Alchemy
Rogue, Ranger, Cleric, Druid, Shaman, Mage, Healer, Artisan, Hierophant, NecromancerAll poison making and herbal mixing requires an apothecary or poison shop for the proper alchemy labs.
NoviceAble to mix up simple herbs or create category 1 poisons.
ApprenticeAble to prepare slightly more complex herbs and create category 2 poisons.
JourneymanAble to mix up almost any simple herb mixture and may create category 3 poisons.
ExpertAble to mix up simple blends and now able to create category 4 poisons.
MasterAble to mix up even the most complex herbal blends and apothecary potions and able to create category 5 and 6 poisons.
Architect
Any ClassNoviceAble to design simple hut-like structures.
ApprenticeAble to design cabin-like structures.
JourneymanAble to design stone cottages and homes.
ExpertAble to design towers and keeps.
MasterAble to design palaces and castles; their creations would be worthy of nobles or possibly even the Emperor himself.
Artist
Any ClassNoviceThis skill allows the use of charcoal to do basic drawings of people or places.
ApprenticeAt this level, the artist begins using pencils and can do more complex sketches, the result looking very much more realistic.
JourneymanThe skilled artist is now able to do more complex works of art using pen and watercolors.
ExpertThe artist can now begin to use oil paints and work to create paintings of landscapes and people.
MasterCan create with oils or any medium almost lifelike paintings and masterful images.
Baking/Candy-making
Any ClassNoviceAble to mix up the dough for a simple bread.
ApprenticeThe baker can now make several types of bread and some very simple sweets.
JourneymanThe baker can make most simple cakes and decorate them plainly. They are able to make some simple one-ingredient sweets.
ExpertThe baker can now make a variety of cakes with slightly more complex decorations and themes. They are able to make multi-ingredient candies, mixing flavors.
MasterNo cake or confection is beyond them. They have turned baking and candy-making into art, able to fashion elaborate works of art and decoration in their baking.
Body Arts
Any ClassNoviceThis artist is a novice to the body arts and is only able to safely do body painting.
ApprenticeSlightly more trained, they may do simple piercings and non-colored tattoos.
JourneymanWell trained; they can do all piercings and colored tattoos.
ExpertThis artist can do even the most intricate of tattoos and some scarification.
MasterThis artist can do complex scarification and branding.
Brewing/Winemaking
Any ClassNoviceThe brewer is able to do simple distilling, and able to purify water for use in more intricate brews.
ApprenticeHas learned how to brew basic ales.
JourneymanThe brewer can make a variety of ales and ciders and has begun to work with grapes for wines.
ExpertThe brewer can now make simple whiskeys and can now make simple wines, knowing how to bottle his goods.
MasterHas learned to distill, brew, and age his wares. He is aware of how time, heat, and light affect his products. They are known for making the finest quality brews and wines.
Butcher
Any ClassNoviceAble to bleed out kills brought in.
ApprenticeAble to make basic cuts to meats. Will rarely be trusted to carve finer bits.
JourneymanAble to cut up most beasts and separate out the cuts properly.
ExpertAble to make fine cuts of meat, good for serving at well-to-do or even noble tables. Quite knowledgeable about all types of meat and how each bit tastes.
MasterAble to do any cut of meat and knows all animals like the back of their hand; can discuss tastes and textures and would be worthy of working in the palace.
Carpentry
Any ClassNoviceGiven a design and tools, the character can construct a simple enclosure made of wooden poles or branches and skins.
ApprenticeGiven a design and tools, the character can construct rudimentary wooden structures, cabins, and the like.
JourneymanGiven a design and tools, the character can construct complex wooden shapes and form blocks from stone for building, though not decorative shapes. They can make thatched roofing.
ExpertAble to create simple stone structures, given a design, a tower or keep. Able to make a wooden shingled roof.
MasterThis character is capable of creating a castle or even a palace from the designs given to them. They excel at decorative stonework and woodwork in their buildings.
