Knight Guild powers



INF Files


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Technique Name: Consider


SP Cost: 10
Syntax: consider
Skills used: none
Description:
As a knight you are keen to the knowledge of others and their abilities in combat. By looking them over and the way they handle themselves you can determine their strength and power as opposed to your own. While not entirely accurate, this technique can give you a good starting point in determining whether or not you should fight someone.

Technique Name: Salute


SP Cost: 10
Syntax: salute
salute setupall
salute setuptarget
salute target
salute remove all
salute remove target
salute remove both
Skills used: None
Description:
The first order of honor and discipline for a new soldier is the ability to salute fellow knights. This honorable and disciplined action is done with crispness and respect. The way the salute works is threefold. In the most basic case a knight will salute and the standard salute will be done to all other knights in the area or if you target someone the standard targetted definition will only be focused on that target. The second option is to setup a personalized salute which will happen every time you use salute. This will show you saluting every other knight in the room with your personalized salute. The third option is to setup a personalized salute for targets. In this case you will salute a target and your personalized target definition will be shown. The remove option allows you to remove your personalized settings for target, all, or both. This will make your salute default to the standard. EXAMPLES ------
-- With the command: salute
setupall by snapping his heels together and pounding his right fist over his heart.
You see:
Andrew salutes members of the garrison by snapping his heels together and pounding his right fist over his heart.
With the command: salute
setuptarget with respect and crisp movement of his left arm.
You see:
Andrew salutes you with respect and crisp movement of his left arm.
NOTE: Care should be taken to ensure that your definitions fall under the guidelines of the guild and genre of the game. Abuse of this command will get you removed from the guild.

Technique Name: Feast


SP Cost: Variant, depends on the food
Syntax: feast
Skills used: mental focus
Description:
Trained in body and mind, you have learned that mind over body is sometimes needed in dangerous situations. When you are full and cannot eat anymore, this is the time that a knight must feast and eat even though the stomach protests. How much you can eat after you are full is based on your level and mental skill. Be aware that feasting will take you that much longer to be able to eat again. In other words, if you are full and eat a steak, you must wait for that steak to digest to even be merely full again. Sometimes a knight must go and rest for awhile after feasting.

Technique Name: Slash


SP Cost: 30
Syntax: slash
Skills used: combat weapons, combat martial
Description:
The slash is the most basic of knight offensive skills, however, it is the quickest and can become quite damaging as your skills and level increase. The slash is a quick underhanded cut to the torso of your enemy causing distraction and pain. The damage you inflict is based on your skills and level and the armour of your enemy.

Technique Name: Focus


SP Cost: 40
Syntax: focus
Skills used: combat martial, combat tactics, mental focus
Description:
Many knights have learned to concentrate in battle and this ability gives you added power in your attacks. As you bring your focus on your fighting abilities to a greater degree, you will increase the amount of damage you inflict on your opponent. Focus is another key to a knight being successful in combat and the duration of your focus as well as the power of the focus is dependent upon your skills and level.

Technique Name: Stun


SP Cost: 25
Syntax: stun
Skills used: combat attack, combat armor
Description:
The stun is a method for the knight to knock a foe to the ground and stop them from fighting. When successful your enemy will be debilitated for a few combat rounds while you will be free to punish them. The stun in its basic form uses your forearms to knock your foe senseless and is less damaging than the powerful shield stun, but is effective based on your skills and level and those of your target. (It is actually better than shield stun as shield stun is broken)

Technique Name: Target


SP Cost: 2 per round
Syntax: target
Skills used: combat martial, combat tactics, mental focus
Description:
The ability to focus on an enemy is the tactic of a skilled knight of the realm. Targetting a foe is a method of removing the most dangerous enemies first and can help in a battle. This ability will focus your weapon or unarmed attacks directly against a specific foe. If something is protecting the enemy you attempt to target, it is likely that you will be forced to go through the protector first. Use the command "target off" to stop targeting your enemy. Target lasts as many rounds as you have levels or until you run out of energy.

