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=What is a Paladin?=
A Paladin holds a unique position: they are Holy Warriors, graced by the gods, though not as tied to them in service as a Cleric. Their gifts are more firmly rooted in the physical realm, and they hold the position of Masters of Armor. Clad in Plate armor and wielding tower shields they are shining beacons for others to follow, and are at their best when leading others into combat. Paragons of self-sacrifice, they are the only guild capable of protecting others, shielding them from blows with their own bodies. Everything a Paladin does revolves around a strong sense of ethics and justice, reflected in their Soul State. Though it is within their ability to ignore that inner voice, acting against it will require repentance later. This it both the Paladin's greatest blessing and greatest curse.


==Introduction==
Mechanically Speaking:


<blockquote>A Paladin is a Holy Warrior, touched and graced by the gods themselves. Through a path of righteous dedication to the guild's teachings and through service to the Immortals, the worthy are rewarded for their valor and honor with abilities blessed from the deities and emerge into an extreme force to reckon with. Woe to the villain who stands before the Paladin submerged in deceit and evil ways!</blockquote>
Paladins are Armor Primary, Lore and Weapons secondary, Magic and Survival tertiary. Having armor as a primary skillset allows them several perks: they can eventually train all armor types simultaneously with no 'armor mixing' penalty. They can wear a large-sized shield on their arm, leaving both hands free. In addition, they can train armor down to a lower hindrance than any other guild, and are the only guild that can become minimally hindered while wearing the heaviest of Plate armors. They have the ability to PROTECT other adventurers, intercepting each blow aimed at them. They wield weapons as well as most other guilds, but will excel with them due to higher circling requirements. Magic is a tertiary skill which means it will take extra effort to ensure those skills do not fall far behind. A Paladin is inexorably tied to the state of their soul, which reflects their adherence to an unwritten code of justice that a Paladin cannot escape.


Paladins are often described as holy warriors. However, unlike Clerics, whose powers are derived from their direct connection to the gods they serve, Paladins draw power from their sanctified souls, grounding divinity into the mortal world directly through their actions.<br>
'''''*PLANNED*'''''Sometime in the not too distant future, the Paladin-exclusive skill Endurance will go live, granting feats of umm...endurance-y type things. Ways to shrug off poison, stuns, basically increasing survivability in more interesting ways than just reducing damage.
<br>
==Beginning Choices==
Paladins excel in the defensive arts, although they can also be potent fighters. Their [[Paladin Spells|holy magic]] and other divine powers can augment their physical abilities, protect others, and enhance their effectiveness as leaders in combat.<br>
===Race===
In Dragonrealms, there are no particular races that are 'better' than others. Paladins are primarily a physical guild, with magic that skews heavily towards defensive buffs. They have very few offensive magics, so if you want to specialize, it is a bit easier. Paladins will always benefit from the primary defensive/survival attributes: Reflex, Stamina, and Discipline, so you can't go wrong with Races that focus on any of those stats. Strength and Agility are important for melee offenses, so a Paladin wishing to excel in that sphere could go with a race that suits those attributes. Strength is also important for shield skill. Every attribute has a place, and there is no 'wrong' race. Read through the guide, figure out where you want to place emphasis, but for the most part - pick the race you want to play and go from there.


===Role-playing Considerations===
Racial attribute bonuses/penalties are balanced so that if you trained every single stat evenly, to say 20, 40 or even 80 points, each race will require the same TDP investment to do so.


Of paramount importance to the Paladin is the sanctity of the Paladin's [[Soul system|soul]]. Certain actions (such as stealing, murdering, and practicing necromancy) are harmful to the soul. Allowing the soul to decay doesn't just weaken a handful of abilities. It jeopardizes the very existence of the soul.<br>
===Attributes===
<br>
Attributes contribute to almost every aspect of the the game. Each attribute is associated with various Skills, and plays a role in many Contested Abilities. For general and long-term Attribute training plans, be sure to read the guide in its entirety so you have a good idea of which Attributes contribute to what. Then you can train with a good idea of what you want your character's focus to be. For starting out, I *VERY* highly recommend training stats in the following order: (and remember DIRection will get you to each)
Officially, the guild teaches its members to promote goodness and justice and to oppose evil. Paladins are expected to tell the truth, keep their word, defend the innocent, and help those in need. This philosophy has been summarized as the [[Paladin Code]] and is often OOCly described as the [http://easydamus.com/lawfulgood.html Lawful Good alignment].)<br>
#Get equipped with the armor and weapon(s) you plan on training
<br>
#Train STAMINA to 14 (16 if you plan on doing a lot of combat)
The institutionalized "lawful good" approach isn't the only valid approach to being a Paladin, however. As GM Armifer once said, "While there is a very well known and institutionalized approach to being a Paladin, any path that does not sully the divine soul can be said to be to be a right and proper path to being a Paladin."
#Train STRENGTH until you check ENCUMBRANCE and see Encumbrance : None
#Train REFLEX to 14-16 (depending on Racial modifier)
#Do whatever else you want


===Starting Equipment===
====Dark Paladins====
If you're following the [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]], you should understand how to get the gear you want from the Veteran or Robyn.


While an "evil Paladin" is seldom seen (as it is a contradiction), a commonly discussed alternative is that of the "dark Paladin." A dark Paladin is willing to use questionable means in order to achieve a greater good -- and accepts the consequences. GM Armifer described [[Post:The Sacred and the Profane - 2/15/2010 - 22:16:03|dark Paladins]] thusly:<br>
For a Paladin, I would very strongly recommend that being Plate Armor. Buying accessories that are a separate type of armor is also recommended. Eventually (by 50th Circle) a Paladin will be able to train each and every type of armor at once without the mixing armor penalty. This is a perk of having Armor as your primary skillset that no other guild can claim, so you should definitely take advantage of it.
<br>
<blockquote>The ethic of the Dark Paladin can be described with deceptive simplicity, "Do what you must -- and then pay for it."<br>
<br>
The Dark Paladins enter the picture as alternative paths toward divine purity. Despite popular conception, a functional Dark Paladin is ''not'' someone who allows their soul to decay. A Paladin who allows the divine fire to gutter is not an anti-hero; he is even less than a human, having opened his soul up to a greater reality and found himself wanting. The taller the pillar, the longer the fall.<br>
<br>
Successful paths of the Paladin inevitably revolve around ethical responsibility. While Dark Paladins are known for presenting a harsh edge to the world -- for doing what they perceive as necessary even if honor dictates otherwise -- they do it within a framework of sacrifice and ethical responsibility. Dark Paladins are not bullies and they are not irreverent madmen, they are crusaders who know ''exactly'' where to draw the line between divine wrath and human failing. When done with honest intention and impeccable wisdom, the universe has been known to judge even horrendous actions as worthy -- and when he missteps, the Paladin still knows that the sacrifice of their soul is worth the cause.<br>
<br>
The dividing line between a coward and a Dark Paladin often comes down to payment: if successful Paladins are defined by responsibility, then a successful Dark Paladin is defined by a willingness to accept the punishment for his actions. A murderer and a Paladin may both strike a man dead for his sins, regardless of what the law says, but what defines the Paladin's ethic is he will then stand and accept responsibility for his action. Sometimes it is as simple and painless as a murder fine, but often enough the contrived web of ethics and perceived necessity drive the Dark Paladin to bitter ends, exile, and acts of unmourned sacrifice that would cause their more romantic, honor-focused brothers to weep.</blockquote><br>


==Getting Started==
For weapons, it is mostly a roleplay choice. Though if you ever want to participate in the Jousting tournaments hosted across the realms, I would recommend at least eventually training polearms.


===Starting Spell Choice===
===How Stats Affect Paladins===
A Paladin only has 3 choices for their first spell: Aspirant's Aegis (Warding), Heroic Strength (Augmentation) or Stun Foe (Debilitation). As magic tertiary, Paladins earn spell slots rather slowly, so I recommend placing emphasis on picking up a spell from each Magic Skill group so that you can self-train them all as early as possible.


Unlike other guilds, which can still be successful despite having low values in one or more "dump stats," Paladins need all eight stats to varying degrees. For a full description of what each stat does, see [[Attributes]].<br>
#Aspirant's Aegis
<br>
#Stun Foe
Defensively, Paladins benefit from [[Stamina (stat)|stamina]] (overall vitality), [[Reflex (stat)|reflex]] (affects all defenses), and [[Discipline (stat)|discipline]] (affects shield usage and resistance to some spells/effects). Offensively, Paladins rely primarily on [[Strength (stat)|strength]] and [[Agility (stat)|agility]].<br>
#
<br>
#Footman's Strike
[[Charisma (stat)|Charisma]] improves the size of your soul pool, which powers certain Paladin abilities. In the long run, charisma should not be neglected. However, early on, other stats are probably more valuable.<br>
#
#Heroic Strength
#
#Righteous Wrath
#
#
#
#Anti-Stun


===Choosing a Race===
By 12th Circle you will be able to train every magic skill (except Sorcery) on your own. You can switch around the SF>FST branch for RW>Anti if you want to switch Debil/TM with Utility, but I personally place emphasis on Debilitation and Targeted Magic. As a Magic tertiary guild however, TM will not be your strongest tool for killing.


