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Book Of Defence

by Sir Pjoll Cardinalis

You open a journal entitled, "Book Of Defence" to the bookmark, on page 1, and begin reading.
My Fellow Paladins,

Here you find a Journal before you, that will tell you how to defend yourself best against other classes of fighters, some helpful cures and handy venom combo's. Always remember though, only the most honourable of knights knows when to keep his sword sheathed.

Page 2 Sentinels

Page 3 Druids

Page 4 Monks

Page 5 Priests

Page 6 Infernals

Page 7 Snakes

Page 8 Magi

Page 9 Occultists

Page 10 Vampires

Page 11 Racial Tactics

Page 12 Cures

Page 13 Skullcap

Page 14 Falconry

Page 15 Basic Attacks

Page 16 Web and Shield

Page 17 Devotional Rites
You open a journal entitled, "Book Of Defence" to the bookmark, on page 2, and begin reading.

SENTINELS: Sentinels are tough to fight because they can use several morphs at trans level, and they also have entities. You must be ready with several triggers against Sentinels. Basilisk morph glare and gaze give paralysis and stupidity, therefore those triggers are a must have.
You should also have a trigger for string which hits you with loki venom. I usually smoke all my pipes, apply mending and eat kelp. This ensures I almost always cure one of the afflictions. Their ents are tough, you absolutely have to be blind or their butterfly can transfix you, badger causes heavy bleeding, raven makes you lose balance, lemming strips defenses, wold hits for damage and the fox also hits for damage.
If you can try and kill the lemming before the battle ensues. Monkshood is a must have against Sentinels. When you are fighting a Sentinel afflict them, because they give slow damage. If you ever get below half health leave the room and heal up, because a Sentinel incinerate can kill you from one blow if you are below half health, this attack goes through shield. If you get them with Selarnia they might lose morph.

Usefull Venom Combinations are: Epteth/Epseth Monkshood/Kalmia and Slike and Selarnia in any combination
You open a journal entitled, "Book Of Defence" to the bookmark, on page 3, and begin reading.

DRUIDS: Most tactics that apply to Sentinels also apply to Druids. The main difference is that Druids don't have any entities. This makes fighting them much easier since they depend on their morphs almost entirely. The only time they might present a problem is if they catch you in their grove. Never attack a druid in his grove unless you are sure you are better than him. Grove spells web you, they trap you, and the Druids can really hurt you if they get you in their Grove. Just remember to attack them outside the forest and you can usually win. If you hit them with Selarnia you might get them to lose morph.

Usefull Venom Combos include: Useful venom combos: Aconite/Curare, Epseth, Epteth, Selarnia and Slike in any combination, Prefarar, Eurypteria
You open a journal entitled, "Book Of Defence" to the bookmark, on page 4, and begin reading.

MONKS: Monks are a direct class to fight. They try to break your limbs and damage you until you are on the ground where they break your back, an attack that damages almost 2000 health. With monks don't target or you may hit their guard, which causes them to trip you and leave you wide open for a backbreaker. They might also trip you whenever you hit them with a dsl with trb, in which case you have to wait for them to lose their mana or hit them when they don't have equilibrium. They also have a skill called deliverance which kills anyone that attacks them, so if you see a Monk with flaming eyes or drawing deep breaths stay away.
You have to use your falcon on them because it keeps them off balance.
You also might want to try and parry where they are hitting you, but be careful or they might break your head and then you are very much dead.
Try to use epteth, epseth on them, so they cant combo you as effectively. KaiCripple also shrivels all your limbs, so make sure you apply mending for times and stand as soon as your legs are healed.
Monksalso have an attack that goes through shield called KaiChoke, if they KaiChoke you you have to be able to heal because if does serious damage.

Useful Venom Combos: Epseth/Epteth, Aconite/Curare, Aconite/Xentio
You open a journal entitled, "Book Of Defence" to the bookmark, on page 5, and begin reading.

PRIESTS: Priests are a very tough class to fight. You can not hit them with venom's and expect the fight to be easy because if they have healing they can cure themselves really fast. With priests you have to go for damage. They can make their angel spiritwrack you so that you get one of five random afflictions every few seconds without having them use equilibrium. Their angel can also take your mana and a priest can instantly kill with absolve if you are below 2/5th mana. We never use mana but when fighting a priest be sure to sip it every now and again.
They can also absolve when all limbs are broken so be sure to mend those. They can also hellsight you which can kill you if you don't cure it. You must have pipes with elm to smoke or hellsight will make sure the priest wins the fight. They can also break your limbs with smash, so have a mending vial ready and an autowield sword for when they get your arms. They can also shield without standing up due to their angel, so breaking their legs will not prevent them from shielding. The angel also heals there afflictions so it is hard to harm them. Make sure you are not in a rite of piety or they might use judgement, a skill that takes a few seconds to happen but which kills you instantly.

