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