Dark Knights

Welcome to the Dark Knights.
DKS - The ultimate organization of evil, the Hylarean army and guard.
We are all that stands between the imperalistic elves and arrogant Severanites.



Directions + Rearranging + Guild Map + Guild Equipment + The Dark Trinity + Tips & More





Directions

The Dark Knights' Castle is in the center of Hylar, the city of evil west of Lirath. From the South Gate of Hylar, go all north into the Castle to the Altar Room. Then type 'worship altar'.

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Rearranging

The Dark Knights are a fighting guild with magical abilities. They have healing, offensive, and defensive powers. Thus, they are a very well-rounded guild. However, they also require well-rounded individuals.

To join the Dark Knights, you must be strong and intelligent. Therefore, you shall require Intelligence and Strength in the 18s. As a Knight you should also be hearty and sturdy. Be as high in constitution as you can. There are racial maximums to stats now.

My suggestions for minumum stats are: 18 (18/20 preferable) Str, racial maxxed Int, 18/20+ Con. Dexterity is a nice skill for motor coordination, sailing, etc. and should be as high as possible but remember..it is not vital. Wisdom is useless to us. You can go for a higher Intelligence rather than Strength because Dark Knights do receive a Strength spell, Dark Might, that maxxes our strength at 19. Strength also determines your gps amount as does Intelligence. For lower levels, a high Strength can also mean more gps and encumbrance so if you want to the go the route of high str it is alright, but I wouldn't advise it with such a good Dark Might spell.

Do remember though, that you have the option of +3 permanent additions to your stats through the three stat quests available and that when rearranging, races do have stat caps. Also remember, that there are many statboosting items such as Ring of Power, Ring of Speed, the Demonic Cloak, Opal Ring, Sapphire Bracers, the Necklace of Horns, and stat potions.

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Guild Map

Image of Guild Map

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Guild Equipment

The vast majority of the Guild Equipment saves at level 25. The Sword of Night and the Black Plate Armour saves around 40. The last items to save are the Shadow Axes which save at level 81. The DK's weapons and armours are fairly effective and good to use. The Black Amulet serves as a pendant armour, but also tests the alignment of people and monsters (Cold is evil, hot is good). To learn more about the Dark Knight's Guild Equipment and other armours and weapons, visit the Armoury and Smithy.

Armours:

Black Surcoat with a Red Wyvern for 1 gold and 3 silver coins.
Black Splint Mail for 3 platinum and 5 silver coins.
Black Leather Jerkin for 1 gold coin.
Great Helm of Darkness for 1 platinum and 1 gold coins.
Gauntlets of Darkness for 1 gold and 3 silver coins.
Hunter's Cloak for 4 gold and 3 silver coins.
Shield of Darkness for 5 platinum and 7 silver coins.
Black Knight's Ring for 2 gold and 4 silver coins.
Black Amulet for 6 silver and 3 brass coins.
Ebony Bracers for 1 platinum and 3 silver coins.
Black Plate Armour for 27 platinum and 1 silver coins.
Black Metal Boots for 4 gold and 3 silver coins.
Black Greaves for 1 platinum and 1 silver coins.

Weapons:

Ten Inch Jagged, Black Daizo Knife for 3 platinum and 3 gold coins.
Sword of Night for 8 platinum coins.
Shadow Axe for 10 platinum and 2 gold coins.
Blade of Fear for 5 platinum and 1 gold coins.
Hell Mace for ???

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The Dark Trinity

The Dark Trinity has been disbanded now.

The Dark Trinity was an informal yet almost written in blood allegiance between ShadowThieves, Occultists, and Dark Knights - the trinity of occult users on the Realms. However, this semi-formal org was disbanded by the GMS of the guilds for many reasons. The STs in particular felt constrained by this alliance, since they were prohibited from stealing from DKs and Occs. Occs provided enchants/shields and DKs had brute forc, fixes and Regenerates. However, there are different thematic views each had of evil that have altered the 'form' of their guild. Thus these guilds could no longer officially keep the DT board since it became an outlet of constant discontent with our unity.

Therefore, to the newbie DK, I say this. Aid the Occultist that asks you for something, you will often need their superior shields and on occasion their interesting enchant (Demonic). But beware the ST. Some still hold to the DT strictures of not stealing from their kin in the occult, but many rejoice in the fact they can steal from the constantly visible and rich Dark Knights. Beware, but be honorable.

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Tips & More

Alas, I have not placed many tips up as of yet.

Kill good things early on so that your align is very evil and your spells become more effective. As you gain in level, curing alignment is much harder. Alignment affects the power of all our spells. Once you are malevolent (old start of auie) you will have pretty much the strongest shield you get (50%), a good regenerate, and decent fear.

Remember to try to always speak cant of evil (the language you learn upon entry to DKs) on the guild channel. ALWAYS post in cant on the DK guildboard. We have Trolls and Drow (blech) that can't speak common.

The DK castle has some mysteries to it such as the Hall of Legends, the Helm of Severan quest, etc. However, these are highly dangerous so don't wander around. There are Ankylls which are autoers in the Castle and they hit extremely hard. There is a great source of Xp in the moat of the Castle (The Fish).

Some aliases that I use are:

    alias k kill
    alias gui guild /cant of evil/
    alias df cast damage field weapons
    alias ss cast steelskin me
    alias re cast regenerate $*$
    alias dm cast dark might me (I carry a Dragon's Egg or Star Gem to cast)
    alias ds cast dark shield $*$
    alias de cast destroy $*$
    alias f cast fear $*$
    alias m massacre $*$
    alias wk wyvern kill $*$
    alias wd wyvern dive $*$
    alias pb cast powerbolt $*$
    alias dl cast darklight $*$
    nickname wy wyvern
    alias wf wyvern follow
    alias wp wyvern protect
    alias ws wyvern sheet
    alias qq summon wyvern;ds wyvern;re wyvern;mount wyvern;wf alias wdi wyvern dismiss
    alias j k $*$;wd $*$;f $*$;m $*$;de $*$
If you are strapped for money, you could ask an ST. Some will help, many will not. Remember though, that when you receive help (no matter from whom) there is always a price. Occultists will often provide free Demonic (Unholy) enchants for free. This enchant is good on weapons you can't save. It adds an acid attack. For weapons you can save though, I'd choose the Blazing of a Pyro or the Glowing (empower) of a Psion.

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~ The Castle ~


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Comments, questions?
This page recreated 20 June 1999.
This page modified 18 January 2000.
Created by Vireyda

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