| Armorer [ARMO]
|
|---|
| Peons
| Darkmen, Desert Dwarves, Hill Dwarves, Under Dwarves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may produce "chain armor"
from iron. Chain armor provides
a 1/3 chance of surviving a successful attack in battle.
| | 3
| A unit with this skill may produce "plate armor"
from 3 units of iron. Plate
armor provides a 2/3 chance of surviving a successful
attack in battle.
| | 5
| A unit with this skill may produce "mithril
armor" from one unit of mithril.
Mithril armor provides a 9/10
chance of surviving a successful attack in battle, and a 2/3
chance of surviving a crossbow attack. Mithril armor weighs
but one unit.
| | Building [BUIL]
|
|---|
| Peons
| Darkmen, Desert Dwarves, Ice Dwarves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the build order to
construct buildings from
stone.
| | 3
| A unit with this skill may use the build order to
construct magical
fortresses from rootstone. A magical fortress is the same
size as a castle, requires the same amount of material (160
units of rootstone), and has the same defense value (it
protects 250 men). However, magical fortresses may be used as
the target of powerful magical spells, and are not harmed by
magical Earthquakes.
| | Carpenter [CARP]
|
|---|
| Peons
| Plainsmen, Wood Elves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may produce wagons from
wood. A wagon, used with a
horse, can carry up to 200 units of weight.
| | Combat [COMB]
|
|---|
| Peons
| Barbarians, Hill Dwarves, Orcs, Vikings
| | Lvl | Description
|
|---|
| 1
| This skill gives the unit a bonus in hand to hand
combat. Also, a unit with this skill may tax or
pillage.
| | Crossbow [XBOW]
|
|---|
| Peons
| Desert Dwarves, Ice Dwarves, Nomads, Under Dwarves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use a crossbow, either in battle,
or to tax or pillage a region.
| | Entertainment [ENTE]
|
|---|
| Peons
| High Elves, Plainsmen, Wood Elves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the entertain
order to generate funds. The amount of silver gained will be
20 per man, times the level of the entertainers. This amount
is limited by the region that the unit is in.
| | Farming [FARM]
|
|---|
| Peons
| High Elves, Plainsmen, Tribesmen
| | Lvl | Description
|
|---|
| 1
| Produces grain.
| | Fishing [FISH]
|
|---|
| Peons
| Eskimos, Ice Dwarves, Sea Elves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the produce order
to produce fish in designated regions.
Fish are only available in ocean
regions.
| | Healing [HEAL]
|
|---|
| Peons
| Eskimos, High Elves, Tribal Elves, Tribesmen
| | Lvl | Description
|
|---|
| 1
| A unit with this skill can use herbs to heal units after a
battle has been won.
| | Herb Lore [HERB]
|
|---|
| Peons
| Eskimos, Tribal Elves, Tribesmen
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the produce order
to produce herbs in designated regions.
Herbs are found in many types of
regions, but most frequently in jungles. Herbs may be used by
units with the Healing skill, to heal
units killed in battle.
| | Horse Training [HORS]
|
|---|
| Peons
| High Elves, Nomads, Plainsmen
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the produce order
to produce horses in designated regions.
Horses are found in plains
regions.
| | 5
| A unit with this skill may use the produce order
to produce winged horses. Horse
Training level 5 is required to even determine whether winged
horses exist in a region. Winged horses weigh 50 weight units,
and can carry 20 weight units in flight.
| | Hunting [HUNT]
|
|---|
| Peons
| Barbarians, Eskimos
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the produce order
to produce furs in designated regions.
Furs may be produced in many
types of regions, generally in small quantities.
| | 3
| A unit with this skill may use the produce order
to hunt floaters, a rare and skittish denizen of the swamps of
Atlantis. Use the order produce "floater hide" to
produce floater hide (note that
Hunting 3 is required to determine if floater hide can be
produced in a swamp). Floaters actually weigh less than air,
since much of their body is made up of gaseous sacs. Floater
hide is prized by high level Shipbuilders
of Atlantis, who can use the thin hide to build hot air
balloons.
| | Longbow [LBOW]
|
|---|
| Peons
| Sea Elves, Tribal Elves, Wood Elves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use a longbow, either in battle, or
to tax or pillage a region.
|
|
| Lumberjack [LUMB]
|
|---|
| Peons
| Tribesmen, Vikings, Wood Elves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the produce order
to produce wood in designated regions. Forest regions are
generally the best producers of wood, though other regions may
also produce wood. Wood may be
used to construct boats, using the
Shipbuilding skill, or bows, using the
Weaponsmith skill.
| | 3
| A unit with this skill may use the produce order
to produce ironwood in designated regions (Note that
Lumberjack skill of 3 is required to even determine that
ironwood may be produced).
