Mage Knight Rules
A warrior
of a special breed, who seeks to develop his rudimentary knowledge of
magic to the point of mastery. His strength flows
from his magical power, and his magical power flows from his physical
endurance. His quest for knowledge will take him through
stages of magical growth, and eventually allow him to use very potent
magic.
Class: Warrior
Tag:
MGKT
Equipment:
The Mage
Knight's physical strength flows from his magical power, thus all equipment
with a strength requirement will have an assumed
magic requirement of the same amount. Also, the Mage Knight believes it
imperative that his magical power be from his own
unaided ability to endure, and thus will not wear anything which increases
his vitality or hp, unless it also increases his magic, but
only to a certain degree (all +hp and +vit items are illegal, of the heavens,
of the zodiac are illegal). Furthermore, until a certain
point in his life, he will wear nothing that increases his knowledge of
spells (no +slvl items), but he cherishes +magic and +mana
items.
Furthermore, he values
his knowledge so highly, that he will always maintain a higher level of
magic stamina than physical protection
(his ac can never be higher than his mana)
Stats:
The Mage Knight
is constantly growing in his magical ability, and thus will receive at
least 1 point to magic each level up. Also, since
his magical power is at the expense of his endurance, his vitality will
remain proportionately low, and thus, from lv 15 onward,
his magic will always be higher than his vitality.
Elixirs and shrines:
All elixirs
are illegal except for strength, which will be legal after a certain quest.
The Mage Knight can hit NO shrines that affect either
statistics, or spell levels, but all other shrines are fair game.
Spells and Scrolls:
All
scrolls (within reason, use your judgement) are legal at any time. Spells,
however, are learned on a basis of rank.
Ranks:
Novice
The Mage
Knight starts out as a novice. As a novice, his rudimentary knowledge
of magic allows him to learn Firebolt and Charged
Bolt. He will remain a novice until he has learned Firebolt and Charged
Bolt, and has killed the Butcher with one of these
spells.
Initiate
Upon killing
the Butcher, the Mage Knight becomes an Initiate; as an Initiate, he can
now use Holy Bolt, Healing, and Heal Other,
in addition to the spells he has already learned. He remains an Initiate
until he learns Holy Bolt, Healing, and Heal Other, and
kills 10 unique monsters on lvs 2-3 with only magic.
Apprentice
After killing
the uniques, the Mage Knight furthers his skills in sorcery. From books
found in the dungeon, and bought from Adria,
he may now master the spell of Inferno, and must learn it, and fell Leoric
with only magic before moving on to the next stage
of his growth.
Skilled Apprentice
After Leoric
has been felled, the Mage Knight becomes a Skilled Apprentice. Now, he
may begin to learn the slightly more advanced
spells of telekinesis and town portal. To graduate to the next stage,
he must learn these spells, and kill 5 uniques on lvs 5-6
of the dungeon with only magic.
Magician
After slaying
these uniques, the Mage Knight may begin to use more powerful forms of
magic. Now he may learn the spells of Lightning
and Flash. To advance further, he must learn these spells, and get all
spells on the first page of the spell book up to lvl 7.
Journeyman Mage
After achieving
proficiency on the first page of the spell book, he may learn the potent
spells of Fire Wall and Stone Curse. Upon
learning these spells, and getting all spells on the second page of the
spell book up to lv 4, he may move onward.
Adept
After becoming
proficient in all of the arts he has learned thus far, the Mage Knight
becomes and Adept, the highest rank by normal
training. At this time, he should be in his low to mid 20's in levels,
and ready for the quests he will need to further his training.
At this point, he may learn the spell of Mana Shield, a strong protection
spell to aid him on his journeys.
Quests:
Teleportation:
Upon seeing
how mages teleport, the Mage Knight may learn to do it himself; however,
when he first learns how to do it, he cannot
do it accurately, and it is quite random. (He can learn Phasing). However,
over time, as his proficiency builds, he learns how
to control it. (When he learns Phasing up to lv 7, he can then learn Teleport)
Electric Burst:
After seeing
the raw power of Doomcloud's Lightning attack, the Mage Knight can learn
a highly focused attack that explodes outwards
in all directions. He must however learn this from Doomcloud (He can learn
Chain Lightning when Doomcloud drops a book
of it)
Trial by Fire:
The raw
power of fire is one not to be underestimated. Thus, by observing Lazarus'
powerful assaults of flame, the Mage Knight can
learn to fashion balls of flame himself. And, once he has achieved a high
level of proficiency, he can even craft a spirit of flames
that will hunt an enemy out, and when he has sufficiently mastered that,
he can summon a dragon that will breath fire. (He can
learn Fireball when Lazarus drops a book of it, when Fireball reaches
lv 7, he can learn Elemental, and when Elemental reaches
lv 4, he can learn Guardian)
Trial by Fire II:
After mastering
the art of Fire Wall (getting it to lv 10), he may learn the art of Flame
Wave by obtaining it from the corpse of an Advocate.
(Find a book of Flame Wave from an Advocate)
Necromancy:
After clearing
an entire level of hell/church with at least three types of undead enemies
while nude, using no potions, the Mage Knight
can learn Bone Spirit.
Dark Magic:
While fighting
the witches that roam in hell, the Mage Knight may learn Blood Star after
studying the tactics of Witchmoon, Stareye
the Witch, Bloodlust, Red Vex, and Black Jade. (Kill each of then, and
then he can learn Blood Star)
More Ranks:
Spell
Blade:
After killing
Diablo on normal difficulty with both magic and melee, the Mage Knight
earns the title Spell Blade.
Rune Knight:
After
killing Diablo on nightmare difficulty with both magic and melee, the
Mage Knight earns the title Rune Knight.
Arcane Lord:
After
killing Diablo on hell difficulty with both magic and melee, the Mage
Knight earns the title Arcane Lord.
Additional Quests:
Quest
for Knowledge:
Once the
Mage Knight has learned all of his spells to the highest capability possible,
he may set out in search of relics which will increase
his knowledge of spells. Opting not for staves, but for the legendary
relics Dreamflange, Naj's Light Plate, and Thinking Cap,
most high ranking Mage Knights would relish the thought of obtaining these
awesome treasures.
Quest for Strength:
The Mage
Knight will over time slowly amass strength. However, once he reaches
lv 25, for each jewel of wizardry that he finds that
adds +29 or 30 to magic, he may use one strength elixir. This is the only
way in which he can use elixirs.
Quest for Endurance:
The Mage Knight
will very slowly build his endurance, as his other stats grow at a much
more accelerated rate. Thus, for every 5 jewels
of wizardry he finds that add +29 or 30 to magic, he may use one elixir
of vitality.
-Shank-Alfonse
Sorcero(MGKT)
Posted on Sep 14
1999, 08:29 AM
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