COMBAT
The Knights of 3Kingdoms
are primarily a fighting guild and as such, We rely heavily on
our equipment and spurn the use of offensive spells in combat.
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In combat the seperation between the paths of Light and Darkness is most noticable. Dark Knights tend to get more attacks and hit harder than their Light brethren. To offset this Light Knights are able to heal their wounds better. This seperation in fighting abilities is only apparent until a knight reaches Noble class. |
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Fighting Styles
The knights of 3-Kingdoms have the ability
to use fivedistinct fighting styles.
Melee
This is considered the main attack mode for knights and is available to all knights regardless of Glvl. Whislt fighting in this attack mode a knight may strike multiple times in a single round. The number of attacks performed is dependant on the class of the knight.
Battlerage
This mode is most useful when fighting oppoents that the knight is most likely to often miss when in combat. This combat mode allows the knight upon missing their first attack, to attempt to strike the target again an increased chance to hit and with the probabality of inflicting higher damage. Whilst attacking in this mode, the number of attacks per round a knight may make is decreased.
Parry
This mode is primarily defensive, where the knight concentrates on blocking the damage taken in combat. In this mode the knight will sustain less damage and is therefore of use when engaging opponets that can easily kill the knight. Whilst parrying an opponent the number of attacks per round a knight may make is reduced.
Charge
This is the ultimate in offensive combat styles, where a mounted knight may inflict heavy damage upon his opponent with his lance. Whislt charging a mounted knight will get only one attack every two rounds. To use charge a knight must first perform a mini guild quest to gain this combat mode.
Critical Hits
During a knight's intial
training within the guild, the young squire is encouraged to
learn the art of critical hits from Vokorin, an aged knight
dedicated to passing his skills onto the youngest members of the
guild. This art of critical hits allows a knight of any class in
multi-attack or rage modes, to critically hit their foe. These
critical hits may occur randomly within combat and cannot be
initiated by the knight. As a knight progresses in Glvls the
frequency and power of the critical hits will increase. Vokorin
will train a young knight to critical skill level 1, however as a
knight progresses in glvls this skill will eventually increase.
Dark knights will gain critical points faster than light knights.
Knights of the "Knight" class and above may use the command 'traincrit',
this will temporarily boost their critical skill by 5.

HealingAbilities
Each knight has 2 primary abilities to help them heal their wounds:
"Mongol General: We have won again. That is good! But what is best in life?
Mongol Warrior: The open steppe, fleet horse, falcon on your wrist,
wind in your hair!
Mongol General: Wrong! Conan, what is best in life?
Conan: To crush your enemies, see them driven before you, and to hear
the lamentation of their women!
Mongol General: That is good."
- Conan the Barbarian