Rewrite prompted by the overall lack of quantification of what somebody with Magical Knowledge may actually know based on the number of points they have. https://wiki.massivecraft.com/Knowledge_Proficiency_Category#Magical_Knowledge Fixed up Magical Knowledge to include a table of available Info to choose from. Magical Knowledge changed to be more similar to Linguistics Knowledge in that, in the same way a Language costs 6 points to learn for a character, a Magical Info section will cost 5 points. Quantified a wide range of Magical Info sections, some being vague and others being much more niche than others, such as Dimenthism Knowledge and Artifactism Knowledge respectively. Enabled characters to have a variety of Magical Knowledge skills, but still limited enough that variation between characters with points in Magical Knowledge may have to rely on each other to meet certain ends. Abolished the 20 point necessity on Undeadism knowledge and instead offered it as part of one of the Magical Info sections. Magical Knowledge should now offer a comprehensive list of what characters may and may not know, preventing such occurrences as convenience knowledge, in which players would simply know what needed to be known rather than encouraging characters to pursue others to answer questions. What players need to do: All characters with Magical Knowledge should update their apps to include their chosen Magical Info specialisations in the Special Traits section of their applications. Aside from this, not much else. No re-review should be required as long as points aren't changed and Magical Info sections are specified. This shouldn't require anything more than an Approved tag refresh. It is important to note than ICly gained information is not endangered by this rework. For example, a character that learned some form of deep lore surrounding the Pride Arken's role in the creation of the Dread Empire will not lose this information, but they won't know each of the details surrounding it as a character with Eventism Info would. Similarly, a character's knowledge of their own racial abilities isn't endangered; a Sihndar would know about their Archons whether or not they have Racialism Info, but they would lack the knowledge of other racial abilities outside their own.
Stuff about Arken themselves might come down to either Religious Knowledge, History, or just deep lore
What I'm confused about is what Vampires have their own separate section (Sanguinology) even though they are already covered under Afflicthism. Is it that Afflicthism is just general knowledge while Sanguinology goes into deep detail on Vampires specifically?
Where would phantasma knowledge fall under? I assume it's omitted due to the pending rework, but asking nonetheless.
I don't know myself, but depending on how heavily dragons are associated with the new Phantasma Rework they could be put under Eastern Knowledge, but I doubt it. Maybe Soulism. But I'm not lore staff, so I don't know for sure.
Does this now mean that doctors require +5 magical knowledge in order to do the curing process of vampires? I've always been under the assumption that having medical knowledge in the first place would've taught it (but taught nothing else of vampirism), so I want to clear out my assumptions with definite answers if possible.