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Dark Knight
Skills & Spells
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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
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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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