Non-Weapon Proficiencies

This page is intended to summarize the non-weapon proficiencies available on the Knights of Noromath server.

At level 3, all characters may select three non-weapon proficiencies. The available choices are based on a character’s class standing.

At level 7 a character may select an additional proficiency. Every 4 levels after 3rd the character will pick up an additional proficiency.

ProficiencyLower ClassMiddle ClassUpper Class
AlchemyUnavailableAvailableAvailable
AnatomyUnavailableAvailableAvailable
ArmoringAvailableAvailableUnavailable
AstrologyUnavailableAvailableAvailable
CarpentryAvailableAvailableUnavailable
Decipher ScriptUnavailableAvailableAvailable
DisguiseAvailableAvailableAvailable
GunsmithingAvailableAvailableAvailable
HerbalismAvailableAvailableAvailable
HistoryUnavailableAvailableAvailable
HuntingAvailableAvailableAvailable
MasonryAvailableAvailableUnavailable
MiningAvailableUnavailableUnavailable
ObservationAvailableAvailableAvailable
Siege Engineering AvailableAvailableAvailable
SmeltingAvailableAvailableUnavailable
SurvivalAvailableAvailableAvailable
TailoringAvailableAvailableUnavailable
TrackingAvailableAvailable Available
Wood Gathering AvailableUnavailableUnavailable

Alchemy

This proficiency enables a character to exploit the hidden properties of alchemical substances. Common uses of alchemical processes include the silvering of a weapon or the refinement of specialized reagents recovered from monsters.

An Alchemy check is made by rolling 1d20 plus level plus Intelligence modifier.

Click here to expand the register of alchemy recipes: (Alchemy recipes are crafted using the Crafter’s Box and Combiner)

Refined Material

Original MaterialRefined Material
Ba’atezu IdolDevil’s Blood
Beholder EyeHardened Eyedust
Bullywug HeadMucous of Amphibian
Demon HeartDemonic Essence
Drider SpinneretteAberrant Essence
EctoplasmSpectral Essence
Gnoll ToothAnimalistic Essence
Infernal CrystalDistilled Infernal Essence
Minotaur HornBlood of Minotaur
Murky BottleDistilled Gel
Ogre EarDistilled Giant Sweat
Skeleton BoneNecrotic Material
SpinneretteEssence of Arachnid
Tanar’ri IdolAbyssal Essence
Troll HeadTroll Blood Emulsion
Vampire TeethVampiric Essence
Werewolf HeadWerewolf Skin

Secondary Formulations

Refined MaterialSecondary Formulation
Devil’s BloodDivine Power Potion
Hardened EyedustSee Invisibility Potion
Mucous of AmphibianBreath Potion
Demonic EssenceProtection from Elements Potion
Aberrant EssenceHaste Potion
Spectral EssenceInvisibility Potion
Animalistic EssenceLongstrider Potion
Distilled Infernal EssenceEagle’s Splendor Potion
Blood of MinotaurHeroism Potion
Distilled GelUltravision Potion 
Distilled Giant SweatBull’s Strength Potion
Necrotic MaterialCure Light Wounds Potion
Essence of ArachnidFreedom of Movement Potion
Abyssal EssencePolymorph Self Potion
Troll Blood EmulsionCure Critical Wounds Potion
Vampiric EssenceClairaudience/Clairvoyance Potion
Werewolf SkinDisplacement Potion

Anatomy

This proficiency represents the study of the anatomy of living things. It enables a character to increase their effective critical hit severity by +2, as well as increase the save DC vs. death for a critical hit effect by +2. Additionally, a character with the Anatomy proficiency receives a +2 bonus to heal checks when applying a bandage, and they receive a +2 bonus to hunting checks to recover an organ or other resource.

Original materials are taken from monsters, and refined with an alchemist’s alembic. Failure to succeed in an Alchemy check (1d20 + intelligence modifier + level) will result in the destruction of the original material. Success produces a single sample of refined materials, which can then be mixed into a secondary formulation that requires gold pieces and an empty bottle. Alchemy Proficiency will also allow weapons to be silvered.


Armoring

This proficiency enables a character to create arms and armors at a blacksmith’s workstation. The base materials gathered by Mining are required to use Armoring. A certain number of days of work must be completed before an item can be finished. Character level and other factors are used to determine success or failure. Exceptional success means that an item will be masterwork quality. Masterwork quality arms and armor are required for Craft Magic Arms and Armor feat.

