The last two skill groups are strongly contextual ones that you will be using in specific locations and at specific moments. Some of them can be used to your considerable advantage, and some of the passive ones can help you create a strong warrior, or an effective ranger. In the former category, you will find skills that affect your health and effectiveness in nearly all the works performed in the camp. Preferably, at least one of your allies should master one of those skills, where the rest know at least the basics. This way, the entire party will profit from that and loss of the specialist will not have such an impact on the rest of the party.
The majority of utility skills affect works at camps. The higher tiers ensure higher effectiveness of performing specific duties. Things that you should pay attention to have already been mentioned in the chapter devoted to camping, yet there are specific unique skills in this group. Constitution ensures lower risk of infection and it is not too expensive. It is a good idea to pick it for every party member, if possible. Diplomacy unlocks new dialogue options, thanks to which you have a wider array of options during conversations. Usually, they lead to solve a problem the easier way, or offer better rewards. Heavy sleeper is one of the more pragmatic skills, thanks to which your parry member will require only one shift to be well rested, instead of two. It's a must, especially for the character that works much at the camp.
Passive skills mainly ensure small bonuses that buff your party members in combat. Some of them are quite general, whereas other ones are centred around specific situations. It is a good idea to choose some of them, after you have mastered your primary weapon. Some of the skills that are attention-worthy:
Backstabber. Extra 50% of damage against harried enemies, i.e. ones that you have been attacking with bow or sling. It is easy to introduce an opponent into that condition, especially when you have several archers.
Fortune Favoured. Additional chance of critical attack, which is always welcome.
Hardened. 10 additional health points, which is much. It is best to provide the strongest warrior in the party with that, thanks to which he will become a formidable force against enemies.
Low profile. Decreases the chance of attack on that character. Pick it for archers and support characters, thanks to which they will go on for longer.
Opportunist. Additional occasional/reflex attack.
Quick Feet. You can safely move around your enemies without triggering occasional attacks. However, stepping away from the opponent triggers such an attack. It makes it much easier to flank your enemies.
Stone Fists. This skill is perfect for a melee character. Fists now deal twice as much damage and can be lethal to the enemies.