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(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'''
  
[b]Alpha Build 11.0 (11/07/14)[/b]
+
''Alpha Build 11.0 (11/07/14)''
  
 
'''Gathering Skills:'''
 
'''Gathering Skills:'''
  
[i]Profession: Dowser (PER) [/i]
+
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"; ?)
  
[i]Profession: Forester (WIS) [/i]
+
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...)
  
[i]Profession: Miner (CON) [/i]
+
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...)
  
[i]Profession: Scavenger (WIS) [/i]
+
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.
Line 30: Line 30:
 
'''Refining skills:'''  
 
'''Refining skills:'''  
  
[i]Profession: Apothecary (WIS)[/i]
+
Profession: Apothecary (WIS)
Requires: Apothecary
+
::Requires: Apothecary
Refines: Chemical
+
::Refines: Chemical
Raw Materials: Combat/Forester/Miner/Scavenger
+
::Raw Materials: Combat/Forester/Miner/Scavenger
  
[i]Profession: Gemcutter (DEX) [/i]
+
Profession: Gemcutter (DEX)
Requires: Geologist
+
::Requires: Geologist
Refines: Gem
+
::Refines: Gem
Raw Materials: Combat/Miner
+
::Raw Materials: Combat/Miner
  
[i]Profession: Sage (PER) [/i]
+
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
  
[i]Profession: Sawyer (CON) [/i]
+
Profession: Sawyer (CON)
Requires: Sawmill
+
::Requires: Sawmill
Refines: Wood
+
::Refines: Wood
Raw Materials: Combat/Forester/Miner
+
::Raw Materials: Combat/Forester/Miner
  
[i]Profession: Smelter (CON) [/i]
+
Profession: Smelter (CON)
Requires: Smeltmill
+
::Requires: Smeltmill
Refines: Metal
+
::Refines: Metal
Raw Materials: Combat/Miner
+
::Raw Materials: Combat/Miner
  
[i]Profession: Tanner (CON) [/i]
+
Profession: Tanner (CON)
Requires: Tannery
+
::Requires: Tannery
Refines: Leather
+
::Refines: Leather
Raw Materials: Combat
+
::Raw Materials: Combat
  
[i]Profession: Weaver (DEX) [/i]
+
Profession: Weaver (DEX)
Requires: Loom
+
::Requires: Loom
Refines: Cloth
+
::Refines: Cloth
Raw Materials: Combat/Forester
+
::Raw Materials: Combat/Forester
  
  
 
'''Crafting Skills:'''  
 
'''Crafting Skills:'''  
  
[i]Craft: Alchemist (INT) [/i]
+
Craft: Alchemist (INT)
Requires: Alchemist Lab
+
::Requires: Alchemist Lab
Produces: Consumables
+
::Produces: Consumables
Production Line: Apothecary/Sage/Smelter
+
::Production Line: Apothecary/Sage/Smelter
  
[i]Craft: Armorsmith (STR) [/i]
+
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
  
[i]Craft: Artificer (INT) [/i]
+
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
  
[i]Craft: Bowyer (DEX) [/i]
+
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
  
[i]Craft: Engineer (INT) [/i]
+
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
  
[i]Craft: Iconographer (WIS) [/i]
+
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
  
[i]Craft: Jeweler (INT) [/i]
+
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
  
[i]Craft: Leatherworker (DEX ) [/i]
+
Craft: Tailor (DEX)
Requires: Leather Worker
+
::Requires: Tailor
Produces: Light armors and leather accessory items: Belts, Boots, Gloves, Hats, and Pouches/Packs
+
::Produces: Cloth armors and cloth accessory items: Robes, Belts, Caps, Cloaks, Clothes, Gloves, Slippers, and Pouches
Production Line: Apothecary/Smelter/Tannery/Weaver  
+
::Production Line: Sage/Smelter/Tannery/Weaver
  
[i]Craft: Tailor (DEX) [/i]
+
Craft: Weaponsmith (STR)
Requires: Tailor
+
::Requires: Quartermaster
Produces: Cloth armors and cloth accessory items: Robes, Belts, Caps, Cloaks, Clothes, Gloves, Slippers, and Pouches
+
::Produces: Melee weapons, commoner implements
Production Line: Sage/Smelter/Tannery/Weaver
+
::Production Line: Apothecary/Gemcutter/Sage/Smelter/Tannery
 
 
[i]Craft: Weaponsmith (STR) [/i]
 
Requires: Quartermaster
 
Produces: Melee weapons, commoner implements
 
Production Line: Apothecary/Gemcutter/Sage/Smelter/Tannery
 
  
  
 
'''Crafting & Refining:'''
 
'''Crafting & Refining:'''
  
[i] Spellcraft (INT)[/i]
+
Spellcraft (INT)
Requires: Enchanter?, Arcanist Workshop
+
::Requires: Enchanter?, Arcanist Workshop
Produces: ?
+
::Produces: ?
Production Line: ?
+
::Production Line: ?
  
  
 
'''Trade Skills:'''
 
'''Trade Skills:'''
  
[i]Trade: Architect (INT) [/i]
+
Trade: Architect
Requires: Keep
+
::Requires: Keep
Effect: ?
+
::Effect: ?
  