Any race is capable of succeeding as a Paladin, so you shouldn't feel like you have to choose a particular race. However, some players choose their race based on mechanical considerations of which stat bonuses and penalties are most compatible with the guild. You can see a comparison of starting stats and racial stat costs [[Stats#Starting_Stats|here]].<br>
==Notes on Roleplaying a Paladin==
<br>
There will be a more detailed discussion of the mechanics of Soul State later in this guide, but before delving that deeply I feel it is necessary to cover some of the over-arching theories behind the Paladin guild. Paladins are quite literally, White Knights, with all of the stereotypes that entails. Some fantasy settings have Dark Paladins, and while that is an avenue of roleplay that is available to you here, it is important to understand the differences. In Dragonrealms, you will not mechanically benefit your character by say, scourging innocents. The 'code of ethics' behind the Soul State is inescapable, so to be a Dark Paladin in this setting - to quote GM Armifer "Do what you must - and then pay for it". If you are so inclined, there is a great piece written on the topic here: [[Post:The_Sacred_and_the_Profane_-_2/15/2010_-_22:16:03|The Sacred and the Profane]]
Typically, players who choose a race for mechanical reasons want to choose races that have good stamina, strength, and/or reflex -- or at least don't have any severe penalties to those stats.<br>
<br>
Extra strength and/or stamina can be particularly valuable early in the game when you are trying to work your encumbrance down. (Plate armor is heavy.) Gnomes have a particularly difficult start, as their low strength and stamina make even the lightest plate feel like a great burden. (This can be mitigated, but only at a substantial cost in TDPs.)<br>


===Joining the Guild===
=Training Your Paladin=
==Armor Skillset==
===Armor Choice===
Paladins are the only guild with Armor as a primary skillset. This offers a few benefits -
*Able train hindrance down lower than any other guild (Minimally hindered in heavy Plate Armor)
*Can eventually mix all armors without any 'mixing' penalties
*Able to wear large-sized shields on their arm


In Crossing or Riverhaven, you can type [[Direction command|DIR PALADIN]] to get directions to the guildleader. Then type JOIN to begin the initiation process.<br>
Shield Usage is a soft skill requirement, and will most likely end up being your 'primary armor' for circling purposes. I strongly recommend choosing Plate as your main worn armor. Paladins are the only guild that can train Plate down to minimally hindered, and the ability to have the lowest hindrance with the most protective armor is a benefit that should not be squandered.


===Finding Equipment===
While Shield and Plate armor will be enough to fulfill the minimum guild circling requirements, it is strongly recommended to eventually train more (if not all) armors. As Paladin's primary skillset, it will train faster than other skills, and maximize TDP return. Each person will have to find their own balance between training multiple armors for mechanical TDP benefit, or training fewer for RP/Character Concept reasons.


The [[General_Newbie_Help_Guide#General_Walkthrough_after_Character_Creation|Newbie Walkthrough]] explains how to exchange your items with the Veteran or Robyn. This approach is recommended if you are starting on a shoestring budget, as you can get one weapon and one type of armor that you will actually use (as opposed to the leather armor you started with).<br>
'''Example:''' I train 3 armors: Heavy Plate, Brigandine, and Chain armor. I can't reconcile the Roleplay concept of a Paladin in Leather Armor, so I don't train it. This is where I found my balance between mechanics/roleplay.
<br>
You can buy additional weapons, armor, and accessories from local shops. In Crossing or Riverhaven, Typing DIR WEAPON and DIR ARMOR will take you to these shops.<br>
:[[Milgrym's Weapons]]: Crossing (DIR WEAPONS)<br>
:[[Tembeg's Armory]]: Crossing (DIR ARMOR)<br>
:[[Noel's Arms]]: Riverhaven (DIR WEAPONS)<br>
:[[Seli's Armory]]: Riverhaven (DIR ARMOR)<br>
:[[Bantheld's Ironworks]]: Riverhaven (DIR IRONWORKS)<br>
<br>
As soon as you can afford it, you will want to acquire a shield and armor that covers your entire body (head, eyes, neck, chest, abdomen, back, arms, hands, and legs). You can tell what a piece of armor protects by [[Appraise command|appraising]] it.<br>
<br>
Most Paladins wear plate armor, as it offers maximum protection. Plate armor is more hindering than other types of armor, but with training, Paladins can move in plate more effectively than any other guild.<br>
<br>
Shields come in three types: large, medium, and small. (You can determine the size of a shield by appraising it.) Most Paladins prefer large shields, as they offer the most protection. (Paladins are also the only guild that can block while wearing a large shield on the arm, freeing up both hands.) However, as a novice, you lack the shield ranks to take full advantage of large shields. Therefore, many novice Paladins start with a smaller shield and upgrade to a larger one as they improve in skill. '''Additionally, you must be circle 4 to wear a medium or large shield on your arm.''' <br>


===Shield Choice===
===Training Stats===
Beginning at 5th Circle, Paladins have the unique ability of being able to wear a large-sized shield on their arm, leaving both hands free for things like 2-handed weapons.


Once you have your basic equipment, it's time to train stats. (Waiting until after you have your weapons and armor has the advantage of allowing you to see how much burden you need to work down.) If you type INFO, you will see that you have 600 TDPs or Time Development Points to spend. (You will gain additional TDPs as you advance in the guild and gain ranks in skills.)<br>
Again, as this is a guild perk specific to Paladins, it should not be overlooked. However, if you would like to train Bows, you should consider stepping down to a medium-sized shield to avoid penalties to ranged.
#Train [[Strength (stat)|strength]] and [[Stamina (stat)|stamina]] equally at least until it says "Encumbrance : None" when you type INFO. (Ideally, get these stats to about 15.) Having no encumbrance is critical, as a heavy burden will penalize your evasion and cause you to tire quickly in combat.
#Train your defensive stats to about 15: [[Reflex (stat)|reflex]] for evasion, [[Agility (stat)|Agility]] for parry, and [[Discipline (stat)|Discipline]] for shields.
#Spend your remaining TDPs however you want. Many players recommend training intelligence and wisdom to learn more quickly. (These stats are equally important. See [[Experience#Stats_and_Learning|Experience]] for more information.) [[Agility (stat)|Agility]] is also helpful, as it improves the accuracy of weapons and targeted spells.


===Choosing Your First Spell===
==Weapon Skillset==
Weapons do three primary types of damge: Puncture, Slice, and Impact.


As a novice, you can choose from one of three introductory spells:
The [[Weapon_skillset|Weapon Skillset]] has the largest number of skills to choose from, and the guild requires you to train two of them. You should make sure at least one of those is a melee weapon so that you can also train [[Parry|Parry]]. Which two you choose really doesn't matter, but here's a few restrictions that may help you make your decision:
*[[Aspirant's Aegis]]: This is a warding spell that reduces the amount of physical damage that you take. It is most effective when cast on yourself.
*2-Handed weapons will receive a small penalty when used with an arm-worn shield (Paladins have the least penalty in this regard)
*[[Heroic Strength]]: This is an augmentation spell that improves your strength (and therefore anything that depends on strength). This may not seem like much, but it opens the door to some of the Paladin's most useful spells, so I would recommend it as a first choice.
*Only Small-sized weapons can be wielded in the [[Offhand_skill|Offhand]]
*[[Stun Foe]]: This is a debilitation spell that stuns a single target. (The stun effect temporarily inhibits a target's ability to attack and defend.) This spell is a requirement for learning more advanced attack spells.
*Crossbows and Slings are the only Ranged Weapons that can be used with a shield without penalty
<br>
*Light Thrown weapons and certain smaller Heavy Thrown weapons can be thrown in the offhand.
If you want to be an effective mage, you will want to learn one spell for each skill (augmentation, warding, utility, debilitation, and targeted) as soon as possible so that you can train all skills. See [[Paladin Spells]] for a list. (Make sure you don't choose a spell that you lack the skill to cast, as spell slots are precious.)<br>


==Training Your Paladin==
Should you decide to participate in the Paladin-themed Jousting Tournaments, you will want to have some skill with Polearms.


