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  Dark Knight
Skills & Spells

 

Create Lilly

The spell of 'Create Lilly' does exactly that: it creates a black lilly for the spellcaster.  Practical uses for this spell are few: it is primarily just an amusing conjuration.

Syntax: cast "create lilly"

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Axe, Dagger, Mace, Flail, Sword, Whip

Each weapon skill applies to a specific group of armaments, and determines how well a dark knight fights with a particular weapon.  If the dark knight has the parry skill as well, he can parry incoming attacks.  The chance of parrying is best if the dark knight in question is skilled at both his weapon and his opponent's.  The exotic skill cannot be purchased, and is dependent solely upon level.


Weapon Skills
axe: the use of axes, ranging from hand to great, but not halberds dagger: the use of knives and daggers, and other stabbing weapons flail: skill in ball-and-chain type weapons mace: this skill includes clubs and hammers, as well as maces sword: a warrior's standby, from rapier to claymore whip: the use of whips, chains, and bullwhips exotic: the use of strange, magical, or unique weapons

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Recall

Recall is, in effect, praying to the gods for divine help.  If the gods see fit, you will then be transfered back to either your clan hall, or the Temple.  Typing / is the same as typing recall.

Using recall does come at a cost though.  It consumes half of your movement points, and if you recall from battle, you lose experience for your cowardly behavior.

In some cases, recall will not work.  If you are in a god-forsaken room, or are cursed, the gods will look the other way.

Syntax: recall

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Search

In order to locate hidden items, sometimes a thorough search is necessary.  This skill will reveal any objects that have been hidden in the room.  You will be alerted immediately if anything is discovered through the use of search.

Syntax: search

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Throw

Over the course of your travels throughout the lands of Eternity's Trials, you may come upon some objects that can be heaved at your opponents for a variety of effects.  In order to throw items such as these, you must first be holding the item, and then 'throw' at your desired target.  If your throw connects with the intended victim, the damage and/or other magical effects that the thrown object was imbued with will take effect.  A thrown object can be used to initiate combat and during combat.

Syntax, while holding object: throw <target>

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Stake

'Stake' allows you to take any severed head or empty corpse in the room and stake it into the ground as a warning to all who pass through.  These warnings will decay and vanish after an extended period of time.

Syntax: stake <head or corpse>

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Parry

To use your own weapon to deflect your enemy's strike is referred to as the art of the parry.  This defensive skill works much in the same way as dodge or tumbling, in that it is automatic, and your level of proficiency in this skill is taken into account with every physical attack directed upon you.

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Kick

If you have the kick skill, during battle, you can give a swift boot to an exposed area of your opponent's body, thereby wreaking havoc on his effectiveness.  An adventurer's strength, as well as dexterity and experience, determines the usefulness of this strategy.

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Detect Evil, Detect Good

The spells of "detect evil" and "detect good" allow the affected to do just that - to detect the alignment of others.  If you are affected by "detect evil", all evil beings you come across will glow with a red aura, whereas if you are affected by "detect good", all beings you come across with a good alignment will shine with a golden aura.

Syntax: cast "detect evil" <target>

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Second Attack

A skilled adventurer who has spent much time learning the ways of combat may, once experienced enough, be able to attack twice in one round of battle.  While the novice adventurer may only achieve one or two successful strikes per round, one skilled in the ways of "second attack" will automatically attack twice as often as one without this skill.  The second attack skill is automatic, and requires no commands.

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Endurance

The endurance skill may not help you win battles, but you'll find it very handy.  With this skill, you will be able to carry much more weight than you would without it.  And you will find that you use less movement points when traveling.  This skill is an automatic one: it requires no commands.

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Fast Healing

As time goes by, experienced adventurers' bodies become more hardened to the lifestyle that they've chosen.  With the "fast healing" skill, their ability to recover from wounds and weariness becomes greater.  The skill is automatically taken into account with each increment of time (see "help Tick").  Those skilled in "fast healing" will notice a much greater proportion of hitpoints and movement recovered with each "Tick" of time.

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Blackfury

Those who have served their Dark Lord well may be granted the spell of Blackfury.  This spell increases the damage that its target's strikes are capable of, by focusing the evil energies of the spell-caster's nature into each attack.  The duration and the level of affect that this spell will have upon a target is dependant upon the level of the spell-caster.

