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Master Crystomancy: Once purchased a character<br />
receives an additional production point per level<br />
purchased <strong>of</strong> the Crystomancy skill. This skill grants<br />
the Master Crystomancer the ability to bring out the<br />
true essences <strong>of</strong> crystals, enhancing their powers and<br />
allowing them to be implanted in weapons and armor<br />
already prepared for the task. Also, the master<br />
Crystomancer can create amulets for people to wear<br />
that <strong>of</strong>fer their own benefits. Due to conflicting<br />
resonances, only one crystal <strong>of</strong> each type can be used<br />
at any one time. These items do not count against the<br />
5 magic item limit. This skill also grants the Master<br />
Crystomancer the ability <strong>of</strong> Inner Humours. Only<br />
one purchase <strong>of</strong> this skill is needed.<br />
Master Off-Hand Weapon Pr<strong>of</strong>iciency: This skill<br />
may be purchased once per Master Critical<br />
Slay/Parry in the player’s primary hand. This skill<br />
increases the weapon damage in the players <strong>of</strong>f hand<br />
by one (1) point. When purchasing this skill the<br />
player must declare their <strong>of</strong>f-hand in which the<br />
Master Off-Hand Weapon Pr<strong>of</strong>iciency will be used<br />
in. Like the regular Master Weapon Pr<strong>of</strong>iciency this<br />
skill is only usable in the hand declared. When<br />
attacking with Master Off-Hand Weapon pr<strong>of</strong>iciency,<br />
you should merely call out the extra point <strong>of</strong> damage<br />
as regular damage.<br />
Master Pr<strong>of</strong>iciency: These more expensive<br />
pr<strong>of</strong>iciencies can be used with any weapon in which a<br />
character has the skill. The character still must<br />
declare handedness but need not declare weapon<br />
type.<br />
Master Pr<strong>of</strong>iciencies are bought in a manner similar<br />
to normal Pr<strong>of</strong>iciencies. Master Pr<strong>of</strong>iciencies may be<br />
combined with normal Pr<strong>of</strong>iciencies and Backstabs<br />
for determining damage. You may not purchase a<br />
separate Master Pr<strong>of</strong>iciency if you already have a<br />
Pr<strong>of</strong>iciency; you can upgrade your Pr<strong>of</strong>iciency to a<br />
Master by paying the difference in Build Points.<br />
Master Smithing: Once purchased a character<br />
receives an additional production point per level<br />
purchased <strong>of</strong> the Smithing skill. Master Smithing also<br />
grants the smith the ability “Rapid Refit” The<br />
character also may create Master level items as<br />
described in the Master Smithing portion <strong>of</strong> this<br />
book. Only one purchase <strong>of</strong> this skill is needed.<br />
Master Trapping: Once purchased a character<br />
receives an additional production point per level<br />
purchased <strong>of</strong> the Create Trap skill. This skill grants<br />
the Master Trapper the ability create greater and<br />
more focused traps. This skill also grants the Master<br />
Trapper the ability <strong>of</strong> Short Set. Only one purchase<br />
<strong>of</strong> this skill is needed.<br />
Natural Armor: This represents a toughened hide or<br />
skin that acts as armor. This does not stack with<br />
Dexterous Armor or physical armor. Each point <strong>of</strong><br />
this skill is equivalent to one point <strong>of</strong> armor. To reset<br />
this armor, the act <strong>of</strong> mending oneself must be<br />
performed uninterrupted for 60 seconds. The amount<br />
<strong>of</strong> Natural Armor a character can purchase is limited<br />
to their class maximum. This skill remains unaffected<br />
by the skill wear extra armor.<br />
Nature Cloak: This skill allows a character to<br />
camouflage themselves when in an above ground<br />
natural environment for 10 minutes. While using this<br />
skill nothing will affect them except for a fire/flame<br />
effect, which will cancel the camouflage. While in a<br />
Nature Cloak a character must have their feet planted<br />
and may not move in any way. This skill can be used<br />
once per day per purchase. The maximum purchase<br />
amount for this skill is one.<br />
Nimble: This grants the character an additional 5<br />
points <strong>of</strong> Dexterous Armor. This extra armor does not<br />
count towards their class maximum armor limit. The<br />
maximum purchase amount for this skill is one.<br />
Off-Hand Weapon Pr<strong>of</strong>iciency: This skill may be<br />
purchased once per Critical Slay/Parry in the player’s<br />
primary hand. This skill increases the weapon<br />
damage in the players <strong>of</strong>f hand by one (1) point.<br />
When purchasing this skill the player must declare<br />
their <strong>of</strong>f-hand and weapon type in which the Off-<br />
Hand Weapon Pr<strong>of</strong>iciency will be used. Like the<br />
regular Weapon Pr<strong>of</strong>iciency this skill is only usable<br />
with the hand and weapon declared. When attacking<br />
with Off-Hand Weapon pr<strong>of</strong>iciency, you should<br />
merely call out the extra point <strong>of</strong> damage as regular<br />
damage.<br />
One Handed Block: This skill allows a bow,<br />
crossbow, polearm, two handed sword, two handed<br />
blunt, or staff to block two blows with only one hand<br />
on the weapon. The third blow will fumble the holder<br />
<strong>of</strong> the weapon as per the spell effect unless they grip<br />
the weapon’s handle with two hands before the third<br />
strike. This skill cannot be used while holding a<br />
weapon or shield in the opposite hand. This skill is<br />
automatically known to anyone who purchases a two<br />
handed weapon skill.<br />
One Handed Weapon Master: This skill allows the<br />
character to use all one handed edged and one handed<br />
blunt weapons. When buying this skill, you must<br />
“sell back” any skills that are included within it.<br />
One with the Elements: This skill makes the<br />
character immune to an appropriate element. When<br />
struck with this element the proper verbal to use is<br />
“no effect.” Only one purchase <strong>of</strong> this skill is needed.<br />
Parry: This allows the character to call “parry”<br />
instead <strong>of</strong> being affected by any one physical attack<br />
delivered by a NERO weapon or arrow. It cannot be<br />
used against traps, except for weapon traps, nor can it<br />
be used against a packet-delivered attack (except<br />
arrows), such as a spell, globe, or monster attack.<br />
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