The Ruins of
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Help - Knowledges

Every second level, you will be allowed to choose a Knowledge. The available Knowledges depend on your specialities.

Basic Knowledges

Every character starts with these Knowledges.

Knowledge Level Description
Basic History and Archaeology Base 20% identify rate.
You may discover Excavations for 10AP.
Unarmed Combat Allows you to use basic combat actions.
Base 2-3 "Punch" damage.
Base 5% critical attack rate.

Amateur Knowledges

Amateur Knowledges may be learned by any character.

KnowledgeLevelDescription
Archaeology0+10% identify rate.
-1 AP to travel to or from an Excavation.
Appraisal0+10% identify rate for 'jewelry'-type Artifacts.
When you successfully identify any Artifact, you gain 1 AP.
Armorsmithing10Allows you to use metals (made with "Refining") to upgrade and repair Helmets.
Backpacker10+2 carrying capacity.
Botany0+20% identify rate for 'plant'-type "Artifacts."
+1 HP restored when you eat fruit.
Gives you access to a couple Laboratory Recipes.
Favored Customer0+5 Weapon Store options.
Geography0When you discover an Excavation, you discover an additional Excavation for free.
Gunsmithing10Allows you to use metals (made with "Refining") to upgrade and repair Simple Firearms.
History0+10% identify rate.
-1 AP to discover an excavation.
Horticulture0Harvesting plants cost you 0 AP, instead of 1.
You gain 50% more experience when successfully identifying a plant.
Gives you access to a couple Laboratory Recipes.
Jeweling10Allows you to use metals (made with "Refining") to upgrade and repair Rings, Necklaces, and Crowns.
Martial Arts0+5% accuracy and defense.
+1 resistance when not using a weapon.
Mining0You may use Picks to mine for ore, and may refine ore into metal.
Mythology0+20% identify rate for 'mythology'-type Artifacts.
New Age0+10% identify rate for 'alien' and 'magic'-type Artifacts.
Palaeography0+10% identify rate for tablets (including slates, etc).
When you use a tablet, you gain experience equal to its level.
Palaeontology0+10% identify rate for 'bone'-type Artifacts.
+1 reputation for donating 'bone'-type Artifacts.
Pick-throwing10You may Use a Pick in battle to deal 18-30 damage to the opponent. There's a 2/3 chance that this destroys the Pick.
If you have the "Mining" Knowledge, there is only a 1/3 chance that a Pick used in this is destroyed.
Pottery0+20% identify rate for 'pottery'-type Artifacts.
Primitive Weapons0Allows you to equip 'primitive weapon'-type weapons, and use the "Charge" Action? when equipped with one.
+10% identify rate for 'primitive weapon'-type Artifacts.
Pyrotechnics10When you use a 'bomb'-type item, there is a 50% chance that it is not expended.
Gives you access to a couple Laboratory Recipes.
Quick Draw0Changing equipment during combat takes 50% less time.
Refining10Refining ores cost 0 AP, instead of 1, and you get a little more exp when doing so.
Religion0+10% identify rate for 'religion'-type Artifacts.
Excavations you discover are +10% more likely to contain a Shrine, and may have a Shrine even if you are below level 5.
Simple Firearms0Allows you to equip 'simple firearm'-type weapons, and use the "Take Aim" Action? when equipped with one.
Taxonomy0+10% identify rate for 'bone' and 'plant'-type Artifacts.
Weaponsmithing10Allows you to use metals (made with "Refining") to upgrade and repair Primitive Weapons.

Adventurer Knowledges

KnowledgeLevelDescription
Combat Stance10+10% defense bonus.
Digging Team10-2 AP to discover new Excavations.
-1 AP to travel to Excavations.
Double-strike10Allows you to use the "Double-strike" Action?.
Hardy10Your maximum Hit Points is increased by 5.
Sharp Shooter10+10% 'simple firearm' accuracy.
Speed Climbing10It cost you 1 AP to Climb Ropes, instead of 2.

Mystic Knowledges

KnowledgeLevelDescription
Alchemy10Gives you access to several Laboratory Recipes.
Odic Force12+10% 'magic weapon' and 'alien weapon' accuracy.
Homeopathy10When you use a Medical Kit there is a 50% chance that it is not expended.
Gives you access to several Laboratory Recipes.
Magic Weapons10Allows you to equip 'magic weapon'-type Weapons.
+10% identify rate for 'magic weapon'-type Artifacts.
Mystic Teaching10+10% identify rate for 'magic'-type Artifacts.
Speak with Spirits10Allows you to use 'fetish'-type Artifacts.
+10% identify rate for 'fetish'-type Artifacts.
Stunning Word10Allows you to use the "Stunning Word" Action?.
Trance10Allows you to enter the Trance State?.