Now that you have equipped yourself, trained your stats, and chosen a spell, it's time to begin your training in earnest. This section offers recommendations for skills that Paladins should train. For a detailed explanation of how to train each skill, see the [[General Newbie Help Guide]] and [[Skills]].<br>
===Specific Training Advice===
<br>
Generally I recommend everyone train at least:
All guilds have certain minimum skill requirements to advance. (See [[Paladin#Circle_Requirements|Paladin circle requirements]] for a full list.) However, it is recommended that you train additional skills to be a well-rounded adventurer.<br>
*One bladed weapon (Small Edge, Large Edge, 2-Handed Edge, Polearms)
*One blunt weapon (Small Blunt, Large Blunt, 2-Handed Blunt, Staves)
*Brawling
*Tactics (not technically a weapon skill, but trained with them)
*One ranged weapon (Light Thrown, Heavy Thrown, Bows, Crossbows)


===Combat===
Keep in mind, this is progressive. To get through your first 10 circles you'll only need one weapon. Expand as your desire and bank account grow.


As a combat-oriented guild, most of the guild's requirements are in combat skills.<br>
As a Paladin you will already be spending a lot of time in combat, so training more than the guild minimum weapons should be easy...but feel free to modify that number down to the Guild minimum, or upwards (sky is the limit!). Keep in mind one of the greatest things about Dragonrealms' skill system is there is that the only limit on how many skills you train is time. Pick as many or as few skills fit your character concept and roleplay; my advice here is just to make sure you can reasonably handle anything at your level the game throws at you...is that monster parrying too much? Throw an axe at its face! Is your slicing weapon deflecting off that armored critter's hide? Use a blunt!
<br>
'''Active Defenses''': Paladins will often rely most on their [[Shield Usage skill|shields]], but the guild also requires them to train [[Parry Ability skill|parrying]] and [[Evasion skill|evasion]]. You will learn whatever defense you are currently using. The [[Stance command]] allows you to change your defensive stance. (STANCE HELP will tell you how to do this.) Additionally, as you defend yourself in combat, you should automatically gain experience in the [[Defending skill|defending skill]] (another guild requirement).<br>
<br>
'''Body Armor''': The [[Armor Skillset|armor skills]] are the Paladin's primary skillset, so you will have the most rigorous requirements in these skills. The options are [[Plate Armor skill|plate]], [[Brigandine skill|brigandine]] (formerly known as light plate), [[Chain Armor skill|chain]], and [[Light Armor skill|light]] (bone, leather, and cloth). Most Paladins primarily focus on plate armor. However, they often train one or more of the other skills for the extra TDPs. Unlike other guilds, Paladins do not suffer additional hindrance for wearing multiple types of armor, so it's not uncommon to see them training three or even four types at once.<br>
<br>
'''Weapons''': [[Weapon Skillset|Weapons]] are a secondary skillset, so the guild imposes modest requirements. You must train two different weapon skills; you learn them simply by using them in combat. The weapon skills can be whatever you want, but Paladins often prefer heavy-hitting melee weapons, such as swords, hammers, and spears.<br>
<br>
In order to have a variety of options, it is commonly recommended that you train at least one edged weapon, one blunt weapon, and one ranged weapon. [[Polearms skill|Polearms]] are another popular skill, especially among those who [[Jousting|joust]].<br>
:Paladins who use ranged weapons tend to use [[Heavy Thrown skill|heavy thrown]] or a [[Crossbows skill|crossbow]], as those weapons are more compatible with shields. (Wearing a large shield makes it difficult to load and aim a bow.) Although [[Light Thrown skill|light thrown weapons]] and [[Slings skill|slings]] are not affected by shields, they don't do as much damage as the other options.<br>
<br>
'''Tactics''': This skill allows you to analyze and exploit your enemies' weaknesses. This is a guild requirement. See [[Tactics skill]] for training instructions.<br>


==Lore Skillset==
===Lore===
==Survival Skillset==
There's not much about Survival skills to discuss for Paladins. We have incredibly low and easy requirements, and none of them will make a significant impact on your character. A few minor notes:


[[Lore Skillset|Lore]] is a secondary skillset for Paladins, so the guild imposes modest requirements. You must train [[Scholarship skill|scholarship]], [[Tactics skill|tactics]] (see above), and at least one other lore.<br>
*[[Evasion_skill|Evasion]] - will probably end up being one of yours as you work on required armor, parry, and weapons skills
<br>
*[[Perception_skill|Perception]] - has some tie-ins with Paladin abilities (Glyph of Light)
'''[[Scholarship skill|Scholarship]]''': This skill determines how effectively you can teach and learn from classes. It is best trained by teaching classes or observing other teachers' classes.<br>
*[[Athletics_skill|Athletics]] - I would strongly recommend training this skill for general usefulness/travel.
<br>
*[[Outdoorsmanship_skill|Outdoorsmanship]] - Handy if you want to be able to forage your own healing herbs, good tie in with Alchemy
'''[[Appraisal skill|Appraisal]]''': This vital skill allows you to glean important information about items and creatures that you encounter. With enough skill, you will see precise weapon and armor stats and detailed information about how a creature compares to you and how well you might learn from it.<br>
<br>
'''[[Performance skill|Performance]]''': This skill allows you to play instruments. Currently, there is no mechanical reason to train this skill (besides TDPs), but since it is so easy to train, most people do.<br>
<br>
'''Crafting''': The crafting skills are [[Forging skill|forging]], [[Engineering skill|engineering]], [[Outfitting skill|outfitting]], [[Alchemy skill|alchemy]], and [[Enchanting skill|enchanting]] (not yet released). Traditionally, Paladins were the best armorsmiths (a discipline of forging), but now any guild can succeed at any craft with enough training and techniques. See [[Crafting]] if this interests you.<br>


===Magic===
NOTE: Training stealth is possible, but difficult. Attacking from stealth is the primary way to train this skill, and will cause a loss of your Soul State.


[[Supernatural Skillset|Magic]] is a tertiary skillset for Paladins, so the guild imposes only minimal requirements. You must train at least three magic skills. They can be anything but [[Sorcery skill|sorcery]]. (You can train sorcery, but it won't count toward your guild requirements.) See the [[General_Newbie_Help_Guide#Walkthrough_of_Your_Magic_Skills|General Newbie Help Guide]] for a basic explanation of magic.<br>
NOTE: While you can train Thievery if you wish, it will not count towards your circling requirements and will require some serious repenting if you wish to continue circling.
<br>
'''[[Attunement skill|Attunement]]''': This skill allows you to perceive and harness the mana around you. As you can't function effectively as a mage without it, you should train it.<br>
<br>
'''[[Arcana skill|Arcana]]''': This skill allows you to power your spells with cambrinth. It also lets you use other magical devices and memorize spell scrolls. Train it.<br>
<br>
'''[[Augmentation skill|Augmentation]]''': This skill allows you to cast spells that buff your skills or stats. You should train this skill, as Paladins have more augmentation spells than any other type of spell.<br>
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'''[[Warding skill|Warding]]''': This skill allows you to cast spells that provide defensive effects. As this complements the Paladin's natural defensive abilities, you should train this skill.<br>
<br>
'''[[Utility skill|Utility]]''': This skill allows you to cast spells that provide beneficial effects not covered by augmentation of warding. These spells are not likely to be ones that you use every day, but they do fill some essential niches.<br>
<br>
'''[[Targeted Magic skill|Targeted Magic]]''': This skill allows you to cast spells that inflict damage on opponents. Paladins do not excel in this area, but it's a nice option to have in your arsenal.<br>
<br>
'''[[Debilitation skill|Debilitation]]''': This skill allows you to cast spells that disable or debuff without causing direct injury. Paladins do not excel in this area, but they do have a few spells.<br>
<br>
'''[[Primary Magic skill|Holy Magic]]''': Also known as "Primary Magic," this skill acts as a "mastery skill" for the five spell-casting skills. If it's higher than those skills, you will find those spells a little easier to cast. If it's a lot lower, you may find them more difficult to cast. You don't need to make a specific effort to train this skill, as you should learn it any time you cast spells.<br>
<br>
'''[[Sorcery skill|Sorcery]]''': This skill takes the place of Holy Magic when you cast spells that are designed to be powered with something other than holy mana. Training this skill may or may not fit into your RP concept, as sorcery is illegal and inherently dangerous. See [[Sorcery]] for possible RP implications. If you do decide to train sorcery, you should avoid doing so in a justice zone, as visible backlash will result in charges of forbidden practices.


