Animal handling: Users: stablers, farmers.
Appraise: ability to correctly or approximately determine object value. Users: merchants, grave robbers
Barter: Negotiation and acquisition techniques for favorable trade operations. Users: merchants
Bluff: art of deceiving and lying. Users: merchants
Cooking: Capacity to create meals of refined taste. Users: servants
Arcane (craft):
Brewing (craft):
Traps (craft): the knowledge of creating devices aimed at maiming or killing by surprise. Users: hunters, rogues, tomb raiders.
Disguise: Ability to make one's structure appear different. Users: spies
Empathy: Capacity to sense motives in others. Users: healers
Engineer: Discerning other constructs motives and intentions by interpreting signs, gestures and general attitude. Users: masons.
Farming: Ability to successfully seed and harvest plants. Users: farmers
Fishing: Knowledge of the waterways and capturing its. Users: fishermen
Gamble: Ability to understand and manipulate games of chance in ones favor. Users: rogues
Heal: Understanding of structures and how they function. The healer specializes in renewing and recovering a damaged structure. Users: healers
Hunting: The tracking and following of animals. A hunter understands how to engage animals successfully. Users: hunters
Leadership: Ability to inspire and lead. The leader allows the group to excel beyond normal by creating a willpower poll that everyone can draw from. Users: nobles, soldiers.
Literacy: Knowing how to decipher the coding of the intellect. Most constructs have a minimal literacy. Users: scholars.
Elemental (lore): How nature works is of paramount importance to farmers or anyone traveling in the wild. The possessor of this lore understands weather and its intricacies. Users: farmers, rangers.
Animal (lore): Knowledge of the fauna of the land. Those with it can recognize species of animals and also have a limited understanding of their natures and habits. Users: hunters, rangers
Common (lore): Generic lore of those living in urban areas. It is what every civilized being knows. Includes a very rudimental literacy. Users: anyone
Herbal (lore): Knowledge of the flora of the land. Those with it can recognize species of plants and trees and also have a limited understanding of their natures. Users: rangers, alchemists
Noble (lore): A specialized lore in the dealings and operations of nobility. Users: nobles, servants
Underworld (lore): A specialized lore dealing with all behaviours and activities that are antisocial in nature. Users: rogues
Wild (lore): Knowledge of nature and its behaviour. This is a general lore skill which includes limited herbal, elemental and animal lore’s. Users: hunters, rangers
Meditation: Meditation allows the construct to devote its intellect to the sole purpose of fuelling the spirit with power. This allows willpower to be regained. Users: mages
Prospecting: Inspection and investigation of soils and rocks for the purpose of determining mineral contents. Users: miners
Research: Intellect and discipline methods of achieving a previously unknown conclusion or ability. Users: scholars
Speech: Knowing how to verbally influence other contracts by presenting a charming argument. Users: nobles
Spell cast: Capacity to exert will over reality in order to render magic. Users: mages
Urban spot: The ability to deduce and interpret sensory information based on an urban environment. Users: guards
Wild spot: The ability to deduce and interpret sensory information based on a wilderness environment. Users: rangers
Survival: Those with survival know how to find minimal nourishment and shelter in the wild. The construct doted with this skill is capable of minimal sustenance in the wild. Users: rangers
Tactics: Knowledge of military operations specifically the engagement and movement of units in the battlefield. Users: guards