List of Skills

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Below is a list of current skills available for training in the Beta version of Haelrahv. Several skills are planned to be modified, added, or removed in the next incarnation of the game.

Contents: Top - 0–9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A

Acrobatics  
This skill allows one to perform various acrobatic and gymnastic feats such as flips, cartwheels, and so on.
Alchemy  
Knowledge of this skill allows one to create potions that can heal, improve statistics and otherwise help them.
Appraisal  
This skill is used to determine a variety of information about many commmon objects.
Archery  
This skill allows one to effectively use bows and crossbows.
Athletics  
Running, jumping, sports and other athletic feats depend on this skill.
Aviation  
The ability to pilot and handle aircraft.

B

Bladed Weapons  
Use of daggers, swords, axes and other such weapons. This does not cover use of polearms or spears.
Blunt Weapons  
Use of clubs, hammers, maces, mauls, and such weapons. This does not cover use of staves or exotic blunt weapons like nunchaku.

C

Climbing  
The ability to scale walls, climb trees/rocks, etc.
Cooking  
One's ability to prepare food and drink.
Craftsmanship  
The ability to create a number of objects using resources and tools, such as whittling wood, metalworking and so on.

D

Dancing  
One's ability to dance and knowledge of dances.
Drawing  
Ability to create drawn or sketched works of art.
Driving  
One's skill at driving land vehicles.

E

Ecology  
Knowledge of nature, plants, animals, minerals and so on.
Electronics  
One's ability to understand, use, manipulate and repair electronic devices.
Evasion  
The ability to dodge and evade attacks and other dangers.
Exotic Weapons  
The use of specialized weapons such as whips, blowguns, slings, flamethrowers, etc.

F

First Aid  
The ability to tend and treat primarily external wounds.
Fishing  
One's skill at baiting, hooking and landing fish of all type.

G

No skills begin with this letter.

H

Handle Animal  
The ability to calm, domesticate, train and care for animals.
Heavy Armor  
One's skill at maneuvering about in heavy armor types.

I

Intimidation  
The ability to instill fear, discomfort in other or force them to yield or accept a command, plan or idea.

J

No skills begin with this letter.

K

No skills begin with this letter.

L

Law  
Knowledge of the law, legal documents and handling oneself in court.
Light Armor  
One's skill at maneuvering about in light armor types.

M

Marksmanship  
The ability to aim and fire handguns, rifles and other firearms, as well as clean them, clear jammed ammunition, etc.
Medicine  
Knowledge of medical practices, anatomy and so on.

N

Nautical  
Knowledge of navigation of seacraft and the ability to recognize details or problems with them.

O

Occult Lore  
One's familiarity this things considered occult and the supernatural.

P

Painting  
The ability to skillfully create painted works of art.
Parry  
One's skill at deflecting blows in combat with a weapon.
Persuasion  
The ability to persuade or charm someone to do something or agree with an idea.
Poisons  
The ability to recognize and create poisons or apply them to weapons, food, and so on.
Polearms and Spears  
Skill in fighting with a variety of polearm weapons, spears and forks.
Psionic Ability  
One's ability to channel and use the mind to perform supernatural actions.
Pulse Weapons  
The use of pulse handguns, rifles and other pulse:emitting ranged weapons.

Q

No skills begin with this letter.

R

Repair  
Skill in repairing virtually all types of repairable items.
Research  
General knowledge of a number of studies including languages, mathematics, history and so on.
Rhythm Instruments  
One's ability to play rhythm instruments including percussion, piano, electronic keyboard and such.
Riding  
The ability to handle and ride various types of mounts.

S

Sculpting  
One's ability to create sculptures from a variety of resources and using various types of tools.
Security  
Knowledge of security systems and the ability to bypass or install them, including conventional locks.
Shield Use  
One's skill in using various types of shields to deflect blows and other dangers.
Singing  
One's ability to sing and mesmerize others with their vocal talents.
Skinning  
Knowledge of the proper method to skin and dissect creatures in order to acquire undamaged pelts, hides and so on.
Spell Casting  
One's ability to channel magical energies to cast spells.
Spell Research  
The overall level of knowledge one has of spells and magic.
Stealing  
One's skill with pickpocketing, pilfering and shoplifting.
Stealth  
The ability to move quietly through an area undetected or follow others without notice.
Streetwise  
One's knowledge of the streets and city, contacts, and other facets of common urban (and often criminal) life.
Stringed Instruments  
The ability to play a variety of stringed musical instruments.
Surgery  
Knowledge of human anatomy and the ability to perform surgical procedure on another, usually to mend internal injuries.
Swimming  
One's ability to manuever about in water, stay afloat, dive and rescue others in distress.

T

Tactics  
Training in the ability to engage multiple combatants at once.
Tailoring  
The ability to create and mend clothing, as well as tan and work with leather and hides.
Thrown Weapons  
Use of various types of thrown weapons, from knives and axes to spears.
Tracking  
One's ability to navigate on land outside of cities, notice details in the environment and track and follow quarry.

U

Unarmed Combat  
The ability to fight effectively unarmed, using punches, kicks, throws and grapples.

V

No skills begin with this letter.

W

Wind Instruments  
One's skill in playing wind instruments such as flutes or saxophones to create music.

X

No skills begin with this letter.

Y

No skills begin with this letter.

Z

No skills begin with this letter.

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