Useful Venom Combos: Prefarar/Eurypteria, Prefarar/Aconite,
Aconite/Xentio
You open a journal entitled, "Book Of Defence" to the bookmark, on page 6, and begin reading.

INFERNALS: Infernals are like us in their skills, so make sure that you always have rebounding up when fighting them.Their falcons can be bothersome, but we have them too so use them against the Infernals. Try and have their arms useless so that they cant doubleslash you. If they web you writhe fast or they might try to impale and then disembowel. Our devotional rites are very usefull when it comes to fighting the infernals, but then again we must watch for their necromantic skills that reach from a simple chill to killing you due to immense hunger. Be sure to have your healingtriggers up to date before you tangle with an infernal. They have DSL as we do and hence are able to poison you twice in one blow. Be sure to heal your limbs so that they cant use vivisect which will instantly kill you.

Useful Venom Combos: Aconite/Curare, Aconite/Xentio, Epseth/Epseth
You open a journal entitled, "Book Of Defence" to the bookmark, on page 7, and begin reading.

SNAKES: Snakes are mostly an easy class to fight. Always have sileris up, and shield when you are away from the room because they have a bow.
Their doublestab works like doublesash, but they use it to venomlock and not to damage. Their bites of camus can really hurt, almost 1.5k and these go through shields. They can also make false messages that make your triggers go, and they might make you heal imaginary afflictions. Go for damage with them as they usually use low health races to account for more speed. They can also drag you into the trees with a noose, and to get out of it you need to attack twice. Snakes can also shrug venom's, that makes them cure venoms much faster, so go for damage.

Useful Venom Combos: Aconite/Curare, Any of the ones cured with vials, Prefarar/Eurypteria
You open a journal entitled, "Book Of Defence" to the bookmark, on page 8, and begin reading.

MAGI: Magi are easy, unless they get you in vibes. Some vibes stop you from moving at all, which can be very troublesome. You also have to watch vibes that give you stupidity. Most Magi like to lock a person in a room with icewalls, then fly and drop hologlobes that cause a lot of damage. When someone does this you need to get out of the room using tumble, make the Magi come down with a tentacle tattoo. Their ents are not very bothersome, but remember that Magi can transfix, so you always have to be blind when fighting them.

Useful Venom Combos: Almost any venom's, just make sure they are both cured with a herb or vial.
You open a journal entitled, "Book Of Defence" to the bookmark, on page 9, and begin reading.

OCCULTISTS: Occultists are tough to fight if you cannot deal with their entities. Always make sure you have food when you fight them so that you don't pass out from hunger as their worm feeds and as they feed. To get rid of there ents use a rite of banishment and throw and orb sigil at the chaos. They love entangling you with hangman tarot, and if they use an Aeon card on you and then hangman you might lose the fight. Some of the tarot also give stupidity so be ready to heal. Their meteor tarot breaks shields and can be thrown from distances so be ready to shield up whenever a meteor card smashes your shield. Go for damage against Occultists, and use kalmia and monkshood. Remember to shield when they go blackwind, and to heal your shriveled limbs so they cant vivisect.

Useful Venom Combos: Kalmia/Monkshood, Aconite/Curare, Epseth/Epteth
You open a journal entitled, "Book Of Defence" to the bookmark, on page 10, and begin reading.

VAMPIRES: Vampires are a tough class to fight. They can hit you with a frenzy that stuns you and does large damage, and they can also whisper afflictions to you. Trans vampires can stun, damage, and afflict with two venom's all in one attack. This is hard when coupled with their very strong ents like ghasts and wraiths. They can also transfix, web and then embrace you, forcing you to writhe three times if they are successful. You have to shield whenever you are low on health and watch out for the masochism affliction. They also tend to make you stupid and to give you pacifying so you cant attack. When they do this eat bellwort or use our rage skill. With vampires you have to damage or use monkshood/kalmia to get their ents against them.

Usefull Combo: Monkshood/Kalmia
You open a journal entitled, "Book Of Defence" to the bookmark, on page 11, and begin reading.

There are two kinds of knights, damage knights and speed knights. Races that use speed are Rajamala, Mhun, and the small ones. Damage knights are the Xorans, Trolls and Dwarves. If you are a speed knight you should consider damaging your opponent with venom's rapidly, try to venom lock and kill them fast. Damage knights on the other hand depend on venom's like prefarar to ensure that each dsl does above 1k damage. This permits them to kill fast. Weapons for speed knights are rapiers, and for damage knights broadswords or battleaxes.
You open a journal entitled, "Book Of Defence" to the bookmark, on page 12, and begin reading.

CURES:

The key to being a good combatant is the ability to cure afflictions.
The faster you cure an affliction, the more you will be able to continue to remain on the offensive. If you are on the offensive, then your opponent is forced to waste time shielding and curing, taking pressure from you.
Know HELP CURES, as it lists all the afflictions and cures. A good help might be to take a look in the priests book of healing that remains in the tower of the Shield.

