Artistry – The character is trained or gifted in a particular type of art. The medium should be specified when this skill is gained.
Animal Lore – The character has extensive knowledge of animals, from wild beasts to household pets. The character knows how animalst are likely to act, where they can be found and the most efficient ways of dealing with them or curing sick animal. The character knows how to skin animals and otherwise extract valuable animal body parts.
History – The character has vast historical knowledge and can identify places,
events, and people of historical importance.
Religion – The character is trained in theology and familiar with the more common or notorious religious sects of the world,, and has historical knowledge of religons.
Business management – The character knows how to run a business and deal with other entrepreneurs. The character can also identify places, events, and people of financial importance.
Profession – This skill must be taken in a particular specialty related to the character’s profession, and is intended to cover those jobs that don’t already have applicable skills on this list. A doctor would take Craftsmanship/Medical, for example, while a lawyer would take Profession/Lawyer.
Steward – The character is trained in managing wealth and property efficiently. Business skill makes money, but the Steward skill keeps it and grows it. Lack of this skill can result in large fortunes becoming small ones through taxes, petty theft, and chicanery. The character is also proficient in dealing with administrative systems and bureaucratic procedures.
Perception – The character has keen senses, and is often able to notice details or
hidden objects that elude other people.
Persuasion – The character has a knack for convincing others of the truth and
sincerity of their words, either through deception, intimidation, rhetoric or otherwise. Note that convincing someone with a different moral or political standpoint requires the diplomacy skill instead.
Diplomacy – The character is familiar with the political systems of the world, different factions and their intentions and the most important individuals of the differing factions. The character knows how to steer political confrontations and debates to their own advantages, and is skilled in the art of public speaking.
Leadership – The character is trained in leading others in high-stress situations.
Characters with this skill can keep the obedience of subordinates even
in dangerous situations or when giving hazardous orders.
Tactics – The character is familiar with small unit tactics. They can set up and recognize ambushes, maneuver troops effectively in combat, and set up fighting positions sensibly.
Security – The character is familiar with security systems and knows how to circumvent them. The character can pick locks, disable pressure plates and open safes and chests. The character is often able to find information on guard patrol routes and building blueprints.
Stealth – The character knows how to move silently, conceal their presence in shadows, and avoid notice.
Athletics – Running, jumping, climbing, swimming, and other feats of athletics or acrobatics are covered by this skill.
Survival – The character is trained in survival techniques for subsisting in hostile environments with minimal supplies. They can usually find food and water even in harsh conditions, through hunting, tracking and knowledge of flora. The character can also light fires whenever they have access to dry wood, and is able to find shelter in most environments.
Gambling – The character knows numerous games of chance and has a better than
usual chance of winning them.
Language – The character speaks additional languages. At each level, the character
learns a number of new languages equal to the skill’s level plus one.
Th us, at level 0, they learn one new language, at level 1, they learn
two new languages, and so forth.
Navigation – The character can navigate using compasses, astronomic readings, dead reckoning, or other tools. At level 0, this skill is sufficient to navigate in the wilderness, but at least level 1 is required in order to navigate for a ship or a caravan. Note that a navigator is not necessarily able to operate vehicles, just steer them in the right direction.
Science – The character is a trained scientist and capable of operating laboratory equipment, conducting research, and developing new technology. This skill covers all conventional scientific applications, but actually building or repairing objects requires the Craftsman skill.
Healing – The character is an experienced healer, and knows how to administer herbal remedies, treat wounds, cure maladies and advise the ill on how to recuperate.
Craftsmanship – This skill is broken down into several specialties, and choosing a speciality is required for building or repairing that variety of technology. The character also has extensive knowledge of crafts within their field.
Carpentry: Anything on or related to simple tools, furniture or other crafts, including building houses and shelters, fixing broken axles, making crude weapons etc.
Medical: Anything needed to perform medical procedures such as bandages, tourniquets, surgery tools etc. Note that a medical craftsman is not necessarily able to use his crafts in a skilled manner.
Smithing: Anything you can forge with metal alloys, including weapons, armour, steel tools etc.
Scientific: Anything related to newly developed technologies or procedures. May have to be built in cooperation with other scientific craftsmen.
Culture – This skill is broken down into several specialities, and choosing a speciality is required for being familiar with that culture:
Peoples: This specialty must be taken individually for each specific nation or group of peoples, and relates to knowledge of that nation’s society, government,
technological advancement and laws. Level 0 in this skill also grants basic proficiency
in that people's most common language if the character is not already
proficient in it. The options are Qunari, Human, Vedalken and Bog.
Ruralite: The character knows the traditions and customs of villagers, farmers and other people native to the countryside. The character may also have contacts in certain rural areas.
Urbanite: The character knows the traditions and customs of those living in cities and larger towns, whether beggar or socialite. The character may also have contacts in certain urban areas.
Traveller: This skill is unique in that it can only be taken at level 0 and cannot be raised. It can substitute for any other people’s Culture skill, however, and represents a casual, basic knowledge of many different peoples. This skill is useless in cultures that have been completely cut off from foreign contact. Traveller skill grants no linguistic
Criminal: The character is familiar with criminal subcultures and the protocols for dealing with black markets and underground organisations, and have certain criminal contacts.
Religious: The character is familiar with religious subcultures and the protocols for dealing with clergy, religious sects and organisations, and have certain religious contacts.
Vehicle – This skill is broken down into several specialties, and choosing a speciality is required for operating that vehicle:
Animal riding: The character may ride horses, truncums, elephants or other appropriate animals.
Caravan: The character may lead a caravan with carts pulled by animals.
Boats: The character may captain a ship, boat, raft or other seagoing craft.
Aircraft: The character may steer air crafts such as zeppelins, hot air balloons and hang gliders.
Armour proficiency – Warriors start at level 0 in light and medium armour, and may train use of Heavy Armour and shields. Heatshapers and Tradesmen start at level 0 in light armour, and may train use in medium armour. All characters start with level 0 in Shields.
Light armour: The character can move deftly and fight well in light armour. Light armour consist mostly of linens and leather such as khardiophylax and linothorax, and also metal helmets. All characters start at level 1 in light armour.
Medium armour: The character can move deftly and fight well in medium armours, such as metal bell cuirasses, lorica segmentata, lorica hamata, greaves, helmets, leather vambraces etc. A typical loadout would be a metal bell cuirass and greaves over linens and leather, with a metal helmet and leather vambraces.
Shields: The character is trained in the use of different shields. Aspis (large round), pelte (light, used with thrown weapons), thureos (almond shaped), Pelta (small round shield fastened to the arms, used with two handed weapons such as spears), scutum (square roman shields) and other. Usually metal layer, wood layer and skin over.
Heavy armour: The character is trained in the use of experimental plate armours. These forms of heavy armour are currently under development, and only available to those with money and connections.
Combat (Weapon proficiency) –
Piercing weapons: Spears, swords, daggers etc..
Blunt and improvised weapons: Clubs, maces, quarterstaffs, hatchet, sticks, stones, unarmed, other, gada (club with spike on top, can be dual wielded).
Thrown weapons: Heavy/light Javelins (carried on back or with pelte shield), plumbata (heavy piercing darts, fastened to shields), throwing axes, chakra (sharp disk with hooks for throwing).
Projectile weapons: Slings, bows, crossbows.
Heatshaping: Use of offensive heatshaping skills. May only be taken by the Heatshaper class.