- Acrobatics
- Each point helps with balance and combat maneuvers such as dives and rolls.
- Armored Casting 1
- Reduces the chance of spell failure in armor by twenty-five percent.
- Armored Casting 1 & 2
- Armored Casting 1 reduces spell failure in armor by twenty-five percent, and Armored Casting 2 reduces the penalty of casting spells in armor by an additional 50%.
- Armored Stealth 1
- Decreases stealth penalty for wearing armor by 25%. Normal penalties: light armor 25%, medium armor 50%, heavy armor 100%.
- Axe Weapons
- Axe Weapons
- Block
- Gooch's shield skill for blocking attacks.
- Bluff
- Jack learns the bluff skill.
- Blunt Weapons
- Gooch learns the blunt weapons skill.
- Calm or Incite Emotions 1
- With a successful performance check, you may calm or incite the emotions of nearby creatures, moving the relationship rank either closer to friendly or to hostile, depending on your intent. Before you ask, the attitude ranks consist of the following: enemy, hostile, unfriendly, neutral, friendly, ally, and beloved. This perk can be chosen multiple times, increasing the chance of achieving your desired outcome. Prerequisite: Two ranks in Improve Performance.
- Climbing
- Improves the ability to climb up and down surfaces and objects.
- Combat Medic 1
- You can quickly treat wounds during battle. Bandaging or otherwise healing an ally in battle takes 20% less time.
- Cooking
- Gives an improved chance of cooking something edible and tasty.
- Court Etiquette 1
- You inherently understand the basic court etiquette of any government that you meet, as long as you can understand their language. Additional ranks will significantly enhance your court etiquette knowledge.
- Difficult Terrain 1
- Increase ability to hike effectively on difficult terrain, such as ice, by 25%.
- Diplomacy
- Used to persuade others, settle differences, sign treaties, and solve conflicts.
- Direction Sense
- No matter where you are or how turned around you are, you are able to find north.
- Dodge
- A passive skill for dodging an attack, depending on the skills and levels involved.
- Dual Attack 1
- Use 10 stamina to execute a dual attack. Chance to hit with both weapons is increased by 50% for this attack. Attempts to block or parry this attack are reduced by 50%. Cooldown: 15 seconds.
- Dual Wield
- Attacks are 1% faster for each point when fighting with two weapons.
- Feign Injury 1
- Whenever you take damage, you can make a bluff check to convince foes that you have a more serious injury. Each rank in this perk increases the believability of your bluff and allows you to feign more serious injuries.
- First Aid
- Jack learns first aid while treating his bleeding wounds.
- Fist of Stone 1
- Fist of Stone 1
- Foil Smell 1
- You are stealthy against more than just sight and sound. This perk allows you to somewhat mask your odors, reducing an enemy’s ability to smell you by 50%. Prerequisite: Journeyman rank in stealth.
- Gathering Creatures
- Harvests hides and meat 1% faster for each rank in the skill.
- Gathering Plants
- Improves the chance to find, identify, and gather plants and herbs.
- Heavy Armor
- Gooch's skill with the heavy armor he wears in battle.
- Hiking
- Improves carrying ability and walking speed over difficult terrain.
- Hit Harder 1
- You add two points of damage to each small blade attack.
- Improve Senses (Hearing)
- Improve Senses (Hearing)
- Improved Parry 1
- Improved Parry 1
- Improved Performance 1 & 2
- Tailors a performance to the audience. The first rank adds 25% to the performance check, and further ranks increase that bonus.
- Improved Quality 1
- The chance to produce higher-quality hides increases by 10%.
- Improvised Instrument
- Lets a damaged or makeshift instrument be played properly, such as a lute with broken strings or pots and kettles used as drums.
- Improvised Tools 1
- Reduce the penalty to open locks without thieves’ tools by 25%.
- Increased Damage 1
- Increased Damage 1
- Increased Range 1
- Increased Range 1
- Inescapable Knots 1
- You are able to tie more knots that are hard to deconstruct. +25% effectiveness when using knots to tie up a creature.
- Intimidate
- Jack learns the Intimidate skill.
- Large Blades
- Gooch gains large blades skill points from fighting.
- Light Armor
- A rogue skill Jack obtains along with his leather armor.
- Meditation
- Meditating regenerates health, spell points, and stamina faster, with an extra 1% regeneration for each skill point.
- Mental Resistance 1
- Gain an additional 25% resistance to mental attacks against you. Cost: 15 stamina.
- Never Lost
- You always know where you are and cannot be lost. You know the location of any previous destination relative to your current location. This ability works above and below ground. Requirements: Direction Sense.
- Open Locks
- Opens locks, and beginner rank can open beginner-ranked locks.
- Parkour 1
- You are able to traverse obstacles through the use of running, vaulting, jumping, rolling, and other movements in order to travel from one point to another in the quickest and most efficient way possible. Further ranks will continue to increase this perk.
- Parry
- Provides a bonus to parrying attacks.
- Perception
- The skill that opposes stealth when someone tries to stay unnoticed.
- Perfect Ambidexterity
- You can perform any action equally well with either hand. Prerequisite: apprentice in dual wield.
- Performance: Lute, Singing
- Jack's skill at playing the lute and singing.
- Persuasion
- Jack learns the persuasion skill.
- Persuasive Performer 1 & 2
- Persuasion ranks add +5 to performance checks, and the next rank adds another 5.
- Remove Racial Barriers 1
- You can break down racial barriers. When you employ diplomacy on creatures of other races, the racial penalty will be reduced. Additional ranks of this perk will significantly decrease the racial penalty. Required: Court Etiquette 1.
- Rope Use
- Jack learns the rope use skill.
- See What Is Hidden 1
- Your ability to spot secret doors, traps, and hidden caches is improved by 25%.
- See What is Hidden 2
- Your ability to spot secret doors, traps, and hidden caches will be improved by an additional 75%, for a total of 100%.
- Seek and You Shall Find 1 & 2
- Seek and You Shall Find 1 increases the chance and range for spotting useful plants by 25%, and Seek and You Shall Find 2 adds another 50% to the chance and range for finding plants.
- Seek and You Shall Find 2
- Increase the chance to find plants by an additional 50% (total 75%) and increase the range of spotting plants by an additional 50% (total 75%).
- Sense Motive
- Jack learns sense motive and uses it while talking with Mandrake.
- Shield Bash 1
- You use your shield to bash an enemy, stunning them for a base of 5 seconds. This can be completely or partially resisted by resistances of the creatures you are bashing. This maneuver takes 6 stamina and has a cooldown of 30 seconds. Additional ranks in this perk will increase its effectiveness.
- Small Blades
- Jack's skill with the shortsword and dagger.
- Sonic Dissonance
- You can attempt to use your Performance skill to disrupt the spells of enemy spellcasters, using your musical talent to interfere with their incantations. Spells must have verbal components for this to work. Pre-requisite: Master rank in Performance.
- Stabilize 1
- You can stabilize a wounded target. Applying first aid to a target will provide a 25% higher chance to remove bleeding and other associated debuffs.
- Stealth
- Each point improves the chance to remain unseen and unheard by 1%.
- Stealth Status
- Gives you a real time stealth status bar that will allow you to know the status of your stealth skill when trying to stealth around others. Requirements: Danger Sense, level 4 Rogue, apprentice rank in stealth.
- Survival
- Jack learns the survival skill while living outdoors.
- Thrown Weapons
- Gooch's skill for throwing weapons.
- Tracking
- Jack learns tracking while hunting.
- Trap Making
- Jack learns the trap making skill.
- Unarmed Combat
- Jack learns the unarmed combat skill.