ANTI-PALADIN
AntiPaladins are similar to thieves in that they have the backstab skill however, the skill is not as strong as it is for thieves. They have 3 attacks and spells to use against their foe. They are encouraged to keep an evil alignment, an antipaladin can only cast his spells when he is aligned evil. AntiPaladins get a damage bonus when they are aligned evil, and fighting a good mob. |
Backstab | Level 1 |
Is a way to sneak up on a person, and attempt to place your weapon in his
back at exactly the point where it does most damage. A successful backstab
gives a damage multiplier, depending on level. The chance of successfully backstabbing a person depends on how well you have practiced backstab at your guild. You can always backstab sleeping persons.
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Trip | Level 1 |
The chance of a trip depends upon how well you are learned. To trip someone is to attempt to 'knock' a person down. If you succeed you will cause him to fall down onto the ground causing 1 point of damage. A successful trip will cause you to be unable to type commands for 2 rounds of violence, and cause your victim to be unable to type commands for 3 rounds of violence and sit down.
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Hide | Level 3 |
When you type hide there is a chance that you hide in the room. If hidden
you can only be "sensed" by the "sense life" spell affecting a mob/player.
Even if sensed your identity will remain hidden. Hide is broken by pressing return, regardless of whether you typed a command or
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Disarm | Level 5 |
The chance of a disarm depends upon how well you are learned. To disarm
someone is to attempt to 'knock' away that person's weapon. If you succeed you will cause him to drop his weapon. If you miss, your
opponent will be able to attack one extra round. A disarm makes you unable to type commands for 3 rounds of violence for
a success, 2 rounds of violence without.A character without a weapon will do less damage and will be unable to
parry.
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Armor | Level 5 |
Armor spell
creates a protective field on its target
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Dodge | Level 7 |
The chance of dodging an attack depends upon how well you are
learned. If you succeed, you would have skillfully avoided your opponent's attack. |
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Corruption | Level 8 |
If you are evil or neutral this spell is a great way to start off a battle by punishing the good for being good.
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Fear | Level 9 |
This spell causes fear in the hearts of the brave. Works best
when you need a break from fighting a particularly tough mob.
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Secondattack | Level 10 |
This skill imparts
the ability to attack once more than your primary attack. Highly useful
while in combat. |
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Sneak | Level 12 |
Used for sneaking (moving in and out of rooms without any mob/player taking
notice). When you type sneak, you begin sneaking and a (+) appears at the end of your
prompt indicating that you are sneaking. To stop sneaking, type sneak
again. The sneak skill, unless toggled off, lasts for a period of time dependant
upon the level of the thief.
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Sense life | Level 13 |
This spell will enable you to sense hidden life forms in a room. Invisible persons are also considered hidden.
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Blindness | Level 15 |
Blindness will blind a victim failing its saving
throw. A blinded person will have -4 penalty to both hitroll and AC. |
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Turn undead | Level 15 |
Will do damage against undead mobs.
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Poison | Level 17 |
Casting poison on food or drink (containers) will poison it. Eating poisoned food/drinks will poison the person eating or drinking. A person who is poisoned will suffer 2 points of damage every hour, and regenerate more slowly than usual.
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Flamestrike | Level 17 |
The caster calls forth a column of fire from the heavens to burn the hapless victim. |
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Animate dead | Level 20 |
This Anti-Paladin spell creates a charmed zombie to follow the caster. The
zombie is of a level relative to the casters level. For animating PC
corpses, the caster has to be have the ability to get the corpse (i.e., Be assigned by
owner.)
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Control undead | Level 24 |
This spell allows an anti-paladin to gain control of an undead character.
It is similar to the charm person spell in its other limitations.
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Know alignment | Level 25 |
This spell enables the caster to see the target's aura.
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Vampiric touch | Level 25 |
This antipaladin spell does 3-6 times the level of the caster in damage to
the victim, it also adds 1/5 to 1/2 the hit points drained to the hit points of the caster, up to the maximum hit point value. The victim cannot
be undead, since the undead have no life force to tap into.
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Thirdattack | Level 25 |
This skill imparts the ability to attack more than you normally can. Highly useful while in combat. With _just_ the skill MULTIATTACK, you can get a maximum of 2 attacks. Used in tandem with DUAL, you would get a maximum of 3 attacks.
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Curse | Level 26 |
Curse cast on a person that fails the saving throw will reduce their
hitroll by one and reduce their saving throw versus paralyzation by one.
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Energy drain | Level 27 |
This spell does not give much damage, but victims failing their saving throws will loose up to 40,000 XP points. The caster gains a quarter of this XP. |
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Absorb life | Level 30 |
This is an extremely powerful antipaladin spell. It's the area effect version
of the vampiric touch spell, which drains some of the victims hit points
and heals the caster for a fraction of the value of the drained hits. |
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