Chivalry allows a fighter such as a Swordsman to utilize a limited set of spells that would not be feasible with Magery. These spells include healing, curing of poison, improved strength, and holy magic damage.
Chivalry skills require a Book of Chivalry in the caster's inventory, available from any Keeper of Chivalry in the town of Luna, and consume mana as well as their exclusive resource, Tithing Points (see below.) Their rate of success is determined by the Chivalry skill, while the power and duration of their effects is based on the caster's karma -- higher karma is better.
Chivalry spells consume Tithing Points, which can only be restored by donating gold to ankhs. These must be functional ankhs at which a player can resurrect.
One gold will provide one Tithing Point, and Chivalry spells generally consume 10~20 per cast. A character may hold up to 100,000 Tithing Points at one time -- any further donations will be refunded to the backpack.
Tithing Point costs are affected by Lower Reagent Costs, but the Book of Chivalry's displayed costs will not update to reflect this.
Chivalry Spells manifest the 10 magic abilities of Paladins. As with Magery, Necromancy, and Spellweaving, a spellbook specific to the dicipline must be in the first level of a character's backpack for the applicable spell to be cast. And like all spells, Words of Power are invoked. In this instance, the Paladin's spellbook is the Book of Chivalry. They can be purchased for 140 Gold from NPCs in Luna with the title of Keeper of Chivalry.
| Close Wounds
|Mana Cost||Minimum Skill||Tithing|| Restores Hit Points of a valid target within 2 tiles of caster.|
Higher karma will increase the damage healed (max. 39 damage.)
| Remove Curse
|Mana Cost||Minimum Skill||Tithing|| Attempt to remove time-based curses from a target. More and higher-leveled curses are less likely to be removed.|
Higher karma and Chivalry improve the chance of removal. See skill page for list of effects that may be removed.
| Cleanse by Fire
|Mana Cost||Minimum Skill||Tithing|| Cures a target of poison, but causes fire damage to the caster (can lower to 0 but cannot kill.)|
Higher karma will reduce the fire damage dealt to the caster (min. 13 damage.)
| Consecrate Weapon
|Mana Cost||Minimum Skill||Tithing|| Melee damage dealt for the duration has a chance of dealing all damage through the target's least-resisted damage type and raises the damage dealt by 1% for every 2.0 points of Chivalty above 90.0 (+15% at 120.0.)|
Higher Chivalry will increase the chance of each hit's success (100% at 80.0 Chivalry.)
Higher karma will lengthen the duration (max. 11 seconds).
| Sacred Journey
|Mana Cost||Minimum Skill||Tithing||When out of combat, caster may teleport using a key or a Marked rune, similarly to Recall.|
| Divine Fury
|Mana Cost||Minimum Skill||Tithing|| Caster receives meager Swing Speed Increase, Damage Increase, and Hit Chance Increase, and regains stamina upon casting, but suffers a 20% drop in Defense Chance Increase.|
Higher karma boosts the stamina regained on casting, the strength of the boost, and the duration (max: Hit Chance +15%, Damage +20%, Swing Speed +15%, Defense Chance -10%)
| Dispel Evil
|Mana Cost||Minimum Skill||Tithing|| Causes monsters to flee from caster. Deals damage to nearby Necromancers in Horrific Beast, Lich, Vampire, or Wraith forms. Chance to dispel summoned creatures that are aggressive towards you and nearby.|
Higher karma and Chivalry skill, and targets' Fame and Necromancy, increase the chance of dispelling.
| Enemy of One
|Mana Cost||Minimum Skill||Tithing|| For the duration, caster deals 50% more melee damage towards a monster and all other monsters of its type (e.g. all ettins), but everything else (e.g. everything but ettins) deals double damage to caster. The currently affected monster type will display orange when targeted.|
Higher karma extend the duration. It can be recast to cancel it.
Higher Chivalry raises the damage bonus up to +82% against monsters and +16% against players.
| Holy Light
|Mana Cost||Minimum Skill||Tithing|| Deals Energy Damage to all non-blues within a few tile radius.|
Higher karma raises the damage (max. 24.)
| Noble Sacrifice
|Mana Cost||Minimum Skill||Tithing|| Attempts Resurrection, Cure, and Greater Heal on all blues within 6 cells of the caster. If any target is successfully healed, the caster's HP, Mana, and Stamina fall to 1.|
Higher karma improves the heal value.
Non-blues are not affected regardless of party or guildmate status.
Wearing a good suit will also help make training more speedy and less costly. Like raising most other spell-based skills, with 100% Lower Reagent Cost, no tithing points will be consumed. Also wear the maximum Lower Mana Cost (40%), up to 4 Faster Casting, and 6 Faster Cast Recovery. Also get as much Mana Regeneration as possible.
Oh, and get a lot of money as you will be donating quite a bit for Tithing Points.
When not actively grinding it, Chivalry will generally raise itself quickly enough by playing a Paladin normally, as the tougher the monsters fought the more likely the higher skills will be used more frequently (and can be afforded!) All the same, the following progression is recommended for grinding Chivalry:
- 0 - 30: Purchase skill points from an NPC Paladin;
- 30 - 45: Hold a weapon in hand and cast Consecrate Weapon;
- 45 - 60: Cast Divine Fury;
- 60 - 70: Cast Enemy of One;
- 70 - 90: Cast Holy Light; and
- 90 - 115: Cast Noble Sacrifice.