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A Paladin's Guide to Entities

by Sir Garik Corey, Winged Knight

You open a journal entitled, "A Paladin's Guide to Entities" to the bookmark, on page 1, and begin reading.
A PALADIN'S GUIDE TO ENTITIES
-----------------------------

Entities, or ents as they are more commonly called, are used by a variety of classes for many different reasons. They are used in and out of battle. They can be used to defend, attack, inflict, transport the owner... the list of entities is long and varied.

This book is a guide to the various entities you will find, what they do, and how to fight against them. There are general as well as specific tactics to use against entities. And at the back, a handy list of help files to look up and books to read. Enjoy.

Contents:
PAGE 2 - Sentinels' entities
PAGE 3 - Occultists' entities
PAGE 4 - Miscellaneous entities
PAGE 5 - FIghting against entities
PAGE 6 - Related help files
You open a journal entitled, "A Paladin's Guide to Entities" to the bookmark, on page 2, and begin reading.

SENTINELS
---------

Sentinels use the skill of Woodlore to call animal guardians. These entities have quite an attacking stance, and most will either damage you or make it easier for their owner to damage you.
Animals to watch out for:


BUTTERFLY:- Transfixes you, rendering you effectively helpless until you WRITHE out of your transfixed state. However, if you are blind the butterfly will not do anything.

FOX:- Attacks you, which does mediocre amounts of damage.

BADGER:- Causes vicious bleeding. Can be frustrating, but countered with a moss tattoo or the Clotting skill in Chivalry.

LEMMING:- This one is evil. Strips your defences, leaving you open to attack. The only way to counter this is to have triggers up for when your def goes (although this may pose a problem if seting up the def takes balance). Alternatively, you can kill the lemming, although this will take some time.

WOLF:- also deals damage. Not a problem on its own, but can be a threat when coupled with the fox ent, and the Sentinel themself's attacks.

RAVEN:- Knocks you off balance. This can considerably slow down your attacks, but it doesn't hit that often so this is not too much of a problem.
You open a journal entitled, "A Paladin's Guide to Entities" to the bookmark, on page 3, and begin reading.

OCCULTISTS
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Occultists use the skill of Domination to summon entities and attack you. They can summon the following creatures:

DERVISH:- The whirling dervish knocks flyers out of the sky. This can cause you damage, unless you have applied a salve of levitation, or have a feather tattoo.

FIRELORD:- The ethereal firelord can be summoned to attack you. This will set you on fire and do damage every few seconds. Fire can be put out by applying a mending salve.

ORB:- The orb of chaos acts as a defense, parrying some of your attacks.
It doesn't work that often though, so it's not that much of a problem.

MINION:- The minion of chaos prevents the Rite of Banishment (AB DEVOTION BANISHMENT) from working. This is nasty, so try and get rid of the minion (see page 5).

WORM:- The worm feeds on you, making you hungry. If you do not have food with you you may pass out from hunger, giving you a huge disadvantage.
Therefore you should always keep food, or a bowl of manna (AB DEVOTION SUSTENANCE) with you.

TICK:- The hand-sized tick drinks some of your health vial when you take a sip, so be warned if you're running low. This can be countered by having lots of vials or eating moss instead.

PATHFINDER:- This transports the Occultist to faraway places. Not any use in battle, but annoying if the owner tries to run away.

SLIME:- The slime slows down your attacks. This can be very annoying, and there's no real way to counter it, so the best tactic is to try and get rid of it.

GREMLIN:- Simply, the gremlin hits you for damage. It doesn't do huge amounts though, so it's not much of a problem.

SOULMASTER:- This entity fills your soul with chaos, until your mind becomes a blank slate. The owner can then force you to do his bidding.
About as useful in battle as the force command (AB DEVOTION FORCE), but annoying if you lose the fight because you cna be forced to get your money out of your pack and outb your herbs.

CHIMERA:- This is a steed, which your opponent can ride on. The current uses of steeds are limited, but you can still dismount your opponent with the relevant skill in Chivalry (AB CHIVALRY STARTLE).

BUBONIS:- This gives you random afflictions. The best way to counter this is to have all cures on trigger. Refer to the healing journal for more on this.

HOUND :- The chaos hound also hits for damage. This isn't too much of a problem - but if you keep dying early, the best defence is really to bash a lot and get a higher level.

BLOODLEECH:- This entity begins to attack you when you are bleeding. It will cause you to bleed even more heavily. The best way to combat this is with a moss tattoo (AB TATTOOS MOSS), or the clotting ability (AB CHIVALRY CLOTTING).

