Haven
Haven Help System



accuracy : Boosts the accuracy of (non magical) attacks and makes
them more likely to hit.
armour smithing : Ability to repair armour.
bargaining : Makes dealings with vendors more profitable.
blunt combat : Skill with blunt weapons (maces, clubs).
brawling : Gives access to certain combat actions. <help combat actions>
chain armour : Increases damage blocked by chain armour.
cloth armour : Increases damage blocked by cloth armour.
combat rage : Increases (non magical) combat damage.
conjuring : Major Sphere of magic specific to evokers, enchanters,
and necromancers.
cooking : Allows animal corpses to be turned into food.
disarm : Skill in disarming foes in combat.
disorient : Skill in disorienting (magic using) foes in combat.
dodge : Increases defense from (non magical) attacks.
enchantment : Sub-sphere of magic involving applying boosts and
special effects on targets.
evokation : Sub-sphere of magic involving focusing of magical
energy. Most usually attack and defense spells.
faith : Major sphere of magic specific to clerics and priests.
farming : Ability to pull plants from the ground.
fire magic : Increases effects when using fire-based magic.
fishing : Ability to pull fish from the seas, ponds, and rivers.
hack combat : Skill with hack weapons (axes).
healing : Sub-sphere of magic for healing. Also non-magical.
heavy plate armour : Increases damage blocked by heavy plate armour.
ice magic : Increases effects when using ice-based magic.
instrumental music : Type of magic used by bardic music with an instrument.
knife combat : Skill with knives (knives, stilettos).
leather armour : Increases damage blocked by leather armour.
leather working : Ability to repair items made of leather.
lockpicking : Ability to pick locks.
melee combat : Skill with unarmed combat.
metal working : Ability to repair items made of metal.
mining : Ability to pull shiny rocks from the ground.
mithril working : Ability to repair items made of mithril.
multi-weapon : Ability to wield more than 1 weapon in combat.
natural armour : Increases damage blocked while wearing natural armour.
natural magic : Major sphere of magic specific to druids and rangers.
natural working : Ability to repair items made of 'natural' substances.
navigation : Ability to navigate on the oceans.
necromancy : Sub-sphere of magic dealing with the dead and undead.
parry : Ability to block attacks while wielding a weapon.
pierce combat : Skill with pierce weapons (rapiers).
plate armour : Increases damage blocked while wearing plate armour.
poison magic : Increases effects when using poison-based magic.
pole combat : Skill with pole weapons (staves, batons).
practical magic : Skill with minor enchantments. Not as effective as actual enchantment.
projectile combat : Skill with projectile weapons (bows, slings).
reinforced armour : Increases damage blocked while wearing reinforced
leather armour.
sailing : Ability to sail a ship on the oceans.
shock magic : Increases effects of shock-based magic.
skinning : Ability to skin animals' corpses for their pelts.
slash combat : Skill with slash weapons (swords).
stealing : Ability to steal items or money from others.
stealth : Ability to hide, sneak, and backstab others.
swimming : Ability to swim. <set swimming to on> to allow.
textile working : Ability to repair items made of textile (cloth).
vocal music : Type of magic used by bardic music without instruments.
weapon smithing : Ability to repair weapons.
wood working : Ability to repair items made of wood.