Skills
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).
General Skills
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. ”