The Old Realms Career Guide

Mount & Blade II: Bannerlord4 · 60 ratings15k views121 favorites38 min readby PersonUpdated Jun 12View on Steam ↗

Preface

  • Skills are listed from the top down in the order they are invested into.
  • Unless specified otherwise, career tiers are unlocked as follows: Tier 1 is unlocked from the start, tier 2 is unlocked by clan renown level 2, tier 3 is unlocked by clan renown level 4.
  • If some of the grammar seems a little strange it's because I tried to copy all the buffs as the devs listed them (unless I mistyped something).
  • If you notice anything wrong or that could be improved in this guide feel free to leave a comment.
  • Parenthesis indicates the specific subclass of the career which you specify after picking the general career in character creation.
  • This is a very helpful document with some information about careers I don't go into: TOR Maneul[docs.google.com]

P.S.
I just realized basically the whole of the contents of this guide were in appendix one of the TOR Manuel. That's just my fault for not reading that far. I'll still keep this guide up in case it's convenient to anyone. I'm guessing nobody cares, but I still would like to say this guide is technically my own work as I (albeit superfluously) found the information in game myself.

Only for the orc sections will I be pulling from the appendix, as in game the perks are all in orc talk.

Mercenary



Tier 1: Recruit

The Survivalist
  • +3 extra ammo per ammunition pouch, or quiver you equip.
  • +5% personal ranged 'Physical' damage.
  • +20% party move speed on campaign map when in Forest, Mountain, or Swamp terrain.
  • Once per day, go out on a hunt.
  • Let Them Have It! also provides +15% 'Physical Resistance'.

The Duelist
  • +10 personal Hitpoints.
  • +5% 'Physical Resistance' for melee troops.
  • +5% personal melee 'Physical' damage.
  • Personal healing rate increased by +1.
  • Let Them Have It! also provides +15% swing speed.

Tier 2: Sergeant

The Headhunter
  • +5 personal ammunition.
  • +5% personal ranged 'Physical' damage.
  • +5 Companion limit.
  • +10% personal ranged 'Physical Resistance'
  • Let Them Have It! also provides +15% 'Physical' ranged damage.

The Knightly
  • +10% personal melee 'Physical' damage.
  • +10% personal melee 'Physical Resistance'.
  • +20 personal Hitpoints.
  • +8% personal 'Armour Penetration' of melee attacks.
  • Let Them Have It! also provides +15% melee 'Physical' damage.

The Paymaster
  • Wounded troops heal faster.
  • +40% chance to recruit 2 troops instead of 1.
  • -10% Gold upkeep for tier 4+ troops.
  • Promote 'Basic' troops of your culture into Companions.
  • The effects of Let Them Have It! are doubled.

Tier 3: Commander

The Mercenary Lord
  • +3 extra ammo per pouch of Grenades or Buckshot.
  • +10% 'Physical' damage for ranged troops.
  • Mercenary contracts 'Influence' cost, and payout scale with your Trade skill.
  • +100% 'Prestige' from battles. Gain another 100% if Leadership reaches 300
  • Let Them Have It! has its cooldown reduced by 15%

The Commander
  • +5 Companion limit.
  • +10% 'Physical' damage of 'Melee' troops.
  • Hits below 15 damage no longer stagger you.
  • +15 Hitpoints for Companions.
  • The radius of Let Them Have It! is doubled.

Witch Hunter



Tier 1: Witch Hunter Initiate

Tools of Judgement
  • + 25 personal Hitpoints.
  • +5 extra ammo per ammunition pouch you equip.
  • +5% 'Physical' melee damage.
  • Ranged headshots kills grant Roguery experience, twice for 'Accused' targets.
  • Accusation also scales with the highest skill of either One/Two-handed and gains +6s.

Hunt the Wicked
  • Personal healing rate increased by +1.
  • Gain 300% more 'Prestige' when fighting the forces of 'Chaos' or 'Undead'.
  • Gain +5% melee 'Physical' damage per equipped ranged weapon.
  • +10% ranged 'Physical' damage for all 'Ranged' troops.
  • Accusation is now also charged by melee damage, and gains +40% 'Physical' damage.

Tier 2: Witch Hunter Captain

The Silver Hammer
  • Gain Faith skill per kill when facing the forces of 'Chaos' or 'Undead'.
  • +10% 'Holy' damage for all units when facing the forces of 'Chaos' or 'Undead'.
  • 'Sneak' attacks gain a 'Holy' damage boost based off Faith. (.05% per level.)
  • Promote non 'Knight' tier 3+ troops to your personal Retinue.
  • Accusation also scales with Faith, and gains +40% 'Holy' damage.

No Rest Against Evil
  • +10% personal 'Holy' melee damage.
  • 'Ranged' troops receive +50 to their ranged skills.
  • Personal ranged weapons receive +15% accuracy.
  • +5 Companion limit.
  • Accusation now allows for 'Shield Penetration' and no longer risks losing its Mark on hit.

Swift Procedure
  • +8 extra ammo per ammunition pouch you equip.
  • Personal accuracy movement penalty reduced by -10%.
  • +1 party move speed on campaign map.
  • +10% personal weapon swing speed.
  • Accusation also scales with Athletics and applies a swing/move speed decrease.

Tier 3: Master Witch Hunter

Ends Justify Means
  • +10% personal ranged 'Physical' damage.
  • +15% personal ranged 'Physical Resistance'.
  • +15% 'Armour Penetration' for personal melee attacks.
  • +20% 'Armour Penetration' for personal ranged attacks.
  • Accusation also scales with Roguery, overkilling an 'Accused' enemy spreads the Mark.

Guilty by Association
  • +25 personal Hitpoints
  • 'Ranged' troops receive +15% 'Holy' 'Ranged' damage.
  • Companions gain +25 Hitpoints
  • Headshot kills provide a temporary increase to reload/swing speed.
  • Companions also charge Accusation. Companions/Retinue now benefit from your Mark.

Priest (Sigmar)



Tier 1: Cultist of Sigmar

Book of Sigmar
  • +10 personal Hitpoints.
  • +10 'Morale' for all troops.
  • After battle, wounded Companions heal +20 Hitpoints.
  • Wounded troops heal faster.
  • Righteous Fury is now also charged by melee attacks.

Sigmar's Proclaimer
  • +5 personal 'Holy' melee damage.
  • Reduce wages of 'Sigmarite' troops by 20%
  • +25% ranged 'Physical Resistance' for 'Sigmarite' troops
  • Praying at Shrines of Sigmar, restore +50 Hitpoints to all characters. (5 day cooldown)
  • Double the aura size of Righteous Fury

Tier 2: Warrior Priest

Relentless Fanatic
  • +15 personal Hitpoints.
  • +5% personal 'Holy' melee damage.
  • +1 party move speed on campaign map.
  • Prayers no longer share a cooldown.
  • Righteous Fury also scales with Leadership and applies 'Unbreakable'.

Protector of the Weak
  • +15 personal Hitpoints.
  • +5% personal 'Physical Resistance'.
  • +10% personal 'Spell Resistance'.
  • Hits below 15 damage no longer stagger you.
  • Righteous Fury also scales with highest melee weapon skill and applies +20% 'Physical Resist'.

