Unarmed (STR + AGI)
"The mastodons of yore were each born with two weapons greater than any sword. So, too, were you." - Unknown ('Maraketh Proverb' i.e. Hollow Palm Technique keystone passive skill description, Path of Exile)
General unarmed combat skill reflects your, well, general capability in a fight with your bare hands and feet. This is less useful without some more advanced techniques (i.e. formal fighting styles or martial arts) to back it up, but even just brawling using raw unarmed skill can potentially do pretty ok damage with good accuracy when you have enough strength (STR) and skill.
Melee (STR + AGI)
Your skill and finesse in personal combat - Unknown (From the Melee skill description, Cataclysm: Dark Days Ahead(as of 0.G))
The Melee skill governs your general combat prowess with a weapon in hand, regardless of what that weapon is. Unlike Marksmanship and Unarmed, you absolutely 100 percent need at least some basis in whatever specific weapon skill (Sword/Long Blade, Short Blade, Long/Heavy Blunt, Short Blunt, Axe, Spear, Polearm, or Improvised) you intend to use for this skill to have any meaningful effect, and ideally should add to that a basis in an appropriate advanced weapon technique/school.
Specific Melee Weapon skill (Sword/Long Blade, Short Blade, Long/Heavy Blunt, Short Blunt, Axe, Spear, Polearm, or Improvised)
"A true master uses every weapon available to him. A true master of masters, uses every weapon available to him with which he has confidence, and he is always seeking to widen that group." - Unknown (Orginal)
This governs your accuracy and general skill level with a particular sort of melee weapon, rather that be hammers and clubs, hatchets and axes, longswords and katanas, spears and pitchforks (which are both improvised and spear, I just couldn't think of another good spear for this description), pikes, halberds, and naginatas, or even crowbars(which are also short blunt), chairs, and chainsaws. The stat that effects the cap varies by selected weapon type.
Intimidation (STR + CHA)
Threaten people. - Unknown. (Second half of the Half Light skill description, Disco Elysium)
Extremely simple and straightforward to understand, honestly; Intimidation is the skill you use to, well, Intimidate and potentially even threaten people. It's the core skill of the 'Bad Cop' approach to interrogation.
Dodge (AGI)
The quickest to react. An untouchable man. - Unknown. (Reaction Speed skill description, Disco Elysium)
Your Dodge skill does exactly what you would think it does and it is absolutely critical to staying alive... is what I would say for any other creature type (yes, even the nearly invincible Alternate), but honestly, being a ghost kid has it's perks, like being totally immune to most forms of physical damage anyway, once the body drops. But considering how severe of a malus losing the body is, even your current creature type probably still wants to get at least some points in dodge, given how vital being able to evade incoming damage is.
Marksmanship (PER + AGI)
Ready? Aim and fire. - Unknown. (Hand/Eye Coordination skill description, Disco Elysium)
Marksmanship is your general skill with ranged combat, regardless of what that weapon is. Unlike Unarmed and Melee, ranged attacks don't have any advanced techniques, though they do distinct weapon skills, like Melee. Once more, unlike Melee, however, if your Marksmanship is high enough, you can expect to at least be able to hit a target at point-blank range... most of the time, assuming perfect condtions, even if your specific skill is non-existant.
Specific Ranged Weapon skill (Throwing, Archery, Sling, Pistol/Revolver, SMG, Shotgun, Rifle, MG, Launcher.)
"A true master uses every weapon available to him. A true master of masters, uses every weapon available to him with which he has confidence, and he is always seeking to widen that group." - Unknown (Orginal)
This governs your accuracy and general skill level with a particular sort of ranged weapon, rather that be with dedicated throwing weapons, simply throwing sticks&stones and other miscellanous objects, firing a bow, crossbow, or old blackbowder gun, or using a modern pistol, revolver, rifle, SMG, MG, or launcher-type weapon. The stat that effects the cap varies slightly by selected weapon type. (Most are governed solely by PER, but there are exceptions).
{A.N.:One thing to consider with both the Melee skills and the Ranged skills, is that unless you choose a starter kit in the next part of the update that happens to include a weapon of the appropriate type (which not all will even be available), you do not start with a weapon to use that skill with.}
Electrochemistry (END)
Go to party planet. Love and be loved by drugs. - Unknown. (Electrochemistry skill description, Disco Elysium)
Locked at 0
Logic (INT)
Wield raw intellectual power. Deduce the world. - Unknown. (Logic skill description, Disco Elysium)
Logic is a core skill for both more 'normal' and paranormal detective work. It governs both your deductive and inductive reasoning ability, and general puzzle solving skill (to a lesser degree).
Conceptualization (Concept.) (INT)
Understand creativity. See Art in the world. - Unknown. (Conceptualization skill description, Disco Elysium)
Conceptualization is the bedrock skill in the art of Tulpamancy, and a key skill in many other creativity driven arts, crafts, and even other skills, being the governing skill for finger painting and a contributing skill for all forms of so called 'high art' except for stage plays. It also governs your abductive reasoning ability, and so is a contributing skill for more 'normal' detective work, and potentially a key one when it comes to the paranormal.
