General Abilities




The Knights of 3 Kingdoms are a very old and estabilshed guild. Over the years as the guild has grown and developed, the knights have gained new abilites and improved existing ones to not mention lost a few cherished abilities. This page briefly covers some of the more important non-combat abilites a knight currently posses.

Rest
All knights may use the rest command. The ability allows knights to convert 50 stamina into an amount of HP/SP. The exact amount is governed by the knights class, honor and the current morale level within the guild. This ability may only be used whislt the knight is not in combat.

Repair
All knights of glvl 5 and up may use the arepair cmd. This ability allows the knight to repair any broken or damaged armour. The cost of repairing the armour is dependant on the items worth and how much damage it has sustained. This ability may not be used in combat.

Esquires
Esquires are aspirant knights who have apprenticed themselves to a guild member, their usual duties involve the transportation of objects within the realms of 3 Kingdoms However these aspiring knights can also be used to transport excess items to the shop, sell them for their master and return with the coins. Esquires will also perform the often dangerous task of exploring new areas for their master, whislt their master remains in relative safety and instructs the esquire.

Horses
Each guild member above glvl 5 has a horse as befits the class and status of the knight. These horses are trusty followers and servants of their knightly master and can be used to carry excess items that their master cannot carry.

Consider
This cmd is an absolute must for knights prior or during the initial stages of combat as this cmd will evaluate the knights opponent. If any knight guildmaster has placed a warning on this monster the consider cmd will reveal it. This cmd can only be used on monsters.

Oath
A knight may 'swear an oath' in a room, this will place a falcon to watch the room. When the room resets, the falcon will return to its master, thereby informing them of the room reset.

Falcon
Sometimes when a knight wishes to send a message to another player, sometimes the spoken does not convey the message with enough style. Knights may then use the falcon command. This will deliver a message to a message to the player via a trained falcon.


 

"Ay, fight and you may die, run and you'll live. At least a while. And dying in your beds many years from now, would you be willing to trade all the days from this day to that for one chance, just one chance to come back here and tell our enemies that they may take our lives, but they'll never take our freedom." - William Wallace, Braveheart



Return to the Title Page