Holy Purge
  • +5% personal 'Holy' melee damage.
  • Earn +20% more 'Prestige' when facing the forces of 'Chaos' or 'Undead'.
  • +10% melee damage for all troops when facing 'Non-Human'-enemies.
  • +10% 'Holy' damage for 'Sigmarite' troops.
  • Righteous Fury now applies 'Burning Weapon' to all allies in range.

Tier 3: Arch Lector

Arch Lector
  • All prayers begin charged on battle start.
  • Neutral Empire troops are now 'Sigmarite' troops.
  • +5% personal 'Ward Save'.
  • +10% 'Ward Save' for 'Sigmarite' troops.
  • Righteous Fury now restores +3 Hitpoints per second.

Twin Tailed Comet
  • +5% personal 'Holy' melee damage.
  • +5 Companion limit.
  • +20% personal melee 'Armour Penetration'.
  • +20 personal Hitpoints.
  • Righteous Fury's aura now damages enemies.

Career Prayers:

Healing Hand
Allies in an 8 meter radius regain 5 HP every 2 seconds for 12 seconds.

Armour of Righteousness
Allies in a 15 radius gain 40% physical resistance for 45 seconds

Vanquish
Buff the weapons of allies in a 12 meter radius with the Flaming trait for 50 seconds. The weapons burst into fire and burn every enemy they strike.

Comet of Sigmar
The priest throws a fiery missile that takes the form of Sigmar's famed Twin-Tailed Comet. A Comet of Sigmar is a holy missile dealing 30 damage. It can knock units down , or throw them off horse. Only affects enemies.

Priest (Ulric)



Tier 1: Acolyte

Crusher of the Weak
  • +10 personal Hitpoints.
  • +5% personal 'Physical' melee damage.
  • Deal +10% more personal 'Physical' melee damage to foes less than tier 4.
  • Prayers now start charged on battle start.
  • Axe of Ulric knocks foes down.

Wild Pack
  • +10% personal melee 'Physical Resistance'.
  • +10 increased party size.
  • Personal healing rate increased by +1.
  • +1 party move speed on campaign map.
  • Axe of Ulric also scales with Leadership.

Tier 2: Wolf Priest

Teachings of the Winterfather
  • Wounded troops heal faster.
  • Praying at a shrine of Ulric, fully restores personal Hitpoints. (5-day cooldown.)
  • Melee attacks deal increased damage to shields.
  • +20% ranged 'Physical Resistance' for 'Melee' troops.
  • Axe of Ulric also scales with Faith, and has its radius increased by 1 meter.

Frost's Bite
  • +10% personal 'Frost' damage.
  • +10% 'Frost' damage for 'Melee' troops.
  • Party is no longer affected by snow penalties.
  • +20% duration for 'Hex' prayers.
  • Axe of Ulric now deals 'Frost' damage, and enemies are slowed for 6s when hit.

Runes of the White Wolf
  • Wolf heads/pelts now provide +5% personal 'Ward Save'.
  • +15 personal Hitpoints.
  • +20% duration for prayers.
  • +20% 'Ward Save' for 'Ulrician' troops
  • Axe of Ulric now applies a damage over time effect to the foe.

Tier 3: High Priest of Ulric

Fury of War
  • +5% personal 'Physical' melee damage per equipped melee weapon.
  • +10% personal weapon swing speed.
  • Victory against a stronger force refreshes your blessing of Ulric.
  • Hits below 25 damage no longer stagger you.
  • Axe of Ulric now charges twice as fast.

Flame of Ulric
  • Radius of prayers is increased by +25%.
  • +15% personal 'Armour Penetration' for melee attacks.
  • Victory against a stronger force provides +100% prestige.
  • Kills done by you or 'Ulrician' troops cause 25% morale damage to enemies.
  • When Axe of Ulric is used, a random prayer becomes fully charged.

Career Prayers:

Ulric's Gift
The wolf-priest lets out a mighty howl and dedicates the kill to Ulric. Gain +30% movement and attack speed for 25 seconds.

Ice Storm
The wolf-priest summons an icy hailstorm within an area. Enemies suffer a -50% movement and attack speed penalty as well as damage over time.

Heart of the Wolf
The priest's allies are driven into a zealous frenzy. Friendly troops in a 10 meter radius gain +35% physical damage as well as Unbreakable and Unstoppable for 20 seconds.

The Snow King's Decree
The priest roars with a grand prayer and calls freezing blast of blue flames to cleanse a targeted area of cowards and weaklings. Affected enemies take damage, suffer a -50% movement and attack speed penalty as well as damage over time.

Imperial Magister



Tier 1: Apprentice Magister

Study and Practice
  • +3 personal max 'Winds of Magic' capacity.
  • +10% personal 'Ward Save' if armour weight does not exceed 11.
  • +5% personal 'Magic' spell damage.
  • +10% personal 'Magic Resistance'.
  • +1 charge of Arcane Conduit, and +50% 'Physical Resistance' while channeling.

Teclis' Teachings
  • +5% personal 'Fire' spell damage.
  • +5% personal 'Lightning' spell damage.
  • +3 personal max 'Winds of Magic' capacity.
  • 'Power Stones' cost -35% less 'Prestige'.
  • +1 charge Arcane Conduit, and gain +25% max channel time.

Tier 2: Battle Wizard

Imperial Enchantment
  • Every week, gain up to 2 Arcane Scrolls per Imperial Wizard in your party.
  • -30% friendly damage done by spells.
  • -25% cost for enchantments.
  • -25% 'Winds of magic' cost for 'Power Stones'.
  • Channeling Arcane Conduit now affects your speed less.

College Orders
  • +5 Companion limit.
  • +10 max 'Winds of Magic' for Imperial Wizard Companions.
  • +10% more 'Prestige' from battles per different type of Imperial Wizard Companion.
  • Gain access to the 'Power Stones' of other Imperial College Orders.
  • Arcane Conduit also applies to Companions.

Magic Combat Training
  • +5 personal max 'Winds of Magic' capacity.
  • +25% spell cooldown reduction.
  • +15% spell power when wielding an off-hand staff.
  • +20% 'Ward Save' if armour weight does not exceed 11.
  • +30% personal damage for all spells when channeling Arcane Conduit.

Tier 3: Lord Magister

Ancient Scrolls
  • +25% duration increase for 'Hex' spells.
  • 'Winds of Magic' regeneration increased by +1.
  • 80% 'Prestige' is recovered from used 'power Stones'.
  • -5% 'Power Stone' upkeep per unique Imperial Wizard they gain +20% spell damage.
  • +1 charge of Arcane Conduit, and Arcane Conduit recharges 50% faster.

Arcane Knowledge
  • +10% spell damage of Imperial Wizard Companions.
  • +10% personal spell effect radius.
  • +10% spell power if armour weight does not exceed 11.
  • +2 personal max 'Winds of Magic' per Imperial Wizard Companion.
  • +1 charge of Arcane Conduit. Half its duration, double its regen. Resets spell cool-down on use.