Syntax: cast blackfury <target>

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Plague

The plague spell causes the target to be afflicted by a horrible disease - sores will erupt from the target's skin, and the target will become extremely contagious to anyone in the same room.  Those affected by this disease will experience a severe drop in strength, as well as a slower regeneration rate.  In some cases, the passage of time will actually reduce a plague victim's energy and if untreated, he will die.  The duration of the spell is dependant upon the spell-caster's level, and the effects of the spell can be treated by the "cure disease" spell (see "help cure disease").

Syntax: cast plague <target>

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Third Attack

As an adventurer's combat prowess grows, it may become possible for a third strike to be administered each round of a battle.  One skilled in the art of "third attack" will strike three times for every one strike of an unskilled adventurer.  This third strike is automatic, and is dependent solely upon the amount of practice put into the skill.

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Dual Wield

Adventurers wise in the ways of combat will find it possible to wield two weapons at a time while in battle.  The "dual wield" skill is difficult to master at first: there are quite a few restrictions placed upon what sort of weapon can be used as your secondary weapon.  These restrictions decrease as your proficiency in the skill increases.  Eventually, when your ability to dual wield has reached its highest point, the only restrictions will be that your secondary weapon must be no higher than your own level, and that it must weigh no more than half the weight of your primary weapon.

Syntax: second <weapon name>
will cause you to wield that weapon as
your secondary weapon, if possible

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Entroptic Aura

Entroptic Aura is a skill that causes a field of negative energy to radiate from your body. This energy field destroys the beneficial spells of those in your vicinity.  As long as your soul stays evil, the field will make your enemies weaker.  As you grow in power, the field will grow as well, destroying more and more spells.  The progression is as follows:


Entroptic Aura
Level 35 - Destroys Protection Evil Level 45 - Destroys Bless Level 55 - Destroys Shield Level 65 - Destroys Armor Level 75 - Destroys Enhanced Strength Level 85 - Destroys Natures Blessing Level 95 - Destroys White Petal Levl 105 - Destroys Divine Inspiration Levl 115 - Destroys Haste Levl 125 - Destroys Sanctuary

As long as you remain evil, the "entroptic aura" skill will remain a source of destruction and decay for you.  It is an automatic skill, and requires no command to use.

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Blinding Flash

The spell of blinding flash focuses a small amount of its spell-caster's alignment energies into a tiny burst of light capable of blinding a single target.  The duration of the spell's affect is dependant upon the spell-caster's level.

Syntax: cast "blinding flash" <target>

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Protection Good

The spell of "protection good" shields you from the attacks of good beings.  Further, with it, an adventurer will also be somewhat shielded from the effects of good-aligned combat magic.

Syntax: cast "protection good" <target>

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Burning Hands

The spell of burning hands causes intense flames to blast out from a spell-caster's hands.  It can be used repeatedly while engaged in combat, or used to initiate combat.  The level of damage inflicted by the spell is dependant upon the spell-caster's level.

Syntax: cast "burning hands" <target>

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Disarm

In combat, sometimes it is possible to strike an opponent in such a way as to knock his weapon away.  The disarm skill, when used successfully, may force your opponent into unarmed combat, and may afford you the opportunity to put your opponent's primary weapon out of his reach for the rest of the battle.  This skill can only be used during combat, and its success is dependent upon your proficiency and upon the level of your opponent.  Also, certain spells, such as "death grip", may prevent successful disarming.

Syntax, in combat: disarm <target>

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Turn Undead

The "turn undead" skill has several possible effects, depending upon the alignment of those who use it.  If you are of a good or neutral nature, this skill is capable of destroying any undead or demonic creatures.  If you are of an evil nature, this skill is capable of charming an undead creature or demon, thereby making him your temporary servant.  In order to use this skill, you must be wearing a holy symbol of some sort.

A holy symbol is necessary in order to use certain faith-based skills or spells.  Any type of object can be a holy symbol.  A holy symbol's main function is simply to provide a focus for the energies of the faithful.  The "holy symbol" flag functions like any other object flag (i.e. "anti-evil", "glowing", "humming", etc), and with the assistance of an Immortal, any item can be made into a holy symbol and equipped.

The probability of success for turning the undead, as well as the period of time an undead will stay charmed, is dependant upon the level of the creature, as well as your own level and proficiency with the skill.

