Below is a working list of the various skills available for characters to learn as they explore Aislynor.
This list is not a complete list, and is subject to change as development of the game progresses.

Survival Skills

Survival Skills are basic skills that the peoples of Aislynor learn throughout the beginnings of their lives. Greater mastery in these skills allow the character to overcome greater physical obsticles.
Sprint
Active
Allows a player to move with increased speed at the cost of ENDURANCE. Greater mastery reduces END costs.
Climb
Passive
Allows a player to manoveur over difficult terrain. Greater mastery increases movement speed while crossing difficult terrain and reduces chance of falling when Sprint is used on such terrain.
Jump
Active
Allows a player to jump over obsticles in their path. Greater mastery increases both the height and distance a single Jump will carry a player.
Swim
Passive
Allows a player to cross deep waters without drowning. Greater mastery decreases chance of drowning everytime the player moves in deep water as well as END cost.
Riding
Passive
Allows a player to mount and ride various animals for transportation. Greater mastery decreases the chance of being thrown off the mount.
Tumbling
Passive
"Learning to take a fall." Allows a character to take a minor fall without injury. Greater mastery can reduce the injury caused by more serious falls.
First Aid
Active
Allows a player to learn to treat minor cuts and bruises. Greater mastery increases the severity of the wound that can be treated.
Concentration
Passive
A measure of how well a character can focus upon the task at hand. Many skills that a great deal of focus will call upon this skill.
Listen
Active
Allows a player to listen to another character to learn Knowledge skills.
Teach
Active
Allows a player to share the Knowledge skills they have mastered with other characters.
Search
Active
Allows a player to search their surroundings for things of interest. Greater mastery allows for the detection of hidden things.
Hide
Active
Allows a player to hide from view in their surroundings. Cannot be performed without sufficent cover. Greater mastery allows for greater avoidance detection.
Scavange
Active
Allows a player to scavange from their environment for edible or useful materials. Greater mastery increases the chance to find something. Has a low chance of success, and is not as refined as the various gathering skills.

 

Combat Skills

Combat skills are skills used and mastered in physical combat. Weapon skills reflect expertise in a particular variety of weapon, while defensive skills are used to prevent or reduce injury.
Swords
Weapon
Allows for the use and mastery of Sword weapons. (Long Swords, Short swords, great swords, rapiers, gladius, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow.
Hammers
Weapon
Allows for the use and mastery of crushing weapons. (Maces, Clubs, Hammers, Morning Stars, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow.
Daggers
Weapon
Allows for the use and mastery of small, piercing weapons. (Daggers, Knives, Sai, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow.
Axes
Weapon
Allows for the use and mastery of Axe weapons. (Single head axes, Double head axes, Battle axes, Valaška, Tomahawks, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow.
Brawling
Weapon
Allows for the use and mastery of unarmed combat. (Kicks, Punches, Grappling, Body throws, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow.
Polearms
Weapon
Allows for the use and mastery of polearm weapons. (Staves, Halberds, Spears, Tridents, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow.
Projectile
Weapon
Allows for the use and mastery of projectile weapons. (Long bows, Short bows, Crossbows, Recurve bows, Slings, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow.
Thrown
Weapon
Allows for the use and mastery of thrown weapons. (Throwing stars, Throwing knives, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow. This skill is also applied when regular weapons are thrown.
Dodge
Defensive
Reflects how well the character can move out of the path of an incoming blow. AGI has influence on this skill. Heavier armors can limit this skill.
Parry
Defensive
Reflects how well the character can intercept an incoming blow with their own weapon. AGI and STR have influence in this skill. Successful parries have a chance of unbalancing your opponent.
Block
Defensive
Reflects how well the character can block an attack with any type of shield. STR has influence on this skill. Greater mastery allows the shield to be used as a weapon.
Armor
Defensive
Reflects your ability to move quickly in heavy armor types. Characters with low armor skill will find it easier to move and dodge in cloth than in plate.