Scientist Knowledges

KnowledgeLevelDescription
Chemistry10Gives you access to several Laboratory Recipes.
Engineering10Allows you to equip 'high-tech weapon'-type weapons, and use the "Take Aim" Action? when equipped with one.
+5% identify rate for 'alien'-type Artifacts.
Medicine10When you use a Medical Kit, you have a 50% chance to gain 1 AP.
Gives you access to several Laboratory Recipes.
Physics12+10% 'high-tech weapon' and 'alien weapon' damage.
Scientific Method10You gain 30 Action Points whenever you level up.
Zoology10Allows you to "Study" monsters during combat.
+10% defense against studied monster types.

Trader Knowledges

KnowledgeLevelDescription
Conscientious Buyer10-10% buy prices from the Store.
Dazzle10Allows you to "Dazzle" enemies, affording an opportunity to escape.
Deep Pockets10+2 carrying capacity.
Hard Seller10+10% Artifact sell prices.
Jack of All Trades10You may pick up to two Knowledges from a Speciality that is not your own.
Parting Shot10When you "Run Away" or "Dazzle" while equipped with a 'simple firearm' or 'high-tech weapon', you make an attack for 1 damage that is guaranteed to hit.

Argonaut Knowledges

Only Adventurers may become Argonauts.

KnowledgeLevelDescription
Battle-hardened20Your maximum Hit Points is increased by 5.
+1 damage when not using a weapon.
Combat Reflexes20+3 Initiative bonus.
Gun Fu20+1 Resistance if you are equipped with a 'simple firearm'.
Marksman20+10% 'simple firearm' damage.
Rage20Allows you to enter the Rage State?.
Roll with the Punches20+1 resistance.

Entrepreneur Knowledges

Only Traders may become Entrepreneurs.

KnowledgeLevelDescription
Buy Out20Allows you to use the "Buy Out" Action? during combat.
Entrepreneur20You require 20,000 less to found a Corporation?.
Hired Hand20+2 carrying capacity.
Infopreneur20When you donate an item to the Museum, you gain money equal to twice the Reputation earned.
Mining Industry20"Forget about this Excavation" is replaced with "Sell this Excavation".
Offshore Investing20When you gain 1AP due to the time passing, you also gain 7.

Inventor Knowledges

Only Scientists may become Inventors.

KnowledgeLevelDescription
Automata20Allows you to "Build Automaton" out of high-tech weapons.
Gadgetry20Gives you one of several bonuses, which you may change at any time from your Equipment page for 1 AP.
Invention20+10% 'high-tech weapon' accuracy.
Allows you to "Work" High-tech Weapons.
Tinker20+5% 'high-tech weapon' critical attack rate.
Track-building20Allows you to build tracks in Excavations to quickly ferry Artifacts to Base Camp.
TRIZ20Allows you to "Solve" equipment, adding a random bonus to it.

Illusionist Knowledges

Only Mystics and Traders may become Illusionists.

KnowledgeLevelDescription
Invisibility20Allows you to use the "Turn Invisible" action.
Magician's Choice20When you successfully identify an item, you may choose to identify another item instead.
Prestidigitation20Changing equipment during combat takes 50% less time.
Sleight of Hand20Allows you to pull an item from Storage into your Backback while at an Excavation.
Trap Door20Allows you to use the "Trap Door" action.

Parapsychologist Knowledges

Only Mystics and Scientists may become Parapsychologists.

KnowledgeLevelDescription
Alien Tools20Allows you to use 'alien tool'-type items.
+10% identify rate for 'alien tool'-type artifacts.
Alien Weapons20Allows you to equip 'alien weapon'-type weapons.
+10% identify rate for 'alien weapon'-type artifacts.
Allows you to "Work" Alien Weapons.
Eight Circuits of Consciousness20Allows you to "Study" Alien items for AP and Experience.
Remote Viewing20Allows you to use the "Remote Viewing" action.
Retrocognition20+10% identify rate.
Ufology20+7% chance that discovered excavations contain Atlantean or Alien sub-levels.

Ranger Knowledges

Only Adventurers and Mystics may become Rangers.

KnowledgeLevelDescription
Animal Companion20When you reincarnate, your currently-equipped pet will be waiting for you in your next life.
Animal Handling20You may equip up to two pets simultaneously.
Hunting20Allows you to "Study" monsters during combat.
+4% critical attack rate against studied monster types.
Soulhunter20+3% chance to receive a Soul Gem Fragment when you defeat a monster.
Swift Attack20Allows you to use the "Swift Attack" Action?.
+1 damage when not using a weapon.
Wilderness Survival20+15% Fatigue recovered when you rest.
+1 HP restored when you eat fruit.
Gives you access to a couple Laboratory Recipes.

