These are the skills a wizard may acquire. One begins with 11 picks. Apprentices begin with 4 picks.
You only need to spend one point per spell rank (instead of three). In exchange, you lose points equal to the highest rank of any spell you know.
Your spells cost 20% less mana/gold.
You cast summoning spells faster by 2 AP, and summoning rituals faster by 1 turn.
You cast enchantment spells faster by 2 AP.
The range of your spells is doubled. Some spells that affect an area centered on you have their radius doubled.
You can train apprentices. You get +40% fire/cold/arcane resistance. Costs two talents.
Your first alliance is free. Later alliances cost one point for each alliance you already have.
You pay one extra if you have Necromancy spell and take a living alliance, or if you don't and take Petty Necromancy.
You can recruit from the Loyalist faction, except Mages, plus Sergeants.
You gain Leadership and become Lawful.
You can recruit outlaws, including Ruffians and Pirate Galleons.
You gain Skirmisher.
You can recruit Elves and merfolk Hunters and Initiates.
You get 70% defense & 1 move in forest. You gain heals +4. At level 3 you gain cures, heals +8.
You can recruit Dwarves, and if you can summon Gryphons, Gryphon Riders.
You get +20% physical resistances
You can recruit from the Northerners faction.
You get +2 melee damage.
You can recruit Saurians, Peasants, Woodsmen, and Transport Galleons.
You get +1 move and improved terrain movement and defenses.
Moves: 2 on swamp, mountains, shallow water, 1 on hills, cave, sand
Defense: 60% on forest, 40% on swamp, sand, 30% on shallow water
You can recruit from the Undead faction, except for Ghosts.
You become Chaotic and you gain plague on your staff.