Armoring allows a character to roll 1d20 plus their level plus their Intelligence modifier on the crafting roll. Without Armoring proficiency, a character cannot attempt to craft items at a blacksmith’s station.

Click here to expand the register of all armoring combinations: (Hammer, Bellows, Tongs are options accessible when finishing a craft at the blacksmith’s station)
  • HHHBTH – Airwalker’s Heavy Flail
  • THTHBH – Arcanist’s Dagger
  • THBBHT – Arcanist’s Longsword
  • HBHHBH – Authlim Scimitar
  • HHTTHB – Banded Mail
  • BTHHTT – Bastard sword
  • BHTHHT – Battleaxe
  • BHTHHH – Battleaxe of the Mordinsamman
  • BHTHHB – Battleguard’s Battleaxe
  • THBBTH – Bladesinger’s Longsword
  • HHBBBT – Bladesinger’s Rapier
  • THBTHH – Bloodreavers’s Longsword
  • BHHTBT – Breastplate
  • HTHBTT – Brooch of Shielding
  • TTTHHH – Bullet (Needed for Slings)
  • BHBHBH – Bullet, Lead (Needed for Guns)
  • HTTBHT – Chain Shirt
  • BTHTTB – Chainmail
  • HTTBBT – Chime
  • THTHHT – Dagger
  • TTBHTT – Dark Moon Fan
  • THBTTH – Demarch’s Longsword
  • BBTHHB – Diremace
  • BTHTTT – Doomguide’s Bastard sword
  • BHBHHB – Double Axe
  • BBHHHT – Dwarven Waraxe
  • HTHBHT – Dweomerkeepers Throwing Star
  • HBTTTB – Earthwalker’s War Hammer
  • THBBBH – Falchion
  • HBBBBT – Firewalker’s Light Flail
  • BTHTHB – Full Plate
  • BTBTTH – Gauntlets of the Broken Ones
  • BTBHTH – Gauntlets of the Dark Moon
  • BTBHBT – Gauntlets of the Shining Hand
  • BTBTBH – Gauntlets of the Sun Soul
  • THTHHB – Glyphscribes Dagger
  • HBTTBB – Gondsman’s War Hammer
  • BBHHTT – Greataxe
  • BTHHTB – Greatsword
  • BBHBBT – Halberd
  • HTHBBT – Half Plate
  • HBBTHB – Hammer of Weaponsmithing
  • THTBBH – Handaxe
  • HHHBTB – Heavy Flail
  • HTBTTB – Heavy Mace
  • BBTTBT – Helmet
  • HTHTBT – Highborn’s Mace
  • HBBBTT – Holy Censer
  • BTHHHH – Holy Champion’s Greatsword
  • THBTHB – Holy Justices’s Longsword
  • THBHHH – Holy Strategist’s Longsword
  • HTTBTH – Holy Symbol
  • BHTHBT – Icepriest’s Battleaxe
  • TBHBBH – Iron Golem Parts
  • HTHHBB – Joydancer’s Throwing Star
  • TTBHHB – Kama
  • HHBBHT – Katana
  • TTHTHH – Kukri
  • BTTBHH – Large Shield
  • HBBBHT – Light Flail
  • HBBTHT – Light Hammer
  • THBTHT – Longsword
  • THBHHT – Longsword of the Seldarine
  • THBTTT – Lorekeeper’s Longsword
  • BTHBBH – Luckbringer’s Throwing Star
  • HTHTTB – Mace
  • BTBTHH – Malagent’s Wraps
  • THTHHH – Malefactor’s Dagger
  • BTBBBH – Metal Bracers
  • BTBTHT – Metal Gauntlet
  • THHBHH – Metal Magic Staff
  • BBHHHH – Metal Staff
  • THTHTT – Mistcaller’s Dagger
  • TTBHHH – Monk Fan
  • HTHTBH – Morninglord’s Mace
  • HHBHHH – Morningstar
  • HTTBTT – Necklace
  • HTHTTT – Nightcloak’s Mace
  • HTTBTB – Nightsinger’s Vigil
  • BTHHHT – Ornate Bastard Sword
  • THTHBT – Ornate Dagger
  • THBBBT – Ornate Falchion
  • BTBTHB – Ornate Gauntlet
  • BTHHTH – Ornate Greatsword
  • BBHBTT – Ornate Halberd
  • HHBHTB – Ornate Heavy Flail
  • BBHBHB – Ornate Lance
  • HBBHBT – Ornate Light Flail
  • THBTTB – Ornate Longsword
  • HTHHBT – Ornate Mace
  • HHBHHT – Ornate Mornigstar
  • HHBBTB – Ornate Rapier
  • HBTHBB – Ornate Scimitar
  • THHBBB – Ornate Short Sword
  • BBHTHH – Ornate Spear
  • BTBTTT – Painbearer’s Gloves
  • BTHBTH – Pitted Greatsword
  • HHHBTT – Pitted Heavy Flail
  • HBBBTH – Pitted Light Flail
  • THBBBB – Pitted Longsword
  • TTBHTB – Punching Dagger (kama)
  • BTHBTB – Ranger’s Greatsword
  • HHBBTH – Rapier
  • HBBTHH – Repair Hammer
  • BHHTTT – Ring
  • HBHHBT – Scimitar
  • TTHTHB – Scythe
  • BTBHHT – Sensate’s Claw
  • THTHTH – Sewing Needle
  • HBHHBB – Shadoweir Scimitar
  • BTTBHT – Shield Gauntlet
  • BTTBHB – Shield of the Triad
  • THHBBT – Shortsword
  • HTHTHH – Shuriken Throwing Star
  • HBHHTB – Sickle
  • BBHBHH – Silvermaid’s Spear
  • HTHHTT – Silverstar’s Mace
  • TTHTBB – Small Shield
  • BBHBBB – Spear 1h
  • BBHBBH – Spear 2h
  • BBHBTH – Spear of the Seldarine
  • HTHBTB – Splint Mail
  • BBHBHT – Stormlord’s Spear
  • THBTBT – Strifeleader’s Longsword
  • THBBTT – Sword of the Triad
  • BTBHTT – Talon’s Claw
  • HTHTBB – Throwing Axe
  • TTHTHT – Tower Shield
  • HHBBTT – Tuneservant’s Rapier
  • BHBBTT – Two Bladed Sword
  • HBTTTH – Warhammer
  • HBTTBT – Warhammer of the Mordinsamman
  • BTHTHH – Watcher’s Full Plate
  • TTHTTH – Watcher’s Tower Shield
  • BTHBBB – Watchers’s Bastard sword
  • HBTTTT – Waterwalker’s War Hammer
  • BBHTTH – Waveservant’s Spear
  • BTHBBT – Windwalker’s Greatsword


