Fighters The Fighter character class is based entirely on physical combat. A Fighter will advance faster than members of other character classes since they get direct experience for kills as well as the loot they collect. Running a Fighter is recommended for beginners because it is the simplest of the classes. Fighters can generally use almost any weapon (or object for that matter) and can improve their combat ability through both practice and training bought in a gym. At 8th level a fighter may choose to become a knight. But this is only possible if the fighter is Lawfully aligned and has NO karma points. To become a Knight, the fighter must find the knight trainer. In his presence the knight must request training. Upon successful completion of the training the knight will receive a magical ring enabling him to cast 5 spells without having to invoke the spell by chanting. **************************** *** Spell Lists By Class *** **************************** The spell names are followed by three different headings. SL is the Skill Level at which you can learn the particular spell. MP is the minimum number of Magic Points required to cast the spell. And Cost is the price of purchasing the spell from a Trainer. Knight's Spells Spell Name SL MP Cost ---------- -- -- ---- Strength na 3 0 Cure na 3 0 Light na 3 0 Enchant Weapon na 3 0 Locate na 3 0 ************************** *** Spell Descriptions *** ************************** *** Cure Serious Wounds *** This spell will remove a large amount of damage. Each time the cure spell is cast, the recipient of the spell will regain 60% to 80% of his or her missing hit points or a number of missing hit points proportional to the skill level of the Spellcaster, whichever is better. First, prepare the spell by giving the proper incantation. To throw the spell on yourself, say cast cure To throw the spell on someone in the same space, say cast cure at where is the name of the person on whom the spell is to be worked. *** Enchant Weapon *** This spell enables a Knight to magically enchant a weapon, dramatically increasing its effectiveness. This spell need only be thrown once on a weapon to bring the weapon to its maximum magical potency. The spell will only work on an item which was originally a normal weapon. It will fail on armor, flame staves, potions, or any other esoteric items. To enchant a weapon, you must hold it in your right hand, and say cast enchant The minimum character level required to enchant an item now depends on the type of item; in essence the power required depends on the amount and kind of metal in the weapon. Type Level of Knight ---- --------------- mace 8 hammer 8 sword 9 dagger 9 rapier 9 shuriken 9 greatsword 10 halberd 11 Be forewarned that casting enchant weapon on an already enchanted weapon can have dire consequences. *** Light *** The light spell can be used by the Spellcaster to dispel darkness and to frighten Undead. The spell can actually destroy weak Undead creatures like skeletons. Light is used in the same manner as a Wizard's fireball. First you must chant the incantation and then say cast light cast light s s s Once a Spellcaster reaches the fifth skill level he or she can vary the radius of the light. cast light cast light 4 s s s *** Locate *** This spell aids a Knight in tracking down evil-doers. To locate the nearest orc, say cast locate at orc The spell will indicate the general direction and a rough indication of distance. The creature name can be abbreviated as normal. *** Strength *** This spell gives temporary strength to the recipient. First, prepare the spell by giving the proper incantation if you are a Thaumaturge. Knights do not have to warm the spell. To throw the spell on yourself, say cast strength To throw the spell on someone in the same space, say cast strength at where is the name of the person on whom the spell is to be worked. It is standard practice for Knights to keep their strength spell active at all times. **( captured from the PG documentation..copyright Kesmai corp...... ** edited by Baron Thudd....zar 72357,2072 )