Difference between revisions of "Skills"
(Created page with "'''Skills''' (list pending) '''Skills, Trainers, and Training Structures''' [b]Alpha Build 11.0 (11/07/14)[/b] '''Gathering Skills:''' [i]Profession: Dowser (PER) [/i] Re...") |
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'''Skills''' | '''Skills''' | ||
− | (list pending) | + | (list pending as soon as I get internet access back and I can log into the game...) |
'''Skills, Trainers, and Training Structures''' | '''Skills, Trainers, and Training Structures''' | ||
− | + | ''Alpha Build 11.0 (11/07/14)'' | |
'''Gathering Skills:''' | '''Gathering Skills:''' | ||
− | + | Profession: Dowser (PER) | |
− | Requires: Alchemist Lab, Arcanist's Workshop, Artificer Workshop, Enchanter,Iconographer | + | ::Requires: Alchemist Lab, Arcanist's Workshop, Artificer Workshop, Enchanter, Iconographer |
− | Gathers: Essences ("Colorful collection of sparks"; ?) | + | ::Gathers: Essences ("Colorful collection of sparks"; ?) |
− | + | Profession: Forester (WIS) | |
− | Requires: Apothecary, Sawmill, Tannery | + | ::Requires: Apothecary, Sawmill, Tannery |
− | Gathers: Plants ("A few interesting plants"; Logs, Berries, Leaves, Foxfire, Smoke Peppers...) | + | ::Gathers: Plants ("A few interesting plants"; Logs, Berries, Leaves, Foxfire, Smoke Peppers...) |
− | + | Profession: Miner (CON) | |
− | Requires: Geologist, Smeltmill, Jeweler | + | ::Requires: Geologist, Smeltmill, Jeweler |
− | Gathers: Rocks ("A mound of shiny rocks"; Ore, Coal, Gems...) | + | ::Gathers: Rocks ("A mound of shiny rocks"; Ore, Coal, Gems...) |
− | + | Profession: Scavenger (WIS) | |
− | Requires: Loom, Tailor, Leatherworker | + | ::Requires: Loom, Tailor, Leatherworker |
− | Gathers: Junk ("Pile of trash"; generally has something you'd find in that same hex in either a Forester or Miner node) | + | ::Gathers: Junk ("Pile of trash"; generally has something you'd find in that same hex in either a Forester or Miner node) |
Note: All resource nodes show up on the mini-map with yellow-ish icons. You can hover over them on the mini-map to see what they are from a distance. After you deplete a node, there is a slight delay before it disappears from your mini-map. | Note: All resource nodes show up on the mini-map with yellow-ish icons. You can hover over them on the mini-map to see what they are from a distance. After you deplete a node, there is a slight delay before it disappears from your mini-map. | ||
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'''Refining skills:''' | '''Refining skills:''' | ||
− | + | Profession: Apothecary (WIS) | |
− | Requires: Apothecary | + | ::Requires: Apothecary |
− | Refines: Chemical | + | ::Refines: Chemical |
− | Raw Materials: Combat/Forester/Miner/Scavenger | + | ::Raw Materials: Combat/Forester/Miner/Scavenger |
− | + | Profession: Gemcutter (DEX) | |
− | Requires: Geologist | + | ::Requires: Geologist |
− | Refines: Gem | + | ::Refines: Gem |
− | Raw Materials: Combat/Miner | + | ::Raw Materials: Combat/Miner |
− | + | Profession: Sage (PER) | |
− | Requires: Arcanist's Workshop | + | ::Requires: Arcanist's Workshop |
− | Refines: Essence | + | ::Refines: Essence |
− | Raw Materials: Combat/Dowser/Miner | + | ::Raw Materials: Combat/Dowser/Miner |
− | + | Profession: Sawyer (CON) | |
− | Requires: Sawmill | + | ::Requires: Sawmill |
