Dark Knight
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.
Contents
[hide]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.
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
ExpandDark-Knight Titles |
Level | Skills | ExpandSpells |
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