Chaos - Skill Lists - Knight
Oct. 27th, 2005 03:04 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
note: banzai is +100 ac, -35 hr capped
Knight
(101) heal (110) challenge ^^ (120) refuge (130) campaign ** (no switch from knight) (140) holy aid (+hr, target spell) (150) crusade ** (+dr, group spell) (160) blessed armor (-AC) (170) shield of honor (180) fourth attack ^ (190) impale ^^ (200) cavalry aid * (210) expert parry ** (220) fifth attack ^ (230) improved refuge * (sanc equiv) (240) dash ^* (1 round stun) (250) quick thrust ^^ (260) holy sacrifice (270) tactician * (can toggle in middle of fight) (280) cover * (290) strength of one * (+hr, group spell) (300) forge armor (not as good as enhance) (310) divine healing ** (~700 hp heal, 1 round lag) (320) blessing justice (-AC) (330) cleansing thrust ^^ (norms go up to annihilates, ults go up to vanquishes) (340) summon page ** (350) deflect attacks (360) piety * (+1 luck) (370) steed mastery (380) courage of lionheart ^ (390) undying faith (400) riposte (410) token of honor (svs mod) (420) iron grip (430) virtue of purity * (440) master rescue ** (450) vengence (460) virtue of discipline * (470) call of avalon ** (480) rosario impale ^^ (490) divine intervention ** (debuff: hr -55, ac +125) (500) formation * 'HEAL' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast heal <character> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This spell heals wounds on the target character. Without argument the caster heals themselves. <Disciple> 36 <Monk> 49 <Knight> 101 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'CHALLENGE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: challenge <victim> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Knights are people of honor who live their life by a strict code of knowing what is right and wrong. With the strong belief that what they are doing is right and their enemy must be wrong, they have gained the ability to launch a challenge attack. This attack shatters their opponent, and in rare cases they perform an ultimate challenge for additional damage. <Knight> 110 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'REFUGE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast refuge \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This spell reduces the effectiveness of any blow taken from an enemy. This spell is not cumulative with SANCTUARY or IMPROVED REFUGE. The duration of this spell increases with the caster's level. <Disciple> 21 <Monk> 60 <Knight> 120 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'CAMPAIGN' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'campaign' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ With this spell the Knight starts on a campaign to eradicate evil from the land. As he has a goal in mind he becomes more focused on attaining that goal and so is not slowed down as much when taking blows on the body as the blows now do less damage than they normally would. Another benefit of the campaign is that mobs are unable to switch from the valiant knight due to the knight's valor. <Knight> 130 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'HOLY AID' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'holy aid' <target> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This spell allows the Knight access to the holy power of their Lord, improving their ability to successfully hit the opponent during battle as well as being able to deflect spells cast against them. <Knight> 140 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'CRUSADE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast crusade \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This spell affects the Knight's group, exciting them into a battle frenzy and making them more willing to deal greater damage against their foes. <Knight> 150 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'BLESSED ARMOR' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'blessed armor' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This spell adds strength to the armor of the Knight, serving as a potent deterrent to attacks from enemies. <Knight> 160 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'SHIELD OF HONOR' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'shield of honor' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This powerful spell allows a Knight to call upon their chosen deity and summon a truly potent shield. The shield's life is limited. <Knight> 170 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'FOURTH ATTACK' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This skill lets you attack four times during a combat round. You can practice FOURTH ATTACK before you have mastered THIRD ATTACK or SECOND ATTACK, although it isn't efficient to do so. Use of this skill is automatic once you have practiced it. <Monk> 55 <Barbarian> 130 <Knight> 180 <Ranger> 210 <Reaver> 290 <Ninja> 320 <Shaman> 430 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'IMPALE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: impale <victim> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ A skilled Knight has learned to use his lance to great effect. Impale allows the Knight to step back and viciously drive his lance through the torso of his opponent. <Knight> 190 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'CAVALRY AID' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'cavalry aid' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ As Knights progress on their journey of virtue, they are given the power to call a mighty warhorse to serve them. While mounted, the Knight is better able to avoid opponents and harder to take down than a foot soldier. <Knight> 200 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'EXPERT PARRY' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ As a Knight or Pugilist reach a turning point in their career, they gain further knowledge in the art of combat. Blows that might have reached them now often fall short as they are deflected by their dancing movement. <Knight> 210 <Pugilist> 250 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'FIFTH ATTACK' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This skill gives you a