Crimson Knights

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Pavan Outlaw

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Aug 3, 2024, 6:07:30 PM8/3/24
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The Crimson Knights (紅衣の騎士団) are an unofficial player-governed group that hopes to bring order to "The World." The guild slowly evolved into one that keeps the order that they desire through sheer intimidation via their vast numbers. Although unofficial, they are sometimes used by The World's administration.

The Crimson Knights started as a joke made by Crim. After he and Subaru were attacked by PKers, Crim calmly explained that their actions made new players less likely to enjoy the game and keep playing. Noting that he and Subaru both had avatars with red clothes at the time, Crim told the PKers to call them "the Crimson Knights."

Crim resigned after a conflict with Silver Knight about how the Crimson Knights had lost their way. He quit so that he no longer had to be "Lord Crim of the Crimson Knights" and could go back to just being "Crim". According to Crim, games were about fun, not obligation. He urged Subaru to quit if she ever grew tired of the knights, but Subaru disagreed.

Silver Knight tried questioning Tsukasa a few times about a cat-player character they had been investigating. During one encounter, Tsukasa's Guardian appeared and killed his character, causing him to lose consciousness in the real world.

After this incident, Subaru ordered him to be brought to her. Silver Knight mistook the intention of this order, and authorized a massive operation to trap Tsukasa and take him into custody. After the incident, Subaru spoke to Tsukasa, and agreed to let him go.

After this event, Subaru became more cautious about the specificity of her orders, and voiced her belief that Tsukasa was "a victim of a larger flow." Silver Knight began contradicting her orders, secretly authorizing characters to be "marked on all servers, bound, and taken into custody."

He also worried that Tsukasa was a bad influence for Subaru to become involved with, and took steps to keep him from contacting her. Occasionally, he was accused by third party players of having a grudge for his defeat.

Silver Knight had E-mailed CC Corp, requesting real-time player logs and information to help catch "malicious players." This was too much for CC Corp, which E-mailed Subaru to deny the request, reminding her that they were just volunteers, not CC Corp employees.

Subaru was disgusted with Silver Knight's arrogance at making such a request. She said that their job was only to help resolve disputes, not to act as "system support." Silver Knight shot back that she herself had become arrogant, deciding for herself that Tsukasa was an exception to the rules. He argued that they couldn't stop "malicious players" unless they had both justice and power.

Salu, one of the Crimson Knights, tried to talk Subaru into taking back her decision and reforming the Knights, going as far as to threaten not leaving the Hulle Granz Cathedral until she did, but she still refused. He explained that Silver Knight temporarily took over the newly disbanded Knights to continue on with his own ambitions.

She told him that he should seek to follow his own ideals, without clinging to Subaru's leadership, or holding a grudge against Silver Knight. It is presumed he followed her advice, as he logged out of the field after all.

The few who were loyal to Silver Knight began to trickle away around the same time that he became involved in a race between Sora and Crim for the Key of the Twilight, although the specifics are unknown.

Lacking the influence it once had, the group soon disappeared entirely from The World. During this time the era of self-governed order ended and PKing steadily grew in numbers. CC Corp took action and temporarily removed PKing altogether from the game after .hack//ZERO.

Although the Crimson Knights were a volunteer group of players, to some extent, they were recognized and sanctioned by CC Corp. To this end, they sometimes displayed abilities that other players did not have. There were two main powers that were frequently mentioned by Silver Knight.

The first power was referred to as a setting up a barrier. The Knights could set up invisible "barriers" that prevented a player from Gating Out of a field or using a Sprite Ocarina in a dungeon. They used this ability to prevent a target from escaping after they found him or her, and also to turn particular dungeons into private "jails" for their use. The limits of this ability are unknown, save that it did not prevent other players from warping in.

The second power was referred to as binding a character. A Crimson Knight could forcibly warp someone that his or her avatar had touched, regardless of whether or not they were in the same party. This ability only takes affect for as long as the players are in contact, and overrode the barrier ability.

A cult of mysterious Crimson Clerics and Crimson Knights. They appear around some eldritch rings, and in the Outer Lands they can emerge in force from a Crimson Portal boss. (The portal can also spawn a Crimson Praetor miniboss.) They wear void robes (clerics) or medieval Templar-style armor (knights), both tinted red. Occasionally knights will spawn without a helmet, revealing a tortured Steve-face with bleeding eyes.