Damsel of the Lady



Tier 1: Grail Maid

Inspiration of the Lady
  • +25% chance to recruit 2 troops instead of 1.
  • +10% 'Ward Save' for all 'Knight' troops.
  • -20% wages for all 'Knight' troops.
  • +5% personal 'Ward Save' if armour weight does not exceed 11.
  • Fey-Paths charges twice as fast, and can be charged by companion 'Spell' damage/healing.

Tales of Gilles
  • +5 personal 'Winds of Magic' capacity.
  • +10% 'Ward Save' for all Bretonnian troops.
  • Praying at a shrine of the Lady heals all wounded troops. (5-day cooldown).
  • -20% personal cooldown for all spells.
  • Fey-Paths gives +100% personal melee 'Physical Resistance' for 5s.

Fey Enchantment
  • +5% personal 'Spell' damage.
  • +5 personal 'Winds of Magic' capacity.
  • +10% 'Magic' damage for all troops.
  • -25% cost for 'Enchantments'.
  • Fey-Paths knocks over enemies in its radius.

Tier 2: Grail Damsel

Vivid Visions
  • +5 personal 'Winds of Magic' capacity.
  • +1 party move speed on campaign map.
  • +20% personal 'Spell Resistance'.
  • +20% spotting range on campaign map.
  • +30% charge rate for Fey-Paths.

A Just Cause
  • -30% gold cost when upgrading troops.
  • +100 daily experience for all 'Non-Knight' troops.
  • +12% personal 'Ward Save' if armour weight does not exeed 11.
  • +20% relation gain from positive interactions.
  • Fey-Paths provides +30% 'Magic' damage for allies within its radius for 5s.

Tier 3: Prophetess

Secrets of the Grail
  • +15% 'Lightning' spell damage.
  • -20% personal 'Winds of Magic' cost for all spells.
  • +30% chance to restore 10 'Winds of Magic' when casting a 'Prayer'.
  • -30% personal cooldown for all prayers.
  • When using the Fey-Paths gain a temporary second charge.

Envoy of the Lady
  • +15% personal 'Spell' damage.
  • +50 Hitpoints for Knight companions.
  • +10 'Winds of Magic' capacity for Damsel companions.
  • Can force Bretonnian Lords to make diplomatic decisions.
  • Fey-Paths also teleports nearby friendly troops.

Career Prayers:

Aura of the Lady
The Lady protects damsels and their followers from harm. Grants 80% magic, lightning and fire resistance in a 15 meter radius.

The Lady's Favour
The Damsel conjures a vision of the Lady of the Lake to guide Bretonnians into the frey. Grants 25% attack speed bonus in a 10 meter radius.

Shield of Combat
The Lady's divine power causes allies' armor to deflect enemy blows. Grants 50% physical resistance in a 12 meter radius.

Aerial Shield
Power of the Lady causes enemy missiles to vanish mid-air. Grants 95% ranged physical resistance in a 12 meter radius.

Knight of the Old Realm



Tier 1: Initiate Knight

Secular Orders
  • -25% 'Prestige' cost for upgrading 'Knight' troops.
  • +20 One/Two-handed skill for all 'Knight' troops.
  • -25% 'Gold' cost for upgrading 'Knight' troops.
  • Can apply 'Secular Seals' to Templar Knights' and 'Templar Seals' to 'Secular Knights'.
  • Knightly Strike gains a charge every 100 points in a melee weapon skill up to a max of 15.
Path of Conquest
  • +5% personal 'Physical' melee damage.
  • +1 party move speed on campaign map.
  • +40% charge damage bonus for your personal mount.
  • +30 Polearm weapon skill for 'Knight' troops.
  • Knightly Strike now cleaves, and can be used at battle start.
Squires
  • +15 personal Hitpoints.
  • -25% wages for 'Knight' troops.
  • Wounded troops heal faster.
  • Victories against 'Non-Human enemies give +100% 'Prestige'.
  • Knightly Strike lasts +1s longer per 50 Riding, and grants +10% personal 'Physical' melee damage.

Tier 2: Seasoned Knight

Templar Orders
  • +15 personal Hitpoints.
  • Gain Faith experience for slaying the forces of 'Undead' or 'Chaos'.
  • 'Knight' troops that follow your patron deity gain +15% 'Physical' melee damage.
  • +20% personal 'Physical' melee damage against the forces of 'Undead'.
  • Knightly Strike also scales with Faith, and gains +1 charge.
Path of Vigilance
  • +50% personal mount Hitpoints.
  • +6% personal 'Physical Resistance'.
  • Hits below 15 damage no longer stagger you.
  • +15% personal 'Ward Save' when using a shield.
  • +20% personal attack speed during Knightly Strike, and it charges twice as fast.
Wrath against Chaos
  • Your party deals increased 'Holy' damage when facing the forces of Chaos
  • +15% personal 'Magic Resistance'.
  • +10% personal weapon swing speed.
  • +10% personal 'Armour Penetration' of melee attacks.
  • Knightly Strike gains +25% 'Armour Penetration'.

Tier 3: Knight Commander

Path of Glory
  • +15 personal Hitpoints.
  • +10% 'Ward Save' for all 'Knight' troops.
  • +6% personal 'Ward Save'.
  • 'Knight' troops can now be given an additional 'Templar or Secular seal'.
  • Your patron deity blesses your weapon. If no patron, +20% personal 'Physical' weapon damage.

Knight of Bretonnia



Tier 1: Knight Errant

Errantry War
  • +5% personal 'Physical' melee damage.
  • +15 personal Hitpoints.
  • +20 One/Two handed skill for all 'Knight' troops.
  • +12 daily experience for all 'Melee' troops.
  • Knightly Charge also scales with One-Handed skill, and gains +10% 'Physical' melee damage.

Enhanced Horse Combat
  • +50% Hitpoints for your mount.
  • +5% personal 'Physical' melee damage while mounted.
  • -12% Chivalry' upgrade costs for al troops.
  • +30 polearm skill for all 'Knight' troops.
  • Knightly Charge also scales with Polearm skill, and can be used on battle start.

Tier 2: Questing Knight

Questing Vow
  • +35 personal Hitpoints.
  • +12% personal weapon swing speed.
  • +8% 'Physical Resistance' for all 'Knight' troops.
  • +2 'Chivalry' daily per 'Knight' Companion.
  • Knightly Charge gains +20% personal 'Physical Resistance', mount doesn't rear during ability.

Monster Slayer
  • +5% personal 'Fire' melee attacks.
  • +20% personal 'Armour Penetration' for melee attacks.
  • +20% personal 'Physical' melee damage against mounted enemies and monsters.
  • Hits below 15 damage no longer stagger you.
  • Knightly Charge duration scales with Polearm/Riding, its damage also scales with Two-Handed.

Master Horseman
  • +40% charge damage bonus for your mount.
  • +1 party move speed on campaign map.
  • +8% personal 'Physical Resistance'.
  • -25% gold wages for 'Knight' troops.
  • Knightly Charge's cooldown is 30s shorter, and any healing received also affects your horse.

Tier 3: Grail Knight

Grail Vow
  • -30% 'Chivalry' upgrade cost for 'Grail Knight' troops.
  • +15% 'Holy' melee damage for Battle Pilgrim troops.
  • +10% personal 'Holy' melee damage.
  • +15% personal 'Ward Save'.
  • Knightly Charge also scales with Faith, gives regeneration, and gains +20% 'Holy damage.