Paralysis (caused by the venom Curare). This stops your limbs from responding, making you unable to act, and thereby stopping your attack.
Cured by eating Bloodroot. Asthma (caused by the venom Kalmia). This contracts your lungs, making it impossible to smoke, stopping you from curing other afflictions or using skullcap. Cured by eating Kelp.
Slickness (caused by Gecko). This puts an oily film on your skin, causing anything you apply to just slide off without effect. Cured by smoking Valerian. Anorexia (caused by Slike). This makes your body reject all food, thus stopping your ability to eat or drink. Cured by applying Epidermal. There is a condition known as a venomlock, when you have Asthma, Slickness and Anorexia. This means you can't eat, smoke or apply vials. You should avoid getting into this state, but should it happen (and it will at some point), you must learn to get out of it.
You open a journal entitled, "Book Of Defence" to the bookmark, on page 13, and begin reading.

SKULLCAP:

Skullcap is an herb that is smoked, and when you do so, it gives you an 'Aura of rebounding'. This aura, unless it is razed will cause sword hits to rebound on the attacker. When fighting weapon users, you must always use skullcap, and keep smoking it whenever your aura disappears.
You must always be aware of when an enemy's aura is up or down, so you can choose your attack, ensuring you don't end up hitting yourself.
Raze/slash, or RSL is an excellent skill for dealing with this, that you may achieve in Chivalry one day. When you smoke skullcap, there is a delay before the aura protects you. When in combat you should time it so your aura is protecting you while you are off balance as best you can.
When you do an aggressive action, your aura disappears. If in combat, you should immediately smoke skullcap again. For example, smoking a pipe, waiting approximately 4-5 seconds then attacking will mean your aura will protect you just after you attack.
You open a journal entitled, "Book Of Defence" to the bookmark, on page 14, and begin reading.

FALCONRY:

Falcons must be trained to their full potential as soon as possible.
Your falcon is your best friend, and will assist you in Combat, but you need to make sure you can use it effectively. The best way to do this in combat is to ORDER FALCON FOLLOW ME and FALCON SLAY AT TARGET. This way your falcon will attack your opponent, and your falcon will follow you should you leave the room. Further in chivalry, you will attain WARHAWK.
This allows you to equip your falcon with steel talons, making its hits worth more damage.
You open a journal entitled, "Book Of Defence" to the bookmark, on page 15, and begin reading.

BASIC ATTACK:

There is a skill in chivalry called Duality, it allows you to wield and use two weapons at once, called a DSL. This is a very powerful attack as it allows you to afflict someone with two venoms at once, on top of doing a fair amount of damage. That is only if you have ENVENOM in weaponry. You do need as high a weaponry skill as possible to make it more effective though, as this increases both your hit rate and damage.
Good quality weapons are also essential. Choose venom combinations that are likely to succeed. For example if you have a low weaponry skill and usually only hit with one blade, dont rely on venom combo's that require both hits - double delph for example. Good beginning venoms are Voyria, Curare, Aconite and Epseth. All these require different herbs/vials to cure, and will ensure you will kill anyone who is not prepared with the correct cures.
You open a journal entitled, "Book Of Defence" to the bookmark, on page 16, and begin reading.

WEB AND SHIELD:

In combat web and shield tattoos serve one purpose. They slow down the enemies attacks upon you giving you time to heal. Neither tattoo completely stops all attacks though, so be wary. Just use them as a delay while you heal some health, or cure some afflictions. Using a shield or web though is also allowing your opponent time to heal, so only use when you need time to heal yourself.
You open a journal entitled, "Book Of Defence" to the bookmark, on page 17, and begin reading.

DEVOTIONAL RITES:

Devotion rites can be powerful aides in battle, but they have certain limitations. Certain rites, namely, banishment, piety, and demons are incredibly useful. Banishment is a necessity when fighting an occultist with several entities. Piety is useful in hindering your opponent in any attempt to flee and demons is simply useful as it does damage to an opponents health and mana reserve.

In order to use rites effectively, you have to be willing to stand your ground and draw your opponent in to you. This requires you to effectively use brazier tattoos and convocation rites. If you plan to move frequently during battle, your rites will be of little use. You must also find ways of keeping your opponent in your rites. Since piety is the trans skill, other methods must be used. A common tactic is to set up your rites in a room with only one exit (even better if it is an odd exit, like up, down, out or in, which are more difficult to type when disoriented or in combat) or else in a water area (this is exceptionally effective as your opponent must swim away) and summon them to you.

If you are attacked without your rites set up, you must gauge the strength of your opponent and whether your rites are needed or not.
Casting them will take your equilibrium for several pivotal seconds and against fast attacking enemy, this can be devastating to you. In cases where you are being attacked by an occultist with several entities, I strongly recommend setting up a rite of banishment quickly. Usually the best tactic is to make a strategic retreat to a few rooms away, set up your rites and let your opponent come to you.

Remember rites are most effective when used with careful planning and sound tactics. Always plan ahead when using rites.

     

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