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Dice Mob Home > Dice Mob Rules > Skills

Knowledge

Knowledge implies not just the knowledge of how something might be done but also some sort of practical or working knowledge in how it is done through practice and experience gained from that practice. Knowledge of locks, for example, not only implies that a character has “read up” on how a lock functions, but also implies experience in building and/or picking locks.

In addition to mundane knowledge, there are five specialties of knowledge that all have disciplines beneath them towards which Skill Points may be spent after they themselves have been purchased:

Specialty Knowledge

Academia

Arcane Knowledge

Divine Knowledge

Martial Arts

  • Prerequisites: Dexterity: 4, Perception: 4, Speed: 3, Strength: 3
  • Skill Point Cost to Learn: 5
  • Mana Cost: Special

Medicine

Performance Arts

Psionics

Survival

Weapons and Warfare

  • Prerequisites: Dexterity: 3, Strength: 3
  • Skill Point Cost to Learn: 2
  • Mana Cost: Special
knowledge.1598907577.txt.gz · Last modified: by dungeonmaster