Holy Crusader
  • +40 personal Hitpoints.
  • 'Knight' Companions gain +5 Hitpoitns per 'Knight' Companion.
  • 'Grail Knight' troops can be upgraded to Companions.
  • +7 Companion limit.
  • Knightly Charge also scales with Leadership, and applies to Companions within a 5m radius.

Knight of Mousillon



Tier 1: Ill-fated Noble

Curse of Mousillon
  • +30 personal Hitpoints.
  • +20 Polearm skill for Mousillon 'Knight' troops.
  • +15% ranged 'Physical' damage for Mousillon troops.
  • Ill-Fated Knight companions slowly convert Bretonnian Peasants to Mousillon Peasants.
  • Knightly Charge also scales with One-Handed skill, and gains +10% 'Physical' melee damage.

Swamp Rider
  • +50% personal mount Hitpoints.
  • +10% personal melee 'Physical' damage while mounted.
  • Melee kills grant Roguery experience.
  • +20 One-Handed and Two-Handed skill for all 'Knight' troops.
  • Knightly Charge also scales with Polearm skill, gains +20% speed, can be used on battle start.

Tier 2: Ill-fated Questing Knight

Unbreakable Army
  • -40% wages for all Mousillon peasant troops.
  • +1 increased party size per 3 Mousillon peasant troops.
  • +10% personal 'Physical Resistance'.
  • +1 increased party size per 2 'Undead' troops.
  • Knightly Charge gains +20% personal 'Physical Resistance', mount doesn't rear during ability.

Scourge of Bretonnia
  • +30 personal Hitpoints.
  • +15 daily 'Dark Energy'.
  • +8% melee 'Physical' damage for Mousillon 'Knight' troops.
  • Ill-Fated Knight companions slowly convert Bretonnian Knights to Mousillon Knights.
  • Knightly Charge duration scales with Polearm/Riding, its damage also scales with Two-Handed

Robber Knight
  • +50% personal mount charge damage.
  • +1 party move speed on campaign map.
  • +10% 'Physical Resistance' for Mousillon 'Knight' troops.
  • Pillaging provides 'Dark Energy' and is +50% faster.
  • Knightly Charge's cooldown is 30s shorter, and any healing received also affects your horse.

Tier 3: Knight of the Black Grail

The Lady's Lie
  • +10% personal melee 'Magic' damage.
  • +10 'Winds of Magic' for Necromancer companions.
  • -12% 'Dark Energy' upkeep for Mousillon 'Knight' troops.
  • +8% melee 'Magic' damage for Mousillon 'Knight' troops.
  • Knightly Charge also scales with Roguery, gives regeneration, and gains +20% 'Magic' damage.

The Vow of the Black Grail
  • +7 Companion limit.
  • Hits below 15 damage no longer stagger you.
  • +8% 'Ward Save' for Mousillon 'Knight' troops.
  • +5 daily 'Dark Energy' per Necromancer and Vampire companion.
  • Knightly Charge also scales with Leadership, and applies to Companions within a 5m radius.

Necromancer



Tier 1: Apprentise

Liber Necris
  • -20% party weight of 'Lesser Undead' troops.
  • Harbinger kills grant Roguery experience.
  • +10 personal Hitpoints.
  • +10% personal 'Magic' spell damage.
  • Harbinger also scales with Roguery and gains a Two-Handed weapon.

De Arcanis Kardon
  • +10% 'Physical' melee damage for 'Lesser Undead' troops.
  • -20% party weight of 'Lesser Undead' troops.
  • -15% personal 'Winds of Magic' cost for spells.
  • +5 personal 'Winds of Magic' capacity.
  • Harbinger can be un-possessed. (Re-use ability to swap between caster and Harbinger).

Codex Mortifica
  • -20% party weight of 'Lesser Undead' troops.
  • +5 personal 'Winds of Magic' capacity.
  • Wounded troops heal faster.
  • +20% chance tier 4+ 'Lesser Undead' troops will be wounded instead of killed.
  • Harbinger also scales with Medicine. Caster gains 90% 'Ward Save' when possessing.

Tier 2: Scholar

Liber Mortis
  • +10 personal 'Winds of Magic' capacity.
  • +15% 'Armour Penetration' for 'Lesser Undead' troops.
  • +10% 'Physical' melee damage for 'Lesser Undead' troops.
  • +20% personal spell cooldown reduction.
  • Harbinger can be summoned on battle start and gains +25% 'Physical' melee damage.

Book of W'soran
  • +50 increased party size.
  • +50% duration of 'Hex' spells.
  • +25% 'Ward Save' for 'Lesser Undead' troops.
  • +0.5 daily 'Dark Energy' per Grave Guard troop.
  • Harbinger gains +25% 'Ward Save' and can no longer be staggard.

Grimore Necris
  • +10% 'Magic' melee damage for 'Lesser Undead' troops.
  • -25% 'Dark Energy' upkeep cost for troops.
  • +50% duration for 'Augment' and 'Healing' spells.
  • 'Summon' spells raise 1 more troop per cast for every 'Enchanted' piece of equipment.
  • Harbinger kills restore 2 Hitpoints to you and Harbinger. It also gains a set of ancient armour.

Tier 3: Lichmaster

Books of Nagash
  • +15 'Dark Energy' daily.
  • +50 increased party size.
  • +25 personal 'Winds of Magic' capacity.
  • -50% 'Dark Energy' cost for upgrading troops.
  • +20% 'Magic' melee damage for Harbinger, kills it makes restores 1 of your 'Winds of Magic'.

Vampire (Von Carstein)



Tier 1: New Blood

New Blood
  • +15 personal Hitpoints.
  • +15 increased party size.
  • +10 personal 'Winds of Magic' capacity.
  • Sunlight no longer weakens you.
  • Mist Form charges 20% faster.

The Feral
  • +10% personal 'Physical' melee damage.
  • Personal healing rate is increased by +2.
  • +1 party move speed on the campaign map.
  • +15 personal Hitpoints.
  • +20% speed when in Mist Form.

Tier 2: Vampire

The Arkayne
  • Personal armour weight no longer impedes your 'Winds of Magic' recharge rate.
  • +3% personal 'Magic' damage.
  • +5% personal 'Magic' melee damage.
  • -5% personal 'Winds of Magic' cost for spells.
  • Mist Form also scales with Spellcraft, and can now be charged dealing 'Spell' damage.

The Courtley
  • +20% relation gains with 'Notables'.
  • +15 personal Hitpoints.
  • +3% personal 'Magic' damage.
  • Slaying foes with a headstrike (melee) restores +2 personal 'Winds of Magic'.
  • Mist Form also scales with Roguery, and can be cast on battle start.

The Lordly
  • +5 Companion limit.
  • +20 increased party size.
  • -15% 'Dark Energy' upkeep for 'Vampire' troops.
  • For every 2 'Lesser Undead' increase party size by 1.
  • Mist Form also scales with currently equipped weapon skill, and restores 1 Hitpoint per second.

Tier 3: Exalted

The Martialle
  • +5% personal 'Physical' melee damage.
  • +35 personal Hitpoints.
  • +10% 'Physical' melee damage for all troops when facing forces of 'Humans'.
  • Personal damage against shields is increased.
  • +30% charge time for Mist Form, but its buffs remain briefly after ability, +20% swing speed.

