Legends can know how to perform many tasks. This is a list of skills that can be bought in Legendary. The column of numbers represent the percentage points a Legend receives for each point spent on that skill. The "Stat Base" column tells what Statistic the skill is based on (any character uses their value of the given Stat for their base value and adds to it). Skills that have "Trade" for their Stat have a starting value of 0, as those skills must be learned from a teacher. Starting characters cannot have skill rolls above 50%. However, A Legend's Rogue AP can be added to the skills marked with an *. In this case, the 50% maximum may be exceeded by the minimum possible.
Skill | % Per Point |
Stat Base
|
acrobatics* | 6 |
Agl
|
acting* | 6 |
Apt
|
agriculture | 6 |
Per
|
animal handling | 6 |
Apt
|
appraisal* | 5 |
Apt
|
architecture | 5 |
Trade
|
artistic ability | 4 |
Apt
|
astrology | 5 |
Apt
|
astronomy | 4 |
Apt
|
Baking | 5 |
Trade
|
Barbering | 4 |
Trade
|
barrelmaking | 4 |
Trade
|
bartering | 5 |
Wil
|
biology | 3 |
Apt
|
botany | 3 |
Apt
|
bowyer/fletcher | 4 |
Trade
|
brewing | 3 |
Apt
|
bribery* | 3 |
Apt
|
Bucklery | 5 |
Trade
|
Butchery | 5 |
Trade
|
carpentry | 5 |
Trade
|
carving, bone | 4 |
Trade
|
carving, wood | 4 |
Trade
|
Chandlery | 5 |
Trade
|
cobbling | 5 |
Trade
|
climbing* | 6 |
Str
|
cooking | 4 |
Apt
|
Cutlery | 5 |
Trade
|
dancing | 5 |
Agl
|
disguise* | 4 |
Apt
|
engineering | 4 |
Trade
|
etiquette | 5 |
Apt
|
fishing | 5 |
Trade
|
forgery* | 4 |
Per
|
gambling* | 4 |
Apt
|
gem cutting | 4 |
Trade
|
geography | 4 |
Apt
|
geology | 4 |
Apt
|
Glovery | 5 |
Trade
|
Harness making | 5 |
Trade
|
Hatmaking | 5 |
Trade
|
heraldry | 5 |
Apt
|
herbalism | 5 |
Apt
|
History, ancient | 5 |
Apt
|
History, local | 6 |
Apt
|
hunting | 5 |
Apt
|
interrogation | 4 |
Wil
|
juggling* | 6 |
Agl
|
language | 20 |
Apt
|
Laundery | 6 |
Trade
|
leatherworking | 5 |
Trade
|
lipreading* | 3 |
Per
|
Literacy | 1 Point per Language | |
Magic history | 4 |
Apt
|
Masonry | 3 |
Trade
|
mathematics | 3 |
Apt
|
metallurgy | 3 |
Apt
|
mimicry* | 4 |
Apt
|
mining | 3 |
Trade
|
mountaineering | 4 |
Apt
|
music | 5 |
Agl
|
navigation | 4 |
Apt
|
Painting | 6 |
Trade
|
persuasion* | 4 |
Wil
|
philosophy | 6 |
Trade
|
Plastering | 5 |
Trade
|
pottery | 5 |
Trade
|
Riding, air |
5 |
Apt
|
Riding, land |
6 |
Apt
|
Riding, sea |
4 |
Apt
|
rope* | 6 |
Agl
|
Rope making | 6 |
Trade
|
Rugmaking | 5 |
Trade
|
Saddling | 4 |
Trade
|
Sculpting | 4 |
Trade
|
seamanship | 4 |
Trade
|
shadowing* | 4 |
Agl
|
Shopkeeping* | 5 |
Apt
|
sleight* | 5 |
Agl
|
Smithing, armor | 4 |
Trade
|
Smithing, jewelry | 3 |
Trade
|
Smithing, lock | 3 |
Trade
|
Smithing, weapon | 4 |
Trade
|
Smithing, black | 4 |
Trade
|
stealth* | 4 |
Agl
|
streetwise* | 4 |
Apt
|
survival | 4 |
Apt
|
swimming | 5 |
Hlt
|
tailoring | 4 |
Trade
|
Tanning | 5 |
Trade
|
Tattooing* | 4 | Trade |
Taxidermy | 4 | Trade |
tracking* | 5 |
Per
|
ventriloquism* | 4 |
Agl
|
weather sense | 5 |
Apt
|
weaving | 6 |
Trade
|
Points Spent
|
Accuracy
|
0
|
-10%
|
1
|
base
|
2
|
+5 % (base max)
|
+5% per additional 1
|
martial arts base damage multiplier is 1/3 STR divided by 10. round normally, drop decimals beyond tenths.