 

Professional Skills

Professional Skills are skills used in various crafting professions. Skill level affects the quality of the item producted, as well as the characters ability to work with various materials. Artisan skills product items, while Gathering skills produce materials.
Miner
Gathering
Allows a character to gather ore, minerals, and gems from various rock.
Woodworking
Gathering
Allows a character to harvest wood and tool it into various componients.
Herbalism
Gathering
Allows a character to harvest various wild plants.
Weaver
Gathering
Allows a character to convert a variety of materials into cloth, felt, and thread.
Skinner
Gathering
Allows a character to skin an animal for its hide, horns, feathers, and other useful materials.
Butcher
Gathering

Allows a character to gather the edible parts of animals for the use in cooking.

Cultivator
Gathering
Allows a character to grow domesticated plants from seeds then harvest the produce.
Fishing
Gathering
Allows a character to fish up the bounty of the sea, lakes, and rivers.
Blacksmith
Artisan
Allows a character to turn metal into various items, including weapons and armor.
Fletcher
Artisan
Allows a character to craft bows, arrows, staves, and other useful wood objects.
Tailor
Artisan
Allows a character to turn cloth, thread, and felt into clothing, blankets, bags, and armor.
Leatherworking
Artisan
Allows a character to turn leather, furs, and hides into clothing, armor, and other equipment.
Cook
Artisan
Allows a character to produce high quality foodstuffs using meats and plants.
Jeweler
Artisan
Allows a character to produce jewelry and cut gems.
Music*
Artisan
Allows a character to play music. *Must be mastered for each type of instrament. (lute, drums, pipes)
Alchemy
Artisan
Allows a character to concoct potions, elixirs, and salves using a wide variety of components.
Tinkering
Artisan
Allows a character to make unusual items and break down some items to their base components.

 

Knowledge Skills

Knowledge skills reflect how learned your character is about the world around them. Mastery in these skills allow characters to identify the world around them and allows them to share their mastered knowledge with others.
Language*   Allows a character learn another language other than the one of their birth. Must be remastered for every additional language.
Botany   Allows a character to identify the various wild plant life on Aislynor.
Geology   Allows a character to identify the various stone types that make up the lands.
Agriculture   Allows a character to identify the various domesticated plants used in farming and cultivation.
Anatomy   Allows a character to identify the various body parts of the people and beasts of Aislynor.
Dendrology   Allows a character to identify the various trees, bushes, and shrubs that forest Aislynor.
Gemology   Allows a character to identify and evaluate gemstones.
Pathology   Allows a character to identify various sicknesses and diseases.
Zoology   Allows a character to identify the various wild life that inhabits the world around them.
Teratology   Allows a character to identify monsters and their weaknesses.
Toxicology   Allows a character to identify poisons and their effects.

 

Mystical Skills

Mystical skills are those related to both divine and arcane magics. Listed below are Divine skills that relate to all religions. Diety-specific skills are closely guarded secrets of their orders. Arcane skills will be left up to the players to discover!
Devotion
Divine
A measure of how devoted a disciple is to the Diety they follow.
Prayer
Divine
A measure of how well a disciple is able to communicate to their Diety.
Channeling
Divine
Allows a disciple to channel the power of their Diety. Greater mastery is required for more powerful spells.
Control
Divine
A measure of how well a disciple is able to control a spell.

 

Advanced Skills

Advanced skills are skills that require mastery in other skills before you are able to undergo training for them. Some have only one or two requirements, while others have many more. They are all very difficult to learn, and take a great deal of training to master.
Medicine

Allows a player to physically treat someone who is sick, poisoned, or severely injured.
Req Masterys: First Aid, Anatomy, Pathology, Toxicology

Sneak

Allows a player to attempt to move about without detection.
Req Masterys: Hide, Light Armor

Animal Training (Dom)
Allows a player to train a friendly domesticated animal.
Req Masterys: Zoology, High Charisma
Tracking
Allows a player to track the path of a target across terrain and read information about it.
Req Masterys: Search, Zoology, Teratology
Mounted Combat   Allows a player to attack or defend themselves while mounted on an animal or moving object.
Req Masterys: Riding, Weapon Skill.