Administration (Admin.) (INT)
Stewardship covers all things gold, and all things relating to the development and management of your realm. - Unknown. (CK3 Dev Diary #12, Paradox Interactive)
Administration, 'Stewardship' in older times after the old medieval court position, is the skill of bookkeeping, of following and managing the money. In investigations, particularly more conventional or 'normal' ones, high Admin. can open up some more... 'classical' or perhaps 'economical' branches of evidence and clues to follow up on; after all, they say money talks. But it's real use is in managing any and all organizations you found/come to control/administrate for, as high Admin. skill makes running an organization considerably easier and smoother. It's also (obviously) the core, more than anything else, of running a successful business.
Rhetoric (INT + CHA)
Enjoy rigorous intellectual discourse. - Unknown. (Second half of the Rhetoric skill description, Disco Elysium)
Rhetoric is the skill of the intellectual debater, of the master of the argument. In any social situation, strong Rhetoric is key for advancing a political agenda, for resisting the politically oriented advances of others, for breaking down other's arguments, for presenting your own arguments in a clear and precise fashion, and for being able to perceive the (intentional and unintentional) logical fallacies of others. Finally, in P&PI work (or Investigative work more generally), it's the skill used to pin a witness to their testimony, to make certain they don't go changing their story on you, just because it's convenient for them.
Persuasion (CHA)
Practice the art of persuasion. Understand others. Lie and detect lies. - Unknown. (Several skill descriptions, Disco Elysium)
It would be easier to go over what Persuasion does not cover, than what it does, at least when it comes to non-hostile social interaction. Persuasion is an amalgam skill and therefore technically misnamed. It governs actual attempts to persuade, but also the detection of lies and sarcasm, the performance of the same, and even just generally understanding others in conversation. It's one of the two core skills of the 'Good Cop' approach to interrogation.
Negotiation (CHA)
Trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy. - Unknown. (Barter skill In-game description, Fallout New Vegas)
Negotiation is a businessman's skill, one of the cores of a successful enterprise. It's the art of driving a hard bargain, of getting things for less and selling things for more. More unconventionally, it's one off the skills of hostage crisis negotiators. Kind of in the name, isn't it? Appropriately, it also governs the distinct set of social skills for managing (not manipulating, just managing) individuals with volatile personalities. It's also one of the two core skills of the 'Good Cop' approach to interrogation.
Esprit de Corps (CHA)
Connect to Station 41. Understand cop culture. - Unknown. (Esprit de Corps skill description, Disco Elysium)
An old French expression meaning "the Spirit of the body" and refers to "a sense of unity and of common interests and responsibilities, as developed among a group of persons closely associated in a task, cause, enterprise, etc.". For the purposes of the quest, the Esprit de Corps skill governs essentially a specialized form of empathy targeted at Law Enforcment, Firefighters, EMTs, Active Military Personnel, and Police, Fire, and Military Veterans. Good Esprit de Corps will make all of the previous types of inviduals prone to liking you more than not, even in situations where they by all accounts shouldn't. At it's highest levels, while not mind reading or anything like that, you'll find it quite easy to read and predict such figures and determine what they are thinking at a given moment in time.
Suggestion (CHA)
Charm men and women. Play the puppet-master. - Unknown. (Suggestion skill description, Disco Elysium)
Suggestion is the fine art of very subtle manipulation. Nothing so crass as the telling of outright lies, that would be domain of Persuasion, but half-truths and careful wordings. Along with Rhetoric, a favorite skill of particularly masterful and slippery politicans, for it's ability to manipulate the facts as they exist and to implant ideas in the heads of others. It is also the skill of... seduction, and seducers.
'Common' Sense (WIS)
"What do you mean 'I didn't know'? That's common fucking sense!?" - Many throughout all of time (Real Life)
Essentially a 'how stupid is this anyway?' skill, the higher the common sense skill, the more likely you are to be notified when engaged on a course of action that is particularly likely to end badly, even if said course of action wouldn't necessarily actually be 'common sense' or obvious in real life. If completely stuck for a period of time, this skill plus the Inland Empire skill can potentially also come together to get you an authorial bail out of a different variety, in the form of a (fairly unusually, at least) clearly worded hint on what to do next.
Inland Empire ((WIS + LCK + MAG) / 3 * total number of dots in Psychic powers)
Hunches and gut feelings. Dreams in waking life. - Unknown. (Inland Empire skill description, Disco Elysium)
Clear prognostications; infuriatingly vague but trustworthy prophecies; incomplete and unreliable visions of the future; or just a bunch of random BS. It all depends. The higher the Inland Empire skill, the more often you are visited by some combination of all of the above, and the higher the percentage of it will actually be useful. If completely stuck for a period of time, this skill plus the 'Common' Sense skill can potentially also come together to get you an authorial bail out, in the form of a (fairly unusually, at least) clearly worded hint on what to do next.
Composure (WIL)
Straighten your back. Keep your poker face. - Unknown. (Composure skill description, Disco Elysium)
The Composure skill governs a few things; your ability to bluff, your ability to handle so called 'social stealth' and disguises, and your resistance to sudden shocks. (not so much fear, that's raw WIL in the form of Bravery, but think moreso a jumpscare.) Poor Composure can lead to extended recovery times after a shocking event, while a high Composure garuntees you barely even jump. In this line of work? Critical.