Technique Name: Grip Weapon


SP Cost: 50
Coin Cost: 5,000
Syntax: gripweapon
Skills used: merchant forge, merchant repair, combat weapons
Description:
Knowledge of weapons and how to improve them is a specialty of the knights of the Kingdom. Similar to those other weapon and armour enhancing techniques like oiling armour and sharpening weapons when you add a stronger grip to a weapon you will increase its effectiveness in battle. The better the grip and handle the more powerful the weapon will become and the more damage you will be able to deliver to those that oppose you. The quality of the grip and success is dependent upon your skills and level while failure may result in the weapon being destroyed. The cost of materials for this is 5,000 coppers.

Technique Name: Assist


SP Cost: 20
Syntax: assist
Skills used: thief dodge
Description:
Assisting another adventurer when they are too tired or weak to move on their own is a staple of the honorable knight. With your strength and endurance you are able to transfer your endurance to them assisting them in moving. The amount of endurance the person you are assisting receives is based on your skills. You must have enough endurance to assist your target.

Technique Name: Double Cut


SP Cost: 40
Syntax: doublecut
Skills used: combat attack, combat weapons
Description:
The double cut is a method of quickly using both your primary and secondary weapons a second time in the same combat round. This fast maneuver could be the difference between winning or losing a battle. The effectiveness and extra damage done during this attack is based on your skills and level. Doublecut is only possible while engaged in combat.

SP Cost: 45
Syntax: charge
Skills used: combat attack, combat tactics, mental focus
Description:
One of the most well known ways of a knight to enter into battle is in the form of a charge. Charging in battle is a grand thing as challenges and warcries begin the style and culminate into a massive series of blows. This technique becomes an attempt to drive the opponent into submission. While this skill takes much longer than most to accomplish, giving the victim a chance to escape, the resulting bone jarring crunch at the end of the charge can make the attack worthwhile. The amount of damage and debilitation to your victim is based on your skills and level and that of your target.

Technique name: Invigor


Syntax: invigor
Skills used: combat tactics, mental focus
Description:
A higher form of assist is when a knight can invigor another with health, energy, and endurance. This is done by studying the terrain and your target. Knowing the terrain helps to determine the amount of endurance the target will need. Studying your target will give you insight on the best way to invigor them. This technique can be useful when you are with someone who is weakened or lacks the endurance that you or others in your group may have. The amount of assistance you provide is based on your skills and level and how well you understand the area and your targets strengths.

Technique Name: Barricade


SP Cost: 50
Syntax: barricade
Skills used: combat defense, merchant repair, merchant forge combat armor
Description:
The building of a barricade is a difficult and time consuming effort for anyone, but a knight has the skill and strength necessary to block a direction with the use of the powerful barricade. These large wall like structures are built as a quick defensive position mostly used during invasions or assaults on key locations. The strength, duration, and power of a barricade is based on the skills and level of the knight who erects it.

Technique Name: Inspire


SP Cost: 30
Syntax: inspire
Skills used: mental focus, combat tactics
Description:
The ability for a knight to inspire others toward better skills in battle is something expected of you. Inspiring others who you lead or command is the key to bolstering strength and ability from others. By inspiring your target you can enhance their fighting abilities and make them considerably more deadly. How deadly is based on your skills and your level.

Technique Name: Challenge


SP Cost: 40
Syntax: challenge
Skills used: mental focus, combat martial, combat tactics
Description:
Issuing a challenge to an opponent is the basis of an honorable combat in the minds of most knights. The finesse and style in which the challenge is given can be awe inspiring to one watching the interaction. By challenging your target you will commit them to engage you in fair combat and on success the target will initiate combat against you, striking first. This can sometimes avoid the embarrassing court appearances when someone claims that the battle was less than honorably started. Note: This ability only works against NPCs.

