Upon signup players choose 3 areas to be strong in, they can still learn all others but will learn faster in those 3 areas. Everyone is strong in magic from their own element and can not use magic from other elements. 

Edged weapons
Sword, Dagger, Pole, Great-Sword
Ranged weapons
Thrown, Short Bow, Long Bow, Cross Bow, Sling, 
Blunt weapons
Staff, Club, Mace
Special Weapons
Qua-staff, Shooting Sword, Tal'nal'ah
Armor
cloth, leather, chain, plate, scale, shield, 
non-elmental magic
Casting, spells, etc 

Streetsmarts
Hiding, stealing, perception, appraisal

Wilderness Lore
skinning, Foraging, First Aid, Swimming, Climbing, Taming

Alchemy
Foraging, Mixing, Combining, 

Trade
Mining, Cooking, Sewing, Tanning, farming, fishing

Mechanical
Make Trap, Disarm Trap

Fire Magic   (casting hurts health)
Water Magic  (potions must be prepared ahead of time)
Alchemy, Measurements, Infusion
Air Magic    (controlled by the moons and stars) 
Observation, Channeling, spells
Earth Magic  (makes runes)
Gathering, Refining, each rune
Life Magic   (Forges ordinary weapons/armour and possibly infuses with magic) 
Smelting, Forging, Infusing, Fletching, Bowmaking, Carving