===Survival===
=Paladin Soulstate=
=More Advanced Stuff=


[[Survival Skillset|Survival]] is a tertiary skillset for Paladins, so the guild imposes only minimal requirements. You must train [[Evasion skill|evasion]] (see above) and at least four other survival skills. (Do not train [[Thievery skill|thievery]]. It harms your soul and puts you in bad standing with the guild.)<br>
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{{Cat|Newbie Guide Contest}}
'''[[First Aid skill|First Aid]]''': This determines your ability to staunch bleeding wounds. With enough skill, you can instantly and completely halt even the most severe bleeding. Tending the wounds of a non-Paladin is also good for your soul. Though no longer a guild requirement, it is an essential skill for adventurers.<br>
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'''[[Perception skill|Perception]]''': This determines your ability to detect hidden people and trails. It is also the best defense against stealing. Train it.<br>
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'''[[Athletics skill|Athletics]]''': This governs your ability to climb and swim, among other things. It's an essential skill for getting around. At high levels of skill, you can bypass slow public transports. Train it.<br>
<br>
'''[[Skinning skill|Skinning]]''': This governs your ability to recover skins and other parts from the creatures you hunt. Early on, it's more of a nuisance than a money maker, but later in the game, you will seriously hurt your earning potential if you don't skin.<br>
<br>
'''[[Locksmithing skill|Locksmithing]]''': Some of the creatures you hunt may drop locked boxes of treasure. This skill allows you to disarm traps and pick locks. This will increase your earning potential, but not nearly as much as skinning. It's also very time-consuming and must be done outside of combat while not wearing armor.<br>
<br>
'''[[Outdoorsmanship skill|Outdoorsmanship]]''': Formerly known as animal lore and foraging. It's not really needed unless you want to forage your own [[Alchemy skill|alchemy]] ingredients or [[Mining|mine for metal]]. However, it's often trained at the same time as perception via the [[Collect command]].<br>
<br>
'''[[Stealth skill|Stealth]]''': This governs your ability to hide and ambush opponents. While the stealth skill is not inherently detrimental to Paladins (unlike Thievery), it's not practical for Paladins to train this skill, as they can't advance, retreat, or attack while hidden without tarnishing their souls. Additionally, a Paladin's heavy armor often makes hiding impossible.<br>
<br>
'''[[Thievery skill|Thievery]]''': Do not train this skill. Having any experience in this skill, even if you just listened to one pulse of a class before joining the guild, will put you in bad standing with the guild, preventing you from circling or undertaking quests until you atone. Once you have joined the guild, learning this skill (by any means) will also damage your soul.

==Paladin Abilities==

===Magic===

Paladins use holy magic, although not as effectively as Clerics. Since they are magic-tertiary, they gain [[Spell slot progressions|spell slots]] at a slow rate:
*circles 1-102: 1 slot every 2 circles
*circles 105-150: 1 slot every 3 circles
*circles 151-200: no slots
<br>
At 150th circle, the Paladin will have 68 spell slots. These can be spent on [[:Category:Paladin Spells|Paladin spells]], [[:Category:Analogous Patterns Spellbook|Analogous Patterns spells]], and [[Magical Feats]]. See those links for full details on what those spells do, how many ranks are required, etc.<br>
<br>
The following spells are recommended (not necessarily in this order; they may require prerequisites that are not listed here):
*[[Courage]]: boosts stamina
*[[Righteous Wrath]]: boosts skill in held melee weapon or brawling
*[[Divine Armor]]: boosts protection/absorption ratings of shield and all worn armor
*[[Sentinel's Resolve]] + [[Veteran Insight]]: boosts defending, shield usage, and reflex
*[[Holy Warrior]]: blesses held weapon and sometimes stuns attackers
*[[Truffenyi's Rally]]: periodically boosts balance and dispels negative status effects
<br>
Among the [[Magical Feats]], it is strongly recommended that you learn Deep Attunement, Raw Channeling, and Efficient Harnessing. These feats will help you manage your limited attunement.

====Suggested Spell and Feat Progression====

The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells and feats earlier than listed here. If you have the magic ranks to cast Divine Armor, Rutilor's Edge, Holy Warrior, or Truffenyi's Rally earlier than indicated I would learn those spells sooner. (See [[:Category:Paladin_spells#Summary of spell information|this table]] for rank requirements.) Similarly, I would learn the feats of Deep Attunement and Efficient Channeling as soon as possible<br>
<br>
This is a general-use setup for Paladins who primarily enjoy PvE. If you enjoy PvP, your choices may vary. For training purposes, this selection gives you access to all five magic skills as early as possible.<br>
<br>
How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. If you are nosy, you may like the [[Magical feats|Basic Preparation Recognition and Advanced Spell Knowledge feats]] These reveal what spells people are preparing around you.<br>
<br>
The research feats at the end of the list let you add a single stat or skill buff to any of your standard spells, greatly increasing the challenge of casting. (This is good for training at high levels.)<br>
<br>
If you want to practice [[Sorcery]], you will need the [[Magical feats|Magic Theorist]] feat, and you may also want to invest in Sorcerous Patterns to reduce sorcerous backlash. (Without this feat, if you follow the progression below, you can only use [[:Category:Cleric spells|other holy mana spells]].)

{|border="1" class="wikitable sortable"
|-
!Circle!!Spell!!Effect/Comment!!Cost!!Prerequisites!!Magic.Ranks
|-
|1||[[Heroic Strength]]||+Strength [stat]||1||N/A||1
|-
|2||[[Aspirant's Aegis]]||-physical damage [casting on others drains caster]||1||N/A||2
|-
|4||[[Stun Foe]]||stuns target||1||N/A||4
|-
|6||[[Footman's Strike]]||physical damage type determined by held weapon||1||Stun Foe||6
|-
|8||||||||||8
|-
|10||[[Vessel of Salvation]]*||creates vitality "battery" that others can use||2||Aspirant's Aegis||10
|-
|12||[[Courage]]||+Stamina [stat]||1||Heroic Strength||14
|-
|14||||||||||18
|-
|16||[[Righteous Wrath]]||+held melee weapon skill||2||Heroic Strength||22
|-
|18||||||||||26
|-
|20||[[Sentinel's Resolve]]||+Defending skill, +Shield Usage skill||2||Heroic Strength||30
|-
|22||[[Veteran Insight]]||+Reflex [stat], added to Sentinel's Resolve||1||Sentinel's Resolve||34
|-
|24||[[Strange Arrow]]||puncture/electrical damage (single target)||1||N/A||38
|-
|26||||||||||42
|-
|28||[[Manifest Force]]||ablative physical damage barrier||2||Gauge Flow/Ease Burden/Strange Arrow||46
|-
|30||||||||||50
|-
|32||[[Halt]]||immobilizes target||2||Stun Foe||54
|-
|34||[[Lay Ward]]||potency barrier against spells||1||Gauge Flow/Ease Burden/Strange Arrow||58
|-
|35||[[Gauge Flow]]* (unlearn [[Vessel of Salvation]])||allows magical research||0*||N/A||60
|-
|36||[[Divine Guidance]]||+Wisdom [stat]||1||Heroic Strength||62
|-
|38||||||||||66
|-
|40||[[Marshal Order]]||+Discipline [stat], +lead||2||Divine Guidance||70
|-
|42||||||||||74
|-
|44||[[Anti-Stun]]||+stun resistance/recovery||2||Courage/Righteous Wrath||78
|-
|46||||||||||82
|-
|48||||||||||86
|-
|50||[[Divine Armor]]||+protection/absorption for armor and shield||3||Aspirant's Aegis and Veteran Insight||90
|-
|52||||||||||94
|-
|54||[[Rutilor's Edge]]||+primary damage type/balance/power of held weapon||2||Footman's Strike and Heroic Strength||98
|-
|56||[[Magical feats|Deep Attunement]]||+attunement regeneration||1||100 Attunement, 100 Arcana||102
|-
|58||[[Magical feats|Efficient Harnessing]]||-attunement cost for powering spells||1||100 Attunement, 100 Arcana||106
|-
|60||||||||||110
|-
|62||[[Bond Armaments]]||bonds weapon/shield to hand||2||Rutilor's Edge or Divine Armor||114
|-
|64||[[Soldier's Prayer]]||-magic damage||1||Sentinel's Resolve||118
|-
|66||||||||||122
|-
|68||[[Rebuke]]||multi-strike damage; knockdown||2||Footman's Strike||126
|-
|70||||||||||130
|-
|72||[[Banner of Truce]]||prevents combat in room||2||circle 20, Courage and Halt||136
|-
|74||[[Clarity]]||+Intelligence [stat], +sixth sense||1||Hands of Justice/Divine Guidance||142
|-
|76||[[Magical feats|Augmentation Mastery]]||+Augmentation spells||1||100 Augmentation/100 Arcana||148
|-
|78||[[Magical feats|Utility Mastery]]||+Utility spells||1||100 Utility/100 Arcana||154
|-
|80||[[Magical feats|Warding Mastery]]||+Warding spells||1||100 Warding/100 Arcana||160
|-
|82||[[Magical feats|Targeted Mastery]]||+Targeted spells||1||100 Targeted Magic/100 Arcana||166
|-
|84||[[Magical feats|Group Supporter]]||+potency of casting beneficial spells on groups||1||Augmentation Mastery||172
|-
|86||[[Magical feats|Area Casting]]||unlocks "cast area" syntax for beneficial spells||1||Augmentation Mastery||178
|-
|88||[[Magical feats|Faster Targeting]]||-targeting time||1||100 Primary Magic/100 Arcana||184
|-
|90||[[Magical feats|Faster Battle Preparations]]||-battle spell prep time||1||100 Primary Magic/100 Arcana||190
|-
|92||[[Magical feats|Faster Matrices]]||-group spell prep time||1||100 Primary Magic/100 Arcana||196
|-
|94||[[Magical feats|Improved Memory]]||allows memorization of 2 spell scrolls||1||100 Scholarship/100 Arcana||202
|-
|96||[[Magical feats|Raw Channeling]]||allows cyclic spells to be powered from attunement||1||100 Attunement/100 Arcana||208
|-
|98||[[Magical feats|Efficient Channeling]]||-mana cost for cyclics||1||100 Attunement/100 Arcana||214
|-
|100||||||||||220
|-
|102||[[Holy Warrior (spell)|Holy Warrior]]||blesses held weapon, sometimes stuns attacker||2||circle 30, Stun Foe and Divine Armor||226
|-
|105||||||||||235
|-
|108||[[Truffenyi's Rally]]||+balance, dispels negative effects||2||circle 50, Anti-Stun and Marshal Order||244
|-
|111||||||||||253
|-
|114||[[Smite Horde]]||slice/impact damage [multistrike AoE]||2||circle 40, Rebuke||262
|-
|117||||||||||271
|-
|120||[[Crusader's Challenge]]||+Tactics skill, TAUNT prevents retreating/fleeing||2||circle 30, Courage and Aspirant's Aegis||280
|-
|123||[[Hands of Justice]]||+theft detection/protection||1||Stun Foe and Heroic Strength||289
|-
|126||||||||||298
|-
|129||[[Shatter]]||-Shield Usage skill, possibly disable shield defense entirely||2||circle 10, Halt||307
|-
|132||[[Magical feats|Basic Preparation Recognition]]||recognize introductory and basic spells||1||50 Perception/50 Arcana||316
|-
|135||[[Magical feats|Advanced Spell Knowledge]]||recognize advanced and esoteric spells||1||Basic Preparation Recognition/100 Perception/100 Arcana||325
|-
|138||[[Magical feats|Symbiotic Research]]||unlocks Activate, Cast, and Harness symbioses||1||||334
|-
|141||[[Magical feats|Physical Matrices]]||unlocks Avoid, Endure, Spring, and Strengthen symbioses||1||Symbiotic Research||343
|-
|144||[[Magical feats|Mental Matrices]]||unlocks Discern, Impress, Remember, and Resolve symbioses||1||Symbiotic Research||352
|-
|147||[[Magical feats|Survivalist]]||unlocks Explore, Harvest, Heal, and Watch symbioses||1||Symbiotic Research||361
|-
|150||[[Magical feats|Scholar]]||unlocks Examine, Learn, and Perform symbioses||1||Symbiotic Research||370
|}
*[[Vessel of Salvation]] is recommended only as a utility trainer. Once you have access to other training options, you may safely forget this spell unless you really like the effect. (Some soloist Paladins don't find the vitality battery to be useful enough to warrant two spell slots.) If you choose to keep this spell, you will need to forego two slots' worth of other spells or feats listed here.)
*[[Gauge Flow]] is required to access the [[Magical research]] system. This is intended as an alternative training method for non-combat magic skills, particularly at high levels. Gauge Flow appears earlier than you really need it, because Paladins trained to those circle requirements will lack the magic skills to complete some of the more useful projects. Since you will eventually want to use magical research, I put it here rather than wasting spell slots on other choices.

