high level Shipbuilders to build armored ships. One unit of ironwood weighs 10 weight units.
Knowledge:Ironwood.

Lumberjack 4:no skill report

Lumberjack 5:A unit with this skill may use the PRODUCE order to produce= =20 yew in designated regions (Note that Lumberjack skill of 5 is required=20 to even determine that yew may be produced). Yew is the lightest, most=20 pliable wood known; high level Weaponsmithes may use yew to produce=20 powerful bows. One unit of yew weighs 10 weight units.
Knowledge:Yew.

Matter 1:no skill report

Matter 2:no skill report

Matter 3:no skill report

Matter 4:no skill report

Matter 5:no skill report

Mind 1:no skill report

Mind 2:no skill report

Mind 3:no skill report

Mind 4:no skill report

Mind 5:no skill report

Mining 1:A unit with this skill may use the PRODUCE order to produce iron in designated regions. Iron can be found in different regions, but mostly in hills or wasteland. Iron is used to produce weapons and armor with appropriate skills.
Knowledge:Iron.

Mining 2:A unit with this skill may use the PRODUCE order to produce silver in the designated regions. Silver is usually found in hills and plains.
Knowledge:Silver.

Mining 3:A unit with this skill may use the PRODUCE order to produce mithril in designated regions (Note that Mining skill of 3 is required to even determine that mithril may be produced). Mithril is the strongest metal known, and high level Weaponsmithes and Armorers may use mithril to forge weapons and armor. One unit of mithril weighs 1 weight units.
Knowledge:Mithril.

Mining 4:A unit with this skill may use the PRODUCE order to produce gold in the designated regions. Gold is usually found in hills and plains.
Knowledge:Gold.

Mining 5:no skill report

Observation 1:A unit with this skill can see stealthy units whose stealth rating is less than or equal to the observing unit's Observation level. The unit can also determine the faction owning a unit, provided its Observation level is higher than the other unit's Stealth level.

Observation 2:no skill report

Observation 3:no skill report

Observation 4:no skill report

Observation 5:no skill report

Parry 1:A unit with this skill has a chance 10% per skill level to parry attack directed on you with your weapon. Only leaders with skill combat of level 3 and more can study this skill.

Paving 1:A unit with this skill may use the BUILD ROAD order to pave roads using stone.

Paving 2:no skill report

Paving 3:no skill report

Paving 4:no skill report

Paving 5:no skill report

Protection 1:no skill report

Protection 2:no skill report

Protection 3:no skill report

Protection 4:no skill report

Protection 5:no skill report

Quarrying 1:A unit with this skill may use the PRODUCE order to produce stone in designated regions. Stone can be found in different regions, but mostly in hills or mountains. Stone is used for building different structures with appropriate skill.
Knowledge:Stone.

Quarrying 2:no skill report

Quarrying 3:A unit with this skill may use the PRODUCE order to produce rootstone, a rare stone found deep within Lorenai. Skill level 3 is required to determine which regions rootstone may be produced in. High level builders may use rootstone to build magical towers and fortresses. A unit of rootstone weighs 10 weight units.
Knowledge:Rootstone.

Quarrying 4:A unit with this skill may use the PRODUCE order to produce gems, a rare and beautyful stones found deep within Lorenai. Skill level 4 is required to determine which regions gem may be produced in. Gems can be sold on markets and some of them are also needed as resource of high level spells.
Knowledge:Gem.

Quarrying 5:A unit with this skill may use the PRODUCE order to produce=20 crystals. Crystals are strange things made from magical substance. Skill= =20 level 4 is required to determine which regions crystals may be produced i= n.=20 Crystals are the key part of most high level spells.
Knowledge:Crystal.

Ranching 1:A unit with this skill may use the PRODUCE order to produce livestock in designated regions. Livestock can be found in different regions, but mostly in plains, hills or forests. Livestock can be used instead of upkeep fee using order CONSUME.
Knowledge:Livestock.

Ranching 2:no skill report

Ranching 3:no skill report

Ranching 4:no skill report

Riding 1:A unit with this skill, if possessing a horse, gains a bonus in combat if the battle is in a plain, desert, wasteland, tundra, city, or town. This bonus is equal to the skill level, up to a maximum of 2.

Riding 2:A unit with a Riding skill level 2 can ride a Mumak instead of horses. Mumak-riding units gain a combat bonus of 4 if fighting in plain, desert, wasteland or tundra hexes. Mumak do not allow riding and will have to be transported outside of those areas. A Mumak weights 500 units.

Riding 3:A unit with Riding 3 or above, if possessing a winged horse, gains a bonus in combat, equal to the unit's skill level.

Riding 4:no skill report

Riding 5:A unit with Riding 5, if possessing a tamed good dragon,=20 can ride this dragon in battle. Unit attacks as if it had effective combat 10 and there is 9/10 chance that hit will take a dragon.=20 Dragon can take 20 hits in battle before he dies.
Knowledge:Tamed dragon.

Ring Craft 1:A unit with this skill may use the PRODUCE order to produce Fire rings from iron. You need one unit of iron for one ring. Production of one ring takes about 12 days at this level. Fire ring gives to men who wears it protection from fire. It is also required to cast some high level fire spells.

Ring Craft 2:A mage with this skill may use the PRODUCE order to produce Rings of Enchantment from iron. You need one unit of iron for one ring. Production of one ring takes about 12 days at this level. Ring of Enchantment make that you never fail enchantments. It give to men who wear it protection from magic weapons. It is also required to cast some high level enchantment spells.