Ironwood is the strongest wood
known to Atlantis, and may be used by high level
Shipbuilders to build armored ships. One
unit of ironwood weighs 10 weight units.
| | 5
| A unit with this skill may use the produce order
to produce yew in designated regions (Note that Lumberjack
skill of 5 is required to even determine that yew may be
produced). Yew is the lightest,
most pliable wood known; high level
Weaponsmiths may use yew to produce
powerful bows. One unit of yew weighs 5 weight units.
| | Mining [MINI]
|
|---|
| Peons
| Barbarians, Darkmen, Hill Dwarves, Under Dwarves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the produce order
to produce iron in designated regions.
Iron is found primarily in
mountain regions, but may also be found in other regions. The
Weaponsmith skill is used to forge iron
into weapons.
| | 3
| A unit with this skill may use the produce order
to produce mithril in designated regions (Note that Mining
skill of 3 is required to even determine that mithril may be
produced). Mithril is the
strongest metal known, and high level
Weaponsmiths and
Armorers may use mithril to forge weapons
and armor. One unit of mithril weighs 10 weight units.
| | Observation [OBSE]
|
|---|
| Lvl | Description
|
|---|
| 1
| A unit with this skill can see stealthy units whose stealth
rating is less than or equal to the observing unit's
Observation level. The unit can also determine the faction
owning a unit, provided its Observation level is higher than
the other unit's Stealth level.
| | Quarrying [QUAR]
|
|---|
| Peons
| Desert Dwarves, Darkmen, Ice Dwarves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the produce order
to produce stone in designated regions. Mountains are the main
producers of stone, though other regions may also produce
stone. Stone may be used to
construct buildings, using the Building
skill.
| | 3
| A unit with this skill may use the produce order
to produce rootstone, a rare
stone found deep within Atlantis. Skill level 3 is required to
determine which regions rootstone may be produced in. High
level builders may use rootstone to build
magical fortresses. A unit of rootstone weighs 50 weight
units.
| | Ranching [RANC]
|
|---|
| Peons
| Nomads, Tribal Elves
| | Lvl | Description
|
|---|
| 1
| Produces livestock.
| | Riding [RIDI]
|
|---|
| Lvl | Description
|
|---|
| 1
| A unit with this skill, if possessing a horse, gains a bonus
in combat if the battle is in a plain, desert, or tundra. This
bonus is equal to the skill level, up to a maximum of 3.
| | 3
| A unit with Riding 3 or above, if possessing a winged horse,
gains a bonus in combat, equal to the unit's skill level.
| | Sailing [SAIL]
|
|---|
| Peons
| Sea Elves, Vikings
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the sail order to
sail ships.
| | Shipbuilding [SHIP]
|
|---|
| Peons
| Ice Dwarves, Sea Elves, Vikings
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the build order to
construct ships from wood.
| | 3
| Shipbuilding 3: A unit with this skill may use the
build order to construct
armored galleons from
150 units of ironwood. An armored galleon has the same
properties as a normal galleon, but also provides protection
(in the same manner as a building) to the first 200 men
within.
| | 5
| A unit with this skill may use the build order to
construct balloons, using 50
units of floater hide. A balloon functions in the same manner
as a ship, using the SAIL order to move. However, as opposed
to normal ships, a balloon can sail over land. A balloon
requires 10 sailors to sail, and has a capacity of 800 weight
units.
| | Stealth [STEA]
|
|---|
| Lvl | Description
|
|---|
| 1
| A unit with this skill is concealed from being seen, except by
units with an Observation skill greater
than or equal to the stealthy unit's Stealth level.
| | Tactics [TACT]
|
|---|
| Lvl | Description
|
|---|
| 1
| Tactics allows the unit, and all allies, to gain a free round
of attacks during battle. The army with the highest level
tactician in a battle will receive this free round; if the
highest levels are equal, no free round is awarded.
| | Weaponsmith [WEAP]
|
|---|
| Peons
| Barbarians, Hill Dwarves
| | Lvl | Description
|
|---|
| 1
| A unit with this skill may use the produce order
to produce weapons from certain items.
Swords may be produced from
iron, and crossbows and longbows may be produced from
wood.
| | 3
| A unit with this skill may use the produce order
to produce mithril swords from mithril.
Mithril swords give units a +4
bonus in combat, rather than the usual +2.
| | 5
| A unit with this skill may use the produce order
to produce double bows, the ultimate (natural) dealer of death
on a battlefield. Double bows
may be used by units skilled in either
Crossbow or Longbow. A
double bow fires as if the target has a defensive skill of 0,
and fires a number of shots, per round, equal to the skill
level of the wielder. It takes one unit of yew to produce a
double bow, which weighs one unit.
| |