Don't ask. I'm tired. Or... ask, but I'm not gonna answer for a while. Nodland Knight You're well-acquainted with the world of dreams, and you're prepared to expand the kingdom of Nod via force, if necessary. -- Right of Nod [20 Cooldown] By invoking certain rites, you can try to exile those lost in their dreams to the great and mighty Kingdom of Nod. Though the technique has a rather low success rate, the successfully exiled will fight you on YOUR terms, not theirs. In addition, Nod itself will reward you for your tribute in the kingdom's dreamscapes. -- Visit to Nod [480 Cooldown] This technique allows the invocation of a Portal to Nod, that you might view the fruits of your labors in converting monsters to Nod citizenry (and then killing them, because fine upstanding citizens aren't monsters and this is a fact). Of course, it's going to be a long time between trips- the security is so irritating, you'll have to leave your shoes and your water bottles and get X-rayed constantly by strangers. (Kinda weird idea: When you begin as a Nodland Knight, you can cast Visit to Nod to create a portal which leads to a randomly generated floor with no objects, enemies or otherwise; there is an automatic portal here which will return you a la the Mysterious Portals. This is Nod. When you encounter a sleeping foe, you can use the skill "Right of Nod" to attempt to exile them to Nod with a 10% success rate; should you do so successfully, they will be sent to Nod. In Nod, every enemy you kill gives you 1 turn of the buff "Service to Nod" per EXP they give; Service to Nod increases mundane resistances and adds Aethereal, Transmutative and Righteous damage to your attacks.) -- Drowsy Sword [Passive] You've found the exact place on the head to strike to induce sleep in even the most tenacious foe. And you don't mean "no-he's-just-sleeping-little-Billy" double-entendre sleep, you mean straight up Sleep. Of course, when you're fighting agile and tenacious foes, you can't hit that spot every time, but you can try! (Like the Overhau or other such things, but it puts your foe to sleep when it makes contact. Also grants Dream Duelist in Nod, increasing damage instead of causing sleep when hitting a la Overhau.) -- Ire In Irrumabo Ad Somnum [-22 Mana] In Bastarda Latina, the ancient tongue of Nod, many dream-weavers create elaborately tangled phrases of arcane power to separate the waking mind from its ancient fleshy chassis, to free it and let it romp 'tween the stars. Knights, being a much more stolid and practical bunch, only learn a few phrases; this is one of the most popular. (AOE cross-shaped spell that deals a light range of damage and induces sleep in crowds. In Nod deals heavier damage.) -- Deprivation [Passive] Knights of the Loyal and Unfettered Service of Nod are duty-bound to never falter until the world is granted its rightful rest and all are taken into Nod's hands; this requires the Knights to never sleep- which is ironic. However, you have become an exhaustion-crazed piece of outmoded chivalry armed with enough wands and swords to level a village; nobody is going to point out the irony to you. It's just not done. Of course, the negative effects aren't really there when in the literal kingdom of dreams... (The player cannot be put to sleep by any effects, and Burliness and Caddishness both increase by 1; however -1 to Mana Regeneration and -5 to Mana Pool, though these negatives are not in effect when in Nod.) -- Step Lightly, Young Man [Passive] A Knight of Nod must take care at all times to maintain sleep within his present area, so as to avoid detracting from the subjects of the Kingdom. You're gonna have to be light on your feet, quick with a blade and as gentle as the pitter-patter of angel footsteps as you cleave a Diggle into two smaller Diggle bits. Can't wake the young ones. They're next up. (When attacking a waking foe in a room with a sleeping foe, the sleeping foes will not be awoken by the sounds of conflict. Only direct attacks will be effective. Also grants the constant buff "Cloud 9 3/4" while in Nod, increasing Sneakiness and Nimbleness.) -- Sandman's Breath [-86 Mana] Everyone points to the Sandman, the founder of the Knights of Nod and the bringer of sleep to children, as a shining paragon of morality among the rotting morass of worthless and violent Knights that the Lords of Nod hire. With his magic sand, he brings peaceful sleep; far superior, they say, to the brutality and cruelty of the Knights. But the innermost members of the Knighthood know his secret: that sand stings like thaumite infestation, and if that's mercy, you don't want to know cruelty. (Spell that deals high Transmutative/Aethereal damage to sleeping enemy without waking them and puts waking enemies to sleep, also dealing high Transmutative/Aethereal damage.) So yeah.