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Library: The Legion Of Knights (knights guild guide)

Books

Author: lyriikka
Date:Jul 14 2013

GENERAL
*******

-Civilized 15 level guild, which good religious can join if at the maximum 
level in either templars or liberators.
-You must be at maximum level in Squire guild to join.
-A member of Aelena guild cannot join and a knight cannot join Aelena guild.

-To train/study all knight skills and spells, you must progress on all the
four ways: Education, Conduct, Valor and Skill.
-All ways are divided into three stages and chambers which you are allowed to
enter when you have progressed enough. In each chamber there are different 
skills and spells to train and study.

-Progression can be seen with 'knight progress' -command.
Progress made along the paths of knighthood:
Education:     Path completed.
Conduct:       #######+..................
Valor:         ##].......................
Skill:         :.........................
.=0, :=1, ]=2, +=3, #=4

-To get level 15 in knights guild, you must progress some in one of the four
ways. Education, Conduct and Skill are easyest ways to do this.

-Int affects all knight spells and many of the offensive skills, along
with dex and str.


BENEFITS
********

-You get to use mounts in battle.
-Combined with Cavalier guild(other options too), you can get 100% parry.
-You can get 100% throw weight, combat sense, discipline, knowledge of
identification and stunned maneuvers.
-You get skills to use long swords, axes, bludgeons and polearms.
-You can ID monsters and armours/weapons with knight spells.
-You get to use many knights only skills.
-Joining knights from good religious background makes interesting
combinations possible.


DRAWBACKS
*********

-There are some limitations to what you can kill, while being a member of 
knights guild, though they are not so strict anymore. Also the consequences 
are no longer so harsh.


EDUCATION (NORTH)
*****************

-To gain education, you submit books and tomes to the guild.

Books you can find from many areas of BatMUD like: 
* catfolk village library
* VOTK library
* reaver guild books
* druid guild book
* channeler guild book
* batmud library book
* bard guild notebook
* shadowkeep library book
* etc...

-To get level 15 in the guild, you must submit about 20-30 books. 
-To complete Education, you must submit one a bit more "expensive and rare"
book. e.g. Hannes book or +aneurysm book

-When you have completed Education you get to use monster lore -spell in
battle.
-You cannot submit books during banishment.
-Books will save over reincarnation and rebirth.


CONDUCT (EAST)
**************

-Conduct is gained by helping Arelium citizens. Ask around in Arelium and you
will learn what you can do to help them.

Here some of things you can do to help:
-Give money(100gp) to bard, storyteller, racounteur, exciseman and
entertainer.
-Give food to townsman and nun.
-Give torches to fireman.

-You can gain Conduct from same citizen more often than once per boot, but
you'll have to wait some time in between.
-You can gain Conduct during banishment or when you have too many negative
factions.

-When you have completed Conduct, protect mount -spell will allow your mounts
to go indoors.

-If you have negative factions, you cannot enter the east tower. You cannot
train or study anything there.
-If you have negative factions, your protect mount -spell will not allow you
to ride indoors.
-Other spells, like summon mount and heal mount do work still. So if you have
a mount that goes underground by default, this will not hinder you.


VALOR (SOUTH)
*************

-Valor is gained by doing valiant kills and imprisoning monsters into the
knights guild dungeon.

-Whether a kill is valiant kill depends on your own level, monsters level and
the size of your party. Some kills will not give you any reputation and if you
kill too little monsters, you will lose reputation.
-Aggressive monsters will not cause you to lose reputation, no matter what
size they are.

-You use take prisoner -skill to imprison monsters.
-To imprison a monster, it has to be low on hit points for take prisoner to
work.
-You will get the exp from the monster, but no corpse will be left for
anything else.
-All equipment carried by the monster can be later recovered from the guild
dungeon.
-Imprisoning lots of small monsters is one way to gain Valor.
-You might have to imprison several monsters to gain one point of Valor.

-To complete Valor, you need to imprison one "big" monster. For me as a 70lvl
knight "Old Man Willow" was enough, though it only took me about halfway
through the third stage of Valor.
-Harm body is a nice spell.