Master of the Dead
  • +5 'Dark Energy' daily.
  • +10% 'Ward Save' for 'Lesser Undead'.
  • +20% higher chance to 'Rise Dead' after a battle.
  • +20% chance tier 4+ 'Lesser Undead' troops will be wounded instead of killed.
  • +30% longer charge time for Mist Form, but now spreads its benefits to nearby troops.

Vampire (Necrarch)



Tier 1: Apprentise

Disciple of the Accursed
  • Increases Party size by 35.
  • 10% cost reduction for spells.
  • Reduce the Dark Energy upkeep for wraith troops by 25%.
  • For every magical item in your battle equipment you increase your maximum winds by 2.
  • Undead troops can charge career ability. Ability scales with Roguery.

Witch Sight
  • The Spotting range of the party is increased by 20%.
  • Increases max Winds of Magic by 10.
  • Increases Magic resistance against spells by 25%.
  • Increases max Winds of Magic by 20 if your armor weight undershoots 11 stones.
  • For every hit enemy gain 0.25% of your maximum Winds of Magic.

Dark Visions
  • Increases max Winds of Magic by 10.
  • Gain 15 Dark Energy daily.
  • Spell damage increases roguery.
  • For every known spell your winds capacity rises by 1.
  • Summons a Wraith on impact. Spell damage charge is increased by 25%.

Tier 2: Seeker

Unhallowed Soul
  • Increases buff durations by 25%.
  • Gain 30 Dark Energy daily.
  • Increases Spell effectiveness by 30% if your armor weight undershoots 11 stones.
  • Increases lightning spell damage by 10%.
  • Increases impact damage of netherball by 25%. The Projectile is now target seeking.

Hunger for Knowledge
  • Increase hex durations by 25%.
  • Wraiths are immune to friendly fire spell damage.
  • Perform with your companion a dark ritual gaining 50 Winds each for 100 Dark Energy.
  • Increases Magic melee and spell damage by 10%.
  • The Career ability is constantly slowly charged.

Wellspring of Dhar
  • Increase buff durations by 25%.
  • Tier 4 Undead troops can get wounded with a 20% lower chance.
  • Spellcaster Companion gain 15 more Winds of Magic.
  • Increases fire spell damage by 10%.
  • Ability scales with Medicine. Ability starts charged. Companions can charge ability.

Tier 3: Ascended

The Everlings Secret
  • Increases Winds regeneration by 1.
  • 35% spell cooldown reduction.
  • Once your Winds are full, your winds recharge rate is counted towards your Dark Energy.
  • Any non-physical damage count towards spell damage type.
  • After using nether ball, a second use is available shortly after the first one.

Vampire (Blood Knight)



Tier 1: Initiate

Peerless Warrior
  • +25 personal Hitpoints.
  • +10% personal 'Physical' melee damage.
  • +20% experience gains by tier 4+ troops.
  • +100 experience daily in a random melee weapon skill.
  • Red Fury also scales with Athletics, and provides a +20% personal movement speed increase.

Night Rider
  • +25 personal Hitpoints.
  • +20 to all melee skills of 'Lesser Undead', and 'Vampire' troops.
  • +50% faster raiding speed during the night.
  • Personal damage against shields is increased.
  • Red Fury can now be charged by your Companion's kills.

Tier 2: Blood Knight

Blade Master
  • +5% personal 'Physical' melee damage.
  • Personal healing rate increased by +3.
  • Hits below 15 damage no longer stagger you.
  • Raiding now provides personal weapon experience and troop experience.
  • Red Fury now scales with every melee weapon skill regardless of equipped weapons.

Doom Rider
  • +15% personal 'Physical' melee damage.
  • -10% 'Dark Energy' upkeep for 'Vampire' troops.
  • +2 party move speed on campaign map.
  • +5% chance defeated 'Humans' become 'Vampire' troops, 10% for tier 4+ troops.
  • Red Fury also scales with Tactics, and now applies to nearby troops.

Controlled Hunger
  • Sunlight no longer weakens you.
  • +25 personal Hitpoints.
  • +35% personal mount Hitpoints.
  • For every 200 damage you deal, restore 1 Hitpoint up to a max of 5 per hit.
  • Red Fury duration is doubled.

Tier 3: Master

Avatar of Death
  • +15% 'Physical Resistance'.
  • -20% 'Dark Energy' upkeep costs for 'Vampire' troops.
  • +20% personal 'Spell Resistance'.
  • +15% 'Ward Save' for 'Vampire' troops.
  • Red Fury's 'Physical Resistance' turns into 'Ward Save', and provides weapon swing speed.

Dread Knight
  • +35 personal Hitpoints.
  • +50% charge damage bonus for your mount.
  • +20% 'Physical' melee damage for 'Cavalry' troops.
  • +20% personal 'Armour Penetration' for melee attacks.
  • Red Fury also scales with Riding. Kills made during Red Fury increase duration by +2s.

Waywatcher



Tier 1: Scout

Protector of the Woods
  • +10% personal ranged 'Physical' damage.
  • +3 arrows per quiver you have equipped.
  • -20% gold wages for 'Ranged' troops.
  • -15% personal accuracy penalty when moving.
  • Lethal Shot can be used on battle start, reduces required damage to use, and affects +1 shot.

Pathfinder
  • +20% spotting range of party on campaign map.
  • +1 party move speed on campaign map.
  • Party is no longer affected by snow movement penalties.
  • Once per day, go out on a hunt.
  • Lethal Shot applies 'Hagbane' poison that slows enemies. Melee attacks also charge ability.

Forest Stalker
  • Can now perform 'Stealth' attacks with bows.
  • +20% personal 'Physical' ranged resistance.
  • 60% increased Stealth Bonus
  • -20% weight of equipped gear.
  • +50% 'Physical' damage to Lethal Shot when in stealth. Troop damage also charge ability.

Tier 2: Waywatcher

Hail of Arrows
  • +6 arrows per quiver you have equipped.
  • +25 experience daily for 'Ranged' troops.
  • You are no longer staggard by ranged damage.
  • Troops affected by 'Swiftshiver Shards', gain +25% reload speed.
  • Lethal Shot splits into 5 arrows, and gives +25% reload speed.

Hawkeyed
  • -20% weight of equipped gear.
  • Headshots charge Lethal Shot twice as fast as regular shots.
  • +20% personal ranged accuracy.
  • +20% personal ranged 'Physical' damage against mounted enemies and Monsters.
  • Lethal Shot pierces through enemies, gains +20% missile speed, and +15% 'Magic' damage.

Starfire Essence
  • +10% personal ranged 'Fire' damage.
  • +15% personal swing speed.
  • Troops equipped with 'Starfire Shafts', applies 'Fire Vulnerability' to enemies.
  • Your normal arrows now penetrate shields.
  • Lethal Shot pierces shields and gains +25 'Armour Penetration'.

Tier 3: Waystalker

Eye of the Hunter
  • +3 arrows per quiver you have equipped.
  • -20% weight of equipped gear.
  • +50 Bow skill for 'Elven' ranged troops.
  • Roguery skill allows your attacks to reduce an enemies armour up to 60%
  • -2 arrows affected by Lethal Shot. Remaining arrows become imbued with 'Moonfire Explosion'.

