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Storm World: Ascension



Section 3: Knowledge

Knowledge is perhaps the most important aspect of your realm character as every ability in the game is somehow tied to one of them. It is the skill sets which the RC is proficient. Each knowledge group has important skills which can be tapped in order to provide better abilities for certain tasks. Your knowledge level allows access to abilities (in conjunction with the appropriate attribute scores). However, knowledge levels are more important because they are directly referenced when "activating" an ability or item. The knowledge level equals the total number of ability/item levels you can have active for the game. This is modified by items in your possession as well as your species.
There are a total of 9 knowledge groups, listed below...



Languages
There are a total of 9 languages that are available in Storm World. Five of them are native languages (Common, Brun, Dwarf, Elf, Lizardman), two are ancient languages (Eruben, Prost) and two are planar languages which are not native to Storm World (Heathandrus, Stygia). Every RC can speak common, but a knowledge level must be devoted to a language in order to read and write in the given language.

The Languages knowledge group provides no combat advantage in the game. However, some manuscripts or books that can be found in the game are written in one of these languages, and cannot be deciphered unless the proper language is learned. Without the language skill needed, your RC must pay for a translation. The higher the level of the ability, the more expensive the translation.

Note that all RCs start out with level 1 in the Languages knowledge group in order to be able to read/write/speak their native language. Every level you allocate toward Languages grants another language ability.

Environment
The primary use of this knowledge group is for alchemy. There are a number of potions which can be created and used which have far reaching effects. Effects from these potions which are similar to effects from other knowledge groups are more potent for equivalent levels. However, the drawbacks are that they are one-shot items (meaning that are expended when used the first time) and cost money or time to replace. There are also some survival skills, as well as skills to help you forage and gather valuables.

In addition, the Environment skills also grant abilities to control elemental earth.

Mariner
Mariner skills quite simply are needed to cross bodies of water that are deeper then a river. Boats and other sailing vessels can be used to access even the ocean areas of the seas. Without a boat, you simply cannot cross those terrain squares.

Boats must be purchased or found. The knowledge level simply allows you to pilot a boat

In addition, the Mariner skills also grant abilities to control elemental water.

Merchant
Merchant knowledge allows access to items for purchase. This includes potions and boats, as well as all armaments. Increasing your merchant knowledge opens up the ability to use magic items and more complex natural ones. While not directly contributing to your combat abilities, it does provide better resources for you to use. Also, everytime you allocate a level to your Merchant knowledge, you gain a sum of gold. Higher levels on Merchant knowledge also allow for greater gold benefits from treasure and trade.

Leadership
Leadership skills allow you to control a small entourage. You are able to hire mercenaries, control followers and ride mounts. This knowledge group allows you to overwhelm enemies with sheer numbers. The creatures you control in battle can be used to either damage opponents or simply to block opponents from directly targetting your RC. Lower level creatures are obviously weaker then higher level creatures, and their cost is appropriately different.

Without Leadership knowledge, you cannot have any hirelings.

Combat
Combat skills have two primary purposes. First, all armaments have a level associated with them. The total levels of your armaments cannot exceed your Combat knowledge level. Note that there are some armaments with a level of 0. In addition, there are skills associated to this group which can augment your ability in battle. The total levels for these skills are added to your levels in armaments, so their combined total must not exceed your Combat knowledge level.

Stealth
Stealth skills could also be called rogue skills, as many of these skills are appropriate for rogues and thieves. Although there are several combat enhancement abilities, most of the skill sets have important utility purposes. Stealth skills allow for combat surprise, hidden movement and poison manufacture.

There are a number of utility skills that can be found in this group as well. This includes detecting traps on treasure and picking locks. These abilities do not need to be activated the way other skills are. They are passive abilities which are referenced when needed.

Sorcery
Sorcerer spells are powerful and varied. There are a number of good combat spells available, and a small number of utility spells as well. Most of their combat spell effects result in direct damage applied to targets. Although sorcerers have abilities to knock down strong foes, they are most effective against multiple targets, as they can spread their damage among several enemies. This means that they are somewhat limited against smaller numbers of more powerful targets.

Psionics
Psionic characters have several debilitating powers to use in combat. Though they are less effective against larger numbers of enemies, they have many abilities to knock down and incapacitate individual creatures. This makes them very effective against individual attackers. Most of their abilities are not directly damaging to their foes, but serve to hinder their opponents ability to combat others.



When you begin the game, you start with 5 levels of knowledge to distribute. One is automatically placed in the Language knowledge group, so that you can read and write in your native language. The other four can be distributed as you like. As you gain experience, your knowledge can increase. For every three points of your combined attributes (Intellectual, Physical and Mystical strength), you are given one additional knowledge level to distribute.

There are a number of abilities which are associated with each knowledge group. Each ability can be used only if the appropriate level of knowledge is attained and the primary attribute score meets the minimum requirement. Important: Abilities all have a level associated with them, and the sum of those levels cannot exceed your knowledge level.

For example, if you have a knowledge level of 3 in Leadership, then the total levels of active abilities in the Leadership knowledge group cannot exceed 3. This can be done by activating three level 1 abilities, one level 1 and one level 2 ability, or simply one level 3 ability.

There are some areas of knowledge which have both abilities as well as items. The rules still apply to these knowledge groups as well. The combined total levels in both abilities and items may not exceed your knowledge level.

You are able to change your active abilities between turns as much as you like with a few exceptions.

(1) One shot items (such as potions) that are used are automatically expended and cannot be activated the following turn. However, if you have more than 1 of those items, then thay can be activated as long as your supply allows. Note that potions are being described as one-shot items. This does not mean they are only used in the first encounter and then ignored for the rest of the turn. The one-shot item retains its effect for the rest of the turn (all 8 days).

(2) Followers cannot be de-activated and then later re-activated. Once a follower is de-activated, they cannot return in the current game. They can be made available in subsequent games, however.

Abilities have several characteristics which are shown below...
Ability/Item/Armament: This is the common name for the ability, item or armament.

Knowledge Group: This is the Knowledge group which grants the ability.

Primary Attribute: This is the attribute which is required for the ability to be used. The options here are: (I) requires Intellectual Strength; (P) requires Physical Strength; (M) requires Mystical Strength; or (A) requires all three attributes.

Minimum Attribute: This is the minimum score you must have in the indicated "Primary Attribute" (see above) to use the ability.

Level: This is the level of the ability. The sum total of these levels, grouped by Knowledge (see above entry) is all you can have active during any given turn.

Merchant Level: For items that require it, the minimum level of Merchant knowledge needed to acquire the ability through the Marketplace. Note that this does not apply when the ability is found through adventure, treasure, guild merchants or through the Open Market.

Cost: The cost associated with the item - if applicable. Note that this is not always the asking price, it is simply the base price of the item.

Storm World Online Manual