-Your best capture is marked in your finger, like this:
Best Prisoner: The Old Man Willow has been standing..., 120788 exp

-You can gain and lose Valor during banishment.
-Doing Batworld protection events can award you Valor.


SKILL (WEST)
************

-Skill way is divided into four rooms. In the beginning you can enter only the
first room. You can enter the next room and train the next skill if you have
used the offensive skill of the previous room as many times as needed.
-Your 'knight progress' -command shows your progress. Using skill once will
give you 1-3 points, you need 26*4=104 points to complete one skill room. 

1st room (Use either one or both, they are cumulative.)
Crushing blow / Power slash

2nd room (Use either one or both, they are cumulative.)
Forceful blow / Precise slash   

3rd room
Skullsplitter

-Skill percent affects how many points you get from a single use of skill.
-If you miss your target, you don't get any points.
-All skill uses are counted. If you use 2nd or 3rd room skills before you have
completed 1st room, they will get counted.
-When you complete 3rd room, you will get access to 4th and your Skill way
will be "Path completed."

-After each boot, your progress in Skill way is lost. If you want to train
knight offensive skills forward, you must again gain access to the training
room.

-There are now four mastery skills which affect the damage of these skills.
Check MASTERY SKILLS.

-If you are a bard equipped with venturers way, completing Skill is not that
difficult.
-You need 50% skullsplitter to get lvl 15, this is an option for submitting
the books.


MASTERY SKILLS
**************

-Mastery skills add damage to all knight offensive skills, except turnblade.

ANIMISTS get 'blade of the warden' which adds mana damage to knight attack 
skills, and is boosted by riding an animal spirit.

TARMALENS get 'blade of the battlemedic' which adds lightning damage to 
knight skills, and is boosted if there are wounded members in the party.

SABRES get 'blade of the honourbound' which adds psi damage to knight 
skills, and is boosted by targets using "lowbrow" weapons such as clubs, 
knives, and claws.

BARDS get 'blade of the herald' which adds harm damage to knight skills, 
and is more effective on any monster with anti-abuse code(eq monsters).


FACTIONS
********

-If your conduct in knight progress states "Special requirement not met." This
means you have negative factions.

-When you have negative factions, you cannot enter or train in east tower.  
-When you have negative factions, protect mount -spell will not allow your
mount to ride indoors. 

-Factions can be positive or negative. They depict your reputation on certain
civilized areas of the game.
-You can see your factions by typing 'show factions'. The command doesn't
state if they are good or bad factions, they can be either.

Sir Shinarae Lluminus: you don't want them all removed, you want them changed.
factions are like alignment, there's no "on/off" but "good/bad"

-Killing civilized monsters at least in Arelium, Batcity, Beastlands, Shrea,
Rilynttar, Donaru, Red Tides, Catfolk Village(Treevillage), Firefox,
Mirror Mines and Beldarus will give you negative factions.

-You can check whether a monster is a civilized monster with the spell 
'monster lore'.

-You can remove negative factions by completing Batworld protection events.
e.g. Orc invasion, Funguses, Rust monster, Vikings etc...

Sir Shinarae Lluminus: solving a bat city invasion event (or helping to do so)
will not necessarily unbanish you, nor will it necessarily fix all the damage
you did by attacking a city. it will help, however, even if you don't see the
difference immediately

-When a protection event starts, you will get message informing you about 
it.
-You don't have to do the protection event yourself. As long as you are online
when somebody completes it, you will get the benefit.
- You might need few events per one negative faction.

There are ways in some areas to make your faction positive: 
* In Arelium, doing Conduct will help.
* In Catfolk Village sacrificing stuff at the shrine will help.
* In Rilynttar freeing the drow slaves will help.


BANISHMENT
**********

-If you kill forbidden monsters, you will get banished.

-The resulting punishment is the following:
Shinarae Lluminus: "loss of half the stats given by the knight guild. For
a maxed-out knight, this amounts to a loss of 3 int, 3 str, 3 con, and a 
small amount of hpr and spr."

