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Your character's abilities in DragonRealms are determined by a
set of skills. Each skill has a value, which starts small, and grows
with experience. How well your character performs a task, such as
combat or magic use is determined by how much he or she has advanced
in a that skill.
Your character gains more skill through practice. For example,
engaging in combat will improve certain combat skills; or climbing
a difficult wall will enhance your character's climbing skill.
Your character can also be taught new skills by other characters.
For example, another character can teach your character how to be
a better tracker. In fact, teaching itself is a skill that improves
with more practice.
As you begin to play DragonRealms you will find your character
learning new skills quickly. Eventually, though, you will want to
specialize in a particular field. To do this you must seek out a
Guild of a particular profession,
such as a Barbarian or Moon
Mage. The Guild will assign your character a rank (called a
Circle) based on the skills learned, and guide you to learn new
ones to reach each successive circle.
Along with requirements, each guild has a Primary and two
Secondary skill sets. Generally speaking, your Primary skills
are learned at a higher than normal rate, Secondary skills are learned
at an average rate, and all other skills are learned at a slower
rate. Of course this is highly dependent on the individual skill
and the way in which you practice it.
Armor Skills
Shield Usage
Effects:
Chance of blocking with a shield. Practice: Using a shield in combat.
Effects:
Ability to maneuver while wearing armor. Practice: Wearing armor in combat. Note: A guild's general armor skill requirements refer
to your highest armor skill. If you switch from wearing
Leather Armor to wearing Heavy Chain, you may have some catching
up to do before you can advance.
Effects:
Ability to hit and do damage while using various weapons. Practice: Use the weapon in combat. Note: A guild's general weapon requirements usually
refer to your highest one or two weapon skills.
Brawling
Effects:
Ability to fight unarmed, grapple, and use improvised weapons. Practice: See BRAWL HELP; try attack verbs
(JAB, BASH, etc.) while holding various
objects.
Effects:
Learning from other players, OBSERVing, deciphering
spell scrolls, studying various quests and special objects Practice: LISTEN to other players teaching,
READ library books, make PREDICTions.
Mechanical Lore
Effects:
Useful in alchemy, carving, forging, repair, tuning instruments,
etc. Practice: Lighting fires, various alchemy tasks.
Musical Lore
Effects:
General skill in music, music theory and instrument maintenance. Practice: PLAYing instruments.
Effects:
Increases Bards' skill in playing
and singing music. Practice: PLAY and SING. Note: These skills are required only for Bards
-- other guilds do not count it for the purposes of Lore skill
requirements.
Appraisal
Effects:
Identify and compare items, judge the combat ability of potential
foes, mark targets for stealing. Practice: APPRAISE various items, creatures,
and people.
Teaching
Effects:
Improves ability to teach your skills to others. Practice: TEACH other adventurers.
Trading
Effects:
Increases quantity of goods that Traders
are allowed to transport; may get a better deal from some
merchants. Practice: Transport goods and commodities. Note: This skill is required only for Traders
-- other guilds do not count it for the purposes of Lore skill
requirements.
Animal Lore
Effects:
Rangers' ability with animal
companions. Practice: Obtain and work with a companion. Note: This skill is required only for Rangers
-- other guilds do not count it for the purposes of Lore skill
requirements.
Empathy
Effects:
Empaths' ability to diagnose,
link, and transfer wounds. Also, empath success in performing
other empath abilities. Practice: Healing, Manipulating, Shifts Note: This skill is required only for Empaths
-- other guilds do not count it for the purposes of Lore skill
requirements.
Astrology
Effects:
Moon Mages' ability to observe
heavenly bodies and make astrological predictions. Practice: OBSERVE and PREDICT. Note: This skill is required only for Moon
Mages -- other guilds do not count it for the purposes
of Lore skill requirements.
Effects:
Ability to dodge melee, missile and some magical attacks. Practice: Evade attacks in combat.
Climbing
Effects:
Ability to climb safely. Practice: Climb stairs, ladders, ropes, etc. as well
as rocks and cliffs.
Swimming
Effects:
Ability to stay afloat and make headway against a current. Practice: Swim.
Perception
Effects:
Increases situational awareness and ability to notice hidden
details (such as traps). Practice: SEARCH for hidden objects and people;
watch as other people try to hide.
Scouting
Effects:
Rangers' ability to track
creatures and people across short distances. Practice: TRACK people and creatures. Note: This skill is required only for Rangers
-- other guilds do not count it for the purposes of Survival
skill requirements.
Skinning
Effects:
Improves quality of pelts skinned from dead creatures. Practice: SKIN creatures after killing them.
Foraging
Effects:
Improves ability to find useful herbs and roots in the wild. Practice: FORAGE in likely-looking places.
Hiding
Effects:
Improves ability to hide from danger. Practice: HIDE, particularly while in sight
of players or creatures.
Stalking
Effects:
Improves ability to sneak while hidden and to stalk moving
players or creatures. Practice: While hidden, SNEAK around and try
to STALK people.
Backstabbing
Effects:
Thieves' ability to leap from
hiding and stab humanoid creatures from behind. Practice: While hidden, BACKSTAB a creature
using a sharp jabbing weapon. Note: This skill is required only for Thieves
-- other guilds do not count it for the purposes of Survival
skill requirements.
Lockpicking
Effects:
Ability to open locks without the key. Practice: PICK locked doors and chests...
but watch out for traps.
Trap Disarming
Effects:
Ability to identify and avoid or disarm traps. Practice: DISARM trapped locks.
Stealing
Effects:
Ability to pick peoples' pockets and shoplift goods. Practice: For non-Paladins,
STEAL from people or shops... but use discretion.
First Aid
Effects:
Ability to bandage wounds and cleanly remove lodged arrows. Practice: TEND wounds on yourself or others.
Escaping
Effects:
Ability to free yourself when caught by webs or other hazards. Practice: Attempt to escape when caught.
Effects:
Ability to cast increasingly difficult spells, and to effectively
use more mana when casting. Practice: PREPARE and CAST spells.
Harness Ability
Effects:
Ability to harness and hold mana, and apply more mana to spells. Practice: HARNESS and hold mana, PREPARE
and CAST spells.
Power Perception
Effects:
Ability to perceive mana in the environment and objects; for
non-Moon Mages, increases radius of land from which mana can
be harnessed; for Moon Mages allows
several options including harnessing mana from distant planets. Practice: PERCEIVE mana in various locations
(Moon Mages use PERCEIVE HELP to see more options.)
Magical
Devices
Effects:
Ability to identify, adjust and use magical devices. Practice: FOCUS on runestones and wands, use
cambrinth and gaethzen items.
Targetted Magic
Effects:
Increases accuracy of targetted attack spells. Practice: PREPARE, TARGET and CAST
targetted spells.