Glade Lord



Tier1: Highborn

Warden of Cavaroc
  • +1 party move speed on campaign map.
  • +50% personal mount Hitpoints.
  • +10% personal melee 'Physical' damage while mounted.
  • +50% charge damage bonus for you mount.
  • Hawk Eye also scales with Riding, and reduces enemy movement speed.
Warden of Cythral and Anmvr
  • +20 Two-Handed skill for all 'Elven' troops.
  • +10% personal weapon swing speed.
  • +15 personal Hitpoints.
  • +10% personal 'Physical' melee and ranged damage against the forces of 'Chaos'.
  • Hawk Eye also scales with Two-Handed weapon skill, and can be used on battle start.
Warden of Wydrioth
  • +3 arrows per quiver you have equipped.
  • +10% personal 'Physical' ranged damage.
  • +20 Bow skill for all 'Elven' troops.
  • +10% 'Physical' ranged damage for all 'Elven' troops.
  • Hawk Eye also scales with Archery, and applies a 25% ranged damage penalty to foes.
Tier 2: Glade Captain

Warden of Atylwyth
  • +10 increased party size.
  • +15% 'Physical Resistance' for Eternal Guard.
  • +5 increased party size per Glade Captain Companion.
  • +20 Polearm weapon skill for all 'Elven' troops.
  • Hawk Eye buffs allies within radius with increased movement and swing speed.
Warden of Torgovann
  • +10% personal 'Ward Save' when a shield is equipped.
  • +20 One-Handed weapon skill for all 'Elven' troops.
  • +15 personal Hitpoints.
  • Hits below 15 damage no longer stagger you.
  • Hawk Eye also scales with One-Handed weapon skill, and reduces enemy attack speed.
Tier 3: Lord of Athel Loren

Warden of Talsyn
  • Personal armour weight no longer impedes your 'Winds of Magic' recharge rate.
  • +10% 'Physical' damage for all 'Elven' troops.
  • +5 Companion limit.
  • Your thrown spears can hit multiple enemies.
  • Hawk Eye also scales with Leadership, and Throwing, its cooldown is 50% shorter.
Warden of Argwylon
  • +10% personal 'Magic' melee, and spell damage when below 25 weight.
  • +10 personal 'Winds of Magic' capacity.
  • +10 'Harmony' daily.
  • +15 'Winds of Magic' capacity for all Spellsinger Companions.
  • Hawk Eye increases 'magic' damage done to enemies and causes 'Physical' damage to them.

Spellsinger



Tier 1: Spellsinger

Path Shaping
  • +1 party move speed on campaign map.
  • -10% gold wages for 'Elven' troops.
  • +20% spotting range of party on campaign map.
  • +15% personal 'Ward Save' if armour weight does not exceed 15.
  • Wrath of the Wood also scales with Scouting, and buffs 'Forest Spirits' move speed by +10%.

Tree Singing
  • +5 personal 'Winds of Magic' capacity.
  • +15 'Harmony' daily.
  • -10% 'Harmony' upkeep for Dryads.
  • Increase party size by +3 per known spell.
  • Wrath of the Wood charges twice as fast, and summons +2 more Dryads.

Vital Surge
  • +15 personal Hitpoints.
  • Wounded troops heal faster.
  • +20% duration for 'Augment' and 'Healing' spells.
  • Personal healing rate increased by +2.
  • Wrath of the Wood also scales with Medicine. Companions heal per summoned Dryad.

Tier 2: Spellweaver

Heart of the Tree
  • +15% 'Physical' melee damage for 'Tree Spirit' troops.
  • +15% 'Ward Save' for Dryads.
  • -15% 'Harmony' upkeep for 'Tree Spirit' troops.
  • +0.5 personal 'Winds of Magic' capacity, per 'Tree Spirit' troop.
  • Wrath of the Wood also scales with Leadership, and 'Tree Spirit' troops charge ability.

Ariel's Blessing
  • +10% personal 'Magic' melee damage.
  • +5 personal 'Winds of Magic' capacity.
  • +15 'Forest harmony' daily when under 'Isha's Blessing'.
  • +15% personal radius for spells.
  • Wrath of the Woods also scales with Faith, and can be cast immediately on battle start.

Tier 3: Ascended Spellweaver

Fey Magic
  • +5% personal 'Spell' damage.
  • +5 personal 'Winds of Magic' capacity.
  • 'Tree Spirit' troops are not affected by friendly fire.
  • +20% duration for 'Hex' spells.
  • Wrath of the Woods lets kills made by Dryads to recharge 0.5 of your 'Winds of Magic' for 10s.

Fury of the Forest
  • +10% 'Spell' damage for all Companions if one of them is a Darkweaver.
  • +15% 'Ward Save' for all Companions if one of them is a Highweaver.
  • -20% 'Harmony' upkeep for Treemen.
  • +25% personal spell cooldown reduction.
  • Wrath of the Woods summons +1 Treeman. 10 Dryads instead if used during a mission.

Grey Lord



Tier 1: Exile's Apprentice

Caelith's Wisdom
  • +10 personal Hitpoints.
  • +10% personal 'Fire Resistance'.
  • -25% wages for 'Cityborn' troops.
  • +25% 'Fire Resistance' for 'Cityborn' troops.
  • Mind control also scales with Leadership, gain +2 targets, can be charged by melee damage.

Soul Binding
  • +5 personal 'Winds of Magic' capacity.
  • +15% personal 'Spell' resistance.
  • Wounded troops heal faster.
  • +35% personal duration of 'Healing' spells if no 'Projectile' spells are equipped.
  • Mind Control also scales with Medicine, and heals affected targets.

Legends of Malok
  • +5 personal 'Winds of Magic' capacity.
  • -20% 'Favor' cost for 'Cityborn' troop upgrades.
  • +15% 'Fire' damage for all troops.
  • +50% personal spell radius if no 'Hex' spells are equipped.
  • Mind Control begins battle charged, and gains +15% success chance.

Tier 2: Grey Mage

Unrestricted Magic
  • +10 personal 'Winds of Magic' capacity.
  • +20% personal spell radius.
  • +20% 'Favor' gained from battles.
  • +150% damage for 'Projectile' spells if no 'Area of Effect' spell is equipped.
  • Mind Controlled troops explode on death. Failing to control a troop now hurts them.

Forbidden Scrolls of Saphery
  • I+0.5 personal 'Winds of Magic' recharge rate.
  • +20% duration of 'Hex' spells.
  • -1% cost for 'Enchantments' per known spell.
  • +50% duration of 'Hex' spells if no 'Healing' spells are equipped.
  • Mind Control also scales with Charm, his its range doubled, and Companions help charge.

By All Means
  • +20% personal 'Ward Save' if armour weight does not exceed 11.
  • +5% personal 'Lightning' spell damage.
  • +5% personal 'Magic' spell damage.
  • +100% duration of 'Vortex' and 'Area of Effect' spells if no 'Augment' spells are equipped.
  • Mind Control also scales with Roguery, and gains +10% success chance.

