Skills
From Lost Realm Wiki
[edit] Aquatic Prowess
Aquatic prowess represents your capabilities in the water and uses equal parts strength, dexterity, and constitution to govern swimming, diving, and lung capacity.
[edit] Alcohol Mithridatism
Mithridatism is the practice of consuming a poison in increasingly large doses in order to build up an immunity to it. Most such resistances are based firmly in constitution with a little luck and strength.
[edit] Authorship
Authorship not only describes your writing proficiency, but also your renown as a writer; famed writers are given greater leeway and carry more weight in the literary world. Creativity is a writer's greatest tool, but intelligence and personality can both significantly influence writing technique.
[edit] Bladed Weapons
Bladed weapons include daggers, longswords, greatswords, and other members of the sword family; their use is predominately determined by dexterity and strength.
[edit] Block
Block determines your proficiency with a shield and ability to deflect incoming attacks with one. It is dependent upon strength and to a lesser extent upon dexterity.
[edit] Blunt Weapons
Blunt weapons include saps, clubs, morningstars, warhammers, maces, and flails; their use is predominately determined by strength much moreso than dexterity.
[edit] Cleaving Weapons
Cleaving weapons include hatchets, battle axes, war axes, and cleavers; their use is predominately determined by strength slightly moreso than dexterity.
[edit] Dodge
Dodge determines your ability to evade incoming attacks. It is largely dependent upon dexterity with a little luck.
[edit] Duel Weapons
Dual Weapons alters your proficiency when fighting with two weapons; this more difficult arrangement requires a greater amount of dexterity than strength.
[edit] Fishing
A little bit on fishing. To fish, you need to buy a fishing rod from a general store or other vendor. Equip the rod and it should go to your primary and secondary hand (IE. left and right hands will be in use.) Simply drag the fishing rod over water (Or double-click the water) to cast. A yellow line will appear in the bottom right corner in the middle of the arrows, those arrows too will change, up being reel, left and right being pull, and down being quit. You will see the message "You feel a tug on the line!", the bar in the bottom corner will begin to move left or right, that simulated the tension on the line when reeling in, if it gets all the way to one side you lose the fish. To prevent such a thing from happening, keep pressing left and right repeatedly to keep it in the middle. Another thing, when you reel, it jolts the bar to one side so watch out and be ready to press the opposing button. That wraps things up here.

[edit] Heavy Armor
Heavy armor determines your capability in plate-mail, full plate, and other cumbersome armors; it is dependent primarily upon constitution and to a lesser extent upon dexterity and strength.
[edit] Heavy Weapons
Heavy weapons skill is used to determine your ability with greatswords, halberds, flails, war axes, and other heavy-weight weapons; it is dependent primarily upon your strength and to a lesser extent on dexterity.
[edit] Light Armor
Light armor determines your capability in hide, leather, and lighter chain armors; it is dependent primarily upon your dexterity and less upon constitution.
[edit] Light Weapons
Light weapons skill is used to determine your ability with daggers, shortswords, whips, hatchets, saps, and other light-weight weapons; it is dependent primarily upon your dexterity and to a lesser extent on strength.
[edit] Medium Armor
Medium armor determines your capability in chain- and scale-mail armors; it is dependent equally upon your dexterity and constitution.
[edit] Medium Weapons
Medium weapons skill is used to determine your ability with longswords, spears, warhammers, battle axes, and other medium-weight weapons; it is equally dependent upon strength and dexterity.
[edit] Parry
Parry determines your ability to deflect incoming attacks with your own weapon. It is dependent upon dexterity and to a lesser extent upon strength.
[edit] Physical Prowess
Physical prowess represents your raw physical abilities and governs activities such as running and climbing, which are largely based in strength and dexterity.
[edit] Polearm
Polearms include staves, spears, ranseurs, glaives, halberds, and lances; their use is predominately determined by dexterity slightly moreso than strength.
[edit] Stealth
[edit] Unarmed
Unarmed represents your hand-to-hand capabilities and is based equally upon strength and dexterity.
[edit] Unarmored
Unarmored determines your ability to sustain damage while out of armor; it is equally dependent upon dexterity, constitution, and luck.