Syntax
(while wearing holy symbol)
turnundead <target>

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Shield Block

The "shield block" skill is used automatically if you have a shield equipped and if you are proficient in the skill.  Shield block enables you to deflect some attacks away from you through the use of your shield.

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FarSight

The farsight spell enables you to see a great distance in a particular direction, and to discern who is there.  Perfection in the casting of this spell will extend its range considerably, and will let you know how far away from you a being is.

Syntax: cast farsight <direction>

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Finger of God

"Finger of God" is a combat spell which calls upon the might of your God's touch to smite your opponent.  This spell can be used to initiate combat or used during combat as an additional form of attack.

Syntax: cast "finger of god" <victim>

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Envenom

It is possible for an experienced adventurer to coat certain items, such as weapons or consumables, with a deadly poison, harmful to anyone these items are, respectively, used upon or consumed by.  Placing poison on a weapon will add a temporary "poison" flag to that weapon's affects, and thereby poison anyone struck by the weapon, until the venom on it is used up.  Certain weapons with affects already added to them cannot be envenomed.  Adding poison to a piece of food or a drink causes anyone who consumes it to become poisoned (for the effects of poison, see "help poison").

Syntax: envenom <item>

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Haggle

The haggling skill affects the way in which you deal with the many merchants throughout the lands of Eternity's Trials.  Someone skilled in this art will fetch a better price for merchants' wares, both in items sold and in items bought.  Haggling occurs automatically, and as proficiency in the skill increases, so does the favor of the merchants.

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Meditation

Meditation allows you to recover mana and kai at a faster rate.  Like "fast healing", this is an automatic skill, requiring no command to use.  As proficiency in this skill increases, mana and kai will be recovered at a faster and more consistent rate.

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Wands, Staves, Scrolls, Potions

During your travels throughout the realm of Eternity's Trials, you may discover objects imbued with various magical properties.  For those not of the magic-using classes, these objects can be a very useful discovery.  In order to use some of these objects (with the exception of potions and scrolls), you must hold the object in your hand, activate it appropriately, and specify a target, which may include yourself.  The way to make proper use of each object is listed below.


    Wands: (while holding wand) zap <target>  
   Staves: (while holding staff) brandish
  Scrolls: recite <scroll name> <target>
  Potions: quaff <potion name>

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Empower

The empower spell surrounds its target with a field of power fueled by its spell-caster's alignment energies.  This field of empowerment increases the target's defensive capabilities at a level proportional to its spell-caster's level, and lasts for a length of time dependant upon its spell-caster's level.

Syntax: cast empower <target>

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DarkEdge

The spell of DarkEdge allows you to imbue the weapon you are wielding with evil energy, thereby increasing the amount of damage caused by the weapon.  While imbued with DarkEdge, a weapon will do more damage to all foes, but will harm those with a good nature the most severely.  Filling any weapon with this much power will reduce the overall stability of the weapon's materials, and so after a period of use, the weapon will often explode under the stress of containing this energy.  The amount of time a weapon can remain stable while imbued with DarkEdge is dependant upon the level of the spell-caster.

Syntax
(while wielding weapon)
cast darkedge

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Shield Bash

While involved in combat, it is sometimes possible to charge at your opponent and bash him with your shield.  This "shield bash" skill is very similar to that of bash, but it is automatic, and requires you to have a shield equipped.  Your strength, as well as your proficiency in the skill, will determine the success of such an attack, how often it occurs, and the amount of damage done by it.

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Flash Powder

By casting the "flash powder" spell on a being, you may be able to momentarily blind him with a powerful burst of light energy.  He may also attempt to flee from you due to the unexpected and intimidating nature of the spell.  The success of the spell depends upon your level and upon the level of your target.

Syntax: cast "flash powder" <target>

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Bash

In the midst of combat, a well-timed charge can send your opponent reeling.  The bash skill enables you to give your opponent a heavy shove between rounds of combat, sending them off balance and sometimes doing small amounts of damage.  Your strength as well as your proficiency in the skill play a major role in determining the effect that your bash may have on an opponent.

Syntax (while in combat): bash <target>

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Fourth Attack

Fourth attack, like the skills of second attack and third attack, enables you to possibly gain one more strike in each round of combat.  This extra attack will not always occur, but increasing your proficiency in the skill will increase the likeliness of its occurance.  This skill is automatic, requiring no command to use.