− | Refines: Wood | + | ::Refines: Wood |
− | Raw Materials: Combat/Forester/Miner | + | ::Raw Materials: Combat/Forester/Miner |
− | + | Profession: Smelter (CON) | |
− | Requires: Smeltmill | + | ::Requires: Smeltmill |
− | Refines: Metal | + | ::Refines: Metal |
− | Raw Materials: Combat/Miner | + | ::Raw Materials: Combat/Miner |
− | + | Profession: Tanner (CON) | |
− | Requires: Tannery | + | ::Requires: Tannery |
− | Refines: Leather | + | ::Refines: Leather |
− | Raw Materials: Combat | + | ::Raw Materials: Combat |
− | + | Profession: Weaver (DEX) | |
− | Requires: Loom | + | ::Requires: Loom |
− | Refines: Cloth | + | ::Refines: Cloth |
− | Raw Materials: Combat/Forester | + | ::Raw Materials: Combat/Forester |
'''Crafting Skills:''' | '''Crafting Skills:''' | ||
− | + | Craft: Alchemist (INT) | |
− | Requires: Alchemist Lab | + | ::Requires: Alchemist Lab |
− | Produces: Consumables | + | ::Produces: Consumables |
− | Production Line: Apothecary/Sage/Smelter | + | ::Production Line: Apothecary/Sage/Smelter |
− | + | Craft: Armorsmith (STR) | |
− | Requires: Quartermaster | + | ::Requires: Quartermaster |
− | Produces: Medium and Heavy armors | + | ::Produces: Medium and Heavy armors |
− | Production Line: Apothecary/Gemcutter/Sage/Sawyer/Smelter/Tannery/Weaver | + | ::Production Line: Apothecary/Gemcutter/Sage/Sawyer/Smelter/Tannery/Weaver |
− | + | Craft: Artificer (INT) | |
− | Requires: Artificer Workshop | + | ::Requires: Artificer Workshop |
− | Produces: Arcane weapons and implements | + | ::Produces: Arcane weapons and implements |
− | Production Line: Gemcutter/Sage/Sawyer/Smelter | + | ::Production Line: Gemcutter/Sage/Sawyer/Smelter |
− | + | Craft: Bowyer (DEX) | |
− | Requires: Woodshop | + | ::Requires: Woodshop |
− | Produces: Ranged weapons | + | ::Produces: Ranged weapons |
− | Production Line: Apothecary/Sawyer/Smelter/Tannery/Weaver | + | ::Production Line: Apothecary/Sawyer/Smelter/Tannery/Weaver |
− | + | Craft: Engineer (INT) | |
− | Requires: Quartermaster, Weapon Master | + | ::Requires: Quartermaster, Weapon Master |
− | Produces: Shields, Camp Consumables, campsites, and kit implements [Aristocrat, Expert, Rogue] | + | ::Produces: Shields, Camp Consumables, campsites, and kit implements [Aristocrat, Expert, Rogue] |
− | Production Line: Apothecary/Sawyer/Smelter/Weaver | + | ::Production Line: Apothecary/Sawyer/Smelter/Weaver |
− | + | Craft: Iconographer (WIS) | |
− | Requires: Iconographer | + | ::Requires: Iconographer |
− | Produces: Divine and miscellaneous implements (Barbarian, Cleric, Druid) | + | ::Produces: Divine and miscellaneous implements (Barbarian, Cleric, Druid) |
− | Production Line: Apothecary/Gemcutter/Sage/Sawyer/Smelter/Tannery | + | ::Production Line: Apothecary/Gemcutter/Sage/Sawyer/Smelter/Tannery |
− | + | Craft: Jeweler (INT) | |
− | Requires: Jeweler | + | ::Requires: Jeweler |
− | Produces: Jewelry accessory items: Belts, Bracelets, Circlets, Necklaces, and Rings), and implements (Fighter) | + | ::Produces: Jewelry accessory items: Belts, Bracelets, Circlets, Necklaces, and Rings), and implements (Fighter) |
− | Production Line: Gemcutter/Smelter | + | ::Production Line: Gemcutter/Smelter |
+ | Craft: Leatherworker (DEX ) | ||
+ | ::Requires: Leather Worker | ||
+ | ::Produces: Light armors and leather accessory items: Belts, Boots, Gloves, Hats, and Pouches/Packs | ||
