View Full Version: Knights

Dark Isles > Rules, Regulations & How To's > Knights


Title: Knights
Description: Weapons, Skills, Armor, Gen. Info.


Derhlith - August 5, 2003 06:04 AM (GMT)
Knights:

Human Knights, in general, have a wide range of physical abilities. However, a Knight weighted down by armor is not nearly as flexible or fast as a Mage. However, a Mage has little strength compared to the trained Knight.

Humans, generally, have varying degrees of physical skill and prowess. Some are agile, others are not; some are strong, some are weak. A Knight may be strong, but he is less agile due to his armor. Knights have varying personality traits from person to person.

Knights are strong and skilled, they are concerned with honor and will go to great lengths to preserve it. They are driven by faith in their cause. Knights are skilled with weaponry, but specialize in weapons they can wield (swords, knives/daggers, maces, et cetera). When not weighted down by their armor, they are faster -- however, they are not that nimble due to always walking around weighted by armor.

They are intelligent, but can only become mildly proficient with magic.

Their tolerance to religion depends on the Knight in question, but that no matter what the Knight is concerned with achieving/maintaining honor

Paladins are more concerned with Religion than other types of Knights.

A Dwarven Knight would be slower than a human Knight by consequence. They're less agile, but due to their lack of statue, they are harder to hit in combat, and can withstand harder blows and take more damage due to their stocky, bulky build. They can be stronger than some Human Knights as well, though this is not necessarily typical.


Skills

Level 1
  • Brave Slash - A powerful cut that's performed by putting the sword at one side of the body, aiming the shoulder at the target leaving your body open to attack. Then, swinging your whole body, arms, and sword around in one powerful blow.
Level 2
  • Power Drive - Two-handed thrust that enfuses your sword with your element for possible extra damage.
  • (A)Single-Hand - Allows for one hand to be used in an attack without loss of damage.
Level 5
  • (A)Multiple Arms - Allows for another weapon to be equipped. Note that both weapons may not be used simultaneously without the p.skill Dual Wield. *1*
Level 7
  • (A)Sword Grasp - Allows you to catch a sword between your hands. You cannot have your weapon out when you do this, nor can the weapon your catching be infused with an element. (You Must Use This Attribute Like A Skill)
Level 10
  • Fallen Valor - A three hit combination attack only useable by Human Knights. Starting from a knelt position, the Knight swings their blade in a falling arc, followed by a rising arc from the other side of the body, then a two-handed stab quickly after.
    -OR-
  • Dwarven Heart - A three hit combination attack only useable by Dwarfish Knights. Starting from a crouched position, the Dwarf lunges forward into a horizontal attack (recessive hand-side ---> dominant-hand side ---if that makes sense---) then swings their axe back the other way (dominant ---> recessive). Then makes a leap into the air (5 or so feet is as high as a Dwarf can jump straight up) and cleaves down with their axe in both hands.
Level 12
  • Sheild Rush - Take your shield and aim it ahead of you, then rush through a hoard of enemies, slashing those on your sword-hand side as you pass. (Human Knight Only)
    ((If No Shield Is To Be Had - Then The Rush Is Made With The Shoulder, And The Rest Is The Same.))
    -OR-
  • Dash -n- Drop - Taking a long-shafted axe, dash through a group of enemies aiming the shaft out to either side, hitting the enemy in the shins or knees. As you spring through, they will all topple over, leaving them open to attack.
Level 14
  • Clarrion Call - Giving out a warshout boosts the morale of yourself and any knightly allies nearby for the duration of the battle. (One use per battle.)
Level 15
  • God's Prayer - Closes any minor wounds and revitalizes a single person. Can be used upon one's self if not too badly injured.
Weapons
  • Lvl1 - Hatchet (Dwarf Knight)
  • Lvl1 - Rapier
  • Lvl1 - Broadsword
  • Lvl1 - Buckler (Round Shield)
Head Armor
  • None For This Class
Hand Armor
  • Lvl1 - Leather Gloves
Body Armor
  • Lvl1 - Leather Breastplate
Leg Armor
  • Lvl1 - Leather Boots
Key:

*1*: On the Knight class, your first weapon is a Rapier (light sword) or a Broadsword (heavy sword). Then, when you get this skill, you may equip the other, a duplicate of the one you started with, or a shield. Knights will only be able to use swords or shields. You may not start out with just a shield, you must use a weapon. Dwarven Knights may not use Shields.
(A): This is an ATTRIBUTE. Attributes are any skills that aren't attacks. Most attributes you don't have to use, they're just there. There may be some Attributes that have to be used, and they will be marked so that you're made aware of that.

Derhlith - September 19, 2003 12:38 AM (GMT)
New Skill!!!


Knights At Level 10 Now Recieve A New Ability! "Fallen Valor!"
Dwarfs At Level 10 Now Recieve A New Ability! "Dwarven Heart!"

Derhlith - September 20, 2003 09:21 PM (GMT)
New Skill!!!


Knights At Level 12 Now Recieve A New Ability! "Shield Rush"
Dwarfs At Level 12 Now Recieve A New Ability! "Dash -n- Drop!"

Knights At Level 14 Now Recieve A New Ability! "Clarrion Call!"

Knights At Level 15 Now Recieve A New Ability! "God's Prayer!"




* Hosted for free by InvisionFree