chance of having up to 5 attacks in a single round. It can be used independent of the other attacks skills. <Monk> 85 <Knight> 220 <Barbarian> 280 <Reaver> 360 <Ninja> 370 <Ranger> 400 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'IMPROVED REFUGE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'improved refuge' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This spell greatly increases the player's ability to deflect blows from the attacker. This spell is not cumulative with SANCTUARY or REFUGE. The duration of this spell increases with the caster's level. <Knight> 230 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'DASH' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: dash <victim> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Having had a shield of honor for a while now the Knight has started to practice some new moves with it. One of these moves deals a quick blow to the opponent during battle which leaves the enemy dazed and confused for a short period of time disabling them from attacking with hand to hand combat. <Knight> 240 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'QUICK THRUST' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: quick <victim> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ After mastering this skill, a Knight learns to use his lance more efficiently, and most importantly, more quickly. With quick thrust, great damage is delivered onto his opponent and because of the speed involved in the attack, a skilled Knight will occasionally score an additional hit before his enemy can react. <Knight> 250 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'HOLY SACRIFICE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'holy sacrifice' <target> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Knights offer themselves willingly as sacrifice for the lives of others. With this spell, they offer their very life force to the target of his choice, transferring their energy to that of his target. Full sacrifice is not allowed, for the life of the Knight itself is important to his Gods, and they will not be able to drain themselves completely with this spell. <Knight> 260 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'TACTICIAN' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: tactician \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ An experienced Knight uses both wits and brawn to defeat his foes. A Knight using tactician has studied the ways in which his opponents fight and will often see a weakness in his enemy's fighting style. This will often allow the Knight an additional hit in each round of combat as well as making them harder to hit. <Knight> 270 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'COVER' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cover <target> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Using this skill, a brave and skilled Knight can protect another individual in their party from receiving damage during battle by using their own body as a barrier between the potential victim and their enemy. <Knight> 280 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'STRENGTH OF ONE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'strength of one' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ A Knight's discipline allows them to display true leadership skills. With strength of one, the power of the group increases as it works with true cohesiveness. <Knight> 290 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'FORGE ARMOR' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'forge armor' <item> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Forge armor allows the user to imbue standard armor with greater potency than it would normally have. The armor is enchanted to make the armor less restrictive on movement, thus resulting in a slightly higher chance to hit an opponent. This process causes the armor to be wearable only by the Knight who forged it. <Knight> 300 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'DIVINE HEALING' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'divine healing' <target> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ As a Knight continues their path of righteousness, their piety grants them the power of harnessing the energies of virtue to heal mortal wounds. <Knight> 310 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'BLESSING JUSTICE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'blessing justice' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ As a Knight continues along their path of upholding justice their gods have decided to bestow a blessing on them. This blessing gives the Knight the resolve to carry on with their cause. This blessing also rewards them by making them harder to hit in battle. <Knight> 320 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'CLEANSING THRUST' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cleansing <victim> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ With this skill, the Knight raises their lance to the heavens and calls upon their deity with fervor. As the lance descends towards their foe, it glows with an unearthly light, attempting to rend the opponents soul from it's mortal body. <Knight> 330 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'SUMMON PAGE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'summon page' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ With this spell, the Knight calls upon their trusty page to repair and oil all the equipment that they are using. <Knight> 340 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'DEFLECT ATTACKS' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: deflect \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ With this skill, the Knight gains a valuable lesson in trade. The Knight gives up one attack and in return, is able to successfully deflect one attack from the enemy. <Knight> 350 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'PIETY' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'piety' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Piety is any Templar or Knight's way of life, but for some it is also a source of aid and protection in combat. The magic that draws upon the