Knowledge (___) is a trained skill. Common fields:

KnowledgeCovers
ArchitectureBuildings, aqueducts, bridges, fortifications
ArtAppraisal, authenticity
Astronomy—
DungeoneeringAberrations, caverns, oozes, spelunking
GeographyLands, terrain, climate, people
HistoryRoyalty, wars, colonies, migrations, founding of cities
Medicine—
MilitaryTactics, wars
NobilityLineages, heraldry, personalities, royalty, economics
PlanesThe Inner and Outer Planes, the Astral and Ethereal Planes, outsiders, elementals, planar magic
PrimalOccult, folklore, fey, magical beasts, monstrosities, plants, primal magic
PsionicsPsionic magic
ReligionGods and goddesses, mythic history, ecclesiastic tradition, holy symbols, divine magic
SocietyLocal legends, personalities, inhabitants, laws, customs, traditions, politics
SpellcraftAncient mysteries, magic traditions, arcane magic and symbols, cryptic phrases, constructs, dragons, magical beasts
UnderworldWhere 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.