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Advance Skills


Only wield by those who have several ranks or skills that meet the requirements of these skills can possess them. These skills are far more superior than the skills listed here and will even prove more useful than you can imagine. Adventurers advance in their skills begin to realize that being one with the planet and challenging the world has to offer tends to grant unique abilities and qualities to a character. This is called “The Gift of Everlynn” the planet watches as the adventurers and warriors of Everlynn become unique and strong therefore with discrimination grants them the power desire by those to their cause because there are other things than monsters and dungeons in this world.

 

Armored Dragon> (50 Exp) <Requires Tough Hide, Armor Pro, Resist of any type with 10 Ranks and a Power of 12 or higher.>
Descript>
A characters body becomes thick and hard muscles solidifying with time as their body adjust to their life style of combat and adventure. The body has scales over the muscles giving a character 10% Natural Armor. This is considered a Supernatural effect to the body.

 

Bonded Speed of the Celestial> (50 Exp) <Requires a Movement of 10 and a Power of 12>
Descript>
A gift bestowed to by the gods that doubles your movement making you very fast.

 

Breath of the Dragon> (100 Exp) <Requires a Power of 15, Reflex of 15, Spirit of 15 and a Mind of 15>
Descript>
The legend of a Dragon’s Breath is unfathomable tied with great destruction a mere fraction of a God Spell but never the less powerful against those of any realm. A Breath Weapon is base on an Element type and that of the Dragon Breath Weapons. They deal 5d6 cone and spread Dmg.

 

Construction of the Arcane> (100 Exp) <Requires the Use of Magic, Spell Craft 20, Empowered Magic, Ritual Cast, Silent Cast, Static Cast, Spell Aura, and Focus Magic>
Descript>
A gift by the Gods of Arcane Magic a Spell Caster can deal triple the amount of damage, effect, targets, etc. than normal. This will help in defeating very powerful foes.

 

Divine Weapon of the Soul> (100 Exp) <Spirit of 15, Power of 15, Specialize (Soul Weapon), and Favored Enemy base on Alignment>
Descript>
With the power in ones soul one can summon a weapon that has no physical form but the shape in which its wielder summons it. This weapon is a 3d10 Weapon of raw energy and ignores Armor. However it lasts but only half the rounds equal to your Spirit rounded up. If the weapon is not unsummoned and return a character looses 3d10 health per round.

 

Eternal Vigilance> (100 Exp) <Resist of 15, Ethereal Resist of 15, Spell Aura, and Tough Hide>
Descript>
The ability grants a Celestial immunity to one type of magic/energy giving a 5% immunity chance. The skill can be taken 20 times to grant a 100% Immunity to the specified type. You can choose from Ignis (Fire Base), Aquarius (Water Base), Aires (Wind Base), Geo (Earth Base), Illumina (Light Base), Nocturas (Dark Base), and Astron (Astral Base). When 100% is made you are immune to that type whether it is harmful or helpful.

 

Fantastic Dodge> (50 Exp) <Requires a Doge Rate of 15>
Descript>
When a character achieves the requirements he or she can make an Automatic Dodge with out fail. This can be even if you had failed a Dodge but you must State using the Fantastic Dodge skill. Example> Even though Molly failed her Dodge she uses Fantastic Dodge to avoid the hit at the last moment.

 

Epic Aura> (50 Exp) <Requires a Spirit of 15>
Descript>
This power creates an Aura around the player that causes Target around them that are hostile towards them to make Spirit Check at a Difficulty of 15. Thos who fail fear the Aura around the character and them causing them Fear Status till they leave the area around the character. When they are 50ft away from the character the Aura’s effect stops yet if they return in sight of the character the effect returns as if they have already failed. Those who succeed are immune from the effect for the day. Those who are affected are effect for the remainder of the day.

 

Epic Power> (200 Exp) <Requires a Power of at least 12>
Descript>
The body can be trained and after time grow stronger. With this skill you can double your Power Mod Bonus when situations require using your Power Mod. When not in use it simply acts as if you are normal.

 

Epic Reflex> (200 Exp) <Requires a Reflex of at least 12>
Descript>
The reflexes can be trained and after time grow stronger. With this skill you can double your Reflex Mod Bonus when situations require using your Reflex Mod. When not in use it simply acts as if you are normal.

 

Epic Mind> (200 Exp) <Requires a Mind of at least 12>
Descript>
The mind can be trained and after time grow stronger. With this skill you can double your Mind Mod Bonus when situations require using your Mind Mod. When not in use it simply acts as if you are normal.

 

Epic Spirit> (200 Exp) <Requires a Spirit of at least 12>
Descript>
The soul can be trained and after time grow stronger. With this skill you can double your Spirit Mod Bonus when situations require using your Spirit Mod. When not in use it simply acts as if you are normal.

 

Epic Social> (200 Exp) <Requires a Social of at least 12>
Descript>
The attitude can be trained and after time manipulated to serve many purposes. With this skill you can double your Social Mod Bonus when situations require using your Social Mod. When not in use it simply acts as if you are normal.

 

Epic Health> (30 Exp) <Requires that you have the skill Healthy and Maxed at 200Hp>
Descript>
the skill is similar to Health but has far more increase. This can be acquired 10 times for +10Hp to a Max of 300 Hp. This is excellent in order to raise a characters health rate to epic proportions.

 

Epic Power> (200 Exp) <Requires a Power of at least 12>
Descript>
The body can be trained and after time grow stronger. With this skill you can double your Power Mod Bonus when situations require using your Power Mod. When not in use it simply acts as if you are normal.

 

Epic Critical> (50 Exp) <Requirement ATR of 10, Cleaver Strike, Cleaver Slash, Specialize (Weapon Type) and Power of 12 or more>
Descript>
When using a Specialize Weapon you can make a 2d12 Dmg roll on top of your regular Dmg roll of your weapon.

 

Improve Health> (100 Exp) <Requirement Resist of 10, E.Resist of 10, Blood of Snake, and Max 200Hp.>
Descript>
Those who work hard in making their body and constitution strong can become immune to poisons and the disease that cause Undead and Vampirism.

 

Pure Rage> (100 Exp) <Requires a Power of 12 or more and a Spirit of 12 or more>
Descript>
Unknown to the soul is the pure primal power of Rage that can overcome any physical knowledge. Those in Pure Rage can activate this at any time or by a Trigger, Example> friends are hurt and release the Pure Rage from with in. These increase the persons Hp 20 points even pass Max, increases Damage +5, Ignores 5 points of Dmg, Ignores Near Death or Unconscious Rule sets remaining awake and active till all targets are eliminated, and deal an extra 3d6 damage. The Bad part is that Pure Rage doesn’t signify who friend or foes are just that all targets are foes. A Mind Check of a Difficulty of 15 needs to be beaten or no one is an ally and all are enemies to be killed.

 

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