Acrobatics: Prevents attacks of opportunity when moving around.
Alchemy: Gives 1% bonus chance per skill level of a refund when brewing potions and runestones.
Animal Handling: Use to charm animals.
Appraisal: Lowers merchant pricing. 1% per skill rank.
Arcana: Identifies cast spells, affects counterspell and ups skill check against spells.
Athletics: Characters gain 1% extra movement speed when dashing for each skill rank.
Concentration: Concentration check when casting a spell and hit.
Deception: Used for disguises (not yet implemented).
Influence: Will increase Scar rewards 1% per skill rank.
Insight: Gives users a bonus to examine creature weaknesses and damage types.
Investigation: Used to find traps.
Knowledge: Gives players more information about the world when examining things.
Locksmithing: Used for picking locks.
Medicine: Healing kits heal 1d8 HP + medicine skill.
Perception: Used to counter Steath.
Performance: Used by bards for their bardsong.
Sleight of Hand: Gain extra gold from killing monsters.
Stealth: Determines how well a character can hide from others.
Tinkering: Gives 1% bonus chance per skill level of a refund when crafting in the field.
Trapping: Used for disabling traps.
Survival: Can be used to find information about creatures in the area.