Technique Name: Parry


SP Cost: 50
Syntax: parry
Skills used: combat defense, combat martial, combat weapons, combat tactics
Description:
Learned in the beginnings of your knighthood the parry is the most basic yet important of the defensive tactics. Almost second nature in its style, the parry is a p owerful ability that allows you to thwart attacks, turning them aside and lowering the damage they do against you. Effective parrying can keep the most severe attacks from becoming debilitating and when used properly with timing during battle the parry can be a lasting style to protect you. The full duration and protection of the parry is based on your skills and level.

Technique Name: Rush


SP Cost: 60
Syntax: rush
Skills used: combat tactics, combat martial, combat weapons
Description:
Preparing and rushing a foe can be painful to them and with the right shield and skills even fatal. The powerful rush takes some time to prepare and cannot be administered often, but it is one of the more powerful knight techniques. Your foe must be present prior to the actual rush, and you must have a shield to slam into your target. The severity of the rush is based on your skills and the shield you hold as well as the skills and armour of your opponent.

Technique Name: Observe


SP Cost: 35
Syntax: observe
observe attack
Skills used: combat tactics, combat defense
Description:
While not as powerful as the study, the observe is a shorter and quicker version, allowing you to quietly watch your target and when ready attack them with more power than normal. The observe does not require full concentration and can allow you to punish your victim effectively. The power of your observe is based on your skills. When you are done observing your target you can start your special attack with: observe attack. If you target has left or is dead your observe will be wasted. The observe cannot be initiated during combat.

Technique Name: knight Order


SP Cost: 10
Syntax: fighterorder
Skills used: None
Description:
Sometimes an officer must issue orders during battle to keep those who are fighting aware of actions to be taken. It can be to call for a retreat or call for more agression or other order. The order is heard both in the room of the knight and surrounding rooms.

Technique Name: Behead


SP Cost: 25
Syntax: behead
Skills used: None
Description:
Sometimes you want to retain a trophy of a defeated foe. Knights have various reasons for doing this, but most of them date back to the a knight captain of the Eagles of Surik who defended the King from an assassin. In order to deter the followers of this dangerous group, the knight captain hacked off the head of the assassin and posted it on display outside of the city as a warning. It is of note that the knight captain was a Suden and this practice became something of a tradition when important foes were defeated.

Technique Name: Sweeping Strike


SP Cost: 60
Syntax: sweepingstrike
Skills used: combat attack, combat weapons, combat martial
Description:
A skilled knight has learned about the use of weapons against multiple enemies and the sweeping strike is the basis of this style of combat. The sweeping strike is useful when you have several foes fighting you at once. Using your weapons in a sweeping movement style of attack, the strike will hit everyone you are fighting, allowing you to cut through your enemies with efficiency. The sweeping strike can be painful and the damage done by it is based on the armour worn by those hit and the skill and level of the knight initiating the strike.

Technique Name: judgearmour


SP Cost: 50
Syntax: judgearmour
Skills used: combat armor, merchant repair
Description:
The defensive nature of armour is something that is learned over the years through combat and usage. The judging of the protective nature of armour is almost second nature to you. You can quickly assess whether it affords proper protection or if it should be used as a scrap. The accuracy of you judgement is dependent upon many things. Your ability to select the correct armour t o test against is the main skill as you can only judge two similar types of armour. It is also important to note that armour that has already been repaired cannot be judged. You must also be aware that any armour that has been modified in anyway also cannot be judged. Judging items is not always completely accurate. The forging of armour and skill of the forger can come into play making one piece of armour more protective than a similar piece. Also, inherent powers of armour might make it better even though it seems less protective. So be judicious in your determinations about how protective or effective armour is.

Technique Name: Guard


SP Cost: 50

Syntax: guard
guard stop
Skills used: combat defense, combat martial, combat armor, thief dodge
Description:
Guarding another person is something well known and part of the code of honor for a knight. Much more effective than simply protecting someone, guarding blocks nearly all of the attacks against the person you are guarding. After the event of the Four Guardians the actions of the the four became a monumental sacrifice of honor that all Knights strove for. The leaders of the Knights formed a circle to analyze a way to imitate these actions. The result was that a skilled and trained knight can become the ultimate guard of another. With this ability the knight takes on all the damage of the person they are protecting in an effort to be of singular defense. This method of guarding is extremely dangerous in that any kind of damage will be born by the person guarding. You must be with the person who is being harmed or the guarding will not be effective. The length of time you can guard someone is based on your skills and level. To stop guarding someone you utilize the command: guard stop.