Astrology

This proficiency enables a character to read the stars for signs and portents. It is not currently supported by in-game mechanics but can be supported by a DM.


Carpentry

This proficiency enables a character to create bows, crossbows and wooden shields at a woodworking station. The base materials gathered by Wood Gathering are required to use Carpentry. A certain number of days of work must be completed before an item can be finished. Character level and other factors are used to determine success or failure. Exceptional success means that a bow, crossbow or wooden shield will be masterwork quality. Masterwork quality items are required for Craft Magic Arms and Armor feat.

Carpentry allows a character to roll 1d20 plus their level plus their Intelligence modifier on the crafting roll. Without Carpentry proficiency, a character cannot attempt to craft items at a woodworking station.

Click here to expand the register of all carpentry combinations: (Planer, Saw, Lathe are options accessible when finishing a craft at the woodworking station)
  • PSSPLP – Arcanist’s Quarterstaff
  • PPSSSP – Arquebus
  • PSPPLS – Arrow
  • PSPSPL – Arrow of Fire
  • SPSPSL – Bolt
  • SPSPSS – Bolt of Fire
  • PPSSPP – Caviler
  • SSPSSL – Club
  • SSPSSS – Darkwalker’s Club
  • SPSLSS – Dart
  • PSPSLP – Fauna Staff
  • PPPSLP – Harp
  • PPSPLS – Heavy Crossbow
  • PSSLSS – Large Shield
  • PPSSLP – Light Crossbow
  • PPSPLL – Longbow
  • PPSPLP – Longbow of the Seldarine
  • PSPLLP – Longbow, Composite +1
  • PPSPPL – Longbow, Composite +2
  • PPSPPS – Longbow, Composite +3
  • PPSPPP – Longbow, Composite +4
  • SSLPLS – Magistrati’s Quarterstaff
  • SSLPSL – Necrophant’s Quarterstaff
  • SSLPPL – Ornate Staff
  • PPSSLL – Pistol
  • SSLPLP – Quarterstaff
  • PSPPPS – Ranger’s Arrows
  • PPSSPS – Ribald
  • PSSSLP – Rod of Dimension Door
  • PSSSPL – Rod of Negation
  • PSSPLS – Shortbow
  • PSSPSP – Shortbow, Composite +1
  • PSSPSL – Shortbow, Composite +2
  • PPLSSS – Small Shield
  • PSPSLS – Staff of Command
  • PSSPLL – Staff of Fire
  • PPSLPP – Tantan
  • SSPPPS – Wooden Magic Staff
  • PPSLLP – Yarting


