Skills can be used outside of combat for a variety of purposes and they grant auxiliary combat bonuses. The five skills are Stealth, Athletics, Lore, Mechanics and Survival. Every class gains initial proficiency bonus in two skills, but not limited to them. Non-combat skills are gained separately from combat skills (Abilities, Talents) and they do not use the same resources.
Skills come to play in a variety of different contexts and partially determine how the player character or their followers can interact with the world around them.
Notably, only the Watcher's skills are taken into account in dialogue (i.e. a dialogue option that requires 8 Lore won't be available to a Watcher with 7 Lore, even if they have Durance with 12 Lore in the party). Other party members can use their skills in regular gameplay (the game will automatically select the character with the highest applicable score whenever eg. Mechanics are used) and scripted interactions where it's possible to select a character to carry it out (i.e. retrieving the dragon egg during Nest Egg, where you can pick a character with a high Athletics score).
|Skill||Purpose||Gameplay effect||Use in interactions and conversations|
(based on the in-game description)
|Stealth||allows characters of any class to attempt to avoid being seen or heard||Can stay close to NPCs in scouting mode for a longer period without being seen|
|Athletics||Once per encounter, characters with Athletics can use the Second Wind ability to recover lost Endurance. A higher Athletics score increases the effect of Second Wind||
||Used in interactions that require physical exertion, such as climbing, jumping, running, or swimming.|
|Lore||A character's accumulated miscellaneous knowledge and trivia, often of occult or esoteric topics||
||For picking up on relevant historical or cultural contexts, contributing general knowledge, or using own mastery of lore in conversation.|
|Mechanics||Makes it easier to open locks, find and disable traps, and place traps of your own.
Also needed to find hidden loot and switches, as neither Perception nor Stealth do this.
This skill allows you to disarm traps and pick locks. If the difficulty level is equivalent or lower than the Mechanics rating, it's free. If it's one level higher, it costs a variable amount of lock picks (the higher the level, the more lock picks it needs). Anything above and picking or disarming is not possible.
Each level of mechanics also grants +3 accuracy for own traps per level.
|For any mechanical purposes, such as interacting with machines, disarming and arming traps or mechanisms, etc.|
|Survival||Allows characters to choose from a variety of long-term bonuses each time they camp.||The first six ranks grant the following bonuses:
Note: After 6th rank, the previously earned bonuses become more powerful in the same order they were received (for a max of 3 levels of bonuses).
|Used in wilderness challenges, and for contributing specialized knowledge of nature or alchemy.|
Upon achieving a new level, a character gains six skill points. Advancing a skill to the next rank costs one point, plus one point per time the skill has already been advanced. Note that class, background, and other bonuses are "free" and do not increase the cost of advancing skills.
The following table lists bonuses received from classes:
- = 1 rank, = 2 ranks
This section lists all bonuses from backgrounds:
- = 1 rank, = 2 ranks
|Farmer (NPC only)|
|Gentry (NPC only)|
|Midwife (NPC only)|
|Soldier (NPC only)|
|Trapper (NPC only)|
Certain wearable and consumable items can additionally provide temporarily bonuses to skills. See the associated skill pages for more information.