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The Quest and The Challenge

"TO BE A KNIGHT"









Prove thy Strength   Prove thy Loyalty
Prove thy Knighthood
To Quest for Knighthood: Look to your Sponsor(s) or email the Guild the_emperium_knights@yahoo.com










The Quest

The member must run the River Of Flame without equipment.
The Quest is complete when all 5 seals protecting Diablo are breeched.
Level Requirements are Under level 50=Normal Mode, Over level 50=Nightmare Mode.
Over level 75=Hell Mode.
A Council Member MUST be present for this quest.
The Rules are: No Items, No Potions, No Mercs, No Charms, Skills and Shrines ARE Allowed, Minions summoned via skills ARE allowed, you may fight or run through any part of the map.
The quest begins at River Of Flame WP and is completed when ALL FIVE seals are broken in Chaos Sanctuary. During the quest you will be REQUIRED to open your inventory. Use the /time command and take a screen shot at that time to prove that the presence of any equipment (includes Horadric Cube) such as rings,etc are not present at the time of the quest. You SHOULD put all equipment, jewelry, charms, etc in your STASH. If there is not enough room for it all, a Royal Member or your squire  may be asked to hold items for you.

The Right of Passage

The member who defeats the Ancients using only his fists to do direct damage. Direct damage such as Warcry, Fist Of Heaven, Holy Shock, Traps or Druid Elemental/Summoning spells are not allowed. Such potions as are equipped may be used, but none may be placed on the ground at the summit. A shield is permitted. Level 30 or lower = Normal mode. Level 31 or more = Nightmare mode. Level 75 or more = Hell Mode. Necros and Sorcs are not elegible. A Royal Member  MUST be present for this challenge

The Joust















































TO BE
A KNIGHT

THE QUEST,
RIGHT OF PASSAGE,
AND THE JOUST
Emperium
Knight
Each jousting match will consist of two knights or more at matched levels in which shall compete of three contacting passes. At the end of each contacting pass points are given with the jouster scoring the most points being the winner of that match.  In the event of a tie a fourth deciding pass will be run, followed by a 5th if necessary.
A matched level is either of the same or can be 2 levels lower or 2 levels higher. The field is measured only within the Blood Moor, if you leave the field of battle without a given command it will be counted a loss of match. No attempt is made to your opponent prior or after each pass. A measuring pass of the field shall be made to ensure that the jousters acknowledge the boundaries and rules given.  At the end of the first measuring pass either knight can call for a second measuring pass if required.  The measuring pass is a safety feature, especially if we are jousting in adverse conditions of 3 or more knights. Once each jouster is satisfied that they understand correctly the boundaries and rules then they run three contacting passes attempting to hit or kill each other.
Points are awarded as follows:
· 1 point: For a hit that merely glances off the opponent’s life bar.
· 2 points: For a hit that lands solidly on the opponent causing his life bar to be of half measure or more.
· 3 points: For a hit that lands solidly on the opponent and either unbalancing him -causing him to flee for safety or killing him.
· 5 points/automatic win: The first given blow on the opponent - kills him       (First Run only)
                        
Points are deducted for the following:
· 1 point: For striking the opponent prior to the start of the joust. Any points scored by the offender for the pass that the offence was committed in are not recorded.
· 1 point: For running out of the boundaries during the joust except for safety reasons.
· 1 point: For any misconduct such as abusing the opponent, ground crew or judges, foul language, reckless   behavior and etc. 2 points for the second offence, disqualification from the tournament on the third.
· 1 point: For a hit in the back. Disqualification if the hit thereby causing death to either opponent and or judges.
· 1 point: For failing to maintain an appropriate gait during the pass  (this means that if you walk or trot (guard the opponent’s body or guarding of the gate to town).

Repeated offenses are considered for more points deducted and or disqualification.