Decipher Script

This proficiency enables a character to decipher long-lost languages or coded messages. There are specific places where the Decipher Script proficiency can be used to gain area-specific information.

Decipher Script allows a character to roll 1d20 plus their level plus their Intelligence modifier on the crafting roll. Without Decipher Script proficiency, a character cannot attempt to decipher coded inscriptions or passages.


Disguise

This proficiency enables a character to more effectively disguise themselves, gaining +5 to disguise checks. This capability is something a merit badge among professional killers and spies for hire.

See the article on Console Commands for more information.


Gunsmithing

When paired with Carpentry, this proficiency enables a character to make firearms from base crafting materials, as well as make modifications to a firearm without requiring a crafting roll.

Click to expand and see more information about guns

All smoke powder weapons use similar ammunition types, so the rounds used in a pistol or caviler are equally suited to an arquebus. Typical smoke powder rounds have a sonic damage bonus, but other types of special ammunition are known.

Critical hits from a smoke powder weapon can be very severe. Ranged weapons already receive a benefit to their critical severity roll based on size, but smoke powder weapons receive an additional +2 to their critical severity.

On the Knights of Noromath server, several types of smoke powder weapons fall into two main categories. The base items are always treated as either a light crossbow or a heavy crossbow, except as noted below. This means that a weapon focus in light crossbows applies to pistols and cavilers of all kinds, and it means that improved critical feat in heavy crossbows imparts the same benefits when using an arquebus, jezail, or ribald.

Smoke Powder Weapon Base Items

WeaponCategoryDamageWeight
PistolLight Crossbow1d8, 19-20/x26
CavilerLight Crossbow1d8, 19-20/x26
Calishite CavilerLight Crossbow1d8, 19-20/x26
ArquebusHeavy Crossbow1d10, 19-20/x29
Calishite Jezail Heavy Crossbow1d10, 19-20/x29
Gondsman’s RibaldHeavy Crossbow2d10, 19-20/x259

Due to the modular nature and design of modern smoke powder weaponry, several modifications to smoke powder weapons are possible. A smoke powder weapon has six modification slots. Some modifications can be purchased in shops, but others you may have to seek out!

Smoke Powder Weapon Modifications

Modification NameModification TypeEffectSlots Required
Astral Drift Metal  Barrel UpgradeGhost Touch1
CrosshairBarrel Upgrade+1 Attack Bonus (max +2)  1(2)
Profane Horn  Barrel UpgradeEvil Aligned  1
Rebelling Mark  Barrel UpgradeChaotic Aligned  1
Sanctified Brass  Barrel UpgradeGood Aligned  1
Silver Barrel  Barrel UpgradeOvercomes Silver DR  1
Abiding Seal  Stock UpgradeLawful Aligned  1
Darkwood Stock  Stock Upgrade40% weight reduction 1
Improved Smoke Powder Well  Stock Upgrade+2 Damage Bonus (max +4)  2(4)
Repeater Chamber  Stock UpgradeBonus Feat, Rapid Reload2
Smoke Powder Well Cap  Stock Upgrade+1d10 Massive Criticals2


Herbalism

This proficiency enables a character to combine certain base materials with empty bottles in their crafting box. Characters possessing herbalism proficiency can also apply raw herbs to themselves or others more easily.

Herbalism provides a character with specific benefits such as during the roll to use bloodstaunch. It also allows a character to roll 1d20 plus their level plus their Intelligence modifier to effectively collect herbal supplies. A character without Herbalism proficiency can still attempt to collect herbal supplies, but only adds their Intelligence modifier to the roll.

