1. Organizácie

F.L.A.M.E. Academy

F.L.A.M.E. Academy header image

Founded in 1326 (S.E.), F.L.A.M.E. Academy has been encouraging young minds for 1,670 years. The development of the university marked a new age of enlightenment and continues to serve the nation by educating and training intelligent students to take up positions within The Unified Guilds

F.L.A.M.E. stands for Future Learning Amplified by Masterful Educators, and that is exactly what is promised when students enrol in this esteemed institution. 

Graduating

Most courses are worth 0.5 course credits and lasts for the duration of a term. Some courses, which will be denoted as such in the course syllabus, are full year courses and are worth 1 course credit. To graduate in your fourth year, you need to have a minimum of 15 course credits including all required courses for your chosen Track and Major. 

Tracks and Majors

A students Track is chosen when they apply to F.L.A.M.E. but their Major is not declared until the beginning of their third year.


Healer Track

Combat Track

Knowledge Track

Diplomacy Track

Nature Track

Religious Studies Sword-Fighting Espionage Performance Arts Herbology
Applied Medicine & Surgery Archery Magical Theory Musical Arts Beast & Monster Studies
Medicinal Spellcasting Polearm Fighting Applied Spellcasting Political Sciences Geography
Herbal Medicine Combat Magic Mechanical Engineering World History Tracking
Medicinal Potion-Making Strategy Alchemy Language Studies
History of Medicine Hand-to-Hand Combat General Potion-Making


Close-Quarters Combat Archiving


Dueling General History

Classes

Class Level 

Class Name 

Required For Track 

Required for Major 

Weapon's Training

Combat  

 

 

Dungeoneering

 

Espionage  

 

Information Gathering

Knowledge 

 

 

World History

Knowledge  

History of Medicine, History (General), Political Science 

 

Mythology 101

 

Religious Studies, History (General) 

 

Intro to Religion

Healer 

Archiving  

 

Introduction to Rituals

 

Medicinal Spellcasting, Alchemy

 

Intro to Beast Studies

Nature 

 

 

Basic Language Studies

Knowledge, Diplomacy 

 

 

Arcane Symbols 101

 

Medicinal Spellcasting, Magical Theory, Language Studies, Archiving

 

Basic Combat Tactics

Combat 

 

 

Basic Strategy

Combat 

 

 

Intro to Magic Items

 

Magical Theory, Mechanical Engineering  

 

Intro to Ethics

Diplomacy, Healer 

 

 

Scroll Writing 101

 

Archiving  

 

Intro to Theatre

 

Performance Arts  

 

Fundamental Principles of Concentration

 

Combat Magic, Tracking  

 

Intro to Politics

Diplomacy  

 

 

Intro to Horticulture

Nature 

Herbal Medicine, Medicinal Potion-Making, Potion-Making (General)

 

Athletics Training

Combat 

Tracking  

 

First Aid 100

Healer 

 

 

Basic Magical Principles

Knowledge 

Medicinal Spellcasting, Combat Magic  

 

Musical Theory 100

 

Musical Arts 

 

Tracking 101

Nature 

 

 

Infiltration 101

 

Espionage  

 

The Art of the Deal: Intro to Negotiations

 

Performance Arts, Political Science  

 

Introduction to Curses

Healer 

 

 

Ecology

Nature 

Herbal Medicine  

 

Diplomacy 100

Diplomacy 

Dueling  

 

Tinkering

 

Mechanical Engineering, Alchemy  

 

Beginner's Mechanics

 

Mechanical Engineering  

 

Lockpicking 100

 

Espionage 


Basics of Footwork


Dueling, Sword-Fighting

Defense 101


Hand-to-Hand Combat, Sword-Fighting, Close-Quarters Combat

Intro to Geography


Geography

Understanding Plants: What a Plant Knows


Herbology

Schools of Magic

Knowledge 

 

 

Wilderness Survival

Nature 

 

 

Animal Handling

 

Beast and Monster Studies 

 

Identifying Creatures

Nature 

 

 

Ancient Language Studies

 

Religious Studies, Language Studies  

 

