Deathknight

A fearsome warrior augmented by powerful necromantic magics, a deathknight derives most of his demonic power directly from his evil god (Aramon or Arachnus). A deathknight's mission is to bring about ordered pain and suffering, and is reflecting in his style of combat.

## **General Information**

* Deathknights maintain an evil aura that drains life from non-evil creatures. Drained energies are channeled back to the deathknight to further fuel his destruction.
* Further pain can be inflicted on their targets when deathknights decide to use their special harm skill. While it cannot strike often, it causes a great deal of damage if successful.
* As a religious ritual, a blood sacrifice can be made to the evil gods. It is done at the cost of one's health, but if successful, it results in a temporary ability to surpass the normal health limit.
* The deathknight's version of pray infuses evil into his soul, increasing his strength and indirectly increasing damage dealt.
* Like fighters and rogues, deathknights are able to do extra damage through kick.
* The thought of paladins and their righteousness are repulsive to deathknights. As a result, they are able to renounce any paladin they come across, causing great damage if successful.

**Armor type**: Plate

**Restrictions**: Must sustain evil alignment. Draining will not work on mobs that are evil.

**Summary of Skills**: Bloodsacrifice, Harm, Kick (level 4), Pray, Drain.

**Roleplaying Tips**: The nemesis of the death knight is the paladin, the warrior of light. Paladins are attacked on sight, as no quarter can be given to the just and merciful.

## **Benefits from Stats**

*Suggested prime requisites are in magenta.*

* Strength: Because deathknight damage relies on STR (they are considered more as physical fighters), it is a very important stat for them and complemented by their pray ability.
* Piety: Despite their slower casting time, deathknights receive a substantial amount of MP. Their healing is also on par with Ares clerics. Higher PTY also translates into a higher chance for the harm and bloodsacrifice skills to work.
* Constitution: The largest role of this stat is for bloodsacrifice. There is a proportional "cap", based on your max HP, for this skill. Thus, having a larger HP pool means more HP you can gain before reaching the cap during a bloodsac.
* Dexterity & Intelligence: Unless one invests more points into either, chances are a point or two won't make much of a difference at all. Deathknights have the slowest casting time and are not known to be finesse fighters. Despite this fact, necromancy spells are a great option for deathknights and may open up new possibilities.

## **Playable Races**

* Suggested = ^
* Natural Infravision = ^

Cambion^, Dark-Elf^, Goblin^^, Half-Elf, Half-Giant, Half-Orc^, Human, Kataran^, Kobold, Minotaur^,

Ogre^, Orc^^, Tiefling^, Troll^^

## **Training Locations**

* Levels 1-7
	+ Keep in mind that you will need to kill leveling perms to level (but they should always be near your level.
	+ Highport: Training rooms are found on the lower level of the Temple of Aramon. Directions from Highport Clinic: e, s (x6), w, n (x2). It should be found through the door.
	+ Oakspire: There is a small temple to Arachnus on the Loth'verita Platform, just east of the Central Platform
	+ Ruhrdan: Look for the ebony archyway on the north side of the city.

* Levels 8+
	+ Oakspire: The Death Spire Platform in the northeast section of the city has a large temple to Arachnus.
	+ Caladon: You will need to travel to inner city Caladon to pursue higher levels. From the southern entrance to the City of Caladon: nw, s, sw, sw, wx4, nx3, ne, nw, n, go gate, nx6, w, purchase key captain, unlock and open gate, wx2, nx3, wx3, nx2, nw, go skull