Farming -
Allows the ability to farm, grow, and tend to plants and herbs. Increases the effectiveness of growth magic. Higher levels allows the growth of magical plants in a artificial environment away from their home.
Herb Lore -
Allows you to identify and use plants in Alchemy, crucial to being able to understand nature as we know it. Without it, you will be unable to tell the difference between a deadly mushroom and an edible one.
Unarmed Combat -
Allows the user to be proficient in hand-to-hand combat, allowing high level users to fight those of lesser weapon skill with their hands, and sometimes even higher with the use of magical ability.
Slings -
Allows the user to use Slings to launch projectiles, dealing more damage and tending to break less when used.
Siege Warfare -
The ability to both survive during a siege on either side, as well as the ability to gain an edge of your opponents. Higher levels increase your chance of surviving a siege by knowing how to survive without food or basic necessities.
Field Warfare -
This skill allows one the ability to know the land while in battle, on an open field defenses are everything against incoming attackers. This allows you to find the best location for yourself to set up, and effectively command troops upon grassy plains or winter tundras.
Unconventional Weaponry -
The ability to effectively use weapons hobbled together from scrap and debris, being able to use a broken piece of metal to slice someone's hand off, or a plank to break someone's neck.
Axes -
Ability to use a lumberjack's favourite weapon, increases effectiveness against trees, ents, and people.
Pierce the Veil -
A special ability that allows a user to break their the veil upon death, coming back to life if they are slain. This ability comes at a heavy cost, they do not regenerate wounds or reverse what has killed them- however they are kept from dying from magical properties, filling them with adrenaline to continue fighting until they can be healed, this uses up all their mana and stamina, and will leave them drained for a day.