Difference between revisions of "Dark Knight"

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-Levels 2-6 add bonus stats and weapon flags, level 7 unlocks a religion specific prog. 4-18-23
 
-Levels 2-6 add bonus stats and weapon flags, level 7 unlocks a religion specific prog. 4-18-23
 +
 +
-DKs and Demons cannot gain any progress with malform weapons or possession by killing blue <PK> targets. Gotta get those higher tier folks! 8-27-21
 +
 +
-DKs lose lightning bolt and chill touch. 7-25-21
 +
 +
-DKs can CLEAVE obelisks! Stop those pesky lightwalkers and their ways to gain a buff for awhile. 3-12-23

Latest revision as of 06:57, 8 October 2023

Dark-Knights are the embodiments of evil. They seek to spread pain and suffering to all, as well as reaping in the gains from a world that they have weakened. They have devoted their lives to the study of dark magic as well as physical combat, making them a formidable opponent to all. High level dark-knights who fail to role-play properly may be outcasted.

Available Classes:

Recommended:

These are available upon creation.

Avian, Demi-Giant (Fire), Demon, Drow, Half-Drow, Duergar, Faerie (Kaddar), Goblin, Human, Slith, Undead

Not Recommended:

These are not available upon creation, but can be converted to at any guildmaster by using the Guild command.

Illithid, Ogre,

Not Available:

These are not valid guilds, due to alignment restrictions.

Aquai, Demi-Giant (Hill), Demi-Giant (Storm), Dwarf, Elf, Half-Elf, Faerie (Ylsae), Gnome, Halfling, Minotaur, Panthera

Level Skills Spells
1 axe dagger magic missile
flail mace
polearm shield block
spear sword
whip butcher
two handed forage
prune fishing
3 dirt kicking
5 enhanced damage
6 parry cure light poison
7 second attack fast healing
8 haggle curse
9 kick invisibility protection
10 detect invis
11 disarm
14 hand to hand
15 bash trip veil of darkness
meditation
16 shield disarm energy drain
17 dual wield
18 third attack
21 summon
22 silence
23 dodge
25 cleave dispel good plague
unholy strength
27 fireball
29 harm iceball
30 extort
38 charm person harden defense
43 malform weapon
45 soul transfer
47 magic strike

Changelog

-Malform Weapon Rework

-Malform starts at level 1 on cast and caps at level 7.

-Malform no longer alters the average damage of the weapon.

-Malform keeps weapon material, damage noun, and flags (bonus stats like hitroll etc are cleared)

-A dark-knight can ONLY have 1 malform at any given time.

-Malforms begin with rare, nodrop, meltdrop, nosac, burnproof, and dk only flags.

-Malform progression is linear, 1 kill/cast increases the level by 1.

-Malform can be recast on an weapon to increase the level.

-Malform resets to level 1 if the DK dies.

-Soul transfer drops the malform level by half rounded up.

-Unique weapons cannot be malformed.

-Levels 2-6 add bonus stats and weapon flags, level 7 unlocks a religion specific prog. 4-18-23

-DKs and Demons cannot gain any progress with malform weapons or possession by killing blue <PK> targets. Gotta get those higher tier folks! 8-27-21

-DKs lose lightning bolt and chill touch. 7-25-21

-DKs can CLEAVE obelisks! Stop those pesky lightwalkers and their ways to gain a buff for awhile. 3-12-23