Atlantis v4.04 - Skill Information

[Main] [Skills] [Magic] [Monsters] [Items] [Rules]

Index

Armorer
Building
Carpenter
Combat
Crossbow
Entertainment
Farming
Fishing
Healing
Herb Lore
Horse Training
Hunting
Longbow
Lumberjack
Mining
Observation
Quarrying
Ranching
Riding
Sailing
Shipbuilding
Stealth
Tactics
Weaponsmith

Description

Armorer [ARMO]
Peons Darkmen, Desert Dwarves, Hill Dwarves, Under Dwarves
LvlDescription
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
LvlDescription
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
LvlDescription
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
LvlDescription
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
LvlDescription
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
LvlDescription
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
LvlDescription
1 Produces grain.
Fishing [FISH]
Peons Eskimos, Ice Dwarves, Sea Elves
LvlDescription
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
LvlDescription
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
LvlDescription
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
LvlDescription
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
LvlDescription
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
LvlDescription
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
LvlDescription
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
LvlDescription
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]
LvlDescription
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
LvlDescription
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
LvlDescription
1 Produces livestock.
Riding [RIDI]
LvlDescription
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
LvlDescription
1 A unit with this skill may use the sail order to sail ships.
Shipbuilding [SHIP]
Peons Ice Dwarves, Sea Elves, Vikings
LvlDescription
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]
LvlDescription
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]
LvlDescription
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
LvlDescription
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.

© 2001-2007
Kristofer Wårell <totte@ludd.ltu.se>
Last modified: Thu Jan 18 11:33:01 MET 2007
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