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Knowledge (Nature)

Brian Hill edited this page Oct 5, 2026 · 1 revision

Knowledge (Nature)

(Passive) INT
  Possessed By: Some Humans, Barbarians, Bards, Druids, Mages, Monks, Rangers, Rogues, Loremasters, Tattoo Mystics, Knowledge priests.
  Effects:  The Knowledge (Nature) skill grants the following benefits:
   * Identify Herbs (Passive, Unimplemented): With a successful Knowledge (Nature) check, any herb or mushroom can be identified. There are many different herbs and mushrooms on Theyra, some of which possess potent magical effects.
   * Herbalism (Active, Unimplemented): Knowledge (Nature) can be used to make certain herbal preparations in exactly the same way that Alchemy is used to make alchemical items.
   * Plants and Animals (Passive): Knowledge (Nature) aids a character when fighting, summoning or handling plant creatures and natural animals in the same way that other Knowledge skills do for creatures in their domain.
   * Speak to Plant Creatures (Passive): Characters with a Knowledge (Nature) skill of +10 or higher can speak to sapient plant creatures such as the myconids. Other characters find the odd signals of these alien creatures too distant to understand.
   * Identify Monsters (Passive): The Knowledge (Nature) skill can be used to identify plants and fungi, natural animals, sylvan creatures and wilderness beasts, as described under Appraise.

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