HUMBUG:- The humbug makes drinking from a health vial regain less health. When coupled with the tick this can be quite a formidable attack, so try to get rrid of at least one of these.

SYCOPHANT:- The simpering Sycophant drains your mana. Paladins don't use mana, so this is not very effective on its own, but some attacks require you to be on low mana for them to work, so take a sip of your mana elixir now and then.

CRONE:- The withered old crone shrivels your arms and legs. Be warned - if all four limbs are inflicted, a Necromancer can vivisect you, causing instant death. Therefore you should apply mending and/or restoration as soon as a limb is inflicted.

STORM:- The chaos storm tracks you, meaning the owner can chase you if you run away from the fight. There is no real tactic for getting away from it, so your best option is either to get rid of it or to stand your ground.
You open a journal entitled, "A Paladin's Guide to Entities" to the bookmark, on page 4, and begin reading.

OTHER ENTITIES
--------------

Angel:- The entity of the Priests' guild, it's capabilities are mainly defensive. Watch out for the angel's shield, which is the same as a shield tattoo. However it also helps its owner in some aggressive moves, but these are easily cured. Angels also attack chaos ebtities, although as a Paladin you won't need to wory about that.

Falcon:- Your very own entity, you should know falcons pretty well. AB CHIVALRY FALCONRY will give you a start. Falcons' skills can be trained up to 255 each: Strength increases the damage it does when you order it to slay someone (FALCON SLAY ), Stamina affects how much damage your falcon can take, and Speed improves how quickly the falcon responds to your commands. Falcons do small amounts of damage, but also knock you off balance, which can slow you down considerably.

Ghoul:- An ent which belongs to vampires, this does medium damage and can also paralyse you, which is cured by eating bloodroot.

Ghast:- A stronger version of the ghoul, this entity belongs to more powerful vampires. It does more damage than a ghoul, and can also paralyse you.

Efreeti:- The Magi's fire entity, the efreeti can set you on fire, which does damage every few seconds. It is cured by applying a mending salve.

Water Weird:- A water entity belonging to Magi. Its main use is to assist in water crossings, but it can also attack you, which does small amounts of damage every few seconds.

Zombie:- Another vampire ent, this one is rarely seen. It hits for medium damage, and can also make you panic. This will make you rush around involuntarily, and to get out of this state you must COMPOSE.

Swarm:- The swarm of bees is only encountered when you attack a druid in the forest. When ordered by the druid, the swarm will descend from a beehive, if there is one in the room, and will cause considerable amounts of damage.

WRAITH:- Another vampire ent. This one does pretty large amounts of damage straight off.
You open a journal entitled, "A Paladin's Guide to Entities" to the bookmark, on page 5, and begin reading.

FIGHTING AGAINST ENTITIES
-------------------------

There are many tactics that can be used to counter your opponents' entities. The following are the most effective tactics:

MONKSHOOD:- Envenom your swords with the monkshood venom, and use it on the entities' owner. This will make their ents turn against them, and since it is only cured by smoking valerian, will be a huge advantage if your opponent does not have pipes lit.

ORB & BANISH:- When fighting against Occultists, enact a Rite of Banishment in the room. This will make all of your opponents' entities destroy themselves. However, it will not work if your opponent has a minion of chaos with them. You can counter this by getting an orb sigil and throwing it at the chaos minion, destroying the minion and allowing the Banishment to work.

FORCE:- If you have the Force skill in Devotion (AB DEVOTION FORCE), you should use it to make your opponent attack their own entities. The entities should hit back at them, causing a lot of damage to your opponent. Bear in mind that this might not work if your opponent's alignment is too low.

KILL THE THREAT:- If one particular entity is giving you trouble, and you can't get rid of the whole lot in one go, attack the creature in question until it dies. This will take the pressure off your opponent, but may save you in the long run. Entities do not usually have huge amounts of health, so this tactic should not take that long to pull off.
You open a journal entitled, "A Paladin's Guide to Entities" to the bookmark, on page 6, and begin reading.

RELATED HELP FILES
------------------

HELP WOODLORE
HELP DOMINATION
AB DEVOTION FORCE
AB DEVOTION SUSTENANCE
AB CHIVALRY STARTLE
AB WEAPONRY ENVENOM
HELP VENOMS
AB CHIVALRY FALCONRY
AB DEVOTION BANISHMENT
AB CHIVALRY CLOTTING
AB TATTOOS MOSS

Also, for further information on fighting entities and healing from their attacks, please read the Healing Journal and the Book of Defense in the Paladins' library.

     

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