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Wilderness Lore
(Passive) WIS
Possessed By: Some Humans, Lizardfolk, Grey Elves, Wood Elves, Dragonkin, Barbarians, Druids, Rangers, Master Archers, Twilight Huntsmen, Underdark Warriors, Plant priests.
Effects: The Wilderness Lore skill can be used in these ways:
* Food Tending (Passive): The Wilderness Lore skill covers the cooking and preservation of food in survivalist conditions. The Wilderness Lore skill determines how quickly corpses age when they are in a character's possession -- if a character with Wilderness Lore +9 kills a deer, the meat will last 3 times as long in his possession as it will for a character with Wilderness Lore +3. The same decay rates apply to food items subject to decay that a character with Wilderness Lore can preserve better -- food rations never decay, but apples and melons will.
Wilderness Lore also comes into play when a character eats the corpse of a creature not normally used for food. In this case a character always has a chance of contracting a disease, and a Wilderness Lore check is made against a DC determined by a variety of factors, including the age of the corpse, to see if the character becomes diseased.
* Hunting (Active, Unimplemented): On the overland map, a character can use the Wilderness Lore skill in order to hunt for food; a successful check takes two hours and moves the character to Satiated. Failure can simply result in no suitable food being found, or if the check is failed by five or more can throw the character into a dangerous encounter with wilderness creatures.
The DC of this check is determined by the terrain that the character is moving through.
* Harsh Terrain (Passive, Unimplemented): Some forms of terrain on the Wilderness screen are so hostile to life that they require a Wilderness Lore check for every step the character takes. The DC of this check is set by the terrain in question, and the effects of failing can include encounters, damage, becoming lost (unable to control the direction you move on the overland map), equipment loss, fatigue, disease and so forth.
* Resist Weather (Passive, Unimplemented): Weather effects function in Incursion much like harsh terrain, except that they are invisible fields that move about the overland map rather than being fixed in one location. The predict weather spell allows these fields to be seen. Entering a weather field requires a Wilderness Lore check each turn, with much the same effects for failure as harsh terrain.
* Tracking Range (Passive): One of the factors in determining the range of a ranger's Tracking class feature is the Wilderness Lore skill; see the description of the ranger class for more information on this ability.
* Harvesting Mushrooms/Herbs (Passive, Unimplemented): When a character picks herbs from a bush or mushrooms from the floor of the dungeon (using the normal 'g'et item command), a Wilderness Lore check is made, though not displayed, usually against DC 15, though potent herbs and mushrooms might have a higher DC. If this check is failed, the herb or mushroom automatically becomes cursed, and will have only deleterious effects if consumed.
Since this is not a magical curse, but merely the result of a bad preparation, it does not show up to most things that normally detect curses.