Copies of characters, with the originals unaltered, can be copied once from port 6666 to 6969 under these rules:
1. Up to only 2 characters at most that have run from same IP on port 6666 can be transferred.
2. No vault contents, golems, consignments, inventory or godload objects can be transferred.
3. Only equipped items can be transferred but not equipped containers filled with items.
4. No gold can be transferred.
5. Only up to 5000 platinum can be transferred to allow them to buy roughly 1 piece of GL on port 6969.
6. No XP or quest points can be transferred.
7. No quest equipment can be transferred.
8. Only 50% of HP or mana past 1000 or 50% of movement past 500 can be transferred. So if they have 3000 hp, it's 1000+(2000/2)=2000 hp kept.
Maximum HP or mana that can be transferred is 3000.
Maximum movement that can be transferred is 1000.
Limit of 100 KI can be transferred.
To start the process send a tell to Julian on port 6666 or 6969, if I don't respond to you on 6666, and I'll start.

- Private sales through consignment vendor will cost 500k. This will keep people from using the consignment as their personal vault.
- gtell history added.
- tell/ask/reply/whisper all record history under tell history now.
- Price is now mentioned when an item is sold through the consignment vendor.
- Ghaerad, Sword of Legends will no longer talk to sleeping people or while its master is linkdead.
- There's a new toggle called nodupekeys. When enabled and you attempt to put a duplicate key on a keyring, it will be inhibited.
- Two of the same item that are flagged UNIQUE can't be put into a container on the ground or in inventory.

- Everyone in a room can now hear a bard singing. If this bother you, toggle bard-songs.

- The General Store in Sorpigal sells keyrings now. Thanks to Vaal for the idea
and contributing some of the code that made this possible.
- Fixed bug where repair shops would not repair keyrings.
- Removed artificial reconnect lag.
- Fixed bug where keyrings were able to be vaulted when they contained keys which caused keys to disappear.

News Archives

More Information About Paladins on Dark Castle

Paladins are the Holy Knights of the Gods. They
are incorrigibly good and noble with unbending
values and dedication to right. Their inherit
their power directly from the Gods but only if
they remain dedicated to the utmost "goodness"
(see help ALIGNMENT). Should a paladin turn
to the side of darkness, their powers will be all
but worthless.
As a "hybrid class", paladins have both combat
skills and magic at their disposal, though not to
as high a level as a pure melee or caster class
might.  Paladins also possess the abilty to ward
off those of good alignment who might otherwise
attempt to harm intruders.
Whether a noble and righteous TEMPLAR or
disciplined and deadly INQUISITOR, a
Paladin always stands for truth, justice, and

Only humans, elves, and dwarves may become a
Minimum Attribute Requirements:  14 Str, 14 Wis 
Paladins have the following ABILITY GROUPS and ABILITIES:
- Benediction (WIS, INT)        |  - Sanctification (WIS, CON)
Layhands            - Level 1   |  Bless                - Level 3
Cure Light          - Level 9   |  Shield Block         - Level 7
Create Food         - Level 12  |  Rescue               - Level 8
Create Water        - Level 13  |  Remove Poison        - Level 18
Cure Serious        - Level 15  |  Sanctuary            - Level 40
Cure Critical       - Level 22  |  Protection From Evil - Level 45
Heal                - Level 37  |  Holy Aura            - Quest 50
.                               |  Heroism              - Level 51
- Consecration (WIS, STR)       |  - Battle (DEX, INT)
Detect Poison       - Level 11  |  Double               - Level 5
Detect Evil         - Level 17  |  Parry                - Level 23
Detect Invisibility - Level 20  |  Slashing             - Level 30
Sense Life          - Level 26  |  Bludgeoning          - Level 30
Strength            - Level 28  |  Crushing             - Level 30
Blessed Halo        - Level 31  |  Triple               - Level 33
Holy Aegis          - Level 42  |  Two Handers          - Level 35
Resist Cold         - Level 46  |  Behead               - Level 49
Consecrate          - Level 55  |

- Judgment (STR, CON)           |  
Kick                - Level 2   |  
Dual Wield          - Level 10  |  
Bash                - Level 25  |  
Earthquake          - Level 29  |  
Harm                - Level 38  |  
Dispel Evil         - Level 43  |  
Divine Fury         - Level 48  |  
See help NEWBIE PALADIN for more detailed information about
playing this class.

Classes of Dark Castle
Mages, Rangers, Thieves, Monks, Barbarians, Paladins,
Warriors, Druids, Clerics, Anti-Paladins, Bards

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