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Strength
Agility
Dexterity
Constitution
Willpower
Intelligence
Presence
The following principles now apply:
Intelligence is a key skill in determining how fast you learn. All skills count intelligence into how quickly you advance. It determines how much you can learn - your total cap across all skills is determined by this attribute. when you reach this limit, you'll begin forgetting old, unused things as you learn new things.
Willpower is a key skill in determining how far you'll push yourself in your pursuits. It is a key factor in determining how high any individual skill can become.
Dexterity, covering the fine motor skills of the hands, is key to pursuits that rely on delicate control, such as crafting, art, musical instruments, and surgery. It also plays a smaller role in martial skills that require a degree of finesse, such as small-blades and dual-wielding.
Agility, covering whole-body movements and gross-motor skills, is key to all martial pursuits as they require coordination, lunges, strikes, and evasion in their mastery. It has additional importance to sneaking, hiding, and dodging which primarily rely on this type of aptitude.
The martial skills also take additional factors into count, particularly Strength for brawling and bludgeoning, Dexterity and Strength for prowess with a longblade, Dexterity for finesse with a small-blade, and Agility for keeping things at bay with a spear or polearm.
Presence is a key skill for interactions with both men and beasts, playing a key role in learning Haggling, Handling (of mounts and hunting animals), and Music.
Strength determines what you can carry and how hard you hit during melees.
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A skill allowing individuals to craft, maintain or repair armor.
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BREWING
This skill's primary attributes is are DEXTERITY.
A skill for those with an artistic flair, encompassing but not limited to painting, drawing, etching, cross-stitching or sculpting.
BREWING
This skill's primary attributes are DEXTERITY and INTELLIGENCE.
A measure of one's ability to prepare and INTELLIGENCE.
A measure of one's ability to prepare and brew alcohol. Encompasses knowledge pertaining to distilling alcohol and potentially perfume with the right skill combination as well as knowledge pertaining to the act of growing grapes, preparing grapes and manufacturing of wine.
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BONECRAFT*
This skill's primary attributes are DEXTERITY and INTELLIGENCE.
Encompassing knowledge pertaining to the repair and building of boats and boat parts and some of its supplies.
BONECRAFT*
This skill's primary attributes are DEXTERITY and INTELLIGENCE.
Encompassing knowledge pertaining to the making of bone jewelry, bone tools, bone utensils and making of bone jewelry, bone tools, bone utensils and more bone/horn/antler made goodies.
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Encompassing knowledge pertaining to the making of and the use of dyes, includes dyeing cloth and leather.
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EDUCATION*
This skill's primary attributes are DEXTERITY and STRENGTHINTELLIGENCE.
A skill encompassing one's ability to craft earthenware from natural materials like clay. Not currently supported.
EDUCATION*
This skill's primary attributes are DEXTERITY and INTELLIGENCE.
Encompassing knowledge pertaining to the Encompassing knowledge pertaining to the creation and repair of books, paper, and some other supplies.
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Grants a knowledge of farming, which covers arable and livestock farming, as well as the familiarity with farming tools, animal breeds, and seasonal rotations. This includes as well the act of taming and/or breeding some livestock and wildlife.
GAMBLING*
This skill's primary attributes are DEXTERITY and INTELLIGENCE.
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Encompassing knowledge pertaining to the act of finding, picking, using and drying of herb-related goods.
HUSBANDRY*
This skill's primary attributes are PRESENCE and INTELLIGENCE.
Encompassing knowledge pertaining to act of taming and/or breeding some livestock and wildlife.
JEWELRYCRAFT*
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JEWELRYCRAFT*
**Requires Metalcraft, Woodcraft, Bonecraft, Gemcraft or Stonecraft**
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Dual-Wield and Sole-Wield are both "style" skills used passive and actively in melee combat. The "style" skill you use is determined by the current equipment your character is holding. If your character is holding a shield and a weapon OR a weapon in each hand, then Dual-Wield is used. Sole-wield is holding a single weapon with both hands or in one hand, with the second hand either being free or holding a non-combat item, such as a torch.
DUAL-WIELD
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This skill's primary attributes are DEXTERITY and AGILITY.
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A skill encompassing the use of long-hafted weapon attached with a blade or spike, including but not limited to halberds, glaives and voulges. This includes basic maintenance as well as how to best utilize the weapon. Many long-bladed weapons are two-handed weapons only. If you want to use those, you should consider learning the sole-wield style skill with this weapon skill.
LONG-BLADE
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This skill's primary attributes are AGILITY and STRENGTH.
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When you are hidden, to unhide, use the 'VIS' command.
PICKLOCK*
**RPP Required**
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SNEAK
This skill's primary attributes are DEXTERITYAGILITY and INTELLIGENCE.
Using this skill, characters may attempt to pick the lock on a door in the given direction. Note, however, that in most civilized areas, the law enforcement sorts frown upon this sort of practice; if you do it in broad daylight without some sort of disguise, expect to be seen and briefly flagged as a criminal. Repeated reports of lockpicking in a short period of time may lead to permanent outlaw status.
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This command is used for surreptitious movement from one area to another. A sneak must be made for each room you attempt to enter silently. The hide skill is a prerequisite for sneak; also, if you are overly encumbered, you will be unable to sneak from place to place.
GENERAL LIFE SKILLS
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EAVESDROP
This skill's primary attributes are AGILITYINTELLIGENCE and INTELLIGENCEWILLPOWER.
This command is used for surreptitious movement from one area to another. A sneak must be made for each room you attempt to enter silently. The hide skill is a prerequisite for sneak; also, if you are overly encumbered, you will be unable to sneak from place to place.
STEAL
**RPP Required**A measure of one's ability to overhear other's conversations. It is a passive skill, often manifesting itself in a snippet or two of overheard conversation from nearby tables in the common room of a bar.
MEDICINE
This skill's primary attributes are DEXTERITY and INTELLIGENCE.
GENERAL LIFE SKILLS
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An elaborate knowledge of medicines and healing in order to mend and prevent both basic and complex ailments.
FORAGE
This skill's primary attributes are INTELLIGENCE and WILLPOWERDEXTERITY.
A measure of one's ability to overhear other's conversations. It is a passive skill, often manifesting itself in a snippet or two of overheard conversation from nearby tables in the common room of a bar.
FIRST-AID
This skill's primary attributes are DEXTERITY and INTELLIGENCE.
A measure of one's ability to apply quick ministrations to basic wounds or ailments.
MEDICINE
**Requires First-Aid**
This skill's primary attributes are DEXTERITY and INTELLIGENCE.
An elaborate knowledge of medicines and healing in order to mend and prevent both basic and complex ailments.
FORAGE
This skill's primary attributes are INTELLIGENCE and DEXTERITY.
Forage includes not only food gathering and edible identification, but also the collection of wild herbs used by healers, the location of copses of trees for harvesting by lumberjacks, and the gathering of the bog ore used in local iron production.
HAGGLE
This skill's primary attributes are INTELLIGENCE and PRESENCE.
The ability of an individual to barter or bargain with shopkeepers or other individuals. A measure of one's ability in trade.
HANDLE*
This skill's primary attributes are INTELLIGENCE and PRESENCE.
The ability to effectively interact with and assert control over domesticated animals, including rideable mounts like horses or wargsForage includes not only food gathering and edible identification, but also the collection of wild herbs used by healers, the location of copses of trees for harvesting by lumberjacks, and the gathering of the bog ore used in local iron production.
HUNTING
This skill's primary attributes are DEXTERITY and WILLPOWER.
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