+ | ::Production Line: Apothecary/Smelter/Tannery/Weaver | ||
− | + | Craft: Tailor (DEX) | |
− | Requires: | + | ::Requires: Tailor |
− | Produces: | + | ::Produces: Cloth armors and cloth accessory items: Robes, Belts, Caps, Cloaks, Clothes, Gloves, Slippers, and Pouches |
− | Production Line: | + | ::Production Line: Sage/Smelter/Tannery/Weaver |
− | + | Craft: Weaponsmith (STR) | |
− | + | ::Requires: Quartermaster | |
− | + | ::Produces: Melee weapons, commoner implements | |
− | + | ::Production Line: Apothecary/Gemcutter/Sage/Smelter/Tannery | |
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− | Produces: Melee weapons, commoner implements | ||
− | Production Line: Apothecary/Gemcutter/Sage/Smelter/Tannery | ||
'''Crafting & Refining:''' | '''Crafting & Refining:''' | ||
− | + | Spellcraft (INT) | |
− | Requires: Enchanter?, Arcanist Workshop | + | ::Requires: Enchanter?, Arcanist Workshop |
− | Produces: ? | + | ::Produces: ? |
− | Production Line: ? | + | ::Production Line: ? |
'''Trade Skills:''' | '''Trade Skills:''' | ||
− | + | Trade: Architect | |
− | Requires: Keep | + | ::Requires: Keep |
− | Effect: ? | + | ::Effect: ? |
− | + | Trade: Carpenter (CON) | |
− | Requirements: Sawmill, Woodshop | + | ::Requirements: Sawmill, Woodshop |
− | Produces: ? | + | ::Produces: ? |
− | Production Line: ? | + | ::Production Line: ? |
− | + | Trade: Officer (PER) | |
− | Requires: Barracks | + | ::Requires: Barracks |
− | Effect: ? | + | ::Effect: ? |
+ | Trade: Seneschal (PER) | ||
+ | ::Requires: Keep, Guild House | ||
+ | ::Effect: ? | ||
− | + | Trade: Soldier (STR) | |
− | Requires: | + | ::Requires: Barracks, Training Field |
− | Effect: ? | + | ::Effect: ? |
− | + | Trade: Stonemason (STR) | |
− | + | ::Requires: Geologist | |
− | + | ::Produces: ? | |
− | + | ::Production Line:? | |
− | |||
− | Requires: Geologist | ||
− | Produces: ? | ||
− | Production Line:? | ||
'''Knowledge Skills:''' | '''Knowledge Skills:''' | ||
− | + | Knowledge: Arcana (INT) | |
− | + | ::Requires: | |
− | + | ::Effect: ? | |
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− | Requires: | ||
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− | Effect: ? | ||
− | + | Knowledge: Dungeons (WIS) | |
− | Requires: | + | ::Requires: |
− | Effect: ? | + | ::Effect: ? |
− | + | Knowledge: Geography (INT) | |
− | Requires: | + | ::Requires: Artificer Workshop |
− | Effect: | + | ::Effect: (giants - ogres) |
− | + | Knowledge: History (PER) | |
− | Requires: | + | ::Requires: |
− | Effect: | + | ::Effect: (undead - skeletons and ghouls) |
+ | Knowledge: Local (PER) | ||
+ | ::Requires: | ||
+ | ::Effect: (humanoids - goblins, bandits, raiders, knights, cultists) | ||
− | + | Knowledge: Nature (WIS) | |
− | Requires: | + | ::Requires: |
− | Effect: ? | + | ::Effect: ? |
− | + | Knowledge: Planes (INT) | |
− | Requires: | + | ::Requires: |
− | Effect: | + | ::Effect: (outsiders - hellhounds) |
− | + | Religion (WIS) | |
− | Requires: | + | ::Requires: |
− | Effect: ? | + | ::Effect: ? |
− | + | Knowledge: Survival (WIS or INT?) | |
+ | ::Requires: | ||
+ | ::Effect: (animals - wolves) | ||
− | + | Note: Knowledge skills increase the loot available from monster kills in appropriate categories (partially implemented). | |
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Athletics (STR) | Athletics (STR) | ||