===Soul System===

Paladins who maintain the purity of their sanctified souls will find some of their abilities (see below) more powerful. In short, noble, selfless acts will purify your soul, while ignoble or cowardly acts will debase it. See [[Soul system]] for a list of such acts.<br>
<br>
Warning: learning [[Thievery skill|thievery]] (even in a class before you join) or attempting to steal will not only harm your soul but put you in bad standing with the guild, requiring you to complete a quest of atonement before you can circle or go on guild quests.

===Other Abilities===

Some of these abilities, such as Glyphs and Smite, draw from your [[Soul system|soul pool]]. Below is a summary of abilities that Paladins can learn.<br>
<br>
Quests cannot be undertaken unless you have a pure soul. The sentry is in the Crossing guildhall.

{|class="wikitable sortable"
|-
!Ability!!When to Learn!!How to Learn!!Description
|-
|[[Soulstone|soulstone use]]||circle: 1||learned automatically||check the state of your [[Soul system|soul and soul pool]]
|-
|[[Sixth Sense]]||circle: 1||learned automatically||detect stealthy actions against you or your group
|-
|[[Parry Ability skill|missile weapon parrying]]||circle: 1||learned automatically||knock aside bow aimed (within range) at Paladin
|-
|[[Appraisal_skill#Shield_Protection|advanced shield appraisal]]||circle: 1||learned automatically||see a more detailed shield protection scale
|-
|[[Protect|protect coin]]||circle: 1||learned automatically||protect coins (more than other guilds)
|-
|[[Lead ability|lead]]||circle: 2||learned automatically||boost offensive and defensive abilities of Paladin's group
|-
|[[Shield Usage skill|wearing large shields]]||circle: 4||learned automatically||block while wearing any shield on the arm
|-
|[[Protect#Protect_Deflect|protect deflect]]||circle: 4||ask sentry about protect||attempt to parry/block incoming weapon attacks against someone
|-
|[[Glyph of Warding]]||circle: 5||ask [guildleader] about quest||protect contents of person's grave; inhibit target from aiming weapons/targeting spells
|-
|[[Hindrance|mixed armor penalty reduction]]||circle: 10||learned automatically||wear 2 armor types without an additional hindrance penalty
|-
|[[Glyph of Bonding]]||circle: 10||ask [guildleader] about quest||bond dropped weapon to the hand of its dead owner
|-
|[[Defending skill|extra stance point]]||every 50 ranks of Defending||learned automatically||1 extra permanent point to allocate to [[Stance command|offensive/defensive stances]]
|-
|[[Recall command|recall Immortal]]||scholarship: 55; intelligence: 16||learned automatically||information about the 39 [[Immortals]]
|-
|[[Glyph of Light]]||circle: 15||ask [[Eamonn]] about glyph||light source; perception buff
|-
|[[Smite]]||circle: 18||learned automatically||powerful attack for melee weapons
|-
|[[Hindrance|mixed armor penalty reduction]]||circle: 20||learned automatically||wear 3 armor types without an additional hindrance penalty
|-
|[[Horse#Skills_Taught_to_Adventurers|mounted combat]]||circle: 20||ask [stablemaster] about combat||fight while mounted on your horse
|-
|[[Glyph of Mana]]||circle: 20||ask [guildleader] about quest||boost holy mana in room
|-
|[[Horse#Skills_Taught_to_Adventurers|advanced jousting]]||circle: 25||ask [stablemaster] about joust||improve your performance in [[joust]]s
|-
|[[Glyph of Ease]]||circle: 25||ask [[Darius]]? about quest||make corpse easier to drag; decrease target's fatigue
|-
|[[Hindrance|mixed armor penalty reduction]]||circle: 30||learned automatically||wear 4 armor types without an additional hindrance penalty
|-
|[[Auto-Glyph]]||circle: 30||learned automatically*||automatically use Glyphs of Warding and Bonding upon death
|-
|[[Horse#Skills_Taught_to_Adventurers|mount horse in combat]]||circle: 35||ask [stablemaster] about mount||mount your horse during combat
|-
|[[Protect#Protect_Cover|protect cover]]||circle: 40||ask sentry about protect||parry/block incoming weapon attacks against someone (or take the hits for him)
|-
|[[Holy Weapon]]||circle: 50||ask [guildleader] about holy weapon||increase damage and accuracy of one melee weapon; Bless effect
|-
|[[Glyph of Renewal]]||circle: 50||learned automatically*||recharge Holy Weapon
|-
|[[Sacred_Insight#Perceive_Item|perceive item (Sacred Insight)]]||circle: ???||ask [[Cleworth]] about quest||identify and locate owner of grave good
|-
|[[Sacred_Insight#Perceive_Theft|perceive theft (Sacred Insight)]]||circle: ??? (requires perceive item)||ask [[Aalar]] about trouble||identify those tainted by grave goods
|-
|[[Sacred_Insight#Perceive_Person|perceive person (Sacred Insight)]]||circle: 50? (requires perceive theft)||ask [[Aalar]] about trouble||detect grave goods that a person has
|-
|[[Protect#Protect_Assess|protect assess]]||circle: 60||ask sentry about protect||actively look for people to protect
|-
|[[Protect#Protect_Self|protect self]]||circle: 80||ask sentry about protect||remove stun/prone/immobile/web effect
|}

{{Cat|Paladins,Player guides,New player guides,Guild player guides,Newbie Guide Contest}}

Latest revision as of 22:29, 13 August 2019

This is a page for the Paladin specific page for the Newbie Help Guide. Whenever possible, overlap with the general guide should be minimized.