Magical Traditions

Diplomacy  

History of Medicine 

 

Ancient Mysteries

Knowledge 

 

 

Conjuration Ethics

 

Alchemy  

 

Necrotic Rights Studies

Healer 

 

 

Meditation and Control

 

Applied Medicine and Surgery 

 

Principles of Arcane Calligraphy

 

Magical Theory, Archiving 

 

Foraging Techniques

 

Herbal Medicine, Medicinal Potion-Making, Potion-Making (General), Herbology  

 

Methods of Movement

Combat 

 

 

History of the Realm

 

History (General), Political Science  

 

First Aid 200

Healer 

 

 

Recognizing and Setting Traps

 

Espionage, Beast and Monster Studies, Tracking  

 

Musical Theory 2oo

 

Musical Arts 

 

Intermediate Combat Tactics

Combat 

 

 

Dungeon Cartography

 

Archiving, Geography  

 

Diplomacy 200

Diplomacy 

 

 

Lockpicking 200

 

Espionage 

 

Anatomy and Physiology

 

Applied Medicine and Surgery  

 

Weapons Training 200: Sword Fighting

 

Sword Fighting, Dueling  

 

Weapons Training 200: Archery

 

Archery  

 

Weapons Training 200: Polearm Fighting

 

Polearm Fighting 


Fighting 200: Hand-to-Hand Combat


Hand-to-Hand Combat, Close-Quarters Combat

Strategic Leadership


Strategy

Ready, Aim, Fire! Hitting a target.


Archery

Habitats


Geography, Beast and Monster Studies, Tracking

Arcane Preparation


Medicinal Spellcasting, Combat Magic, Applied Spellcasting  

 

Planar Geography

Knowledge 

Geography  

 

Paramagical Skills

 

Medicinal Spellcasting, Combat Magic, Applied Spellcasting 

 

Enchantment and Morality

 

Applied Spellcasting 

 

Historiography of Magic

 

Magical Theory, History (General) 

 

Applied Magic 

 

Applied Spellcasting, Combat Magic  

 

Musical Theory 300

 

Musical Arts 

 

Monster Analysis

Nature, Combat 

 

 

Appraising Magical Items

 

Magical Theory  

 

Curing Curses and Diseases

Healer 

 

 

Ancient Civilizations

 

Religious Studies, History (General) 

 

Diplomacy 300

Diplomacy 

 

 

Horseback Riding

 

Archery, Political Science, Beast & Monster Studies, Polearm Fighting

 

Lockpicking 300  

 

Espionage 

 

Potions 301  

 

Medicinal Potion-Making, Potion-Making (General)  

 

History of Disease  

 

History of Medicine 


Advanced Footwork
Duelling, Sword-Fighting

Advanced Strategic Command
Strategy

Alchemy 301
Alchemy

Getting to know the Stage
Performance Arts

Sleight of Hand
Close-Quarters Combat, Hand-to-Hand Combat, Musical Arts

Plant Identification
Herbology

Experimental Sparring
Polearm Fighting, Hand-to-Hand Combat, Close-Quarters Combat, Sword Fighting

Duelling Etiquette
Duelling

Advanced Theology  

 

Religious Studies 

 

Advanced Rituals 

 

Medicinal Spellcasting  

 

Advanced Language Studies 

Diplomacy  

Language Studies 

 

Advanced Combat Tactics

Combat 

 

 

Crafting Magic Items 

 

Magical Theory  

 

Spell Crafting 

 

Applied Spellcasting  

 

Experimental Components Lab 

 

Applied Spellcasting, Combat Magic  

 

Advanced Mechanics 

 

Mechanical Engineering 

 

Special Topics 

Knowledge 

 

 

Advanced Horticulture  

Nature 

 

 

Advanced Curses 

Healer 

 


The Art of War
Strategy

Spring Musical
Performance Arts

Winter Orchestra
Musical Arts

Potions Lab
Potion-Making (General), Medicinal Potion-Making

Alchemy Lab
Alchemy

 

Surgical Lab  

 

Applied Medicine and Surgery