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threshold or a damage cap. Before using the character<br />
must call out “Prepare to Die!” this is an OOG<br />
statement. The Slay is considered used as soon as the<br />
statement is made. The Slay will be active until the<br />
blow is landed, or five minutes passes. If the blow is<br />
landed, the Slay damage can be negated by other<br />
game defenses such as phase, dodge, parry, Magic<br />
armor, etc. The 5 minute time period cannot be<br />
shortened by any other means, including having the<br />
weapon disarmed or destroyed, calling a defense,<br />
killed and then Life’d, falling unconscious, etc. When<br />
engaging new opponents you must announce “Active<br />
Slay” this is an OOG statement and can be made<br />
even when silenced. A player hit by a Slay who does<br />
not die from the Slay must announce that the Slay<br />
was successful by saying “hit” or role-playing<br />
appropriately. This informs the fighter using the Slay<br />
that he or she must then begin calling regular damage<br />
again. This skill uses the same handedness rules and<br />
specific weapon rules as critical attack and Weapon<br />
pr<strong>of</strong>iciency.<br />
For every 2 weapon pr<strong>of</strong>iciencies a Critical Slay<br />
and/or a parry may be purchased, but not two <strong>of</strong> the<br />
same skill.<br />
Crystomancy: This skill allows the character to<br />
mine and refine Resonance crystals. For each time<br />
Crystomancy is bought, the character gets one<br />
Production Point. Crystomancy can be used to<br />
determine if a crystal found in game can be used for<br />
Resonance purposes and can be used to determine if a<br />
crystal is present within a creatures body.<br />
Handling Crystals:(requires effect levels <strong>of</strong><br />
Crystomancy) To prepare a crystal requires at<br />
least the purchase <strong>of</strong> a number <strong>of</strong> levels <strong>of</strong> the<br />
Crystomancy skill equal to the production level<br />
value <strong>of</strong> the crystal being used. Note that all<br />
crystal packets must be blue to differentiate them<br />
from spell packets (which cannot be blue).<br />
Dexterous Armor: This represents the characters<br />
natural agility, their ability to avoid harm and<br />
damage. Each point <strong>of</strong> this skill is equivalent to one<br />
point <strong>of</strong> armor. This skill does not stack with Natural<br />
Armor or physical armor. To reset this armor, the act<br />
<strong>of</strong> stretching must be performed uninterrupted for 60<br />
seconds. Any in-game effect that would prevent the<br />
character’s ability to move freely nullifies the<br />
Dexterous Armor while under this affect. This<br />
includes Pin; Bind; Web; Confine; Iron Maiden;<br />
Imprison; paralyze; physical entangles; Paste <strong>of</strong><br />
Stickiness and affects such as Sleep and other forms<br />
<strong>of</strong> unconsciousness or incapacitation which would<br />
not allow for free conscious movement. Once the<br />
restrictive affect is removed or has worn <strong>of</strong>f the<br />
Dexterous armor returns at the same strength it was at<br />
before the affect took place. The amount <strong>of</strong><br />
Dexterous Armor a character can purchase is limited<br />
to their class maximum. This skill remains unaffected<br />
by the skill wear extra armor.<br />
Dhampyr's Will: This skill allows a character to<br />
resist charm or charm another person per day per<br />
purchase <strong>of</strong> the skill. For each purchase the character<br />
must chose to resist or to charm. If the character<br />
chooses to Charm this must be delivered by packet<br />
and as Magic deliverance. The maximum purchase<br />
amount for this skill is four.<br />
Disarm/Arm Trap: This skill allows the character<br />
to attempt to disarm or set a trap. It does not<br />
guarantee success. You must have this skill to even<br />
attempt to disarm or set a trap. You may not even cut<br />
an obvious trip wire without this skill. Traps may<br />
only be set in the presence <strong>of</strong> a marshal. This skill is<br />
difficult to use without some simple tools such as a<br />
knife, candle, probe, etc. See “So You Want to Be a<br />
Thief?” for advice.<br />
Dodge: This use <strong>of</strong> the skill allows the character to<br />
dodge any single NERO safe weapon attack or any<br />
packet delivered attack for each time the skill is<br />
purchased. It does not protect against traps (except<br />
for weapon traps), Waylay, or Killing Blows. Dodge<br />
cannot be used if a character is completely<br />
immobilized, such as in a Confine or a Paralysis.<br />
Dodge can be bought after every two Backstabs.<br />
A Character may purchase either an Assassinate<br />
and/or a Dodge for every 2 backstab purchases.<br />
The Dodge racial skill can be purchased a maximum<br />
<strong>of</strong> two times and no back stab prerequisites are<br />
needed.<br />
Douse: This skill allows a character to “spout”<br />
elemental water damage. The cost is 1 build for every<br />
2 points <strong>of</strong> damage, with a maximum purchase <strong>of</strong> ten<br />
times. The call would be “# Elemental Water” and is<br />
delivered by packet only. The damage can be broken<br />
up at player discretion, and the “pool” <strong>of</strong> purchased<br />
damage resets as per daily skills.<br />
Dreams Bane: This skill allows the character to<br />
deliver one magic Awaken per day per purchase <strong>of</strong><br />
the skill. This Awaken can be used on others and can<br />
also be used on themselves as a casting or as an<br />
innate ability. This meaning that if the character is<br />
under the effect <strong>of</strong> something that requires an awaken<br />
to cure the character may state “innate Awaken” and<br />
the cured <strong>of</strong> the ailment. The maximum purchase<br />
amount for this skill is four.<br />
Earthen Root: This skill allows a character to have a<br />
threshold when their feet are planted on natural<br />
ground. With each purchase <strong>of</strong> the skill 1 point <strong>of</strong><br />
threshold is gained. The character may not move<br />
their feet or lose concentration (i.e. lose<br />
consciousness in any way), or the threshold is<br />
broken. The Earthen Root maximum available points<br />
may be broken up at the player’s discretion. Once<br />
points are used they will reset as a per day skill. The<br />
maximum purchase amount <strong>of</strong> this skill is twenty.<br />
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