-Knight banishments are divided:
Civilized knight: OK to kill shopkeeper and wimpy
Civilized knight: NOT OK to kill guildmaster and get arrested
Good religious knight: NOT OK to kill shopkeeper and wimpy
Good religious knight: OK to kill guildmaster and get arrested

-SHOPKEEPERS ARE: All shopkeepers in Arelium, like candy girl, Tince, 
bankguard, sister Mabelle etc. Also clones of these monsters like bankguard 
in Rilynttar and Tince in various tobaccoshops. 
-GUILDMASTERS ARE: Most of the guildmasters and race shrine monsters.

-You can check whether monster is shopkeeper/guildmaster with the spell 
'monster lore'.

-If a member of your party kills a forbidden monster, you will get banished,
were you in the room or not.

-Banishment lasts seven days after which you must pay compensative fine in the
guild.
-Fines range between 30k-100k, depends on the last forbidden monster killed.
-Banishment time and fines are not cumulative. You can get banished once per
boot which re-starts the banishment time. 

-Doing Batworld protection events can remove your banishment or reduce it.
-Reincarnation does not remove banishment.


MOUNTS
******

-Mounts offer you many benefits.

-When riding a mount, you do not use any endurance points for movement.
-Flying mount prevents you falling through ice.
-You can fly over lava.
-You can store loot into mounts.
-Mounts increase your skills. For instance, my crab adds 13 to my dodge,
parry, attack and throw weight. (90% combat riding)
-Mounts allow you to wield bigger weapons than your size would allow. If you
get +13 skills from your mount, it adds about +13 to your size wieldwise.
Doesn't help you to hit harder, but you can anyways wield bigger weapons than
normally without forcewield.
-Combat riding -skill affects how much bonuses you get from your mount.
-Monsters sometimes blast your mount, instead of you.
-If rescuing somebody when mounted, mount strength is added to knights
strength.

-Mounts make you tank better. During a battle round, monsters will hit either
you or your mount. At least with 100k-250k monsters, about 20-30% of all
rounds(90% combat riding) your mount will get hit instead of you. It's quite
satisfying when your mount takes crits for you. :)

-The riding skill you get from knights will allow you to ride at least bears,
crabs, chimeras and drakes. (at least if equipped with saddle and bridle)

-With noble mount -spell, a knight can give an individual name to his mount.
This allows a knight to use his knight spells at the mount and gives the mount
some minor bonuses.
-Noble mount's effect is permament.
-Noble mounts do not aggro to aura of hate.

-Couple things that make your mount aggressive: titan stomp, impaled
corpses, blackhole and nun areas(if mount evil).

-Stabling your mount removes all hunger, fatigue and aggressiveness from it.
-You can summon your mount from another continent if you cast the spell 
from a stable.


PROTECT MOUNT
*************

-Protect mount is the most important spell for a riding knight. It allows
mounts to go indoors and protects mounts a bit from damage. 

-Protect mount has a spell off -message and your mount doesn't have to be in
the room for you to see it.
-Mount is not ansi colored when protect mount is active.
-Protect mount's max length is 60 minutes.
-Protect mount lasts always the same time.(unless your knight reputation
changes)
-Protect mount allows only caster to ride or lead the mount.
-10% Cast help equals to about 3 minutes of protect mount length.

-Because negative factions prevent protect mount -spell from working, you 
have to be extra careful with what you kill.


REINCING TO KNIGHTS
*******************

-Knights are unable to tame mounts themself. So it might be wise to try 
acquire suitable mount(s) beforehand. Of course you can do this after reinc 
too. You can ask a beastmaster to tame one for you or you can buy one from 
them. A good mount has 100% resistance to physical damage and preferably 
other resistances too.
-Because all skills are not available immediately when you join the guild, you
must save your safe experience and progress in the guild ways so you can train
all the skills and spells you want. A bit like in reavers guild, though it
won't take so much time.
-Joining knights will not clear your factions, so be careful with what you
kill before joining.
-For civilized background, int and wis give about equal amount of spmax, but
int is a bit more useful for knights than wis, prefer int.
-Since your own level affects how much Valor you gain from monsters, it might
be wise to max your levels after you have completed enough Valor.
-You might want to collect and store chestable books before your reinc.
Especially Hannes or +aneurysm books are nice to have.
-Squires, cavaliers and knights have shared requirements. Read guild infos
carefully.
-Joining knights from good religious background offers many options, read 
guild infos carefully.


