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Dark-Knight

Dark-Knight History

During the period of Alliances, uprisings and power struggles between the forces of evil and all others, leaving death and destruction in its wake. An evil group that had forsaken their guilds, named the Eternal Army, ruled the lands by combining rigorous physical and magical training with a strong central leadership that drew from the combined powers of all its members. As their wrath raged across Thera, they pillaged and destroyed anything in their path that would be unable to stop them, spreading pain and suffering to all, and reaped in the gains from the world as it weakened.

Annihilated by the arrival of the paladins, they were forced into retreat. Hunted down wherever they hid, the Eternal Army was broken up, only the most wily and powerful soldiers of its organisation managing to survive. With their central command destroyed, the army was finished, but the legacy of its knowledge remained. In retreat, the last general swore an oath with Kallomar, that he may give his soul for strength beyond measure, and a new army that would match any force in Thera. As their numbers grew once more, a new guildhall was created, the guild of the dark-knights. Resembling the army of the olden days, but with tactics more adapted to the threat of the paladins, a new, even deadlier era of intimidation had arisen.

Fighting Style

Dark-knights are the embodiments of evil. Harbingers of death, they seek to torture and destroy all, and seize wealth for their own. They devote their lives to the study of both dark magic and physical combat, giving them the versatility to match many enemies. Their contempt for the Light is especially powerful. Learning a vast array of plagues, the ability to hurl deadly balls of ice and fire, and retaining the warrior's capability of controlling the flow of combat with stunning blows, the dark-knight is a formidable foe to all.

Dark-knights who fail to roleplay properly may be outcasted.

Dark-Knight Abilities

Skills:

Level 1: Axe Dagger
Flail Mace
Polearm Shield Block
Spear Sword
Whip Scrolls
Wands
Level 3: Dirt Kicking
Level 4: Unholy Armor
Level 5: Enhanced Damage
Level 6: Parry
Level 7: Second Attack Fast Healing
Level 8: Haggle
Level 9: Kick
Level 11: Disarm
Level 14: Hand To Hand
Level 15: Bash Trip
Meditation
Level 16: Shield Disarm
Level 17: Dual Wield
Level 18: Third Attack
Level 20: Lore Charge
Level 24: Set Parry
Level 36: Strike of Pain

Spells:

Level 1: Magic Missile
Level 3: Chill Touch
Level 5: Detect Good
Level 6: Cure Light Poison
Level 8: Curse
Level 9: Invisibility Protection
Level 10: Detect Invis
Level 13: Lightning Bolt
Level 16: Energy Drain
Level 21: Summon
Level 22: Silence
Level 25: Dispel Good Plague
Unholy Strength
Level 26: Curse Weapon
Level 27: Fireball
Level 29: Harm Iceball
Level 38: Charm Person

Tips:

  • Dark-knights don't fight well flying, so consider investing trains into movement.
  • Stay out of inferior combat style matchups, to avoid getting hobbled.
  • Use 'summon' to maintain a surplus of purple potions.
  • Focus on improving DAMROLL and SAVES, dark-knights use physical force, but must be wary of spells like wrath due to their evil alignment.
  • Judicious usage of cure light can quickly turn around a bad situation.
  • Spells like blindness can be used to pick off people who aren't protected against maledictive.
  • 'Charm person' adds a lot of physical damage to the dark-knight offense.
  • Fireball is an extremely dangerous spell.
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    Classes
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