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Infected Wounds

The spell of 'Infected Wounds' causes the wounds on its target's body to become horribly infected.  Infected wounds lead to a decrease in strength and regeneration.  In severe cases, a victim, if not treated, will eventually lose all of his energy and die.  The only way to remove the affects of the spell is through magical cancellation of some sort (see "help cancel").  The strength and duration of the spell is dependant upon the level of the spell-caster, and in order for the spell to be cast successfully, the target must be wounded to a certain degree.

Syntax: cast "infected wounds" <target>

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Impale

During combat, skilled adventurers may find a chance to impale their opponents with a fierce strike, skewering them as they attempt to do battle.  This devastating attack can be attempted over and over throughout the course of a battle, and the results can be quite severe to an enemy with poor defenses.  The probability of a successful strike using this attack, as well as the damage incurred by the strike, are determined by the adventurer's proficiency at impaling and by his level, respectively.

Syntax (in combat): impale <target>

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Enhanced Damage

Over time, a seasoned adventurer will become more wise in the ways of combat, and learn more effective ways to injure an opponent.  The skill of "enhanced damage" increases the amount of damage a successful strike will cause.  As proficiency in this skill increases, so too does the chance that a strike will cause more grievous harm.  This is an automatic skill, and is taken into account during each round of combat.

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Rescue

During combat, if a member of your group is severely injured, you can rescue him by bringing the enemy's attention onto yourself.  Your proficiency in this skill determines the success that you are likely to have in diverting your enemy's attention away from the target.

Syntax (in combat): rescue <target>

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Word of Recall

The "word of recall" spell enables its caster to transport himself instantly to the temple altar in Greyhaven.  This spell functions much like "recall" would for those without a clan hall to be transported back to.  Those in a clan would be provided with an alternate "recall" location with this spell.

Syntax: cast "word of recall"

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Dark Ritual

The spell of dark ritual is one of the darkest of the dark magics.  In order to gain magical energy (mana), a spell-caster sacrifices blood, thereby depleting his own physical energy (hit points) for a magical boost.  The spell can only be cast upon one's self, and the proportion of energy lost versus mana gained can vary for each successful casting.

Syntax: cast "dark ritual"

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Critical Strike

Sometimes the amount of damage you do to an enemy is not a matter of how hard you strike them, but rather of where you strike them.  The skill of critical strike makes use of all of your combat experience, and allows the possibility for a random strike during combat which deals a devastating amount of damage to your opponent.  This is an automatic skill, and the probability of this strike occurring is dependent upon your proficiency in the skill.

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Demon Fire

The spell of demon fire causes the flames of Hell to leap from the spell-caster and consume the body of the spell's target.  This powerful combat spell can be cast repeatedly during combat, or used to initiate combat.  Occasionally, demon fire will curse a target as well (see "help curse"), with the intensity and duration of the curse dependant upon the level of the spell-caster.

Syntax: cast demonfire <target>

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Iron Grip

Adventurers highly skilled in the ways of battle treat their weapon as an extension of their own body.  With the spell of iron grip, it is possible to coat your weapon with a magical substance that makes it impossible to remove from your grip.  While affected by this spell, you cannot be disarmed, and due to the permanent nature of this spell, the only way to remove your weapon will be by casting remove curse (see "help remove curse") upon the affected weapon.  This spell can be used upon weapons only.

Syntax: cast "iron grip" <weapon>

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Pox

'Pox' is a high-level spell that inflicts its victim's mind with all the horrible symptoms of a terrible sickness without truly being ill.  The victim's strength will be significantly reduced for the duration of the spell, as well as their combat capabilities and defense against magic.  The level of effect this spell has upon all these factors in its victim is dependant upon the spell-caster's level.  Only through spell cancellation, eventual fading of the spell, or death, can the effects of 'Pox' be removed.

Syntax: cast pox <target>

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Death Grip

The spell of 'Death Grip' works much in the same way as 'Iron Grip', in that it coats the target item with a sticky substance that prevents it from being removed.  With 'Death Grip' however, the spell can be cast upon any type of item in your inventory, but its affects are temporary. While affected by this spell, your items cannot be stolen or removed by most skills or spells, and the affects of the spell will only die out through the use of the 'remove curse' spell, or after the spell's time period has elapsed.

Syntax: cast "death grip" <item>

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