Obscurum Pandemic Skill Overview

This page provide an overview of skills in Obscurum Pandemic
All skill start at 0 and advance 1 level with each skill point invested. Tag add 20 level and triple the gain for each point invested. Stat increase or decrease no longer affect skill point temporary change. Can use aid item of items to raise skill level temporary. Can wear apparel with approriate skill buff to raise it.
== Barter ==
Barter and Speech can affect haggle and trading in OP.
Only one known aid item to raise barter skill temporarily: magazinenvbarter.
Some item of apparels can raise it +5: roving trader hat, snazzy suit etc...
==Energy Weapons==
EW skill deal directly with energy weapon class, from skill requirement, to damage and hit chance increase, and sway reduction
Only one known aid item to raise EW skill temporarily: magazinenvenergyweapons.
Several items of apparels can raise EW skill temporarily, mostly +5: vanilla clothes, and some OP specific armors
Due to how class requirement toward skill requirement, Energy Weapons enjoy certain synergy and benefit with Engineer and to lesser degree, Doctor.
==Explosives==
Explosives skill deal directly with explosive weapon class, from skill requirement, to damage and hit chance increase, and sway reduction.
Explosives skill also deal with mines, from the distance to approach before exploding, to skill req to disarm. For example, Satchel charges will explode unavoidably if explosive user less than 20 try to get near to disarm
With thrown explosives, this skill allow a smoother movement to throw and time range before exploding.
Explosives allow creating certain items at workbench and reloading bench.
Explosive skill requirement is applied toward certain perks, both vanilla and OP addition, but mostly group under the unused class Saboteur. Player can use addperk command to add this class to their character, thus open up Saboteur-only class perks for chosen during levelup. Due to skill requirement and perk distribution, this course of action bring more benefit, comparatively, toward Psyker class than others.
Only one known aid item to raise Explosives skill temporarily: magazinenvexplosives.
Some apparels, both vanilla and OP, do raise Explosives temporarily.
Some aid items do allow launching explosive-type shots once used, so it's suspected to use this skill in determine damage. 
==Guns==
Guns skill deal directly with energy weapon class, from skill requirement, to damage and hit chance increase, and sway reduction.
Guns allow creation of certain ammo type at reloading bench.
Guns-requirement perks are mostly grouped under Heavy class, but other class can enjoy high Guns level as well.
Only one known aid item to raise Guns skill temporarily: magazinenvguns.
There are a lot of apparel items raise Guns skill temporarily, as much as +10. This skill should be most popular among apparel-buffs.
==Lockpick==
This skill allow picking locked containers and door. Due to the number of Very Hard locked containers and doors, 100 Lockpick level is in needed quite frequently. Specifically, the Vegas Strip Gate are locked again once gone through, etc...
Only one known aid item to raise Lockpick skill temporarily: magazinenvlockpick
There are some apparels to raise +5 to this skill temporarily.
==Medicine==
This skill provide more benefit to medicine-type aid items, from HP-heal to cripple-cured.
So far one known aid item to raise this skill temporarily: magazinenvmedicine
This skill allow making certain items at workbench and hotplate/campfire.
There are a few apparels raising this skill temporarily, as much as +10.
A lot of cool perks that require Medicine skill are now grouped under Doctor class. Living Anatomy etc... As such Doctors can consider this as main skill.
==Melee Weapons==
==Repair==
==Science==
==Sneak==
==Speech==
==Survival==
==Unarmed==