Technique Name: Sharpen


SP Cost: 75
Coin Cost: 15,000
Syntax: sharpen Skills used: merchant forge, merchant repair, combat weapons
Description:
The art of knowing a weapon and then being able to sharpen it has been a staple of knights for generations. First learned from the blacksmiths of the kingdom and shared as a method of keeping a weapon effective, sharpening a weapon can make that weapon more damaging to your enemy. It is a known fact that knights are the best at this skill even though many merchants think that their own abilities can match that of the knight. The sharpness achieved and success of sharpening is dependent upon your skills. Failure may result in the weapon being destroyed and it should be known that the cost of materials for this is 15,000 coppers.

Technique Name: Capture


SP Cost: 60
Syntax: capture
Skills used: combat tactics, combat martial, combat weapons, merchant forge, level
Description:
Sometimes the knights are called upon to capture thieves and vagabonds for holding by the authorities. The captur e is setup with materials that will snare a victim and cause them to be waylaid. Laying a trap for a specific victim and having patience you will have the ability to capture them which will then notify you when the person walks into the room. When this happens the trap is sprung and holds your victim in place when successful. Note: This command only works on players. (Only partly useful. The target can escape easily with two trys, even on Vaylin's capture)

Technique Name: Sacrifice Weapon


SP Cost: 40
Syntax: sacrificeweapon
Skills used: combat weapons, combat martial, merchant forge, strength
Description:
Sometimes you want to deliver such a terrible blow to your foe that you put all your strength and might into the attack. When this happens you sacrifice whatever weapon you are wielding in an attempt to deliver a fatal strike to your enemy. Obviously, your weapon will be destroyed in the attempt, but the resulting damage may be worth it and may even be a last resort to save your own life. The power of the attack and damage done is dependent on your skills and the power and value of the weapon being used and your strength.

Technique Name: Critical


SP Cost: 50
Syntax: critical
Skills used: combat martial, combat weapons, combat tactics
Description:
An expert in weapons and tactics you can pin point the perfect location to strike your enemy. The critical strike has been known to cause the victim to cry out in pain while blood flows like a river. How well you can find that location and effectively strike the critical blow is based on your skills and level. Of special note is that the critical can hit someone even if they are hiding. This can be extremely effective against adventurers with such abilities. The damage of the critical is related to your skills and level and the armour, skills, and level of your target.

Technique Name: Rally


SP Cost: 75
Syntax: rally
Skills used: mental focus, combat tactics, combat martial
Description:
Commanding a group to follow your lead and rally in battle is the purpose behind this skill. Rally is a call to everyone following you to strive to stronger commitment and power. The rally inspires all those in your group to inflict an extra attack on your enemies by joining in a group assault. This can be both devastating and booster morale during a battle. When you learn this technique and grow in power and skill you will eventually learn the phalanx which is a much more powerful style of group attack. The success on rallying your comrades is based on your skills and level.

Technique Name: Adrenaline


SP Cost: 30 + 2 times your Level
Syntax: adrenaline
Skills used: combat attack, mental focus, combat tactics
Description:
Calling upon your inner strength you can bring forth a surge of adrenaline and plow into your foe successfully delivering a few extras blows. This is the smaller form of Rush and you must be wielding a weapon. Your primary weapon will be the only weapon that delivers extra attacks. The nice thing about adrenaline is that the surge occurs immediately. The power of adrenaline is based on your skills and level as well as the weapons you wield.

Technique Name: Spike Head


SP Cost: 150, 50
Syntax: spikehead, spikehead remove
Skills used: None
Description:
A method first performed as a spiritual ritual in the early years of the development of the Pirshahian Empire the spiking of a head for the express purpose of striking fear into your enemy is something a knight with skills has learned in special forces training. Once you have hacked off the head of your foe you can utilize your skills in the art of intimidation to spike that head on top of a metal pole. This brutal action is known to strike fear into the hearts of one's enemies and came about during the chaos wars thousands of years ago You must have the head with you from a previously defeated enemy. If you wish to remove the spike, you can use the command "spikehead remove."