[i]Trade: Carpenter (CON)[/i]
+
Trade: Carpenter (CON)
Requirements: Sawmill, Woodshop
+
::Requirements: Sawmill, Woodshop
Produces: ?
+
::Produces: ?
Production Line: ?
+
::Production Line: ?
  
[i]Trade: Officer (PER) [/i]
+
Trade: Officer (PER)
Requires: Barracks
+
::Requires: Barracks
Effect: ?
+
::Effect: ?
  
 +
Trade: Seneschal (PER)
 +
::Requires: Keep, Guild House
 +
::Effect: ?
  
[i]Trade: Seneschal (PER) [/i]
+
Trade: Soldier (STR)
Requires: Keep, Guild House
+
::Requires: Barracks, Training Field
Effect: ?
+
::Effect: ?
  
[i]Trade: Soldier (STR) [/i]
+
Trade: Stonemason (STR)
Requires: Barracks, Training Field
+
::Requires: Geologist
Effect: ?
+
::Produces: ?
 
+
::Production Line:?
[i]Trade: Stonemason (STR)[/i]
 
Requires: Geologist
 
Produces: ?
 
Production Line:?
 
  
 
'''Knowledge Skills:'''
 
'''Knowledge Skills:'''
  
[i]Knowledge: Arcana (INT) [/i]
+
Knowledge: Arcana (INT)
Requires:  
+
::Requires:  
Effect: ?
+
::Effect: ?
 
 
[i]Knowledge: Dungeons (WIS) [/i]
 
Requires:  
 
Effect: ?
 
 
 
[i]Knowledge: Geography (INT) [/i]
 
Requires: Artificer Workshop
 
Effect: ?
 
  
[i]Knowledge: History (PER) [/i]
+
Knowledge: Dungeons (WIS)
Requires:  
+
::Requires:  
Effect: ?
+
::Effect: ?
  
[i]Knowledge: Local (PER) [/i]
+
Knowledge: Geography (INT)
Requires:  
+
::Requires: Artificer Workshop
Effect: ?
+
::Effect: (giants - ogres)
  
[i]Knowledge: Nature (WIS) [/i]
+
Knowledge: History (PER)
Requires:  
+
::Requires:  
Effect: ?
+
::Effect: (undead - skeletons and ghouls)
  
 +
Knowledge: Local (PER)
 +
::Requires:
 +
::Effect: (humanoids - goblins, bandits, raiders, knights, cultists)
  
[i]Knowledge: Planes (INT) [/i]
+
Knowledge: Nature (WIS)
Requires:  
+
::Requires:  
Effect: ?
+
::Effect: ?
  
[i]Religion (WIS) [/i]
+
Knowledge: Planes (INT)
Requires:  
+
::Requires:  
Effect: ?
+
::Effect: (outsiders - hellhounds)
  
[i]Knowledge: Survival (WIS or INT?)[/i]
+
Religion (WIS)
Requires:  
+
::Requires:  
Effect: ?
+
::Effect: ?
  
Note: Knowledge skills increase the loot available from monster kills in appropriate categories (partialy implemented).
+
Knowledge: Survival (WIS or INT?)
 +
::Requires:
 +
::Effect: (animals - wolves)  
  
Survival (animals - wolves)
+
Note: Knowledge skills increase the loot available from monster kills in appropriate categories (partially implemented).
Local (humanoids - goblins, bandits, raiders, knights, cultists)
 
Geography (giants - ogres)
 
Planes (outsiders - hellhounds)
 
History (undead - skeletons and ghouls)
 
  
  
Line 208: Line 199:
  
 
Athletics (STR)
 
Athletics (STR)
 +
 
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)
 +
 
Stealth (DEX)
 
Stealth (DEX)
  
[b]Not on Character Sheet, but previously mentioned:[/b]
 
 
[i]Blacksmith (STR) [/i]
 
Requires: ?
 
Produces: ?
 
Production Line: ?
 
 
 
'''[i]Change log:[/i]'''
 
 
1- Updated list above to represent what shows on the Character Sheet (Press "C"), and with the correct wording.
 
2- Added notes where needed.
 
3- Survival was moved from General to Knowledge skill list.
 
4- Religion was added to the Knowledge skill list.
 
 
5- [url=https://goblinworks.com/blog/the-big-chill/]The Big Chill[/url]:
 
Crafting: Spellcraft place on Arcanist's Workshop Trainer.
 
 
Gathering:
 
 
Added Forester to Sawmill
 
Changed Tannery from teaching Nature to Forester.
 
Replaced Scavenger with Miner on Jeweler trainers.
 
Added Scavenger to Leatherworker trainer.
 
  
Pending Changes (Build 8):
+
*Not on Character Sheet, but previously mentioned:*
  
[Build 8] Knowledge: Dungeoneering, Nature, and Religion skills are being changed from Int to Wis, and History and Local are changing to Per.
+
Blacksmith (STR)
[Build 8] Engineer is being rolled into the weapon master or another building. We do not have a model for a separate structure for it currently.
+
::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. ”