Cartography
Any ClassNoviceThey know how to accurately read a simple map.
ApprenticeThe player now knows enough to read basic maps and can create the most simple of maps.
JourneymanCan read specialized and complex maps and may now create detailed basic maps.
ExpertThe player knows enough to read specialized maps including topographical and terrain.
MasterThe player may read and create maps of nearly any kind.
Ceramics and Pottery
All ClassesNoviceAble to make simple shaped bits of ceramic. Good for holding down paper.
ApprenticeSlightly trained and can make simple plates and cups.
JourneymanA practiced potter, they can make fine quality pottery and ceramic goods, mostly functional, but has started to learn to make decorative items.
ExpertThey can make excellent quality pottery and ceramic goods fine enough for a noble's home, decorative as well as functional.
MasterCan create pottery goods worthy of the Imperial palace, both decorative and functional.
Cooking
All ClassesNoviceThe cook knows enough not to burn water.
ApprenticeMay cook the most basic of dishes. Able to make simple soups and broths.
JourneymanThe cook knows how to make adequate simple dishes of a variety and type indigenous to their area.
ExpertThe cook is now showing even greater proficiency. They have come to excel at all manner of local cuisine and know inherently the proper spices to use for making most dishes.
MasterHas learned even many dishes of exotic nature and can now use spices from foreign areas in the preparation of their dishes as well as exotic cooking styles. No dish is beyond their skills and they can create food worthy of the Emperor himself.
Enchanting
Cleric, Druid, Shaman, Mage, Healer, All Elemental Mages, Priest/ess, Warrior-Mage, Hierophant, Necromancer, SeductressHaving this skill does not allow you to do work on your own. You require the equipment and items that are only available through the Botanica Magika, thus this skill can only be used IC as a member of said shop.
NoviceAble to do enchants up to +1 or do spells up to 3 slots.
ApprenticeAble to do enchants up to +2 or spells up to 6 slots.
JourneymanAble to do enchants up to +3 or spells up to 9 slots.
ExpertAble to do enchants up to +4 or spells up to 12 slots.
MasterAble to do enchants up to +5 or spells up to 15 slots.
Dancing
All ClassesNoviceAs a Novice, the dancer is still learning the moves and thus can generally perform basic routines before a supportive crowd, or with a supportive partner. Organized troupes generally do not ask novices to perform, instead relegating them to ticket sales, serving duties and cleanup.
ApprenticeWith the basic moves learned, the Apprentice's primary concern is stringing these together into an appealing display. Often, apprentices will perform background tasks, support roles, or other simple tasks during a performance. On their own, an apprentice dancer will be able to perform slightly more complex routines, and can generally hold their own when dancing with a partner.
JourneymanThe journeyman dancer knows the traditional aspects of their field as well as how to couple these moves into a fluid and natural performance. Their next task is to figure out how to improvise naturally. In a troupe, they might be called on to perform with other journeymen in support of a primary dancer, or may put on a filler act between star performers. Outside of a dance troupe, journeyman dancers can perform gracefully and naturally, and it is usually enough to impress one's partner. Any routines they might perform, though, might lack original flair.
ExpertAn expert is a rising star. Having mastered the traditional moves and routines, the expert has acquired their own style and flavor, often putting personal touches into their routines. An expert can be counted on to mask their own missteps with grace and panache, and make any move seem natural.
MasterThe dancer is now in the prime of their element. Each performance is a unique work of art that stirs the audience. Endurance and coordination are now worries long past. In mastering their art, the dancer has learned how to make those around them seem more graceful and skilled than they are, and inspire them to perform beyond their skill. In this, the Master Dancer has achieved true stardom, able to lift a team to greater heights than any could have achieved on their own. In formal settings, a master can lead and correct even the most obtuse of partners, turning what would otherwise have been an awkward display into a thing of beauty.
First Aid/Triage
Any ClassNoviceAble to make a battlefield or emergency decision about whether the patient may be moved or not.