Scoundrel Knowledges

Only Adventurers and Traders may become Scoundrels.

KnowledgeLevelDescription
Backstabber20+3% Critical Attack rate.
Coercion20+5% Artifact sell prices.
-5% buy prices from the Store.
Cunning Blade20When you use the "Feint" Action?, it can hit, and receives a +1 damage bonus.
Escapology20Taking Ropes that have been tied down does not cost you any AP.
Tricky Blow20Allows you to use the "Tricky Blow" Action?.
+1 damage when not using a weapon.
Unscrupulous Methods20Gives the option to discover new Excavations for 1000.

Sorcerer Knowledges

Only Mystics may become Sorcerers.

KnowledgeLevelDescription
Arcane Teaching20+10% 'magic weapon' damage.
Allows you to "Work" Magic Weapons.
Black Art20Allows you to "Consume" Soul Gem Fragments, even during battle, to fully heal and gain some AP.
Cleromancy20Allows you to "Cast" bones.
+10% identify rate for 'bone'-type Artifacts.
Anaportation20Allows you to use the "Anaport" action.
Ties of the Soul20Allows you to "Harvest" pets for Soul Gem Fragments.

Surveyor Knowledges

Only Traders and Scientists may become Surveyors.

KnowledgeLevelDescription
Cadastre20You may travel to an Excavation directly from another Excavation (without returning home first), if you could return home from the Excavation you are in.
Cartography20You may return home from anywhere on the first floor of an Excavation.
-1 AP to return home.
Speleology20When you encounter a monster, the four spaces of the excavation adjacent to you are revealed.
Hydrology20You may spend 1 AP to identify an unidentified Spring without drinking from it.
Stratigraphy2010% more Artifacts in Excavations.
+10% chance that discovered Excavations are 1 level deeper.
Surveying20-4 AP cost to discover Excavations.

Shaman Knowledges

Shaman is a "secret" speciality - its prerequisites will have to be discovered!

KnowledgeLevelDescription
Mithridatism10You are immune to the negative effects of Poison.
The Wounded Healer10+5 HP and +1 AP when rescued from the brink of death.
Biophilia10You may eat bitter fruit as if it were juicy.
Animism10+4% critical hit rate for each equipped Spirit pet.
When you "die", if your equipped pet is a Spirit, it has a 1/3 chance to avoid losing a Hit Point.
All Are One20While in a Trance state, adjacent tiles that contain monsters are revealed to you.

Monk Knowledges

Monk is a "secret" speciality - its prerequisites will have to be discovered!

KnowledgeLevelDescription
Meditation20You gain a +5% accuracy bonus while in the Focusing Stance?.
Palm of Heaven20Your unarmed attacks are treated as though they are attacks made by a magic weapon.
+1 damage when not using a weapon.
Tiger Strike20Allows you to use the "Tiger Strike" Action?.
+10% accuracy when not using a weapon.
Blunt Weapon Mastery20+5% accuracy and defense when using a Club or Hammer.

Ninja Knowledges

Ninja is a "secret" speciality - its prerequisites will have to be discovered!

KnowledgeLevelDescription
Assassination20Your attacks receive a +15% critical attack rate bonus when your opponent is surprised.
Diversionary Tactics20You do not lose Fatigue when using Smoke Bombs; you recover Fatigue when using Flash Grenades.
Allows you to make Smokebombs at your Laboratory.
Cat-like Reflexes20When you find a hidden Pit Trap, you do not fall down it.
+5% defense.
Unseen Strike20When you engage a monster while Invisible, you get a free Basic Attack before combat that is guaranteed to hit.

Time Traveller Knowledges

Time Traveller is a "secret" speciality - its prerequisites will have to be discovered!

KnowledgeLevelDescription
Alien History20You may spend 2 AP to replace any weapon's weapon type with "Alien Weapon".
Regeneration20+15 HP when rescued from the brink of death.
Running Away5The "Run Away!" action costs you 0 AP instead of 1.
The Future0+10% identify rate.
-1 AP to discover new Excavations.
Time Travel10You may "Time Travel" to discover - and travel to - an excavation in a random country.

Special Knowledges

These Knowledges cannot be learned from leveling up. They are awarded for completing certain in-game actions.