Technique Name: Feint


SP Cost: 60
Syntax: feint
Skills used: combat tactics, combat martial, combat weapons
Description:
A difficult technique and similar to the ability to parry, the feint can trick the target into moving one way, in order for you to strike in another unprotected location. The quickness and speed of your opponent and you have as much to do with the success and power of the feint as your skills and level.

Technique Name: Second Wind


SP Cost: 25 + amount
Syntax: secondwind
Skills used: None
Description:
A knight who has lost all endurance can be a dead knight in many circumstances. It has been well documented that endurance is a life saver. Using your natural abilities and skill you can moderate your power and give yourself more endurance. Surprisingly enough, this has become an often used method for knights to patrol and keep safe.

Technique Name: Oil Armor


SP Cost: 100
Coin Cost: 10,000
Syntax: oilarmor
Skills used: merchant forge, merchant repair, combat armor
Description:
Like the skill of sharpening for weapons, the knowledge of armour both types and material is needed for a knight to be able to add more protection to a piece of armor. This skill is held in awe by most who deal with the knights of the Kingdom in that most cannot perform this task. Applying a thin coat of oil to a coat of armour is a method used by knights to add strength and protection to the outside material. The skill and expertise of the knight will be a strong componant in the success or failure of the act as failure may result in the destruction of the armour. Items that have been enhanced in other ways increases the risk of failure. The cost of materials for this is 10,000 coppers. Only helms, body armour, and shields of leather or metal may be oiled.

Technique Name: Ambush


SP Cost: 125
Syntax: ambush
Skills used: combat attack, combat martial, combat tactics, mental focus
Description:
Ambush is a very dangerous technique, requiring great skill and mastery. It takes into account many of the knights most important skills. Combining this with the element of surprise, it is deadly. Because this style of combat takes total concentration, you must be at absolute peace with yourself and strong in heart and body to succeed. If you are not your opponent will most likely see you coming, and turn your attack back upon you. The ability for success and the damage inflicted is based on your skills and level.

Technique Name: Squire


SP Cost: 250
Coin Cost: 2500
Syntax: squire
Skills used: merchant repair, merchant forge, combat tactics
Description:
A knight who has obtained the rank of notoreity has the option to be served and accompanied by a squire. The squire is an eager young man or woman who is an apprentice to the knight and takes your orders without question. The squire can fight and carry your weapons, armour, or treasure as you adventure. The orders a squire can take are listed below. It should be noted that the strength and abilities of the squire are based on your skills and level.
Normal:
order to follow - orders the squire to follow target.
order to unfollow - orders the squire to stop following target.
order to get - orders order the squire to get something.
order to drop - orders the squire to drop something.
order to wear/unwear - wears or unwears the item.
order to wield/unwield - wield or unwields the weapon.
order to emote - orders the squire to use a true emote.
order to semote - orders the squire to special emote.
order to say - orders the squire to say something.
order to dismiss now - dismisses the squire from your employ. Combat:
order to hpall show - Shows the squires hp status.
order to protect - orders the squire to protect the target.
order to unprotect - stops protecting the target.
order to attack - orders the squire to attack the target.
order to bash - bashes the target (costs 60 energy).
order to slice - slices into to target (costs 90 energy).
order to assault - heavy damage to target (costs 150 energy).
order to frenzy all - frenzies into all enemies (costs 200 energy).
Note: Some combat orders cost the squire energy as shown. Only one squire can be summoned at a time. If you have problems with the squire because of disconnect or a server reset you may have to wait up to 10 minutes to summon your squire again.