ApprenticeAble to sort out injuries based on the simple symptoms of their ailments.
JourneymanAble to staunch the flow of blood on a small wound or begin preparation of a body for rezzing.
ExpertAble to stabilize a rough wound on a person and keep them from dying immediately of blood loss. Able to apply bandages properly to simple wounds.
MasterAble to stabilize all forms of wounds, if not a healer themselves, able to work to help one. Able to completely prepare a corpse for rezzing.
Glassblower
Any ClassNoviceAble to blow simple glass geometric shapes. Squares, spheres, triangles and the like.
ApprenticeAble to make more sweeping shapes and rudimentary glassware.
JourneymanAble to make fine quality glassware functional items.
ExpertAble to make exceptional quality glassware and has begun to work with decorative glasswork.
MasterAble to blow beautiful glass decorative work.
Heraldry
All ClassesNoviceKnow simple heraldic patterns.
ApprenticeKnows detailed heraldic patterns and can tell you a bit about what a crest means.
JourneymanKnows the colors of a few local lords and could present them at court.
ExpertCould tell you the colors and coat of arms of nearly every noble of note and present them publicly.
MasterCan give a rousing introduction of any noble as well as knowing theirs and those loyal to them's personal crest. Also is aware of political affiliations between them.
Horsemanship
Warrior, Knight, Ranger, Layman, Paladin, WarlordNoviceThe novice can gallop comfortably for long periods, knowing how far he can push his horse and can easily stay atop it at a breakneck pace.
ApprenticeA rider can do some combat maneuvers from their mount. Can do simple grooming and know a small bit about horse pedigree.
JourneymanA rider can do complex combat maneuvers from their mount. After spending much time they know a lot about horses and can choose good stock.
ExpertThis seasoned level of horsemanship, the rider knows his mount, and can do any type of combat and some simple tricky maneuvers while mounted. Poor conditions such as bad weather do not stop the rider. This level will also allow the player to choose good breeding stock.
MasterThe rider can ride his horse in even the most serious of conditions and be safe. He knows enough to raise and breed horses to coax the best stock from a line. He can tame even unruly mounts. He can even perform tricks and feats while riding. He can do complex tricky feats while riding.
Hunting/Trapping
Any ClassNoviceAble to set a simple snare.
ApprenticeAble to set simple snares and traps and hunt down smaller prey.
JourneymanAble to set most snares and traps and able to hunt down medium sized prey.
ExpertAble to set intricate traps and work to hunt down larger prey, nearly bear sized.
MasterKnows the way prey thinks and can hunt and trap nearly any form of creature given the right circumstance.
Instrument Maker
Any ClassNoviceAble to make rudimentary musical instruments.
ApprenticeAble to make simple percussion instruments. Has begun to learn some about making reed and percussion instruments.
JourneymanIs now able to make fine quality percussion, reed and simple stringed instruments.
ExpertIs able to make complex stringed instruments.
MasterIs able to make complex versions of all instruments as well as put together metallic ones with pieces created by metal smiths.
Jeweler
Any ClassNoviceAble to appraise and work a gem out of the rock it is found with. May work with copper.
ApprenticeAble to cut simple gems and do some etchings and engravings. May work with silver.
JourneymanAble to cut minor gems. Able to do more complex etchings and engravings. May work with gold.
ExpertAble to cut major gems and work with platinum.
MasterAble to cut exceptional quality gems and precious metals, excludes mithril or valecite.
Leather Working
Any ClassNoviceAble to cure a hide and preserve it for work.
ApprenticeHas learned to properly cut and can make simple leather items, belts and whips.
JourneymanCan make full pieces of clothing out of leather as well as usable items or good for other crafters to use.
ExpertAble to make elaborate garments from leather.
MasterCan make the finest of leather goods and items.
Metal Smith
Any ClassNoviceAble to make simple items of pewter and copper, and bronze.
ApprenticeAble to make tools and rudimentary weapons with iron. Able to make basic items from tin and silver.
