The
Paladin's Warhorse is one of his strongest allies and friends. A
faithful companion to every knight, it can become an invaluable
asset in battle. When ordered to protect its rider, it will
valiantly take all the melee blows, offering a slight advantage.
This will save a paladin from most surprises against NPCs as well
as from the powerful melee attacks of many fighter types. The
horse will not protect against special attacks or spells
targetted against its rider. Shielding the horse with the
blessing of the Shield of Faith will make it even more durable in
battle.
When you have reached level 30 in faith.spells.misc, you can
summon a warhorse. You will find the initial warhorse to be used
to make you more familiar with riding. As your skill in faith.spells.misc
goes up, you will be able to summon more powerful warhorses. You
must have a minimum level of 10 in general.movement in order to
control your warhorse.
To summon a warhorse, you will have to use the summon warhorse
spell.
Skill
Used:
Faith.Spells.Misc
Gp Cost: 300
Min Level
to cast:
30
Usage: cast summon warhorse
Description
: This
spell calls on Severan to grant you a warhorse to aid you in
battle. The steed that is summoned depends upon your skill level.
For the two strongest warhorses, it will cost you 15,000 xp to
summon. If you do not have that xp, then it will summon a weaker
one instead.
Depending on the level of your skill in Faith.Spells.Misc, you
will be granted with several classes of steeds by your lord
Severan. Your skill in Faith.Spells.Misc simply determines which
class of warhorse you will be granted with as long as you have
the necessary experience points. It does not affect the power of
your warhorse beyond that. Therefore all horses of the same class
are identical, no matter what the Faith.Spells.Misc skill of each
paladin is.
Paladin
warhorses
Faith.Spells.Misc
at 30:
Jennet Riding Horse
available
commands:
dismiss
Faith.Spells.Misc at 70:
Courser Warhorse
available
commands:
dismiss, charge
Faith.Spells.Misc at 100:
Charger Warhorse
available
commands:
dismiss, charge, protect, unprotect, follow
Faith.Spells.Misc at 145:
Destrier Warhorse
available
commands:
dismiss, charge, protect, unprotect, follow
The
warhorse commands
Charge
Charge is
along with punish one of the main special attacks of the paladins.
It is has a low gp cost (estimated at around 50 gps) since the
power for the attack is drawn by your horse and not directly
yourself. Charge is one of the fastest attacks in the game.
You can only charge when mounted so a good idea is to put the
command mount horse before charge in your aliases. You will
dismount from your horse when going through a door, so you will
have to mount again on your steed to be able to charge.You can
also charge at a target from an adjacent room. To do that, simply
type charge 'direction' at 'target'. You must remember though
that it is impossible to charge at someone through a door.After
charging a monster, you will not be able to charge another one in
the same room for a few rounds.
The main drawback for charge is that it can be used only once
against a target. So, if you fail to kill a player, you will not
be able to charge him again, losing the very important advantage
of charge's fast attack and low gp cost.
Charge cannot use the weapons held by both hands. It will either
use the weapon you wield in your left hand or a two-handed weapon
if available. So it is strongy suggested you use a two-handed
avenger when charging or holding your one-handed avenger in your
left hand. The fact that it uses only one weapon doesn't let this
special attack inflict more than 3 hits making it rather useless
against enemies with layered defenses. It is however an
invaluable attack for hit and run combat.
Charge is dependant of your riding skill, your skill in sharp
attacks (fi.c.m.s) and your stats. Strength, wisdom and dexterity
make your charge stronger in that order of importance. It seems
that the white lance found in the paladin guild armory gives a
bonus to your charge. A two-handed avenger though is still the
weapon of choice for that special attack.
Other
warhorse commands:
Name
This allows you to set a name for your horse. You can give
different names for each one of the different types of warhorses
you can summon. However, you can only name each horse once, so
make it count. If using ansi color, remember to put %^RESET%^ in the end.
Syntax: warhorse name "name"
Dismiss
This command allows you to send your warhorse back to Severan
when you are no longer in need of his services.
Syntax: warhorse dismiss
Protect
Issuing this command to your warhorse will cause him to protect
you in combat. To order your horse to stop protecting you, use
the command warhorse unprotect.
Syntax: warhorse protect
Follow
This command will cause your horse to follow you when you are not
mounted. You can stop him from following you by using "lose",
in the same manner as if he were a player.
Syntax: warhorse follow