It also allows a character to manufacture simple drugs such as haunspeir, rolling 1d20 plus their level plus their Intelligence modifier to determine successful crafting.


History

In addition to allowing a character to recall bits of historical information that have been recorded over the centuries, this proficiency also improves their awareness of the value of certain historical artifacts.

History allows a character to receive specific historical insights in places where the information is available. There is no roll, and without History proficiency, a character is not able to receive the same insights.


Hunting

This proficiency enables a character to effectively hunt, trap, and clean game. Specific tasks such as the recovery of animal skins or other trophies are covered by Hunting proficiency. Using this proficiency requires a harvesting knife.

Hunting allows a character to roll 1d20 plus their level plus their Intelligence modifier on the resource collection roll. Without Hunting proficiency, a character may attempt to collect a resource but only adds their Intelligence modifier to the roll.

See the article on Resource Collection for more information.


Masonry

This proficiency enables a character to build or repair stonework in castles and other buildings, as well as craft items in tribute to the deities and so on.

Masonry allows a character to roll 1d20 plus their level plus their Intelligence modifier on the roll to repair leaks conduct other repairs, which a character cannot attempt to do without Masonry proficiency.


Mining

This proficiency enables a character to use a mining pick and gather resources from iron, mithril, and adamantine ore veins.

Mining allows a character to roll 1d20 plus their level plus their Strength modifier to determine whether a resource is successfully collected. A character may attempt mining without the proficiency, but with a -10 penalty to the roll.

See the article on Resource Collection for more information.


Observation

This proficiency enables a character to more effectively determine if someone is disguised, gaining +5 to Examine checks made to overcome disguises. This capability is something of a merit badge among blackcoats and spies for hire.


Siege Engineering

This proficiency enables a character to make use of siege engines such as catapults, as well as improvise barricades and take down castle doors.

Siege Engineering allows a character to roll 1d20 plus their level plus their Intelligence modifier on engineering rolls. Characters without proficiency are unable to make or use Siege Weapons.

  • Siege Arbalest (Arbalest Parts + Siegehammer)
  • Siege Onager (Onager Parts + Siegehammer)
  • Siege Scorpion (Scorpion Parts + Siegehammer)
  • Arbalest Ammo (Arbalest Supplies + Siegehammer)
  • Onager Ammo (Onager Supplies + Siegehammer)
  • Scorpion Ammo (Scorpion Supplies + Siegehammer)

Smelting

This proficiency enables a character to effectively purify metal ores, or combine base metals into refined products such as sophisticated alloys. This proficiency also enables a character to melt down and salvage metals if their crafting roll is successful.


Survival

This proficiency allows a character to ignore some negative resting conditions such as temperature, rain, or wind exposure. The benefits of the Survival proficiency stack with those gained from resting near a placeable tent, as well as from feats such as Endurance.


Tailoring

This proficiency enables a character to make gloves, boots and belts from animal hides, as well as make robes and cloaks from cotton.  A certain number of days of work must be completed before an item can be finished. Character level and other factors are used to determine success or failure. Exceptional success means that a pair of gloves, boots, or a belt, cloak or robe will be masterwork quality. Masterwork quality items are required for Craft Wondrous Item feat.

Tailoring allows a character to roll 1d20 plus their level plus their Intelligence modifier on the crafting roll. Without Tailoring proficiency, a character cannot attempt to craft items at a tailoring loom.

