Knowledge

Knowledge are information about abilities and matters that a character has.

In most dungeon-grinding and combat based campaign knowledge is useless and may be entirely skipped until the setting changes.

Obtain Knowledge
Every character starts with 4 Knowledge Points and two must be inherent to an offensive matter: The other 2 Knowledge points may be spent on the above matters or any of the basic knowledge listed below:
 * There is a Knowledge for every Weapon type, additionally Unarmed Combat exists.
 * Arcane and/or Divine Knowledge are requirements for casting spells.
 * Any Crafting Knowledge (Weaponcraft, Armorcraft, Spellcraft, Runecraft)
 * Any basic culture Knowledge
 * Any basic practical Knowledge (Cooking, Oratory, Survival, Economy, Science, Technology, Medicine. Music)

Unaware Actions
Doing any action pertinent to a Knowledge without having that knowledge may lead to failure, both faint and fatal. These actions are called "Unaware".
 * Unaware attacks, made with weapons the user does not know, cannot get critical hits and have a various penalty depending on the weapon. Tier 1 weapons have a -5 penalty and take an additional -5 per tier. This does not apply to improvised weapons.
 * Unaware crafting, of any kind, has a 50% fixed, extra chance to result in failure and all the materials used are lost. Also, if any components may explode, burn, poison or have any other negative effects, it will apply them with maximum force and maximum range. Note that crafting of things the character does not have blueprints of is impossible and characters cannot even try.
 * Unaware magic results in a negative fatal critical whenever it fails but has no other negative consequences.
 * Unaware guessing of culture knowledge may result in ridiculous facts that the characters will think are true if failed.
 * Unaware professions leads to messing up in the worst possible way on a failure.
 * Example: Unaware Economy results in wasting all the character's money.
 * Example 2: Unaware Survival results in the character most likely dying or ending in a terrible situation, such as alimentary intoxication.