Tier 3: Grey Lord

Secret of the Fellfang
  • +50% personal spell cooldown reduction if less than 11 spells are equipped.
  • +10 personal 'Winds of Magic' capacity.
  • 30% of your max 'Winds of Magic' capacity is restored after battle.
  • +10% personal 'Fire' spell damage.
  • Mind Control recharges +1 'Winds of Magic' per successful target.

Ironbreaker



Tier 1: Aspirant Ironbreaker

Nest Cleansing
  • +10 personal Hitpoints.
  • +20% personal 'Fire Resistance'.
  • Explosive charges gain +2 ammunition.
  • +50% chance of an 'Ironbreaker' troop to not consume an explosive charge when used.
  • Impenetrable provides fire, explosive, and knockback resisstance.

Tunnel Watch
  • +15 personal Hitpoints.
  • +1 party move speed on campaign map.
  • +15% personal 'Physical' damage when facing Greeskins.
  • +5% personal melee 'Physical' damage.
  • Impenetrable also scales with Scouting, and begins battle charged.

Tier 2: Ironbreaker

Iron Price
  • Hits below 15 damage no longer stagger you.
  • Personal attacks against shields deal increased 'Physical' damage.
  • -25% gold cost when upgrading 'Ironbreaker' troops.
  • +10 personal Hitpoints.
  • Impenetrable also scales with Leadership and can be charged by dealing damage.

Shield Wall
  • +10 personal Hitpoints.
  • +20 One-Handed skill for all Dawi troops.
  • +10% personal 'Physical Resistance' when a shield is equipped.
  • Smithing levels increase your shields Hitpoints by .05%
  • Impenetrable also scales with One-Handed and applies to nearby Dawi.

Iron Drakes
  • +20% Fire damage for 'Irondrake' troops.
  • -25% 'Oathgold' cost for 'Irondrake' troops.
  • +12 ammunition for Drakefire canisters.
  • +10% ammunition for 'Ironbreaker' troops per Ironbeard unit.
  • Impenetrable also scales with Gunpowder, and provides increased reload speed.

Tier 3: Ironbeard

Gromril Armor
  • +20% 'Physical Resistance' for 'Ironbreaker' troops.
  • +15 personal Hitpoints.
  • +5% personal 'Ward Save' if armour weight exceeds 25.
  • -50% damage from friendly fire for 'Ironbreaker' troops.
  • Impenetrable increases personal 'Physical Resistance' by 0.5 when a hit is taken, lasts 10s.

Rune Weapons
  • +10% 'Physical' damage for 'Ironbreaker' troops.
  • +5% personal 'Magic' damage.
  • +20% personal 'Armour Penetration' for melee attacks.
  • +15% personal weapon swing speed.
  • Impenetrable increases personal 'Physical damage by 0.5% when a hit is taken, lasts 10s.

Slayer



Tier 1: Slayer

Axe of Grimnir
  • +10 personal Hitpoints.
  • +10% personal melee 'Physical' damage.
  • Slaying a foe in melee provides Faith experience.
  • Praying at Shrines of Grimnir provides twice the amount of 'Slayer' troops.
  • Doom Seeking also scales with Faith.

Shame of the Ancestors
  • +10 personal Hitpoints.
  • +1 party move speed on campaign map.
  • +1.5 personal healing rate.
  • Allow troops to take the slayer oath, converting them into a 'Slayer' troop.
  • When a 'Slayer' troop dies, gain a stack of Doom Seeker.

Deadly Determination
  • +15 personal Hitpoints.
  • +50 One-Handed skill for all 'Slayer' troops.
  • +15% personal weapon swing speed.
  • If armour weight is less than 9, gain +10% 'Physical' damage when losing 50 Hitpoints.
  • Doom Seeking also scales with One-Handed.

Tier 2: Trollslayer

Urk Slayer
  • +15% personal movement speed.
  • If armour weight is less than 9, gain +15% personal 'Physical' damage to Greenskin forces.
  • +40% personal ranged 'Physical Resistance'.
  • Deal double melee damage to shields.
  • When Doom Seeking, gain +50% melee 'Physical' damage.

Giant Slayer
  • +15 personal Hitpoints.
  • If armour weight is less than 9, +25% melee damage to mounts and monster troops.
  • +50 Two-Handed skill for all 'Slayer' troops.
  • You can no longer be staggered by damage.
  • Doom Seeking also scales with Two-Handed, and begins battle charged.

Bane of Chaos
  • If armour weight is less than 9, gain +20% 'Spell Resistance'.
  • +2 personal healing rate.
  • +25% personal 'Armor Penetration' for melee attacks.
  • If the armour weight is less than 9, gain +20% personal melee damage against the forces of Chaos.
  • +0.1% 'Physical Resistance', for every kill made when Doom Seeking.

Tier 3: Daemonslayer

The Last Journey
  • +15 personal Hitpoints.
  • If armour weight is less than 9, gain +25% personal melee 'Physical Resistance'.
  • +15% melee 'Physical Resistance' for all 'Slayer' troops.
  • +40% ranged 'Physical Resistance' for all 'Slayer' troops.
  • When Doom Seeking, your attacks become unparryable.

Runesmith



Tier 1: Student of Runecraft

Forgefire Burning
  • +1 charcoal from burning wood.
  • +1 ingot when forging metal.
  • -40% stamina cost for smithing. Stamina now regenerates while traveling.
  • Gain Faith experience when smelting/smithing.
  • Wisdom of Thungi now applies to the next 'Rune' in the sequence at half efficiency as well.

Tier 2: Runesmith

Teachings of Thungni
  • -25% cost for 'Enchantments'.
  • Crafting an equipment 'Rune' provides Smithing/Spellcraft experience.
  • +10% 'Ward Save' for troops affected by a 'Rune'.
  • +25% party carrying capacity.
  • Wisdom of Thungi also scales with Faith. Kills made by troops with a 'Rune' reduce its cooldown.

Chisel and Hammer
  • +15% 'Physical' damage for troops affected by a 'Rune'.
  • Kills made with 'Rune' weapons provide Spellcraft experience.
  • +20% personal 'Rune' ability affect radius.
  • -25% 'Oathgold' cost to Dwarf Noble troops.
  • Wisdom of Thungi also scales with Spellcraft. Radius of 'Rune' abilities is increased.

For Hearth and Home
  • +10% 'Ward Save' for troops affected by a 'Rune'.
  • +3 Hitpoints for every equipment 'Rune' to the wearer.
  • For every troop affected by a 'Unit Rune', the party gains +0.05 healing.
  • +10% duration of 'Rune' abilities. Points in Faith increases duration by 0.1%
  • The 'Rune' Heart and Home also provides +25% 'Physical' ranged damage.

Tier 3: Runelord

Stone and Steel
  • +10% personal 'Magic Resistance'.
  • +10% 'Magic Resistance' for all troops.
  • +25 personal Hitpoints.
  • When a 'Rune' ability is refreshed, gain +50% 'Magic' damage for 15s.
  • The 'Rune' Spell breaker drains +50% more 'Winds of Magic'.