Click to expand the register of all tailoring recipes: (Scissors, Measure, Rack are options accessible when finishing a craft at the tailoring station)
  • SSMNSN – Adventurer’s Tent
  • SSMNSM – Bag
  • SSMMMN – Bag of Holding Type 1
  • SSMMNS – Bag of Holding Type 2
  • SSMMNN – Bag of Holding Type 3
  • SSMMNM – Bag of Holding Type 4
  • SSNNSN – Bedroll
  • MNSNNS – Cloak
  • MNSNSN – Cloak of Elvenkind
  • SSNSSN – Flesh Golem Parts
  • SSMMSN – High Quality Tent
  • SSMNSS – Low Quality Tent
  • MNMNSS – Padded Armor
  • SMNNMS – Robe
Click to expand the register of all leatherworking recipes: (Basin, Knife, and Rack are the options accessible when finishing a craft at the tanning station)
  • BRBRKR – Boots of Elvenkind
  • KRRBKK – Doommaster’s Whip
  • KRBKRR – Girdle of Horseback Riding
  • KRRBBK – Heartwarder’s Whip
  • RRBKKK – Hide Armor
  • RRBKKR – Leather Armor
  • KRBKRB – Leather Belt
  • BRBRKK – Leather Boots
  • RKBRRK – Leather Gloves
  • BKBKRB – Leather Hood
  • RRBRKR – Leather Thong (for Freedom and Displacement)
  • KRBKRK – Military Girdle
  • KRBKKR – Monk’s Sash
  • BKBKRR – Nightsinger’s Cowl
  • BRBRRR – Nightsinger’s Steps
  • KBRKBR – nkheg Full Plate
  • RRBBKR – Prepared Leather Gloves (for bigbys spells)
  • KRBKBK – Scabbard of Keen Edges
  • RRKBRK – Sling
  • KKRBRK – Studded Leather Armor
  • KRRBRK – Whip


Tracking

This proficiency enables a character to track other creatures in the area. By typing “-track” while not on horseback, a character will roll a tracking check. The base roll for a tracking check is 1d20 plus level plus wisdom modifier, and it is modified by many other circumstances, feats, and class abilities.

Click to expand for more information on the tracking system
  • A tracking check determines whether a creature can be tracked at all on a given attempt.
  • A tracking check can be made once per minute.
  • A journal entry under “Completed Quests” will appear in the Tracker’s character journal listing the date, time, environment DC, and list of creatures tracked.
  • The more successful the tracking check is, the more information a Tracker will receive.
    • By just reaching the tracking DC, a Tracker will be able to determine a tracked creatures size. This is the minimum displayed information.
    • When beating the tracking DC by 10 or more, a Tracker will know the creature’s type.
      • Natural Lycanthropes benefit from the scent ability and can always determine a creature’s type.
    • On a heroic success (beating a tracking DC by 20 or more) a Tracker can identify a creature by name.
  • Terrain types modify the tracking DC in the following ways:
    • Very soft ground contributes +5 to tracking DC
    • Soft ground contributes +10 to tracking DC
    • Firm ground contributes +15 to tracking DC
    • Hard ground contributes +20 to tracking DC
  • The creatures being tracked modify tracking DC based on their size:
    • Tiny creatures contribute +4 to tracking DC, their passage being harder to detect
    • Small creatures contribute +2 to tracking DC
    • Large creatures contribute -2 to tracking DC
    • Huge creatures contribute -4 to tracking DC, their passage being easier to detect
  • The weather affects tracking outdoors in the following ways:
    • Rain contributes +2 to tracking DC, making tracks harder to make out
    • Fog contributes +3 to tracking DC
    • Storms contribute +4 to tracking DC
  • If the Tracker does not possess Low-Light Vision or Darkvision and makes a tracking check outdoors, nighttime conditions contribute +4 to the tracking DC
  • If the Tracker does not possess Low-Light Vision or Darkvision and makes a tracking check indoors or underground, low light conditions contribute a +3 to the tracking DC, and no light conditions contribute a +6 to the tracking DC
  • If the Tracker also possesses the Hunting Proficiency, they will receive a +5 bonus to tracking animals, identifying animal tracks with greater ease
  • If the Tracker also possesses the Survival Proficiency, they will receive a +2 bonus to their tracking check
  • If the Tracker is a Ranger, they will receive a better tracking check.
    • If the Tracking Ranger has a Favored Enemy bonus against the creature being tracked, they will receive a +2 bonus to the tracking check
  • Certain creatures are immune to being tracked, except on critical tracking success. These include:
    • Creatures with Woodland Stride
    • Flying or levitating creatures
    • Incorporeal creatures
    • Plant creatures
  • A character wearing Boots of Trackless Step increases the tracking DC by +5.


Wood Gathering

This proficiency enables a character to use a woodcutter’s axe to gather resources from trees.

Wood Gathering allows a character to roll 1d20 plus their level plus their Strength modifier to determine whether a resource is successfully collected. A character may attempt wood gathering without the proficiency, but only adds their Strength modifier to the 1d20 roll.

See the article on Resource Collection for more information.