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