EXCELSIOR
*********

-After all four ways say "Path completed." you can go to the guild and save
your shield there. 
-You will get "Excelsior" rank and a once/boot shield.
-Shield is a full shield that weighs 2kg and which can be FW'd. Not that
useful, but you can use it with desting monsters.
-Rank saves over reincarnation and rebirth.


OVERKILL
********

-When a path is overkill, your knight shield gets an extra bonus.

-To make a path overkill, you need to:
-"For education, you have to find and turn in an insanely high number of
books."
-"For valor, you have to take an immense number of prisoners, including some
potent eq monsters."
-"For conduct, you will be required to save Arelium from harm repeatedly and
often."
-"And for skill, you have to use the skills in question an insane number of
times in one boot. I'd probably skip that one."

-Education bonus: +5 int, +10% discipline, +10% KOI
-Conduct bonus: +10 cha, +10% rescue, +10% leadership
-Valor bonus: Unknown
-Skill bonus: Unknown


SKILLS AND SPELLS
*****************

Take prisoner     With high skill you can more easily imprison monsters and
                  with 90%+, duration can be less than 3 rounds.

Defiance          "Allows a knight to fight harder when wounded"
Relentless        When leading, can make you regain consciousness.

Mighty charge     Non-offensive fight starter skill, some bonuses, avoid
                  at least. The effect is great when used by a knight acting 
                  by himself, but even more impressive when used in a capable 
                  party.

Crushing blow     For bashing weapons. Skill does type damage equal to 
                  weapons type damage.
Power slash       For cutting weapons. Skill does type damage equal to 
                  weapons type damage.

Forceful blow     For bashing weapons. Can break monster's concentration.
                  Skill does type damage equal to weapons type damage.
Precise slash     For cutting weapons. Can break monster's concentration.
                  Skill does type damage equal to weapons type damage.

Skullsplitter     Makes good damage against stunned foes. Has duration of 2.
                  Non-offensive skill. Works with any weapon.
Turnblade         This skill has the potential of making quite major damage.
                  You can use this with a shield too.

Elite guard       Used to protect party members from blasts. Can be used
                  together with spell parry. Works only if leading party.
Spell parry       Allows you to block blasts at you or someone who you are
                  protecting. Works if you have spells vocals memorized and
                  a weapon of same damagetype wielded.
                  Skill percent affects how many spell vocals you can
                  memorize, with 90% skill you can memorize five spell vocals.
                  Shield can be used to block spells too, if it has right
                  damagetype OR gives resistance against right damagetype.

Arms lore         IDs weapon and armour.
                  KOI affects the amount of information you get.
                  Reveals if weapon can make extra damage to monster with
                  knight skills. Extra damage seems to derive from weapon's
                  material.
"You say quietly to yourself 'well, what have we here'
The following lore is available about silvery bastard sword:
It takes the following slots: held.
Some frost is forming on it.
Darol, Akvavitix, Mandrake, Dupre, Nuane, Cyberlahko, Andthi, Lyriikka and
Grimpold are credited for discovering this weapon.
It has been in the game since Mon Dec 08 23:47:46 2003.
It is about 7.7 kg.
It is somewhat small.
It is made entirely of silver.
It is of superb quality.
It is originally owned by Wainamoinen. 
This weapon will fly true to its target with every swing.
This cruel and dangerous weapon has awe-inspiring striking power, as used by
the heroes in great epics.
It would prove valuable against those of the race werewolf.
It would prove valuable against those of the race vampire.
Weapon Grade: 63.9
Clearly, this weapon is superior, even amongst enchanted weaponry.
To wield this, one must practice long blades."

