List of Skills
From Haelrahv Wiki
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
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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.
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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.
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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.
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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.
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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.
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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.
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G
No skills begin with this letter.
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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.
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I
- Intimidation
- The ability to instill fear, discomfort in other or force them to yield or accept a command, plan or idea.
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J
No skills begin with this letter.
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K
No skills begin with this letter.
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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.
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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.
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N
- Nautical
- Knowledge of navigation of seacraft and the ability to recognize details or problems with them.
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O
- Occult Lore
- One's familiarity this things considered occult and the supernatural.
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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.
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Q
No skills begin with this letter.
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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.
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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.
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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.
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U
- Unarmed Combat
- The ability to fight effectively unarmed, using punches, kicks, throws and grapples.
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V
No skills begin with this letter.
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W
- Wind Instruments
- One's skill in playing wind instruments such as flutes or saxophones to create music.
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X
No skills begin with this letter.
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Y
No skills begin with this letter.
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Z
No skills begin with this letter.
