Knowledge (___) is a trained skill. Common fields:
| Knowledge | Covers |
|---|---|
| Architecture | Buildings, aqueducts, bridges, fortifications |
| Art | Appraisal, authenticity |
| Astronomy | — |
| Dungeoneering | Aberrations, caverns, oozes, spelunking |
| Geography | Lands, terrain, climate, people |
| History | Royalty, wars, colonies, migrations, founding of cities |
| Medicine | — |
| Military | Tactics, wars |
| Nobility | Lineages, heraldry, personalities, royalty, economics |
| Planes | The Inner and Outer Planes, the Astral and Ethereal Planes, outsiders, elementals, planar magic |
| Primal | Occult, folklore, fey, magical beasts, monstrosities, plants, primal magic |
| Psionics | Psionic magic |
| Religion | Gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, divine magic |
| Society | Local legends, personalities, inhabitants, laws, customs, traditions, politics |
| Spellcraft | Ancient mysteries, magic traditions, arcane magic and symbols, cryptic phrases, constructs, dragons, magical beasts |
| Underworld | Where to get illegal and contraband things, knowing criminals, avoiding bad situations in bad areas, illicit activities, criminal organizations |
Which knowledge list is current?
The table uses the design-notes version. Chapter 5 differs:
- Has separate Economics, Nature (animals and vermin, fey, magical beasts, monstrosities, plants, seasons and cycles, weather, primal magic) and Occult knowledges, and calls Underworld Underground.
- The design notes merge Nature and Occult into Primal and fold Economics into Nobility.
Class skill lists still say “Knowledge: Nature” and “Knowledge: Arcana”, which exist in neither list.