JourneymanAble to make most weapons and some pieces of armor from steel. May use gold in metal creations.
ExpertMay work with platinum.
MasterAble to make masterwork pieces of armor and weapons. Required to learn working of valecite or mithril.
Mithril Smith
Any ClassMastery of Metal Smithing is required to begin learning this skill, including time spent with an IC Mentor or Quest.
NoviceHas learnt the common methods of mining the ore.
ApprenticeKnowledge of the refining process.
JourneymanCan work the metal into basic armor and create simple items.
ExpertCan begin to teach other master metal-smiths the rudiments of mithril smithing. Can create complex items and armor, such as helms, chain mail, bowls and chalices.
MasterCan create all weapons and armor.
Navigation
Any ClassNoviceThe player can find his way between two ports on a large lake.
ApprenticeCan navigate rivers and knows water maps enough to find a safe passage down them.
JourneymanCan navigate a boat under most normal conditions even in a sea sized body of water.
ExpertThis person now has the ability to navigate their vessel under adverse conditions like light fog or a cloudy night. May make short oceanic hops.
MasterMay navigate a vessel in any condition or weather on any size body of water.
Potionmaking
Cleric, Druid, Shaman, Mage, Healer, All Elemental Mages, Priest/ess, Warrior-Mage, Hierophant, Necromancer, SeductressHaving this skill does not allow you to do work on your own. You require the equipment and items that are only available through the Botanica Magika, thus this skill can only be used IC as a member of said shop.
NoviceAble to create potions with up to 3 spell slots.
ApprenticeAble to create potions with up to 6 spell slots.
JourneymanAble to create potions with up to 9 spell slots.
ExpertAble to create potions with up to 12 spell slots.
MasterAble to create potions with up to 15 spell slots.
Religious Ceremony
Priest, Druid, Cleric, Paladin, Necromancer, Hierophant, ShamanNoviceThe devotee knows enough to work in the temple doing small tasks, but not of any real note.
ApprenticeThe devotee knows enough to work as an acolyte in the temple and to perform simple rites and ceremonies, but not enough for a larger congregation.
JourneymanThe devotee knows enough to work as a low level priest for a temple. They can perform many rites and ceremonies.
ExpertThe devotee can function as an upper echelon priest and can perform almost all rites and ceremonies.
MasterThe player can function as a High Priest if they are so chosen. No rite or ceremony is beyond their ability to perform.
Scouting
Warrior, Knight, Ranger, Rogue, Bard, Druid, Shaman, Mage, All Elemental Classes, Warrior-Mage, Mist Raider, Monk, Warlord, Necromancer, SeductressNoviceAble to find a large group of individuals in a rather open location, such as a field, given their general location. They can then relay their rough position using landmarks to someone, but they may be noticed by the group.
ApprenticeAble to find a large group of individuals in a lightly wooded area, given their general location. They can remain fairly inconspicuous and relay their rough position using landmarks to someone.
JourneymanAble to find a small group of people in a heavily wooded environment, given their general location. They can remain inconspicuous and relay their position to someone on a map with a fair amount of accuracy and give a rough estimation of their numbers.
ExpertAble to identify a single person within a small group in a heavily wooded environment, given their general location. They can remain inconspicuous and relay the group's size and set-up to someone.
MasterThey can identify the leader of a very large group of persons from a distance in any environment, given their general location. They can remain entirely unnoticed given adequate cover and relay the group's numbers, set up, watch patrols and any other viable information about them to someone.
Scribe
Any ClassNoviceTrained in writing, not just simple letters, but letters for others to read. The novice scribe can transpose rudimentary text.
ApprenticeThe scribe can transpose simple text and knows some small bit of calligraphy.
JourneymanAble to create calligraphy on his own, and can transpose illuminations.
ExpertAble to create lovely flowing calligraphy and simple illuminations of their own devising.
MasterAble to craft the finest quality illuminations and make wonderful text of their own devising.
