- Endurance
Reduces endurance cost of using skills. Very important if your guild offers it.
- Hiking
Reduces endurance cost of moving in the outerworld. Important if you can't use a mount.
- Riding and Combat riding
Only offered by mounted guilds. Riding determines what you can ride, combat riding is essential for staying in saddle during fights.
- Camping and Fire building
These skills speed up your regeneration between fights - if your guild offers them, they are very useful to have.
- First aid
Allows you to revive an unconscious party member. Cannot be used in combat. Useful to have in parties, but not essential early on - the Tarmalen version of this skill works in combat.
- Consider
Adds more output to the consider skill (this is the "use consider at mob" one, not the simple "consider mob"). Cheap to train to 50-70, but not needed very often. Mostly used to determine how much exp you would get for a mob.
- Leadership
Can prevent ambushes. Important if you plan to lead parties, useless otherwise.
- Swim
Good to have if your race cannot swim naturally - caster guilds get the Water walking and Floating spells instead.