Monster lore      KOI affects the amount of information you get.
                  You can ID monsters and players.
                  You need to fight the monster some for this spell to work.
                  Reveals also shopkeepers/guildmasters/civilized creatures.
"You concentrate and ask 'haven't I seen you before?'
Tinmen male
Offense grade: 32.418%
Assuming it hits with every attack, it would easily tear any mortal to shreds.
Defense grade: 37.0044%
It has superior protection against swords and axes.
It has great protection against spears and arrows.
It has good protection against clubs and hammers.
It has great protection against claw and bite attacks.
It has no special resistances to attack forms.
It can take above-average amounts of punishment before dropping."

Protect mount       Read PROTECT MOUNT

Summon mount        Summons a noble mount, even from nosummon rooms. 
                    You can also summon mount from other continent, if you
                    cast this spell from a stable.
Heal mount          May also calm an aggro noble mount.
                    Can heal and restore your mount's EPs.
                    Is affected by druid skill 'Vetenarian'.
Noble mount         Names your mount and gives it some minor bonuses too.
Summon squire       Summons a squire in which you can store stuff. 
                    Dismiss will send it back to guild to the room where you
                    can study summon squire.
Noble animal spirit You can name an animal spirit. Also gives the spirit some
                    barding.  


WAYS AND CHAMBERS
*****************

Main Hall of the Knights' Castle (out,n,e,s,w).

COMMAND: look at plaque
COMMAND: la hangings
The wall hangings depict crests of the famous knights of BatMUD's history. You
can use the following commands:
crest store [to save your crest for posterity]
crest list [to see who has stored a crest here]
crest shield [max level Excelsior knights get a free shield]
crest display <player> [to display a saved crest]

                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Riding                        |  50 | 101 |  50 |    (n/a) |
| Cast generic                  | 100 | 101 | 100 |    (n/a) |
| Attack                        |  98 | 101 |  90 |    (n/a) |
| Shield bash                   |  80 | 101 |  80 |    (n/a) |
| Axes                          |  81 | 101 |  80 |    (n/a) |
| Bludgeons                     |  80 | 101 |  80 |    (n/a) |
| Combat riding                 |  90 | 101 |  75 |    (n/a) |
| Long blades                   |  92 | 101 |  80 |    (n/a) |
| Parry                         | 100 | 101 |  55 |    (n/a) |
| Mastery of mounted combat     |  79 | 101 |  75 |    (n/a) |
| Combat sense                  |  92 | 101 |  80 |    (n/a) |
| Dodge                         |  60 | 101 |  40 |    (n/a) | **
`------------------------------------------------------------'
**Squire/Cavalier/Knights get +5 dodge from background, so dodge is really 65.


North Tower of the Knights' Castle (s).
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Compare                       |  94 | 101 | 100 |    42384 |
| Cast information              |  85 | 101 | 100 |    65225 |
`------------------------------------------------------------'

COMMAND: enter library
Knights' Library Main Stacks (d).
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Knowledge of identification   |  81 | 101 | 100 |   145010 |
`------------------------------------------------------------'
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Spells available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Arms lore                     |  63 |  78 | 100 |    34434 |
`------------------------------------------------------------'

COMMAND: enter reserve shelves 
REQUIREMENT: 20-30 books submitted to get here
Knights' Library Reserve Shelves (d).                                
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Combat damage analysis        |  56 | 101 | 100 |    36901 |
`------------------------------------------------------------'
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Spells available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Monster lore                  |  50 |  78 | 100 |    43847 |
`------------------------------------------------------------'

COMMAND: enter archives 
REQUIREMENT: need a rare and "expensive" magical book to complete
Knights' Library Archives (out).
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Find weakness                 |  47 | 101 |  50 |    14910 |
| Spell parry                   |  68 | 101 | 100 |   176427 |
`------------------------------------------------------------'


East Tower of the Knights' Castle (w).
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Cast help                     |  70 | 101 | 100 |    27056 |
`------------------------------------------------------------'
                                ,-------------------------------.
                                |Percentiles      |    Adv. cost|
,-------------------------------+-----------------+-------------|
| Spells available at level 15  | Cur | Rac | Max | Exp         |
|===============================|=====|=====|=====|=============|
| Noble animal spirit           |   0 | 100 |  -  |       (n/a) |
| Heal mount                    |  69 | 100 | 100 |       60780 |
`---------------------------------------------------------------'