Sculptor
Any ClassNoviceThe player may use wood to sculpt or whittle his shapes. The figures created will be plain shapes.
ApprenticeThe sculptor has learned to use clay to create various interesting shapes, some quite lifelike.
JourneymanThe sculptor has begun to use stone to create his works. His statues are impressive and can bear the resemblance to real figures and people.
ExpertPlayer can now work with ice and his images bear lifelike qualities.
MasterHas begun to use casting of metals in their work and can make even the most complex sculptures.
Shipbuilding
Warrior, Ranger, Rogue, Cleric, Druid, Shaman, Healer, Artisan, Layman, Earth Mage, Hierophant, MonkHaving this skill does not allow you to do work on your own. You require the equipment and items that are only available through the Boat Works, thus this skill can only be used IC as a member of said shop.
NoviceAble to craft a simple canoe.
ApprenticeAble to craft a simple two person sailboat.
JourneymanAble to craft larger single masted sailboats.
ExpertAble to craft larger multi-masted merchant and fishing vessels, used for transporting large items or groups of people or things.
MasterCan craft large multi-masted vessels capable for combat and transport. Of full naval quality.
Soldiering
Any ClassNoviceThis player has had some minimal formal training working in a unit with others. This rank would probably be considered a Recruit or Green Militiaman.
ApprenticeKnows how to work in a unit with others and to perform certain functions that will be useful in assigned roles. This is most equivalent to a basic Grunt Soldier (Footman, Private, or Sailor).
JourneymanThe character is now a veteran of unit life, they know how to work with an organized guard or military unit to accomplish goals. An experienced Soldier, likely still a basic Soldier, but more able to keep others around her/him alive.
ExpertCan lead a small group of soldiers if the need arises. Knows how to set up watch rotations and patrols. This rank will often assist the Sergeant, and can take over in an emergency. Most equivalent to Corporal.
MasterIn times of war may be entrusted to lead a small squad into battle. Knows their unit and their capabilities. Will often be called upon to assist officers in the field. This rank is most equivalent to Sergeant, as they are called upon to lead and be the face of their squad.
Tailor
Any ClassNoviceAble to spin animal hair or plant fibers to create thread.
ApprenticeHas learned to create bolts of cloth upon a skein and can use them to make some rudimentary pieces of clothing.
JourneymanIs able to create whole outfits and some basic tapestries.
ExpertAble to create exceptional outfits and fine tapestries worthy of a noble's home. May work with silk.
MasterAs a Master tailor the character may make any outfit they can conceive and create tapestries and rugs worthy of the Imperial palace. They may work with spider silk.
Tending/Etiquette
Any ClassA skill that is friend to all shopkeepers and those who tend to the needs of others, be it from a bathhouse attendant to a bartender.
NoviceThe player has rudimentary knowledge of how to serve or tend to others' needs.
ApprenticeThe player knows the basics of tending to others in a professional manner, not as a slave, but as someone paid to.
JourneymanThe player can function well as a shopkeeper or to personally attend to other needs, be it as a bartender in other ways.
ExpertBeyond the basics of tending to another or working a shop, the player is aware of many social and racial quirks, thus able to serve others in a more polished way.
MasterThe ultimate server, host, attendant or tender. The player may work well, his skill and navigation through socially sticky atmospheres enough to make him known for those skills. Players of this skill level will often be sought by nobles for their personal attendants when they are unable to find a slave of their own with comparable skills.
Valecite Smith
Any ClassMastery of Metal Smithing is required to begin learning this skill, including time spent with an IC Mentor or Quest.
NoviceKnowledge of the mining and refining process.
ApprenticeAble to make tools and rudimentary weapons.
JourneymanAble to make most weapons and some pieces of armour.
ExpertCan make all armours and weapons of a very high quality. Can begin to teach other Master Metal-smiths the rudiments of working the metal.
MasterAble to make masterwork pieces of armor and weapons.
Use these as general guidelines, and the specific skill will have more details.