Some eldritch rings will spawn with a contingent of Crimson Clerics around them. These will float above the ground, channeling a thin line of black energy into the sinister node at the center of the ring. While they do this, Crimson Knights will steadily spawn around them.

Crimson Knights will target players near the ring. Attacking Crimson Knights will cause nearby Crimson Clerics to become aggressive too and stop channeling. (Not all clerics necessarily have to become aggressive due to a single Knight attack.)

When there are no longer any clerics in the vicinity of the ring, the ring will stop spawning knights. A cleric that is not channeling or even an aggravated cleric will still cause the ring to spawn knights, provided it is in the vicinity. However, any non-channeling cleric is vulnerable to despawning like other hostile mobs, and they are also vulnerable to wandering too far away from the ring. In either of these situations, if the cleric is the only one left, there will be no more Knights and the player must find a new eldritch ring to continue farming them. This can be prevented by using a Name Tag on the cleric and walling it in, which is helpful in case it is accidentally aggravated. Note that walling it in requires an Invisibility potion and no armor (armor will make the cultists see the player), and of course it must be done before the cleric is aggravated.

Turning the difficulty on Peaceful will despawn all Clerics, regardless of channeling status or Name Tag status. As such, the player should never turn the difficulty onto Peaceful while the eldritch ring is loaded into memory.

Around an eldritch ring, both Clerics and Knights tend not to aggro until the player approaches the ring itself, rather than the mobs. It can be tricky to kite knights away from the area without aggroing the clerics.*

Crimson knights have 40 health (20 Hearts) and wield iron swords. The crimson knights do 5 hearts of damage to an unarmored foe. If any crimson knight is attacked, all nearby knights will assist them. Clerics may or may not go and help - while it is possible to hit a knight and still have a cleric beaming, in general it's a really risky move and it's not recommended.

Any attacks made by Clerics that hit another Cleric or Knight will make them hostile to that Cleric. Knights have a tendency not to engage with Clerics when attacked, however, especially if they are concentrating on the player.

Any building near the ring (e.g. to turn it into a farm) should be done with an Invisibility effect and no armor on. As long as the player is not standing on the same block as a knight, this will prevent the cultists from seeing them.

Knights are powerful enemies in Drakan: Order of the Flame. They are skilled swordsmen, known for hurling flaming swords or lightning-enchanted scimitars. While they appear sparingly in the early levels of the game, they are staple opponents in the tower of the Rift Crystal, Succubus Lair, and Volcano. They don't ever appear physically in Drakan: The Ancients' Gates, however they get a cameo in the opening FMV.

This type of knight is a formidable long-range and melee fighter, specialized in fire magics. At distances, Crimson Knights will throw fiery swords or javelins. When in close range, they unsheath twin fire swords and slash aggressively. At close range, they are also capable of unleashing a ring of fire around themselves.

Rynn first encounters a Crimson Knight in the Grimstone Mines (in an upper room of the giant's "arena"). A few can also be found in Alwarren. However, they become common enemies in the tower of the Rift Crystal, Succubus Lair, and Volcano level.

The Ebon Knight, like its counterpart, is a difficult opponent to defeat. Instead of fire swords, they wield dark scimitars. When a scimitar is thrown during a long-range attack, lightning erupts from the blade. During close-range encounters, the knights fight with two scimitars and are capable of turning invisible briefly. While invisible, they cannot be injured.

The Ancients' Gates
Lady Myschala - General Dehrimon - Zola Dane - Jade - Quaalus - Brekk - Ranwulf - Zeggoro - Mala-Shae
Jasaad Duthane - Toadfist - Mezzidrel - Bonegrinder - Daemog - Maulgak - Sister Indja - Brother Yedeen - Khossa Vole - Snotmaw - Shaza and Tora - Gothraul - Yutaji, The Flesh Mage

Realms and Lands
Rynn's village - Surdana - Shadowmire - Andrellian Isles - Ravenshold - Northern Tundra - Shiverbane - Kragmor - Valley of the Fallen - Desert of Tears - Stratos - Sessool


Crimson Knight is a mob added by the Thaumcraft 4 mod. It spawns from a Crimson Eldritch Portal while it is stabilized by Crimson Clerics and from Crimson Portal in boss room in Eldritch Dimension in the group of 4. This mob is very well armored and deals high damage, which makes it a tough opponent to fight. It is recommended to use ranged weapons on it.

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