Constitution
Farming -
Level 5
You have gotten slightly better at planting plants, however the only ones you know to keep alive are house plants, they look good, though!
Grants Ability - Dirty Days [Anything you plant has a slightly higher chance to survive in a stable condition without watering or light]
Level 10
The dirt beneath your fingers now feels more natural than that of the stone of cities.
You have become an Initiate in Farming
Grants Ability - Natural Living [Whilst in forested locations, you have slightly more willpower- feeling it as your home to protect]
Level 15
Your natural toughness has increased from working the land, strengthening your body.
Grants Ability - Toughened [You gain +20 HP, +10 Fatigue]
Level 20
Herb Lore -
Level 5
You have learnt to not just yank random plants out of the ground without any regard.
Grants Ability - Serenity [You are now able to properly collect plants from the ground without damaging them]
Level 10
You can now learn to identify poisonous plants from normal ones via look, rather than touch or eating.
You have become an Initiate in Herb Lore
Grants Ability - Az's Ay'z [You can distinguish poisonous plants from normal ones with a slight but distinct red glow]
Level 15
Level 20
Unarmed Combat -
Level 5
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Grants Ability - Bronze Fists [You are now slightly stronger when it comes to the use of unarmed weapons, as well as your own fists]
Level 10
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You have become an Initiate in Unarmed Combat
Grants Ability - Iron Hand [Enemies you punch in the head have to a chance to be knocked out upon contact]
Level 15
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Grants Ability - Broken Guard I [You are able to do a quick attack if an enemy is blocking, going around their shield or weapon to stagger them]
Cost: 10 Stamina
Level 20
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Grants Ability - Jieitai [You learn the basic abilities of self defense, being able to defend against an opponent equal to your skill level in unarmed, ability halved when fighting armed opponents]
Slings -
Level 5
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Grants Ability - Quickdraw [You are able to reload your sling faster, allowing it to act as a reliable weapon]
Level 10
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You have become an Initiate in Slings
Grants Ability - Goliath [You have a higher chance to hit larger enemies than yourself from a good distance]
Level 15
Level 20
Siege Warfare -
Level 5
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Grants Ability - What's In The Cellar? [You have learnt to scavenge for food in a urban area, where one would think it impossible.]
Level 10
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You have become an Initiate in Siege Warfare
GrantsAbility - We've Run Out of Beer [When the supplies in the city is running low, you are able to supply them for a massive boost to fame and potentially gain rewards once a siege or battle is over]
Level 15
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Grants Ability - Banner on High [When a settlement or castle you align with is under siege and you are around, you will give off what feels like an Aura of hope, boosting the morale of soldiers and civilians alike]
Level 20
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Grants Ability - Sturdy and Tough [While in a settlement or castle under siege, the soldiers that fight will be less prone to fleeing or losing ground in battle, however this does not prevent them from losing their lives if held too long]
Field Warfare -
Level 5
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Grants Ability - Sodden Grass [When on an open field, you deal much more damage scaling with how many allies you have at your side]
Level 10
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You have become an Initiate in Field Warfare
Grants Ability - Hit & Run [While on horse, you have a higher chance to dodge projectiles and a higher accuracy with melee weapons]
Level 15
Level 20
Unconventional Weaponry -
Level 5
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Grants Ability - It says ''STOP" [Weapons made from unconventional materials have a higher chance to stagger opponents on hit]
Level 10
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You have become an Initiate in Unconventional Weaponry
Grants Ability - D.I.Why [Unconventional Weapons are easier to create yourself, and have a higher durability- having a less chance to break or malfunction]
Level 15
Level 20
Axes -
Level 5
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Grants Ability - Shieldbreaker [Your ability to use axes has improved, you're now able to use stamina to break through an enemies shield]
Cost: 15 Stamina
Level 10
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You have become an Initiate in Axes
Grants Ability - Nutcracker [You do more damage with the blunt areas of an axe, being able to use it as both a blunt and bladed weapon]
Level 15
Level 20
Pierce the Vail -
Level 5
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Grants Ability - Back Again [Adrenaline fills your body, you are now able to actively move whilst on the brink of death, and can survive for up to two minutes without medical aid.]
Level 10
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You have become an Initiate in Pierce the Vail
Grants Ability - Death's Squire [You are now able to actively fight whilst under the effects of Pierce the Vail, although your strength is weakened]
Level 15
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Grants Ability - Final Push [You move at your normal speed whilst Pierce the Vail is active, and can last up to four minutes without aid]
Level 20
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Grants Ability - Grit [You stop bleeding significantly faster whilst Pierce the Vail is active, upon Pierce the Vail ending, you will pass out and be on the brink of death, rather than instantly dying, being able to survive for a total of five minutes.]