Technique Name: slice


SP Cost: 100 + 10 per slice round
Syntax: slice
Skills used: combat attack, combat martial, combat weapons
Description:
The slice is arguably the most damaging of the main attacks of the knight. The full damage is awesome when you wield more than one weapon and especially if those weapons are of high quality. Many have been know to run from the power and damaging ability of the slice. This special attack may give you extra attacks depending on the opponent and your abilities. The damage of your slice is based on your dexterity, skills, and weapons used. Obviously the weapon of choice is a blade.

Technique Name: Shield Stun


SP Cost: 125
Syntax: shieldstun
Skills used: combat attack, combat armor
Description:
Much more powerful than the simple stun, the stun with a shield can cause the target to lose more than just the ability to fight. It can stop them from fleeing as well as cause them to lose their powers for a more brief period while also causing more damage than the stun. The shield stun requires you to be using a shield but you do not have to be in combat. The power of this stun is based on your skills and level, the strength of your shield and the skills and level of your target. (Powers arn't stopped for more than a couple seconds. Stun is better in combat. This is better evidently for PVP)

Technique Name: Spin Blades


SP Cost: 125
Syntax: spinblades
Skills used: combat attack, combat martial, combat weapons, level
Description:
Spinning your weapons through your enemies like so much kindling is a devastating attack that will hit every enemy in the room. It is another way to battle multiple foes however is not just a single strike but continues for several rounds. Because it is an ongoing attack you can deliver death and dismemberment to all who oppose you. Eventhought the spin blades refers to a blade, it actually works with any weapon even your fists, since the derivitive of the name stems originally from the first knight who learned the power and named it as such. Spinblades must be started during combat. The duration of the attack and the damage you inflict upon your enemies is based on your skills and level.

Technique Name: disarm


SP Cost: 50
Syntax: disarm
Skills used: combat tactics, combat martial, combat weapons
Description:
When you disarm a target, you will try to reach out and grab your target's weapon. If your target is not holding any weapons, nothing will happen. If your target is holding two weapons, you can only grab one weapon at a time. You can both disarm during combat with your target, and also before fighting your target. Even should you succeed in disarming a target you are not fighting with, your target will attack you, the weapon falling to the ground. If you fail to disarm a target you are not fighting with, there is a large chance that the target will attack you, seeing what you were trying to do. If you succeed in disarming, there is a little chance of the weapon being destroyed by the disarm. This will happen because the weapon is dragged out of the target's hands so tremendously hard that the weapon is crushed into the ground. If you are hurt badly you will not be able to disarm anyone and if you are tired, you will fail in disarming. Chance of success is based upon you and your target's strength, dexterity, level, and skills. A strong and quick person will be better at disarming than a weak and slow person.

Technique Name: Study


SP Cost: 100
Syntax: study , study assault
Skills used: combat tactics, combat defense, combat martial, combat weapons, level
Description:
A powerful and very intricate technique is the ability to study your victim. Having learned from the observe, you may have the patience and fortitude to watch your enemy for a much longer period of time. This time is used to learn about your target and find the weaknesses. It is imperative that you do not move or speak during this study as it will destroy your ability to properly assault the target when ready. When done correctly, the study will unleash a horrendous assault on your target, causing them to feel the wrath, speed, and efficiency of a killing machine. The command after the study completes is: study assault.

Technique Name: Entrap


SP Cost: 150
Syntax: entrap 'style' 'type'
Skills used: combat tactics, combat martial, combat weapons, merchant forge, merchant repair
Description:
Entrap is a more broad method of capturing a victim. With entrap you can specify race, religion, fealty, or guild and and capture anyone of that depiction. You will be notified when someone is captured and when your entrapment ceases to work. The number of people you can entrap is based upon your skills and level and that of the target. Once entrapped the person will be immobilized for a certain amount of time, again based on their skills and level.
Examples:
entrap guild mage - this will trap any mage guild member.
entrap race lykos - this will trap all lykos.
entrap religion nature - this will trap all nature devotees.
entrap fealty southland - this will trap anyone from the southland.
entrap fealty kingdom - this will trap anyone from the northland.
entrap fealty none - this will trap anyone without fealty.
The type must match the style. For example, if your style is guild, but you do not choose a valid guild, you will fail in entrapping anyone. If you do make a mistake you can just use entrap again with no modifiers and you will remove the current trap.
Note: This command only works on players and a thief will be guilded as a rogue.

