Science Skill Category
Medical Sciences covers everything to do with ailment treatment. This includes from the base dispensing apothecary medication to treat already diagnosed ailments, but also diagnosing both bodily malfunctions as well as sickness and other natural ailments (so not magical ailments, which fall under Magical Knowledge). Furthermore, Medical Sciences also covers surgery, understanding of bodily anatomy as well as other medical procedures and even holistic medicine. Points put towards this Proficiency increase the speed at which all these actions can be done, as well as their efficiency, or the amount of knowledge a character has on the bodily functions of any given sapient being.
Alchemy Sciences covers the production of alchemical substances, whether it be the healing tonics dispensed by medics, the toxins used by rogues, or the general utilitarian items used by the common and unusual peoples across Aloria. Each Alchemical item as described on the wiki has its own Proficiency requirement in order to be produced. For more information, consult the individual item pages on the Alchemy page.
Metallurgy Sciences Proficiency covers the designing and creation of Metallurgy based products, more precisely the rougher crafts. This includes but is not limited to knowing where to find substances like Copper, Tin, Iron, where and how to extract them, how to blast furnace them and how to forge and otherwise craft them into usable objects. Proficiency points put into this Proficiency lead to higher quality items produced, as well as increasing the purity of the metal casting. What sets Metallurgy Sciences apart from Finecraft Sciences is that it is a physically intensive activity, blowing the bellows and hammering the metal into shape. Metallurgy is rougher and dirtier than Finecraft, and often leaves the smith covered in soot.
Finecraft Sciences are very similar to Metallurgy, but cover the finer metal shaping and crafts related to softer and more fragile materials. This includes but is not limited to gold and silver work, appraising rare materials, gem and stone cutting, fine material extraction, jewel craft, Qadir brass working and Qadir Clockwork Engineering. Finecrafts Sciences are different from Metallurgy Sciences in that they often require the crafter to look through a lens and hammer bit by bit at small objects. Proficiency points put into this Proficiency lead to higher quality items produced.
Linguistic Science covers the knowing of Linguistic theories and in-depth understanding of what makes a Language, as well as being able to decode the various dialects. Linguistic Science allows individuals to learn additional languages. 15 Points is the maximum amount that can be invested into this Proficiency.
|0||Your character can only speak languages based on the rules outlined on Character Applications|
|3||A new Race/Culture language of choice (except Ancient/Forgotten Languages)|
|6||A new Race/Culture language of choice (except Ancient/Forgotten Languages)|
|9||Choose either Elven, Human or Mythic Pack on the Languages Page OR Choose a new Race/Culture language of choice (except Ancient/Forgotten Languages)|
|12||Choose another Elven, Human or Mythic Pack|
|15||Choose another Elven, Human or Mythic Pack|