Knowledge path tiles are usually found beside water and sand. Generally they are quite close to the shore, but some have also been found in deep waters.
You should be able to create your own knowledge path tile by flattening a low 3x3 area close to open water and , creating some sand tiles and pave some tiles near by. Once planted, test each tile to see if it's "special" as the Knowledge Tile does not have to be in the center. If the area is disturbed , the special tile may vanish, and must be recreated, and may show up in a different spot than before.
As with all paths, meditating on the tile gives the message "This is indeed a special place" after meditation is complete, and shows that you have found a special tile that belongs to a path.
Gained at level 4
You get the option on creatures and players. You are only able to use this option once every 20 18 hours.
Using the ability on a creature gives information similar to this:
Normal stamina regen true.
Kingdom is Freedom Isles, leader is none, hitched to none.
Rank=1000, Max Rank=1000
Not busy doing anything.
Adolescent fat Haltchaser targets none, and fights none.
Gained at level 9
You gain this option as an extension to the Level 1 ability: "You feel the skills of creatures". Since this is an extension to the Level 1 ability the same cooldown applies as well.Using the Level 1 ability gives some additional information:
...
Affinity in skill Yoyo
she is carrying 92 kgs in inventory and 11 kgs equipped.
Battle rank: 1000
Note: You cannot see the affinity of a player who has not yet discovered their affinity. (Checked with Shejack 13/10/11)
==== No skill loss ====
Gained at level 11
All skillgains are permanently increased by 25%, with the exception of Fighting skilland Faith. Characteristics will also gain this boost.
==== Recall Home ====
Gained at level 12
You get the option on your Body (in your inventory). This will instantly teleport you back to the token at your deed. </p>* <p> Can be used once every 12 hours. <br/> This cooldown is lowered by 1 hour for every level past 12.* It only works if you have been part of the village for more than 24 hours.* Only transports the player character; any mount, cart or boat is left behind.
''You close your eyes and let your spirit fly home.''
==== Final Breath ====
Final Breath deals wounds to the head of the opponent.
The damage inflicted is affected by armorarmour.
You sharpen your thoughts into a shining arrow of energy with which you assault Zombie.
Final Breath has a 2 hour cooldown.
== Questions Titles==The decision has been made to remove these spoilers because we felt it diminished the feature.We urge you please to not reveal the path questions or answers here, in our forums or ingame. It will detract the sense {| border="1" cellpadding="3" cellspacing="2"! Level! Skill !! Path of mystery and other desired side effects of the feature.Knowledge Titles|-| 0| 15 || Uninitiated|-| 1| 15 || Initiate|-| 2| 15 || Eager|-| 3| 15 || Explorer|-| 4| 15 || Sheetfolder|-| 5| 15 || Desertmind|-| 6| 20 || Observer|-| 7| 30 || Bookkeeper|-| 8| 40 || Mud-dweller|-| 9| 50 || Thought Eater|-| 10| 60 || Crooked|-| 11| 70 || Enlightened|-| 12| 80 || 12th Hierophant|-| 13| 90 || 13th Hierophant|-| 14| 90 || 14th Hierophant|-| 15| 90 || 15th Hierophant|-| 16| 90 || 16th Hierophant|}
==Questions & Answers==
The answers used to for the path questions can be found [[Meditating_answers#Path_of_Knowledge|here]].
[[Category:Meditating]]