Ring Craft 3:A mage with this skill may use the PRODUCE order to produce Rings of Binding from iron. You need one unit of iron for one ring. Production of one ring takes about 24 days at this level. Ring of Binding make that all your summoned creatures will obey. Your orders and belong to your faction. It is also required to cast some high level summon spells.

Sailing 1:A unit with this skill may use the SAIL order to sail ships.
Knowledge:Longboat, Clipper, Galleon, Fishing boat.

Sailing 2:no skill report

Sailing 3:A unit with this skill may use the SAIL order to sail advanced ships like Armored Galleon.
Knowledge:Armored Galleon.

Sailing 4:no skill report

Shipbuilding 1:A unit with this skill may use the BUILD order to construct ships from wood.
Knowledge:Longboat, Clipper, Galleon, Fishing Boat.

Shipbuilding 2:no skill report

Shipbuilding 3:A unit with this skill may use the BUILD order to construct armored galleons from 300 units of ironwood. An armored galleon has the same properties as a normal galleon, but also provides protection (in the same manner as a building) to the first 250 men within.
Knowledge:Armored Galleon.

Shipbuilding 4:no skill report

Shipbuilding 5:A unit with this skill may use the BUILD order to construct air balloons from floater hides.
Knowledge:Floater Hide, Air Balloon.

Space 1:no skill report

Space 2:no skill report

Space 3:no skill report

Space 4:no skill report

Space 5:no skill report

Stealth 1:A unit with this skill is concealed from being seen, except by units with an Observation skill greater than or equal to the stealthy unit's Stealth level. This skill also allows unit to order STEAL and KILL commands.

Stealth 2:no skill report

Stealth 3:no skill report

Stealth 4:no skill report

Stealth 5:no skill report

Tactics 1:Tactics allows the unit, and all allies, to gain a free round of attacks during battle. The army with the highest level tactician in a battle will receive this free round; if the highest levels are equal, no free round is awarded.

Tactics 2:no skill report

Tactics 3:no skill report

Tactics 4:no skill report

Tactics 5:no skill report

Thievery 1:A unit with this skill can steal directly from regions instead from units. Use STEAL REGION form of STEAL order.

Thievery 2:no skill report

Thievery 3:no skill report

Thievery 4:no skill report

Thievery 5:no skill report

Time 1:no skill report

Time 2:no skill report

Time 3:no skill report

Time 4:no skill report

Time 5:no skill report

Trading 1:Only a unit with this skill may enter the market. Each tradesman automatically promotes owning of market to the best tradesmen present inside market. It's only peaceful way to retake control over existing market and gain all advantages bound with owning of market.
Knowledge:Market.

Trading 2:no skill report

Trading 3:no skill report

Trading 4:no skill report

Trading 5:no skill report

Training 1:A unit with this skill may use the PRODUCE order to produce horses or other tow animals in designated regions. Horses are found in few types of regions, but most frequently in plains. Horses may be used to increase your move speed at riding. One horse can carry 20 weight units.
Knowledge:Horse, Pony, Warg.

Training 2:A unit with this skill level may PRODUCE MUMAKS in the regions with Mumaks. Mumaks are mostly found in a few wasteland and tundra areas. A Mumak weighs 500 units and will carry 50 weight units, providing a high riding speed, and a +4 combat bonus to riders with Riding level 2 if the battle occurs in plain, desert, wastelands and tundra. The Mumak will not move out of these types of regions and will have to be carried.
Knowledge:Mumak.

Training 3:A unit with this skill may PRODUCE war horses out of normal horses. War horses will carry only 15 units of weight, but provide a bonus of one combat level to each man riding one, in addition to any riding skill. Due to the grueling process of training, three horses are needed to train one war horse.
Knowledge:War Horse.

Training 4:no skill report

Training 5:A unit with this skill may use the PRODUCE order to produce=20 winged horses. Horse Training level 5 is required to even determine=20 whether winged horses exist in a region. Winged horses weigh 50 weight=20 units, and can carry 20 weight units in flight.
Knowledge:Winged Horse, Giant Bat.

Weaponsmith 1:A unit with this skill may use the PRODUCE order to produce swords from iron. You can also use that skill to produce longbows from wood.
Knowledge:Sword, Longbow.

Weaponsmith 2:A unit with this skill may use the PRODUCE order to produce axes and crossbows from iron and wood. You can also produce normal weapons faster.
Knowledge:Axe, Crossbow, Great Hammer.

Weaponsmith 3:A unit with this skill may use the PRODUCE order to produce mithril swords from mithril. Mithril swords give units a +4 bonus in combat, rather than the usual +2.
Knowledge:Mithril Sword, Trident.

Weaponsmith 4:A unit with this skill may use the PRODUCE order to produce halberds from iron and wood. Halberds give units a +3 bonus in combat, and additional +2 bonus to defence.
Knowledge:Halberd.

Weaponsmith 5:A unit with this skill may use the PRODUCE order to produce double bows, the ultimate non-magical bringer of death on a battlefield. Double bows may be used by units skilled in either Crossbow or Longbow. A double bow fires as if the target has a defensive skill of 0, and fires a number of shots, per round, equal to the skill level of the wielder. It takes 5 units of yew to produce a double bow, which weighs one unit. Hits from a double bow cannot be deflected by a non-magic armor.
Knowledge:Double bow.

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