For details, rules, and the other pages involved, see Category:Newbie Guide Contest.


Introduction

A Paladin is a Holy Warrior, touched and graced by the gods themselves. Through a path of righteous dedication to the guild's teachings and through service to the Immortals, the worthy are rewarded for their valor and honor with abilities blessed from the deities and emerge into an extreme force to reckon with. Woe to the villain who stands before the Paladin submerged in deceit and evil ways!

Paladins are often described as holy warriors. However, unlike Clerics, whose powers are derived from their direct connection to the gods they serve, Paladins draw power from their sanctified souls, grounding divinity into the mortal world directly through their actions.

Paladins excel in the defensive arts, although they can also be potent fighters. Their holy magic and other divine powers can augment their physical abilities, protect others, and enhance their effectiveness as leaders in combat.

Role-playing Considerations

Of paramount importance to the Paladin is the sanctity of the Paladin's soul. Certain actions (such as stealing, murdering, and practicing necromancy) are harmful to the soul. Allowing the soul to decay doesn't just weaken a handful of abilities. It jeopardizes the very existence of the soul.

Officially, the guild teaches its members to promote goodness and justice and to oppose evil. Paladins are expected to tell the truth, keep their word, defend the innocent, and help those in need. This philosophy has been summarized as the Paladin Code and is often OOCly described as the Lawful Good alignment.)

The institutionalized "lawful good" approach isn't the only valid approach to being a Paladin, however. As GM Armifer once said, "While there is a very well known and institutionalized approach to being a Paladin, any path that does not sully the divine soul can be said to be to be a right and proper path to being a Paladin."

Dark Paladins

While an "evil Paladin" is seldom seen (as it is a contradiction), a commonly discussed alternative is that of the "dark Paladin." A dark Paladin is willing to use questionable means in order to achieve a greater good -- and accepts the consequences. GM Armifer described dark Paladins thusly:

The ethic of the Dark Paladin can be described with deceptive simplicity, "Do what you must -- and then pay for it."


The Dark Paladins enter the picture as alternative paths toward divine purity. Despite popular conception, a functional Dark Paladin is not someone who allows their soul to decay. A Paladin who allows the divine fire to gutter is not an anti-hero; he is even less than a human, having opened his soul up to a greater reality and found himself wanting. The taller the pillar, the longer the fall.

Successful paths of the Paladin inevitably revolve around ethical responsibility. While Dark Paladins are known for presenting a harsh edge to the world -- for doing what they perceive as necessary even if honor dictates otherwise -- they do it within a framework of sacrifice and ethical responsibility. Dark Paladins are not bullies and they are not irreverent madmen, they are crusaders who know exactly where to draw the line between divine wrath and human failing. When done with honest intention and impeccable wisdom, the universe has been known to judge even horrendous actions as worthy -- and when he missteps, the Paladin still knows that the sacrifice of their soul is worth the cause.

The dividing line between a coward and a Dark Paladin often comes down to payment: if successful Paladins are defined by responsibility, then a successful Dark Paladin is defined by a willingness to accept the punishment for his actions. A murderer and a Paladin may both strike a man dead for his sins, regardless of what the law says, but what defines the Paladin's ethic is he will then stand and accept responsibility for his action. Sometimes it is as simple and painless as a murder fine, but often enough the contrived web of ethics and perceived necessity drive the Dark Paladin to bitter ends, exile, and acts of unmourned sacrifice that would cause their more romantic, honor-focused brothers to weep.


Getting Started

How Stats Affect Paladins

Unlike other guilds, which can still be successful despite having low values in one or more "dump stats," Paladins need all eight stats to varying degrees. For a full description of what each stat does, see Attributes.

Defensively, Paladins benefit from stamina (overall vitality), reflex (affects all defenses), and discipline (affects shield usage and resistance to some spells/effects). Offensively, Paladins rely primarily on strength and agility.

Charisma improves the size of your soul pool, which powers certain Paladin abilities. In the long run, charisma should not be neglected. However, early on, other stats are probably more valuable.

Choosing a Race

Any race is capable of succeeding as a Paladin, so you shouldn't feel like you have to choose a particular race. However, some players choose their race based on mechanical considerations of which stat bonuses and penalties are most compatible with the guild. You can see a comparison of starting stats and racial stat costs here.

Typically, players who choose a race for mechanical reasons want to choose races that have good stamina, strength, and/or reflex -- or at least don't have any severe penalties to those stats.

Extra strength and/or stamina can be particularly valuable early in the game when you are trying to work your encumbrance down. (Plate armor is heavy.) Gnomes have a particularly difficult start, as their low strength and stamina make even the lightest plate feel like a great burden. (This can be mitigated, but only at a substantial cost in TDPs.)

Joining the Guild

In Crossing or Riverhaven, you can type DIR PALADIN to get directions to the guildleader. Then type JOIN to begin the initiation process.

Finding Equipment

The Newbie Walkthrough explains how to exchange your items with the Veteran or Robyn. This approach is recommended if you are starting on a shoestring budget, as you can get one weapon and one type of armor that you will actually use (as opposed to the leather armor you started with).

You can buy additional weapons, armor, and accessories from local shops. In Crossing or Riverhaven, Typing DIR WEAPON and DIR ARMOR will take you to these shops.

Milgrym's Weapons: Crossing (DIR WEAPONS)
Tembeg's Armory: Crossing (DIR ARMOR)
Noel's Arms: Riverhaven (DIR WEAPONS)
Seli's Armory: Riverhaven (DIR ARMOR)
Bantheld's Ironworks: Riverhaven (DIR IRONWORKS)


As soon as you can afford it, you will want to acquire a shield and armor that covers your entire body (head, eyes, neck, chest, abdomen, back, arms, hands, and legs). You can tell what a piece of armor protects by appraising it.

Most Paladins wear plate armor, as it offers maximum protection. Plate armor is more hindering than other types of armor, but with training, Paladins can move in plate more effectively than any other guild.

Shields come in three types: large, medium, and small. (You can determine the size of a shield by appraising it.) Most Paladins prefer large shields, as they offer the most protection. (Paladins are also the only guild that can block while wearing a large shield on the arm, freeing up both hands.) However, as a novice, you lack the shield ranks to take full advantage of large shields. Therefore, many novice Paladins start with a smaller shield and upgrade to a larger one as they improve in skill. Additionally, you must be circle 4 to wear a medium or large shield on your arm.

Training Stats

Once you have your basic equipment, it's time to train stats. (Waiting until after you have your weapons and armor has the advantage of allowing you to see how much burden you need to work down.) If you type INFO, you will see that you have 600 TDPs or Time Development Points to spend. (You will gain additional TDPs as you advance in the guild and gain ranks in skills.)

  1. Train strength and stamina equally at least until it says "Encumbrance : None" when you type INFO. (Ideally, get these stats to about 15.) Having no encumbrance is critical, as a heavy burden will penalize your evasion and cause you to tire quickly in combat.
  2. Train your defensive stats to about 15: reflex for evasion, Agility for parry, and Discipline for shields.
  3. Spend your remaining TDPs however you want. Many players recommend training intelligence and wisdom to learn more quickly. (These stats are equally important. See Experience for more information.) Agility is also helpful, as it improves the accuracy of weapons and targeted spells.

Choosing Your First Spell

As a novice, you can choose from one of three introductory spells:

  • Aspirant's Aegis: This is a warding spell that reduces the amount of physical damage that you take. It is most effective when cast on yourself.
  • Heroic Strength: This is an augmentation spell that improves your strength (and therefore anything that depends on strength). This may not seem like much, but it opens the door to some of the Paladin's most useful spells, so I would recommend it as a first choice.
  • Stun Foe: This is a debilitation spell that stuns a single target. (The stun effect temporarily inhibits a target's ability to attack and defend.) This spell is a requirement for learning more advanced attack spells.


If you want to be an effective mage, you will want to learn one spell for each skill (augmentation, warding, utility, debilitation, and targeted) as soon as possible so that you can train all skills. See Paladin Spells for a list. (Make sure you don't choose a spell that you lack the skill to cast, as spell slots are precious.)

Training Your Paladin

Now that you have equipped yourself, trained your stats, and chosen a spell, it's time to begin your training in earnest. This section offers recommendations for skills that Paladins should train. For a detailed explanation of how to train each skill, see the General Newbie Help Guide and Skills.