Technique Name: Razoredge


SP Cost: 250
Coin Cost: 50,000
Syntax: razoredge
Skills used: merchant forge, merchant repairs, combat weapons
Description:
The ability to add an edge to a weapon that has the sharpness of a razor is the skill of the most talented and knowledgable knight. While sharpening a weapon can make that weapon more damaging to your enemy, adding the razoredge makes the weapon flawless in its cutting ability. A weapon must first be sharpened before the razoredge can be applied to the edge. This is a very difficult procedure and must be performed under the most calm environments for failure has often guaranteed the destruction of the weapon. The cost of materials for this is 50,000 coppers.

Technique Name: Demoralize


SP Cost: 200
Syntax: demoralize
Skills used: combat attack, combat tactics, combat martial, combat weapons, thief dodge
Description:
In the time just before the event of the Four Guardians a knight in training with the Eagles of Surik was lost in the mountains of Jemeleon. He found himself in ancient caves and nigh unto death was found by a priest of the tombs. This strange guardian taught the demoralized knight that all things can be used for learning. Over t he course of the next month the guardian trained the knight how to use his own demoralized state as a source of power against an enemy. The knight returned to the Eagles with advanced knowledge similar to the ability to study a foe but in this case unleash a demoralizing precursor to battle. When performed effectively this initial action can reduce an enemy significantly before a battle begins. The nature of demoralize is such that it must be done prior to battle and the knight performing the action will be so focused they will not be able to utilize other skills for some time. Demoralize is also an infrequent power as it takes so much mental and physical skill to perform. Demoralize is based on your skills and level and that of your enemy and unlike other abilities the action will not start combat.

Technique Name: Counter


SP Cost: 200
Syntax: counter
counter stop
Skills used: combat defense, combat martial, combat tactics
Description:
Countering the blows of an enemy can be most devastating to them. While you still obtain damage from their attack, you counter some of the pain back into your target. This continues for the duration of your counter and will flow back into your enemies fighting you until the counter wears off or your enemies are dead. In some cases this can be the difference between living and dying in combat. The duration of the counter is based on your skills and level and those of your target. The amount of damage you can counter is also based on your skills and those of your enemy. Counter may not be used with parry or vice versa. To stop countering blows you use the command: counter stop.

Technique Name: Knights Call


SP Cost: 275
Syntax: knightscall
Skills used: mental focus, merchant repair, merchant forge
Description:
Since the beginning of the formation of knights throughout the land it was widely known that any knight could count on another in times of danger or need. In the days of old a knight would utilize the horn of a animal as a method to call to another knight. The call of the knight became the way of the true brotherhood and the horn a symbol of camaraderie. When the Four Guardians battled the beings from another dimension a knew method of protection and assistance through interdimensional travel was born in powerful form of the knights call. By utilizing a specially formed matrix horn a knight calls out to a fellow knight and can bring them directly to them. The limitations of the knights call are that the person using the horn and the knight being called must both be outside. The call also takes time and neither party can move during the waiting period. The knight calling the other will also have a time being powerless. Finally, success is not guaranteed and is based on the skills and level of the knight. Failure will only result in the called knight not coming to the location of the requester.

Technique Name: Phalanx


SP Cost: 160
Syntax: phalanx
Skills used: mental focus, combat attack, combat martial
Description:
As a younger knight you learned the ability to rally a group following you into stronger commitment and power. This ability allowed you to lead the battle with some encouragment. As you have gained in power, knowledge, and skill you are able to bring this same group into a much more powerful and destructive offense called the phalanx. In ancient days of the first knights, the phalanx when properly formed has been known to bring down the most mighty of enemies. The phalanx brings forth a mighty strike of those under your command in a destructive attack. The success and damage of the phalanx is based on your skills and level and the number of those following you.

