Mage Knight
by Shank-Alfonse

Class: Warrior
Tag: MGKT

Introduction

A warrior of a special breed, who seeks to develop his rudimentary knowledge of magic to the point of mastery. His strength flows from his magical power, and his magical power flows from his physical endurance. His quest for knowledge will take him through stages of magical growth, and eventually allow him to use very potent magic.

Rules

The Mage Knight is constantly growing in his magical ability, and thus will receive at least 1 point to magic each level up. Also, since his magical power is at the expense of his endurance, his vitality will remain proportionately low, and thus, from lv 15 onward, his magic will always be higher than his vitality.

All elixirs are illegal except for strength, which will be legal after a certain quest.

Items

The Mage Knight's physical strength flows from his magical power, thus all equipment with a strength requirement will have an assumed magic requirement of the same amount. Also, the Mage Knight believes it imperative that his magical power be from his own unaided ability to endure, and thus will not wear anything which increases his vitality or life, unless it also increases his magic, but only to a certain degree. (All +hp and +vit items are illegal; of the heavens, of the zodiac are illegal.) Furthermore, until a certain point in his life, he will wear nothing that increases his knowledge of spells (no +slvl items), but he cherishes +magic and +mana items.

He values his knowledge so highly, that he will always maintain a higher level of magic stamina than physical protection. (His ac can never be higher than his mana.)

Shrines

The Mage Knight can hit NO shrines that affect either statistics, or spell levels, but all other shrines are fair game.

Spells

All scrolls (within reason, use your judgment) are legal at any time. Spells, however, are learned on a basis of rank.

Quests & Ranks

#### Ranks

Novice
The Mage Knight starts out as a novice. As a novice, his rudimentary knowledge of magic allows him to learn Firebolt and Charged Bolt. He will remain a novice until he has learned Firebolt and Charged Bolt, and has killed the Butcher with one of these spells.

Initiate
Upon killing the Butcher, the Mage Knight becomes an Initiate; as an Initiate, he can now use Holy Bolt, Healing, and Heal Other, in addition to the spells he has already learned. He remains an Initiate until he learns Holy Bolt, Healing, and Heal Other, and kills 10 unique monsters on lvs 2-3 with only magic.

Apprentice
After killing the uniques, the Mage Knight furthers his skills in sorcery. From books found in the dungeon, and bought from Adria, he may now master the spell of Inferno, and must learn it, and fell Leoric with only magic before moving on to the next stage of his growth.

Skilled Apprentice
After Leoric has been felled, the Mage Knight becomes a Skilled Apprentice. Now, he may begin to learn the slightly more advanced spells of telekinesis and town portal. To graduate to the next stage, he must learn these spells, and kill 5 uniques on lvs 5-6 of the dungeon with only magic.

Magician
After slaying these uniques, the Mage Knight may begin to use more powerful forms of magic. Now he may learn the spells of Lightning and Flash. To advance further, he must learn these spells, and get all spells on the first page of the spell book up to lvl 7.

Journeyman Mage
After achieving proficiency on the first page of the spell book, he may learn the potent spells of Fire Wall and Stone Curse. Upon learning these spells, and getting all spells on the second page of the spell book up to lv 4, he may move onward.

Adept
After becoming proficient in all of the arts he has learned thus far, the Mage Knight becomes and Adept, the highest rank by normal training. At this time, he should be in his low to mid 20's in levels, and ready for the quests he will need to further his training. At this point, he may learn the spell of Mana Shield, a strong protection spell to aid him on his journeys.

Spell Blade
After killing Diablo on normal difficulty with both magic and melee, the Mage Knight earns the title Spell Blade.

Rune Knight
After killing Diablo on nightmare difficulty with both magic and melee, the Mage Knight earns the title Rune Knight.

Arcane Lord
After killing Diablo on hell difficulty with both magic and melee, the Mage Knight earns the title Arcane Lord.

#### Quests

1) Teleportation
Upon seeing how mages teleport, the Mage Knight may learn to do it himself; however, when he first learns how to do it, he cannot do it accurately, and it is quite random. (He can learn Phasing). However, over time, as his proficiency builds, he learns how to control it. (When he learns Phasing up to lv 7, he can then learn Teleport)

2) Electric Burst
After seeing the raw power of Doomcloud's Lightning attack, the Mage Knight can learn a highly focused attack that explodes outwards in all directions. He must however learn this from Doomcloud. (He can learn Chain Lightning when Doomcloud drops a book of it.)

3) Trial by Fire
The raw power of fire is one not to be underestimated. Thus, by observing Lazarus' powerful assaults of flame, the Mage Knight can learn to fashion balls of flame himself. And, once he has achieved a high level of proficiency, he can even craft a spirit of flames that will hunt an enemy out, and when he has sufficiently mastered that, he can summon a dragon that will breath fire. (He can learn Fireball when Lazarus drops a book of it, when Fireball reaches lv 7, he can learn Elemental, and when Elemental reaches lv 4, he can learn Guardian.)

4) Trial by Fire II
After mastering the art of Fire Wall (getting it to lv 10), he may learn the art of Flame Wave by obtaining it from the corpse of an Advocate. (Find a book of Flame Wave from an Advocate.)

5) Necromancy
After clearing an entire level of hell/church with at least three types of undead enemies while nude, using no potions, the Mage Knight can learn Bone Spirit.

6) Dark Magic
While fighting the witches that roam in hell, the Mage Knight may learn Blood Star after studying the tactics of Witchmoon, Stareye the Witch, Bloodlust, Red Vex, and Black Jade. (Kill each of then, and then he can learn Blood Star.)

7) Quest for Knowledge
Once the Mage Knight has learned all of his spells to the highest capability possible, he may set out in search of relics which will increase his knowledge of spells. Opting not for staves, but for the legendary relics Dreamflange, Naj's Light Plate, and Thinking Cap, most high ranking Mage Knights would relish the thought of obtaining these awesome treasures.

8) Quest for Strength
The Mage Knight will over time slowly amass strength. However, once he reaches lv 25, for each jewel of wizardry that he finds that adds +29 or 30 to magic, he may use one strength elixir. This is the only way in which he can use elixirs.

9) Quest for Endurance
The Mage Knight will very slowly build his endurance, as his other stats grow at a much more accelerated rate. Thus, for every 5 jewels of wizardry he finds that add +29 or 30 to magic, he may use one elixir of vitality.