Artifice (Max: 600)
Bushcraft (Max: 500)
Melee Combat (Max: 500)
Ranged Combat (Max: 500)
Climbing (Max: 600)
Swimming (Max: 600)
Locksmithing (Max: 700)
Linguistics (Max: 500)
Tracking (Max: 600)
Skinning (Max: 500)
Storytelling (Max: 500)
Riding (Max: 500)
Arcana (Max: 200)
Stealth (Max: 500)
Fishing (Max: 500)
Acrobatics (Max: 500)
Dodge (Max: 500)
Shield Use (Max: 400)
Perception (Max: 700
Generalized Skills Outside Town
Generalized Skills Outside Town
My suggestion would be for some general skills be available at guilds or an alternate location. This is a nod to those not having access to town and certain skills for survival like bushcraft or potentially cooking, and for anyone wishing to do the potentially hermit lifestyle that must go into town if they aren't within the adventurer's guild. I contemplate a limited skill cap training location of up to 100, run by the adventurer guild, or maybe higher cost alternate location over training the same within Shadgard. Below is the selection of skills available at the adventurer's guild that allows my character to happily nope on going into the stinky tannery for skinning, or avoid walking through the town gates depending on the day.
Oh no, looks like I might die as I have lived. In the wrong place at the wrong time