All guilds have certain minimum skill requirements to advance. (See Paladin circle requirements for a full list.) However, it is recommended that you train additional skills to be a well-rounded adventurer.

Combat

As a combat-oriented guild, most of the guild's requirements are in combat skills.

Active Defenses: Paladins will often rely most on their shields, but the guild also requires them to train parrying and evasion. You will learn whatever defense you are currently using. The Stance command allows you to change your defensive stance. (STANCE HELP will tell you how to do this.) Additionally, as you defend yourself in combat, you should automatically gain experience in the defending skill (another guild requirement).

Body Armor: The armor skills are the Paladin's primary skillset, so you will have the most rigorous requirements in these skills. The options are plate, brigandine (formerly known as light plate), chain, and light (bone, leather, and cloth). Most Paladins primarily focus on plate armor. However, they often train one or more of the other skills for the extra TDPs. Unlike other guilds, Paladins do not suffer additional hindrance for wearing multiple types of armor, so it's not uncommon to see them training three or even four types at once.

Weapons: Weapons are a secondary skillset, so the guild imposes modest requirements. You must train two different weapon skills; you learn them simply by using them in combat. The weapon skills can be whatever you want, but Paladins often prefer heavy-hitting melee weapons, such as swords, hammers, and spears.

In order to have a variety of options, it is commonly recommended that you train at least one edged weapon, one blunt weapon, and one ranged weapon. Polearms are another popular skill, especially among those who joust.

Paladins who use ranged weapons tend to use heavy thrown or a crossbow, as those weapons are more compatible with shields. (Wearing a large shield makes it difficult to load and aim a bow.) Although light thrown weapons and slings are not affected by shields, they don't do as much damage as the other options.


Tactics: This skill allows you to analyze and exploit your enemies' weaknesses. This is a guild requirement. See Tactics skill for training instructions.

Lore

Lore is a secondary skillset for Paladins, so the guild imposes modest requirements. You must train scholarship, tactics (see above), and at least one other lore.

Scholarship: This skill determines how effectively you can teach and learn from classes. It is best trained by teaching classes or observing other teachers' classes.

Appraisal: This vital skill allows you to glean important information about items and creatures that you encounter. With enough skill, you will see precise weapon and armor stats and detailed information about how a creature compares to you and how well you might learn from it.

Performance: This skill allows you to play instruments. Currently, there is no mechanical reason to train this skill (besides TDPs), but since it is so easy to train, most people do.

Crafting: The crafting skills are forging, engineering, outfitting, alchemy, and enchanting (not yet released). Traditionally, Paladins were the best armorsmiths (a discipline of forging), but now any guild can succeed at any craft with enough training and techniques. See Crafting if this interests you.

Magic

Magic is a tertiary skillset for Paladins, so the guild imposes only minimal requirements. You must train at least three magic skills. They can be anything but sorcery. (You can train sorcery, but it won't count toward your guild requirements.) See the General Newbie Help Guide for a basic explanation of magic.

Attunement: This skill allows you to perceive and harness the mana around you. As you can't function effectively as a mage without it, you should train it.

Arcana: This skill allows you to power your spells with cambrinth. It also lets you use other magical devices and memorize spell scrolls. Train it.

Augmentation: This skill allows you to cast spells that buff your skills or stats. You should train this skill, as Paladins have more augmentation spells than any other type of spell.

Warding: This skill allows you to cast spells that provide defensive effects. As this complements the Paladin's natural defensive abilities, you should train this skill.

Utility: This skill allows you to cast spells that provide beneficial effects not covered by augmentation of warding. These spells are not likely to be ones that you use every day, but they do fill some essential niches.

Targeted Magic: This skill allows you to cast spells that inflict damage on opponents. Paladins do not excel in this area, but it's a nice option to have in your arsenal.

Debilitation: This skill allows you to cast spells that disable or debuff without causing direct injury. Paladins do not excel in this area, but they do have a few spells.

Holy Magic: Also known as "Primary Magic," this skill acts as a "mastery skill" for the five spell-casting skills. If it's higher than those skills, you will find those spells a little easier to cast. If it's a lot lower, you may find them more difficult to cast. You don't need to make a specific effort to train this skill, as you should learn it any time you cast spells.

Sorcery: This skill takes the place of Holy Magic when you cast spells that are designed to be powered with something other than holy mana. Training this skill may or may not fit into your RP concept, as sorcery is illegal and inherently dangerous. See Sorcery for possible RP implications. If you do decide to train sorcery, you should avoid doing so in a justice zone, as visible backlash will result in charges of forbidden practices.

Survival

Survival is a tertiary skillset for Paladins, so the guild imposes only minimal requirements. You must train evasion (see above) and at least four other survival skills. (Do not train thievery. It harms your soul and puts you in bad standing with the guild.)

First Aid: This determines your ability to staunch bleeding wounds. With enough skill, you can instantly and completely halt even the most severe bleeding. Tending the wounds of a non-Paladin is also good for your soul. Though no longer a guild requirement, it is an essential skill for adventurers.

Perception: This determines your ability to detect hidden people and trails. It is also the best defense against stealing. Train it.

Athletics: This governs your ability to climb and swim, among other things. It's an essential skill for getting around. At high levels of skill, you can bypass slow public transports. Train it.

Skinning: This governs your ability to recover skins and other parts from the creatures you hunt. Early on, it's more of a nuisance than a money maker, but later in the game, you will seriously hurt your earning potential if you don't skin.

Locksmithing: Some of the creatures you hunt may drop locked boxes of treasure. This skill allows you to disarm traps and pick locks. This will increase your earning potential, but not nearly as much as skinning. It's also very time-consuming and must be done outside of combat while not wearing armor.

Outdoorsmanship: Formerly known as animal lore and foraging. It's not really needed unless you want to forage your own alchemy ingredients or mine for metal. However, it's often trained at the same time as perception via the Collect command.

Stealth: This governs your ability to hide and ambush opponents. While the stealth skill is not inherently detrimental to Paladins (unlike Thievery), it's not practical for Paladins to train this skill, as they can't advance, retreat, or attack while hidden without tarnishing their souls. Additionally, a Paladin's heavy armor often makes hiding impossible.

Thievery: Do not train this skill. Having any experience in this skill, even if you just listened to one pulse of a class before joining the guild, will put you in bad standing with the guild, preventing you from circling or undertaking quests until you atone. Once you have joined the guild, learning this skill (by any means) will also damage your soul.

Paladin Abilities

Magic

Paladins use holy magic, although not as effectively as Clerics. Since they are magic-tertiary, they gain spell slots at a slow rate:

  • circles 1-102: 1 slot every 2 circles
  • circles 105-150: 1 slot every 3 circles
  • circles 151-200: no slots


At 150th circle, the Paladin will have 68 spell slots. These can be spent on Paladin spells, Analogous Patterns spells, and Magical Feats. See those links for full details on what those spells do, how many ranks are required, etc.

The following spells are recommended (not necessarily in this order; they may require prerequisites that are not listed here):


Among the Magical Feats, it is strongly recommended that you learn Deep Attunement, Raw Channeling, and Efficient Harnessing. These feats will help you manage your limited attunement.

Suggested Spell and Feat Progression

The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells and feats earlier than listed here. If you have the magic ranks to cast Divine Armor, Rutilor's Edge, Holy Warrior, or Truffenyi's Rally earlier than indicated I would learn those spells sooner. (See this table for rank requirements.) Similarly, I would learn the feats of Deep Attunement and Efficient Channeling as soon as possible

This is a general-use setup for Paladins who primarily enjoy PvE. If you enjoy PvP, your choices may vary. For training purposes, this selection gives you access to all five magic skills as early as possible.

How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. If you are nosy, you may like the Basic Preparation Recognition and Advanced Spell Knowledge feats These reveal what spells people are preparing around you.

The research feats at the end of the list let you add a single stat or skill buff to any of your standard spells, greatly increasing the challenge of casting. (This is good for training at high levels.)

If you want to practice Sorcery, you will need the Magic Theorist feat, and you may also want to invest in Sorcerous Patterns to reduce sorcerous backlash. (Without this feat, if you follow the progression below, you can only use other holy mana spells.)

