Enderal has 12 combat skills and 6 workmanship skills.
|One-handed||Two-handed||Archery||Block||Heavy Armor||Light Armor|
|One-handed determines your skill with one-handed weapons like swords, maces, daggers or one-handed axes. The higher the skill is the more damage you do with these weapons. One-handed is subject to the memories of the 'Blade Dancer'||Two-handed determines the damage you do with two-handed weapons like warhammers or bidenhaender. Two-handed is subject to the memories of the 'Vandal'||The higher your Archery skill is the more damage you do with bows. Archery is subject to the memories of the 'Trickster'||Blocking determines how much damage you can ward off by blocking with a shield or weapon. Blocking is subject to the memories of the 'Keeper'||Heavy Armor determines how much protection you can receive from iron and steel armor. Heavy Armor is subject to the memories of the 'Keeper'||Light Armor determines your skill with leather armors. The higher the skill is the more damage is blocked by light armor. Light Armor is subject to the memories of the 'Vagrant'|
|Sneak allows you to move unnoticed and to ambush your enemies. Sneak is subject to the memories of the 'Infiltrator'||Psionics - one of the most infamous schools of magic - allows its devotees to control the mind of their enemies and by doing so turn them into submissive puppets. Psionics is subject to the memories of the 'Sinistrope'||Students of Elementarism are capable of transforming the air around them in cones of ice, flinging lightning bolts at their enemies or summoning flames from their fingertips. Elementarism is subject to the memories of the 'Elementalist'||The school of Mentalism allows you to summon spectral shields from your bare hands, to unlock locks and chests with your power of thought, to make yourself invisible or to make your skin as hard as iron. Mentalism is subject to the memories of the 'Thaumaturge'||The forbidden school of Entropy allows you to summon creatures from other realities, to trap the souls of your enemies and to use entropic death magic. Entropy is subject to the memories of the 'Sinistrope'||Spells from the school of Light Magic allow you to heal yourself, to enhance your resistances and to banish undead creatures. Light Magic is subject to the memories of the 'Thaumaturge'|
|Alchemy allows you to brew health and mana potions and deadly poison. Alchemy is subject to the memories of the 'Vagrant'||Pickpocketing allows you to rob people for money and items. Pickpocketing is subject to the memories of the 'Infiltrator'||Lockpicking allows you to open locked doors or chests without a key. Lockpicking is subject to the memories of the 'Trickster'||Enchanting determines your skill in using magic items. Higher skill values allow for more powerful enchantments. Enchanting is not subject to a memory.||Handicraft determines the complexity of the items you can craft at forges or workbenches - from bows to warhammers, to armors and even to non-combat items like furniture. Handicraft is not subject to a memory.||Rhetoric allows you to persuade others through conversations, to get additional information or even alternative ways to success through dialogues. It also improves the prices from merchants. Rhetoric is not subject to a memory (but some memories in the 'Infiltrator' tree affect it).|