Legacy of Grungni
  • Runesmith Guild provides more 'Oathgold' from delivered steel.
  • Ironsmelters within Karaks provide +2 'Oathgold' daily.
  • -33% cost to apply a 'Rune' to troops.
  • Smithing levels increase personal range/radius of 'Rune' abilities by 0.005%
  • The 'Rune' Oath and Steel applies 'Fire' damage to troops.

Anvil of Doom
  • +15% personal 'Magic' damage.
  • +5 'Oathgold' daily when an 'Anvil of Doom' is present.
  • -2% cooldown to your runes per Runesmith companion.
  • You can now place 2 Unit Runes per unit.
  • The 'Rune' Wrath and Ruin's damage increased by 0.05% per point in Spellcraft.

Unlocking higher tiers

To unlock tier 2:
  • Talk to a Runesmith Guild master for quest.
  • Finish 15 smithing contracts.
  • Learn 7 runes.

To unlock tier 3
  • Talk to a runesmith guild master for quest.
  • Learn 22 runes.
  • Finish 20 smithing contracts.
  • Reach respected with the Runesmith Guild

Comentary:
Basically, to advance to the higher tiers of runesmithing, you will need to spend a lot of oathgold.

Orc Boss



Tier 1: Orc Boss

Tuffer Dan Nails
  • 10% personal 'Physical Resistance’
  • When traveling, triple your personal healing rate
  • +75 personal Hitpoints
  • Gain double the renown from battles
  • Armed to da Teef now applies bleeding
You an'Wot Armour?
  • +10% melee 'Physical' damage for all 'Orc' troops
  • +10% personal melee 'Physical' damage when equipped with a Polearm, 1H, and 2H weapon
  • +10% personal 'Armour Penetration' for melee attacks
  • Deal quadruple increased melee damage to shields
  • Armed to da Teef also scales with Two-Handed
Tier 2: Warboss

Good wiv Blockas
  • You are no longer staggered by hits below 30 damage
  • +10% personal 'Physical Resistance' when wielding a shield
  • 25 increased party size
  • +10% melee 'Physical' damage for 'Orc' infantry
  • Armed to da Teef also scales with One-Handed

Meanest an'da Baddest
  • +10% personal melee 'Physical' damage.
  • +5 Companion limit.
  • Gain 50% more gold when donating items at Kwartamastas.
  • +5 'Teef' daily per Orc Boss companion.
  • Armed to da Teef also scales with Polearm.

Get To Da Choppas
  • +10% personal 'Physical' damage.
  • +5 Companion limit.
  • +10% personal melee 'Physical' damage when equipped with a Polearm, 1H, and 2H weapon.
  • +50% 'Teef' when dueling Warbosses.
  • Armed to da Teef grants nearby allies +20% 'Physical' damage.

Tier 3: Greenskin Warlord

Leave nuffin'behind
  • -25% 'Teef' cost for upgrading troops
  • +20% personal 'Armour Penetration' for melee attacks
  • +50 increased party size
  • Reduce 'Morale' penalty when extorting 'Teef'
  • Armed to da Teef reduces enemy movement speed by -20%

Best of da Best!
  • +10% personal melee 'Physical' damage
  • +10% personal weapon swing speed
  • +75 personal Hitpoints
  • +100 Hitpoints for Orc Boss companions
  • Armed to da Teef slams enemies to the ground

Unlocking Higher Tiers

To Unlock Tier 2
  • Reach 125 of the One-Handed skill
  • Reach 125 of the Two-Handed skill
  • Reach 125 of the Polearm skill
  • Win 50 battles
  • Win 15 battles or tournaments (count as 1 and 3 respectively)
  • Convert 150000 worth of loot to Teef
  • Win 25 brawls

To Unlock Tier 3
  • Reach 200 of the One-Handed skill
  • Reach 200 of the Two-Handed skill
  • Reach 200 of the Polearm skill
  • Win another 250 battles
  • Win another 35 practice battles or tournaments (count as 1 and 3 respecitvely)
  • Win another 55 brawls
  • Capture 5 cities or castles
  • Beat 12 Lords in duels
  • Convert another 500000 worth of loot to teef

Commentary:
I found the brawls to be quite time consuming, and I was using cheats to get through them. Also winning 250 battles might take a while too, though I wonder if it only felt like a lot because I was trying to speedrun the requirements.

Orc Shaman



Tier 1: Orc Shaman

Bones an'Firepitz
  • Gain 15 Winds of Magic after victorious battles
  • +10 personal max 'Winds of Magic' capacity
  • Gain more 'Enchantment' materials when looting
  • Looting shrines grants Spellcraft experience
  • Call uv da Green is charged at battle start

Visions uv da Orc-ayne
  • +35% increased spotting range for party
  • If armour weight is less than 15, gain +10% personal 'Spell' damage
  • Looting shrines provides increased meat and shinies
  • +10% personal melee 'Physical' damage when wielding a staff
  • Gaze uv Mork is free and is refreshed after casting Call uv da Green

Giftz from Da Great Green
  • Looting shrines grants Faith experience
  • +10% personal 'Spell' damage.
  • +50 personal Hitpoints
  • Gain 15 Winds of Magic after victorious brawls
  • Call uv da Green also scales with Spellcraft

Tier 2: Favoured uv Da Godz

Brutal Cunnin'
  • +60 increased party size
  • +50 personal Hitpoints
  • +10% personal 'Physical' damage
  • You are no longer staggered by hits below 25 damage
  • +10% 'Physical Resistance' for all Greenskins during Call uv da Green

Cunnin' Brutality
  • If armour weight is less than 15, gain +10% personal 'Spell' damage
  • +10 personal max 'Winds of Magic' capacity
  • +10% personal 'Ward Save'
  • +20% personal 'Armour Penetration' for melee attacks
  • +15% 'Physical' damage for all Greenskins during Call uv da Green

Tier 3: Great Shaman Lord

Gork an'Mork are watchin'
  • If armour weight is less than 15, gain +15% personal 'Spell Resistance'
  • +10 personal max 'Winds of Magic' capacity
  • +10% 'Ward Save' for all Greenskin troops
  • +70 Hitpoints for Shaman companions.
  • Call uv da Green also scales with Faith

Power uv da Waagh!
  • +10% personal 'Spell' damage.
  • +30 'Winds of Magic' capacity for Shaman companions.
  • If armour weight is less than 15, gain +10% personal 'Ward Save'.
  • +60 increased party size.
  • Call uv da Green provides +50% personal 'Physical Resistance'

Extra Note
Orc Shamans are the only career with access to Da Big WAAGH! magic path.

Unlocking Higher Tiers

To Unlock Tier 2
  • Pray at a shrine of Gork or Mork
  • Reach 150 of the Spellcraft skill
  • Reach 100 of the Faith skill
  • Learn 5 Orc enchantments
  • Convert 125000 worth of loot to teef
  • Loot 15 shrines

To Unlock Tier 3
  • Reach 225 of the Spellcraft skill.
  • Reach 150 of the Faith skill.
  • Learn 10 Orc enchantments total.
  • Convert another 250000 worth of loot to teef total.
  • Capture 5 cities or castles.
  • Loot another 30 shrines.

Commentary:
I didn't find getting to the higher tiers of shaman to be that bad. Just make sure to loot shrines whenever possible as there is a five day cooldown until you can loot the next one.

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