COMMAND: enter banquet hall 
REQUIREMENT: no negative factions and enough conduct completed
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Spells available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Summon mount                  |  50 |  78 | 100 |    13859 |
| Noble mount                   |  39 |  78 | 100 |     9988 |
`------------------------------------------------------------'

COMMAND: enter audience chamber 
REQUIREMENT: enough conduct completed
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Leadership                    |  50 | 101 |  50 |    (n/a) |
`------------------------------------------------------------'
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Spells available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Protect mount                 |  36 |  78 | 100 |     7654 |
`------------------------------------------------------------'

COMMAND: enter shrine 
REQUIREMENT: conduct completed
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Rescue                        |  75 | 101 |  75 |    (n/a) |
`------------------------------------------------------------'
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Spells available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Summon squire                 |  40 |  78 | 100 |    10892 |
`------------------------------------------------------------'


South Tower of the Knights' Castle (n).
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Mighty charge                 |  82 | 101 | 100 |   163977 |
| Take prisoner                 |  90 | 101 | 100 |   398207 |
`------------------------------------------------------------'

COMMAND: enter dungeon 
INFO: imprisoned monsters are here with their stuff
Dungeon room (out).
a set of drawers (closed), a weapon rack (empty),
an armour stand (empty) and a small money coffer (closed)

COMMAND: enter trophy room 
REQUIREMENT: first stage of valor completed
Knights' Trophy Room (d).
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Controlled panic              |  50 | 101 |  50 |    (n/a) |
| Defiance                      |  72 | 101 | 100 |   132752 |
`------------------------------------------------------------'

COMMAND: enter crypt 
REQUIREMENT: second stage of valor completed
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Elite guard                   |  34 | 101 | 100 |     6370 |
| Discipline                    |  77 | 101 | 100 |   186369 |
`------------------------------------------------------------'

COMMAND: enter balcony 
REQUIREMENT: big monster imprisoned and 3rd stage completed
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Stunned maneuvers             |  62 | 101 | 100 |    83885 |
| Relentless                    |  60 | 101 |  60 |    (n/a) |
`------------------------------------------------------------'


West Tower of the Knights' Castle (e).
                                ,-------------------------------.
                                |Percentiles      |    Adv. cost|
,-------------------------------+-----------------+-------------|
| Skills available at level 15  | Cur | Rac | Max | Exp         |
|===============================|=====|=====|=====|=============|
| Blade of the battlemedic      |   0 | 100 |  -  |       (n/a) |
| Blade of the herald           |  59 | 100 | 100 |       62287 |
| Blade of the honourbound      |   0 | 100 |  -  |       (n/a) |
| Blade of the warden           |   0 | 100 |  -  |       (n/a) |
| Crushing blow                 |   6 | 100 | 100 |         330 |
| Power slash                   |  81 | 100 | 100 |      289956 |
`---------------------------------------------------------------'

COMMAND: enter arena 
REQUIREMENT: complete crushing blow or power slash
Knights' Arena (d).
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Forceful blow                 |   0 | 101 |  30 |      270 |
| Precise slash                 |  91 | 101 | 100 |   643093 |
`------------------------------------------------------------'

COMMAND: enter armoury 
REQUIREMENT: complete forceful blow or precise slash
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Riposte                       |  70 | 101 | 100 |    87430 |
| Skullsplitter                 |  90 | 101 | 100 |   731548 |
`------------------------------------------------------------'

COMMAND: enter turret 
REQUIREMENT: complete skullsplitter
                                ,----------------------------.
                                |Percentiles      | Adv. cost|
,-------------------------------+-----------------+----------|
| Skills available at level 15  | Cur | Rac | Max | Exp      |
|===============================|=====|=====|=====|==========|
| Enhance criticals             |  60 | 101 |  60 |    (n/a) |
| Turnblade                     |  80 | 101 | 100 |   373435 |
`------------------------------------------------------------'


Books