Circle Spell Effect/Comment Cost Prerequisites Magic.Ranks
1 Heroic Strength +Strength [stat] 1 N/A 1
2 Aspirant's Aegis -physical damage [casting on others drains caster] 1 N/A 2
4 Stun Foe stuns target 1 N/A 4
6 Footman's Strike physical damage type determined by held weapon 1 Stun Foe 6
8 8
10 Vessel of Salvation* creates vitality "battery" that others can use 2 Aspirant's Aegis 10
12 Courage +Stamina [stat] 1 Heroic Strength 14
14 18
16 Righteous Wrath +held melee weapon skill 2 Heroic Strength 22
18 26
20 Sentinel's Resolve +Defending skill, +Shield Usage skill 2 Heroic Strength 30
22 Veteran Insight +Reflex [stat], added to Sentinel's Resolve 1 Sentinel's Resolve 34
24 Strange Arrow puncture/electrical damage (single target) 1 N/A 38
26 42
28 Manifest Force ablative physical damage barrier 2 Gauge Flow/Ease Burden/Strange Arrow 46
30 50
32 Halt immobilizes target 2 Stun Foe 54
34 Lay Ward potency barrier against spells 1 Gauge Flow/Ease Burden/Strange Arrow 58
35 Gauge Flow* (unlearn Vessel of Salvation) allows magical research 0* N/A 60
36 Divine Guidance +Wisdom [stat] 1 Heroic Strength 62
38 66
40 Marshal Order +Discipline [stat], +lead 2 Divine Guidance 70
42 74
44 Anti-Stun +stun resistance/recovery 2 Courage/Righteous Wrath 78
46 82
48 86
50 Divine Armor +protection/absorption for armor and shield 3 Aspirant's Aegis and Veteran Insight 90
52 94
54 Rutilor's Edge +primary damage type/balance/power of held weapon 2 Footman's Strike and Heroic Strength 98
56 Deep Attunement +attunement regeneration 1 100 Attunement, 100 Arcana 102
58 Efficient Harnessing -attunement cost for powering spells 1 100 Attunement, 100 Arcana 106
60 110
62 Bond Armaments bonds weapon/shield to hand 2 Rutilor's Edge or Divine Armor 114
64 Soldier's Prayer -magic damage 1 Sentinel's Resolve 118
66 122
68 Rebuke multi-strike damage; knockdown 2 Footman's Strike 126
70 130
72 Banner of Truce prevents combat in room 2 circle 20, Courage and Halt 136
74 Clarity +Intelligence [stat], +sixth sense 1 Hands of Justice/Divine Guidance 142
76 Augmentation Mastery +Augmentation spells 1 100 Augmentation/100 Arcana 148
78 Utility Mastery +Utility spells 1 100 Utility/100 Arcana 154
80 Warding Mastery +Warding spells 1 100 Warding/100 Arcana 160
82 Targeted Mastery +Targeted spells 1 100 Targeted Magic/100 Arcana 166
84 Group Supporter +potency of casting beneficial spells on groups 1 Augmentation Mastery 172
86 Area Casting unlocks "cast area" syntax for beneficial spells 1 Augmentation Mastery 178
88 Faster Targeting -targeting time 1 100 Primary Magic/100 Arcana 184
90 Faster Battle Preparations -battle spell prep time 1 100 Primary Magic/100 Arcana 190
92 Faster Matrices -group spell prep time 1 100 Primary Magic/100 Arcana 196
94 Improved Memory allows memorization of 2 spell scrolls 1 100 Scholarship/100 Arcana 202
96 Raw Channeling allows cyclic spells to be powered from attunement 1 100 Attunement/100 Arcana 208
98 Efficient Channeling -mana cost for cyclics 1 100 Attunement/100 Arcana 214
100 220
102 Holy Warrior blesses held weapon, sometimes stuns attacker 2 circle 30, Stun Foe and Divine Armor 226
105 235
108 Truffenyi's Rally +balance, dispels negative effects 2 circle 50, Anti-Stun and Marshal Order 244
111 253
114 Smite Horde slice/impact damage [multistrike AoE] 2 circle 40, Rebuke 262
117 271
120 Crusader's Challenge +Tactics skill, TAUNT prevents retreating/fleeing 2 circle 30, Courage and Aspirant's Aegis 280
123 Hands of Justice +theft detection/protection 1 Stun Foe and Heroic Strength 289
126 298
129 Shatter -Shield Usage skill, possibly disable shield defense entirely 2 circle 10, Halt 307
132 Basic Preparation Recognition recognize introductory and basic spells 1 50 Perception/50 Arcana 316
135 Advanced Spell Knowledge recognize advanced and esoteric spells 1 Basic Preparation Recognition/100 Perception/100 Arcana 325
138 Symbiotic Research unlocks Activate, Cast, and Harness symbioses 1 334
141 Physical Matrices unlocks Avoid, Endure, Spring, and Strengthen symbioses 1 Symbiotic Research 343
144 Mental Matrices unlocks Discern, Impress, Remember, and Resolve symbioses 1 Symbiotic Research 352
147 Survivalist unlocks Explore, Harvest, Heal, and Watch symbioses 1 Symbiotic Research 361
150 Scholar unlocks Examine, Learn, and Perform symbioses 1 Symbiotic Research 370
  • Vessel of Salvation is recommended only as a utility trainer. Once you have access to other training options, you may safely forget this spell unless you really like the effect. (Some soloist Paladins don't find the vitality battery to be useful enough to warrant two spell slots.) If you choose to keep this spell, you will need to forego two slots' worth of other spells or feats listed here.)
  • Gauge Flow is required to access the Magical research system. This is intended as an alternative training method for non-combat magic skills, particularly at high levels. Gauge Flow appears earlier than you really need it, because Paladins trained to those circle requirements will lack the magic skills to complete some of the more useful projects. Since you will eventually want to use magical research, I put it here rather than wasting spell slots on other choices.

Soul System

Paladins who maintain the purity of their sanctified souls will find some of their abilities (see below) more powerful. In short, noble, selfless acts will purify your soul, while ignoble or cowardly acts will debase it. See Soul system for a list of such acts.

Warning: learning thievery (even in a class before you join) or attempting to steal will not only harm your soul but put you in bad standing with the guild, requiring you to complete a quest of atonement before you can circle or go on guild quests.

Other Abilities

Some of these abilities, such as Glyphs and Smite, draw from your soul pool. Below is a summary of abilities that Paladins can learn.

Quests cannot be undertaken unless you have a pure soul. The sentry is in the Crossing guildhall.

Ability When to Learn How to Learn Description
soulstone use circle: 1 learned automatically check the state of your soul and soul pool
Sixth Sense circle: 1 learned automatically detect stealthy actions against you or your group
missile weapon parrying circle: 1 learned automatically knock aside bow aimed (within range) at Paladin
advanced shield appraisal circle: 1 learned automatically see a more detailed shield protection scale
protect coin circle: 1 learned automatically protect coins (more than other guilds)
lead circle: 2 learned automatically boost offensive and defensive abilities of Paladin's group
wearing large shields circle: 4 learned automatically block while wearing any shield on the arm
protect deflect circle: 4 ask sentry about protect attempt to parry/block incoming weapon attacks against someone
Glyph of Warding circle: 5 ask [guildleader] about quest protect contents of person's grave; inhibit target from aiming weapons/targeting spells
mixed armor penalty reduction circle: 10 learned automatically wear 2 armor types without an additional hindrance penalty
Glyph of Bonding circle: 10 ask [guildleader] about quest bond dropped weapon to the hand of its dead owner
extra stance point every 50 ranks of Defending learned automatically 1 extra permanent point to allocate to offensive/defensive stances
recall Immortal scholarship: 55; intelligence: 16 learned automatically information about the 39 Immortals
Glyph of Light circle: 15 ask Eamonn about glyph light source; perception buff
Smite circle: 18 learned automatically powerful attack for melee weapons
mixed armor penalty reduction circle: 20 learned automatically wear 3 armor types without an additional hindrance penalty
mounted combat circle: 20 ask [stablemaster] about combat fight while mounted on your horse
Glyph of Mana circle: 20 ask [guildleader] about quest boost holy mana in room
advanced jousting circle: 25 ask [stablemaster] about joust improve your performance in jousts
Glyph of Ease circle: 25 ask Darius? about quest make corpse easier to drag; decrease target's fatigue
mixed armor penalty reduction circle: 30 learned automatically wear 4 armor types without an additional hindrance penalty
Auto-Glyph circle: 30 learned automatically* automatically use Glyphs of Warding and Bonding upon death
mount horse in combat circle: 35 ask [stablemaster] about mount mount your horse during combat
protect cover circle: 40 ask sentry about protect parry/block incoming weapon attacks against someone (or take the hits for him)
Holy Weapon circle: 50 ask [guildleader] about holy weapon increase damage and accuracy of one melee weapon; Bless effect
Glyph of Renewal circle: 50 learned automatically* recharge Holy Weapon
perceive item (Sacred Insight) circle: ??? ask Cleworth about quest identify and locate owner of grave good
perceive theft (Sacred Insight) circle: ??? (requires perceive item) ask Aalar about trouble identify those tainted by grave goods
perceive person (Sacred Insight) circle: 50? (requires perceive theft) ask Aalar about trouble detect grave goods that a person has
protect assess circle: 60 ask sentry about protect actively look for people to protect
protect self circle: 80 ask sentry about protect remove stun/prone/immobile/web effect