Dark Knight Skills

Dark Knights possess three skills in keeping
with their abilities as a Knight. They have an
attack skill, and two weapons related skills.

Massacre + Fix + Judge





Skill: Massacre
Usage: massacre < target >
Cost : [varies]
Minimum Level: 80th (overall)
Ratings: Pathetic, Weak, Poor, Average, Good, Very Good, Extremely Good, Superb, Marvelous, Excellent, Heroic, Super-Heroic, Invincible

Massacre allows you to apply your skill in fighting.combat.special to apply a devastating attack with a sharp or blunt weapon.

Massacre is a special attack that can (with the right weapons, etc.) dish out up to 8 combat attacks (melee). Using two one-handed weapons is best for a top massacre. Get good weapons, your choice affects your massacre's effectiveness. Massacre depends a lot on special, some on sharp, and a lot on Strength. Most likely, if you have high strength and an overmaxxed special, you will end with a Heroic or Super-Heroic massacre. Invincible is what you get when you are Dark Mighted (19 str) or potioned up.

Syntax: judge < something > [against < something >]

The judge command is used to see how good weapons and armours are and to compare them against each other. It uses your skill in general.evaluating to see what degree you can tell two weapons apart (and how nasty they are). For fun and enjoyment try 'judge all against all' someday.

The levels of an armour/weapon judgement are: exceptional, excellent, very good, pretty good, good, okay, fair, poor, pretty poor, very poor, terrible

Example:

> judge knife
The knife is terrible at hitting.
The knife is terrible at doing damage.

As a Knight, one is trained to judge the effectiveness of weapons and recognize whether a weapon is worth using or not. A DK has a fair judge ability in evaluating (DKs is 150, although not as good as that of a Fighter or Warrior who have 300 some). You will however be able to sort through most weapons and judge their usefulness in comparison to other weapons.

Syntax: fix < objects >

This command allows you to fix up damaged weapons and armours. Using weapons and armours in combat deteriorates their condition. Using this command you can fix up the armour or weapon's condition so that it gives you more protection or does more damage again. It costs you 10 copper pieces per point of condition you fix and you need to do it in a smithy. You can only fix a weapon or armour so far above its minimun condition it has ever achieved. Certain weapons or armours need a minimum skill in general.smithing that you must obtain before you can fix them. The higher your level in general.smithing the better you can fix weapons too. I wish to also note that damage to weapons and armours also affects any enchants on them, so you should renew them by going to another magic-user.

Examples:
> fix sword
You fix up a long sword and it costs you 6 silver pieces.

In keeping with the DKs self-sufficiency, they have been taught the ability to repair and fix their own weapons as all Knights should know how their weapons and armours work in order to understand their usefulness more. Again, like the judge command, DKs' smithing ability is good but not as good when compared to that of Fighters and Warriors, the guilds solely devoted to fighting and weaponry, etc. But the fix command works for all the guild armour and most of the miscellaneous armour you will find in the Realms. All fixing must be done in a smithy and will cost you money. Don't let NPCs repair your stuff. They can break them. Fixing damages enchants slightly by the way and level to fix usually is close to save level.


~ The Castle ~


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Comments, questions?
This page recreated 15 August 1999.
This page modified 15 August 1999.
Created by Vireyda

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