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After character creation, Knowledge Skills must be acquired in the game world, they cannot be purchased with experience like Active Skills can. Note, not all Knowledge Skills are represented below, some special knowledge can only be gained through quests.
Crafting
Bowyer and Fletcher - Craft bows and arrows. Smithing - Craft metal arms and armor, as well as repair them. Artifice - Construct exotic mechanical devices, objects which use cogs, springs and mechanical principles. From crossbows to traps. Tailoring - Make clothing and hide-based armor. Herbalism - The knowledge of plants and their uses. Allows you to concoct herbal recipes, from healing poultices and poisons to drugs. Especially useful in combination with the Healing skill. Alchemy - Allows you you learn and apply alchemical recipes, half-scientific, half-magical formula which have strange and exotic effects, from flash powder and acid to magic negating nullstone. Enchanting - The knowledge of how to bind magical energy to physical items. From simple talismans to powerful enchanted weapons.
Magic Theory and Techniques
-To Come -
General Techniques
Foraging - Knowledge of where to find food in wilderness areas. Appraising - Knowledge of the worth of special trade goods, such as jewelry and artwork. Allows a character to accurately price such items without visiting an appraisor. Healing - Non-magical curative techniques. Note, this knowledge also affects healing spells cast by the player (as those types of spell are far more effective when the mage has a good idea of what he is doing so as to better buide the spell.)
Cultural/History
History (Westlands) - Includes ancient western languages. History (Talurian Empire) - Includes knowledge of Old Talurian. History of Magic - Knowledge of significant historical magic events, organisations and individuals. Nobility - Knowledge of the noble class, prominent noble families, crests, customs. Theology - Knowledge of a variety of religious customs, sects and religious leaders. Street Lingo - Boosts effectiveness of using social skills on members of the underclass. Thieves Cant - Grants ability to understand thieves glyphs and signs. Beaurocracy - Boosts effectiveness of using social skills on beaurocrats.
World Lore
Animal Lore - Knowledge of animals. Boosts effectiveness of all interactions with animals and populates encyclopedia entries on animals. With Investigation allows trackers to identify animal prints. Magical Beasts - Grants knowledge of magical creatures. Boosts effectiveness of all interactions with magical creatures and populates encyclopedia entries on them. With Investigation allows trackers to identify magical beast prints. Undead - Grants knowledge of undead creatures. Boosts effectiveness of all interactions with undead and populates encyclopedia entries on undead. Spirit Realms - Grants knowledge of the spirit realms and their inhabitants. Boosts effectiveness of all interactions with those realms/entities and populates encyclopedia entries on them. Architecture - Knowledge of architectural techniques, buildings, bridges, fortifications etc. Anatomy - Boosts effectiveness of healing skill and healing spells, as well as increasing chance to inflict crippling wounds in combat.
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