KnowledgeLevelDescription
Essential Charisma0+5 Weapon Store options.
Eternal Stamina25+3 Hit Points.
Fortune's Favor0You receive slightly better results when spinning the Wheel of Fate.
Hidden Dexterity15+3% defense; +3% accuracy.
Hired Butler0You can buy, sell, donate, and identify items while at an Excavation. (Your butler does it for you.)
Inner Strength5+2% critical attack rate.
+1 damage when not using a weapon.
Protective Aura0When you "die", your equipped pet has a 20% chance to avoid losing a Hit Point.
Secret Wisdom10When you are defeated by a monster that has not defeated you before, you gain 4 AP.
Study: Atlantis0+10% identify rate for 'atlantis'-type Artifacts.
Study: China0+10% identify rate for 'china'-type Artifacts.
Study: Egypt0+10% identify rate for 'egypt'-type Artifacts.
Study: Greece and Rome0+10% identify rate for 'greece' and 'rome'-type Artifacts.
Study: Inca0+10% identify rate for 'inca'-type Artifacts.
Study: India0+10% identify rate for 'india'-type Artifacts.
Study: Japan0+10% identify rate for 'japan'-type Artifacts.
Study: Khmer0+10% identify rate for 'khmer'-type Artifacts.
Study: Maya0+10% identify rate for 'maya'-type Artifacts.
Study: Near East0+10% identify rate for 'near east'-type Artifacts.
Study: Porcelain0+10% identify rate for 'porcelain'-type Artifacts.
Study: Scandinavia0+10% identify rate for 'scandinavia'-type Artifacts.
Sun God's Blessing0+5% chance that Excavations you discover contain an Obelisk.
Whispered Intelligence20+10% identify rate.

Role-playing Knowledges

These are not "Knowledges", per se. Like "Special Knowledges" they cannot be learned from leveling up. Additionally, Role-playing Knowledges cannot be taken as Transcendental Knowledges.

KnowledgeLevelDescription
AP Sophisticate0+300 Action Point maximum.
You may enable the "AP reaches 500" e-mail notification.
Blessing: Guardian Spirit0The next time you would "die", instead you lose this blessing and are fully healed.
Blessing: Mirror Image0When a monster hits you, there is a 10% chance that you do not take damage. (You still get Fatigued.)
Blessing: Providence0The next time you would receive a curse, you lose this blessing instead.
Blessing: Second Sight0The levels of unidentified items are revealed to you.
Curse: Black Mark0Donations you make earn 2 fewer Reputation (minimum 1).
-15% Artifact sell prices.
Curse: History's Veil0-35% identify rate.
Curse: Permanent Wound0Your maximum Hit Points is decreased by 5.
Curse: Rusting Touch0Equipment you excavate starts with 50% durability.
Curse: Rapid Aging0-1 carrying capacity.
-2 maximum HP.
Flaw: Anxiety0-1 initiative.
-2 initiative against monsters that have defeated you before.
Flaw: Bad Back0-1 carrying capacity.
You lose 20% more Fatigue when falling down a pit trap.
Flaw: One Eye0-10% accuracy; -5% defense.
Flaw: Poor Circulation0-15% Fatigue recovered when you rest.
Flaw: Uneducated0-10% identify rate.
+2 AP to discover new Excavations.
Flaw: Weak Bones0-3 maximum HP.
-5% defense.
Giddy As a School Boy0You recover 5% Fatigue whenever you excavate an artifact.
Heroic Destiny0+1% defense for each Heroic Deed.
Interned Research Assistant10You may have items identified from Home Base.
Motivation: Bon Vivant0When you eat a prepared meal, you gain either 3 experience points or 1 AP, randomly.
Motivation: Caretaker0When a pet levels up after winning a fight, you gain 5 AP.
Motivation: Greed0+5% Artifact sell prices.
Motivation: Hero0Counts as 1 Heroic Deed?.
Motivation: Lost Love0When you engage a monster, it begins with 5% Fatigue.
Motivation: Power0When you defeat a monster, you recover 5% Fatigue.
Motivation: Rebel0+15 Action Point maximum.
Motivation: Revenge0When you defeat a monster that has defeated you before, you gain 5 AP.
Motivation: Scholar0When you discover a new Excavation, you gain 4 experience points.
Motivation: Survivor0Your maximum Hit Points is increased by 1.
Motivation: Thrill-seeker0You gain an additional experience point for defeating monsters that are higher level than you are.
Motivation: Tourist0When you travel to another country, you gain an Action Point.
Swiss Bank Account0When you reincarnate, your money will be waiting for you in your next life.
The Four Noble Truths0You may not benefit from another Book of The Four Noble Truths this lifetime.