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Bluff (PER) | Bluff (PER) | ||
+ | |||
Disable Device (DEX) | Disable Device (DEX) | ||
+ | |||
Escape Artist (DEX) | Escape Artist (DEX) | ||
+ | |||
Fly (DEX) | Fly (DEX) | ||
+ | |||
Handle Animal (PER) | Handle Animal (PER) | ||
+ | |||
Heal (?) | Heal (?) | ||
+ | |||
Perception (WIS) | Perception (WIS) | ||
+ | |||
Perform (PER) | Perform (PER) | ||
+ | |||
Persuasion (PER) | Persuasion (PER) | ||
+ | |||
Ride (DEX) | Ride (DEX) | ||
+ | |||
Sense Motive (WIS) | Sense Motive (WIS) | ||
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Stealth (DEX) | Stealth (DEX) | ||
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− | + | *Not on Character Sheet, but previously mentioned:* | |
− | + | Blacksmith (STR) | |
− | + | ::Requires: ? | |
+ | ::Produces: ? | ||
+ | ::Production Line: ? | ||
''Alpha 10 blog wrote:'' | ''Alpha 10 blog wrote:'' |
Revision as of 15:19, 18 November 2014
Skills
(list pending as soon as I get internet access back and I can log into the game...)
Skills, Trainers, and Training Structures
Alpha Build 11.0 (11/07/14)
Gathering Skills:
Profession: Dowser (PER)
- Requires: Alchemist Lab, Arcanist's Workshop, Artificer Workshop, Enchanter, Iconographer
- Gathers: Essences ("Colorful collection of sparks"; ?)
Profession: Forester (WIS)
- Requires: Apothecary, Sawmill, Tannery
- Gathers: Plants ("A few interesting plants"; Logs, Berries, Leaves, Foxfire, Smoke Peppers...)
Profession: Miner (CON)
- Requires: Geologist, Smeltmill, Jeweler
- Gathers: Rocks ("A mound of shiny rocks"; Ore, Coal, Gems...)
Profession: Scavenger (WIS)
- Requires: Loom, Tailor, Leatherworker
- Gathers: Junk ("Pile of trash"; generally has something you'd find in that same hex in either a Forester or Miner node)
Note: All resource nodes show up on the mini-map with yellow-ish icons. You can hover over them on the mini-map to see what they are from a distance. After you deplete a node, there is a slight delay before it disappears from your mini-map.
Refining skills:
Profession: Apothecary (WIS)
- Requires: Apothecary
- Refines: Chemical
- Raw Materials: Combat/Forester/Miner/Scavenger
Profession: Gemcutter (DEX)
- Requires: Geologist
- Refines: Gem
- Raw Materials: Combat/Miner
Profession: Sage (PER)
- Requires: Arcanist's Workshop
- Refines: Essence
- Raw Materials: Combat/Dowser/Miner
Profession: Sawyer (CON)
- Requires: Sawmill
- Refines: Wood
- Raw Materials: Combat/Forester/Miner
Profession: Smelter (CON)
- Requires: Smeltmill
- Refines: Metal
- Raw Materials: Combat/Miner
Profession: Tanner (CON)
- Requires: Tannery
- Refines: Leather
- Raw Materials: Combat
Profession: Weaver (DEX)
- Requires: Loom
- Refines: Cloth
- Raw Materials: Combat/Forester
Crafting Skills:
Craft: Alchemist (INT)
- Requires: Alchemist Lab
- Produces: Consumables
- Production Line: Apothecary/Sage/Smelter
Craft: Armorsmith (STR)
- Requires: Quartermaster
- Produces: Medium and Heavy armors
- Production Line: Apothecary/Gemcutter/Sage/Sawyer/Smelter/Tannery/Weaver
Craft: Artificer (INT)
- Requires: Artificer Workshop
- Produces: Arcane weapons and implements
- Production Line: Gemcutter/Sage/Sawyer/Smelter
Craft: Bowyer (DEX)
- Requires: Woodshop
- Produces: Ranged weapons
- Production Line: Apothecary/Sawyer/Smelter/Tannery/Weaver