piety of a soldier's faith to help them land their blows with greater accuracy as well as avoid the attacks of their foes. <Knight> 360 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'STEED MASTERY' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Over time a Knight learns to master the riding of his steed while engaged in combat. With this mastery comes more time to concentrate on attacking and as a result the Knight is able to get one more hand to hand attack in each round. <Knight> 370 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'COURAGE OF LIONHEART' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ A Knight, who is nearing completion of his journey, displays true courage and expertise in his combat ability. Courage of lionheart is a gift bestowed by the Knight's deity which allows him to strike with greater ferocity. Knights will no longer call upon their deities to save them from death during combat for fear of the shame that it will bring. <Knight> 380 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'UNDYING FAITH' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Only after long practice can Knights summon a shield that is truly reliable and doesn't fade off the mortal plane. This skill allows the Knight to bond with the shield he creates, allowing it to stay with him forever. <Knight> 390 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'RIPOSTE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ As a Knight increases in combat proficiency, they learn the value of using their opponents' momentum against themselves. Any hit in HtH combat to a Knight has the chance of being returned onto the attacker, often with much greater zeal. <Knight> 400 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'TOKEN OF HONOR' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: cast 'token of honor' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Knights are renown for their commitment to upholding the virtue of the members of the nobility. These individuals often grant the Knight a small token of their honor to be worn proudly by their champion. This token causes a Knight to become more inspired in his cause and thereby be able to better resist the effects of malignant magics. <Knight> 410 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'IRON GRIP' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ A Knight with this skill has learned to recognize the tactics of some dishonorable professions. As a result, any attempt to disarm the Knight will end in utter failure. <Knight> 420 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'VIRTUE OF PURITY' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ A Knight that displays their true willingness to fight as an arm of their deity is granted the power to prevent poison and pestilence from coursing through their veins during their travels. <Knight> 430 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'MASTER RESCUE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: rescue all \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Firmly believing in the powers of their deity to protect them, the Knight attempts to rescue their entire party from the attack of all monsters during battle. The monsters will lose interest in other members of the party and will switch to the Knight for a greater challenge. <Knight> 440 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'VENGENCE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ When a Knight dies, their party is enraged and executes a united revenge attack upon the monster that defeated the valiant Knight. <Knight> 450 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'VIRTUE OF DISCIPLINE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Such is the Knight's discipline that they will rarely, if ever, fail in casting their spells. <Knight> 460 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'CALL OF AVALON' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ At times during their travels, the footsore Knight will hear the call of Avalon and energy will course through their body, healing their wounds. <Knight> 470 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'ROSARIO IMPALE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: rosario <victim> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This is a true example of the skills of a Knight. The Knight forms a magical cross over their head and uses its powers to score a potent hit on their enemy. If lucky, this skill can be followed by a furious attack pattern. <Knight> 480 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'DIVINE INTERVENTION' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ In times of great stress and against formidable foes, the Knight may receive aid from their deity and find their blows hit harder and more successfully than previously. <Knight> 490 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'FORMATION' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ When the Knight puts their group in a battle formation, enemies will find it harder to follow their own plans, and the battle will tend to go by the Knight's scenario. The result is that mobs will find it harder to switch from the group leader to any other party member when the Knight is leading the group. <Knight> 500 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'DIVINE SUSTENANCE' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: AUTOMATIC \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Those who have proven their greatness through years of battles and thousands of slain enemies are not unnoticed by the powers above. The bravest of them are granted the divine sustenance. When in desperate need of food or drink, you will no longer be left to suffer from hunger or thirst- the chaotic forces of the land will satisfy your needs. <All> 520 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 'BOND ITEM' \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Syntax: bond <object> \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This skill allows you to bond with any of your items. The item will become owner-flagged and only you will be able to use it. <All> 540 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\