Technique Name: Final Strike


SP Cost: 175
EP Cost: All (minumum 100)
HP Cost: Varies
Syntax: finalstrike
Skills used: combat attack, combat martial, combat tactics, mental focus, combat weapons
Description:
The final strike is a method a knight uses to finish off an enemy. It is a dangerous tactic but sometimes worth it for the ferocity of the blow. Using all of your endurance and opening yourself up to damage, you strike with all of your might into your enemy in order to finish them off. Final strike is only possible against an enemy that is less than thirty percent of their full health, therefore it is a tactic to be used at a specific time. When used properly it can fell an enemy. The damage inflicted is based on your skills and level and the timing of your attack.

Technique Name: Man Hunt


SP Cost: 200
Syntax: manhunt
Skills used: mental focus, combat martial, combat tactics
Description:
The man hunt is a tactic used by the most powerful knight to ensure that the target does not escape. When engaging a target using the man hunt, the tar get will become slow in movement making it difficult for them to escape you. During the man hunt your target will lose endurance and power as they try to escape it as well as suffer pain. The duration of the man hunt, the damage given, and the ability of the target to escape its affects are based on your skills and level and that of your target. Note: Manhunt is only possible against other players and will fail on npcs.

Technique Name: Group Defense


SP Cost: 175
Syntax: groupdefense
Skills used: combat defense, combat armor, thief dodge
Description:
Similar to the special battle tactics of phalanx, the group defense is the providence of the most highly trained and skilled knight. The origin of this type of maneuver was founded thousands of years ago in the first rudementary invasions by the orcs onto the small villages of the southlands. The learning of this defense was transfered to the knights when a soldier of the north met a wild feline woman in the jungles of the southland. After months of tracking this feline, they battled until they fainted from loss of blood. Upon rousing they found themselves captured by a patrol of orcs. It was for a week they were slaves to the orcs working in the mines when they finally escaped with three others. Tracked by orc guards all of them spent several days in a dark forest where the feline taught the others the art of group defense. When the orc guards fell upon them they used this technique to survive. The knight spent years with the feline and when he finally returned to the north he brought with him the art of group defense. This ability works with all those who are following the knight and will only help those who remain with the knight. The duration of the defense and its effectiveness is based on the skills and level of the knight.

Technique Name: Multicut


SP Cost: 200
Syntax: multicut
Skills used: combat attack, combat weapons
Description:
Similar to the double cut and adrenaline, the multi cut allows the experienced and master knight to train multiple attacks on all enemies, slicing and cutting into everyone with several expert attacks. This power is quick and efficient and can cause alarm in those who are in combat with you as the damage inflicted from the multiple attacks can be debilitating. The number of attacks and power behind them is based on your skills and level and the type of weapons you are wielding.

Technique Name: Sunder


SP Cost: 350
Syntax: Sunder
Skills used: combat armor, merchant forge, merchant repair, combat weapons
Description:
Known as the destroyer of armour and weapons, sunder is an ancient skill only mastered by the most powerful and trained knight. Once learned and controlled the skilled knight can charge into an enemy with such fearsome ferocity that they plow through the weapons and armour of their foe with disintegrating explosive damage. When effective the target's armour and weapons can be destroyed in the brutal assault, ripping them from body and hands with extreme prejudice. The affected weapons and armour will be damaged to the point of forced repair, knocked to the ground with partial damage, or completely destroyed in the onslaught. The success of the sunder is based on the skills and level of the knight and that of the target as well as the quality of the gear.

Technique Name: Apocalypse


SP Cost: 500
Syntax: Apocalypse
Skills used: All
Description:
Awesome to behold, the apocalypse is a combination of every skill and ability you have, brought to bear on your target in a devastating blow, sending most lesser beings into the grave. This destruction of epic proportions tears limbs from bodies and sends fountains of blood spewing forth in waves of massive blows. As if the initial blow wasn't enough to stun anyone witnessing this carnage, the apocalypse continues your bludgeoning into the fray and anyone still standing against you is torn asunder again and again with the aftermath. Less destructive than the initial impact it is no less awesome in scope.

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