Craft: Engineer (INT)
- Requires: Quartermaster, Weapon Master
- Produces: Shields, Camp Consumables, campsites, and kit implements [Aristocrat, Expert, Rogue]
- Production Line: Apothecary/Sawyer/Smelter/Weaver
Craft: Iconographer (WIS)
- Requires: Iconographer
- Produces: Divine and miscellaneous implements (Barbarian, Cleric, Druid)
- Production Line: Apothecary/Gemcutter/Sage/Sawyer/Smelter/Tannery
Craft: Jeweler (INT)
- Requires: Jeweler
- Produces: Jewelry accessory items: Belts, Bracelets, Circlets, Necklaces, and Rings), and implements (Fighter)
- Production Line: Gemcutter/Smelter
Craft: Leatherworker (DEX )
- Requires: Leather Worker
- Produces: Light armors and leather accessory items: Belts, Boots, Gloves, Hats, and Pouches/Packs
- Production Line: Apothecary/Smelter/Tannery/Weaver
Craft: Tailor (DEX)
- Requires: Tailor
- Produces: Cloth armors and cloth accessory items: Robes, Belts, Caps, Cloaks, Clothes, Gloves, Slippers, and Pouches
- Production Line: Sage/Smelter/Tannery/Weaver
Craft: Weaponsmith (STR)
- Requires: Quartermaster
- Produces: Melee weapons, commoner implements
- Production Line: Apothecary/Gemcutter/Sage/Smelter/Tannery
Crafting & Refining:
Spellcraft (INT)
- Requires: Enchanter?, Arcanist Workshop
- Produces: ?
- Production Line: ?
Trade Skills:
Trade: Architect
- Requires: Keep
- Effect: ?
Trade: Carpenter (CON)
- Requirements: Sawmill, Woodshop
- Produces: ?
- Production Line: ?
Trade: Officer (PER)
- Requires: Barracks
- Effect: ?
Trade: Seneschal (PER)
- Requires: Keep, Guild House
- Effect: ?
Trade: Soldier (STR)
- Requires: Barracks, Training Field
- Effect: ?
Trade: Stonemason (STR)
- Requires: Geologist
- Produces: ?
- Production Line:?
Knowledge Skills:
Knowledge: Arcana (INT)
- Requires:
- Effect: ?
Knowledge: Dungeons (WIS)
- Requires:
- Effect: ?
Knowledge: Geography (INT)
- Requires: Artificer Workshop
- Effect: (giants - ogres)
Knowledge: History (PER)
- Requires:
- Effect: (undead - skeletons and ghouls)
Knowledge: Local (PER)
- Requires:
- Effect: (humanoids - goblins, bandits, raiders, knights, cultists)
Knowledge: Nature (WIS)
- Requires:
- Effect: ?
Knowledge: Planes (INT)
- Requires:
- Effect: (outsiders - hellhounds)
Religion (WIS)
- Requires:
- Effect: ?
Knowledge: Survival (WIS or INT?)
- Requires:
- Effect: (animals - wolves)
Note: Knowledge skills increase the loot available from monster kills in appropriate categories (partially implemented).
[b]General Skills[/b]
Athletics (STR)
Bluff (PER)
Disable Device (DEX)
Escape Artist (DEX)
Fly (DEX)
Handle Animal (PER)
Heal (?)
Perception (WIS)
Perform (PER)
Persuasion (PER)
Ride (DEX)
Sense Motive (WIS)
Stealth (DEX)
- Not on Character Sheet, but previously mentioned:*
Blacksmith (STR)
- Requires: ?
- Produces: ?
- Production Line: ?
Alpha 10 blog wrote:
“Added Commoner and Expert trainers to starting towns, crafting towns, and Thornkeep. Currently they only train the armor feats related to Commoners and Experts.”
Lee Hammock wrote:
“Commoner and Expert trainers are not currently associated with any buildings. Eventually they will have their own buildings, but the art assets were not requested for this stage as getting the armor feats set up for them was a bit of an unexpected bonus. I figured giving crafters and gatherers another thing to spend XP on was worth not waiting for the building. ”