Paladin: Difference between revisions

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===[[Protect]]===
===[[Protect]]===
A paladin may place himself to intercept the dangers directed against those whom he wishes to PROTECT.
A paladin may place himself to intercept the dangers directed against those whom he wishes to PROTECT.

===[[Holy Weapon]]===

One of the Paladin's weapons can be blessed with extra power. A holy weapon is especially effective against the undead.


===[[Sacred Insight]]===
===[[Sacred Insight]]===

Revision as of 17:38, 23 June 2010

Paladin Guild
Paladin

Image copyright of Simutronics Corporation

Primary Skillset: Armor
Secondary Skillsets: Lore, Weapon
Tertiary Skillsets: Magic, Survival
Special Abilities: Lead, Glyph, Protect, Smite
Mana Type: Holy
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage

Necromancer - Paladin - Ranger - Thief - Trader - Warrior Mage

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!

Founded by Dreldan, then sometime later taken over by Beren, the Guild Hall in the Crossing is where most new members receive their training. Beren took on the guild in a fatherly fashion and is still thought of highly by many senior guild members. However, the Paladin Council believed the guild members had grown too slack in their trainings and that the morality had deteriorated over time. Beren was subsequently removed, replaced by a more strict and harsh leader, Darius. Though the youngest guild leader in recorded history, Darius has maintained a stringent hold on not only the provincial guild, but the path of the Paladin itself.

Official Information

Information courtesy of Dragonrealms Website.

Guild Hall Locations

Crossing
The original Guild Hall, under the tutelage of Lady Verika. (You can type DIR PALADIN for directions.)
Therenborough
Steeped in the proud heritage of Therengia, under the watchful eye of Sir Cleworth.
Riverhaven
Guild Representative Remen has taken over Lady Verika's old office in the Noble Inn to mentor the guild's pages and squires up to their 20th circle. (You can type DIR PALADIN for directions.)
Shard
In the Tower of Honor, guided by the hand of Lady Snow.
Ratha
On the highest tier of the city, under the instruction of the formidable Sir Eamonn.
Mer'Kresh
In a majestic hall on Shell Circle, guided by the noble and resplendent Lady Avant.
Hibarnhvidar
Guildleader Darius, formerly of The Crossing guildhall, took up the post here.

Skillsets and Common Races

A Paladin's primary skillset is Armor. Lore and Weapon are secondary skillsets, with Magic and Survival as tertiary skills.

Paladins break down into the following races:

Human 46%
Kaldar 13%
Elven 10%
Gor'Tog 10%
S'Kra Mur 10%
Prydaen 10%
Dwarven 1%
Elothean 1%
Rakash 1%
Halfling <1%
Gnome <1%

Guild Abilities

Code of Honor

Paladins have a strict code of honor they must adhere to. By stealing, having any skill in the stealing skill, using cowardly or devious tactics in battle, or striking first in combat with another player a Paladin will lose standing in the guild, and take a massive hit to the state of his soul. This will affect his ability to perform various special abilities and, depending on the severity of the offense, may require a special quest to re-instate himself into the guild.

Leadership

By LEADing in a battle, a Paladin can inspire people within his party to greater feats while in combat. A paladin receives the Lead ability at circle 2.

Glyphs

Paladin glyphs are a non-mana using ability unique to paladins. The use of glyphs is limited by the state of a paladin's soul, as well as the level of his soul pool. The strength of the glyph and its duration can also be affected by the level of his charisma stat. To acquire each glyph, a paladin must be of a certain circle, then must complete a holy quest.

Holy Magic

Paladins use Holy mana, and can learn spells from the Justice, Inspiration, and Sacrifice spell books to aid in their quest to uphold justice, and combat evil within the realm.

Category:Inspiration SpellbookCategory:Justice SpellbookCategory:Sacrifice SpellbookCourageAlamhif's GiftHaltFootman's StrikeClarityAnti StunSentinel's ResolveDivine GuidanceTrothfang's RallyRighteous WrathStun FoeDivine ArmorBond WeaponHands of JusticeSoldier's PrayerHoly Warrior (Spell)Banner of TruceMarshal OrderTipping the ScalesHeroic StrengthSmite HordeShatterCrusader's ChallengeRutilor's EdgePaladin Spells.png

Paladin spell slots

Protect

A paladin may place himself to intercept the dangers directed against those whom he wishes to PROTECT.

Holy Weapon

One of the Paladin's weapons can be blessed with extra power. A holy weapon is especially effective against the undead.

Sacred Insight

Paladins can use their sacred insight to help recover grave goods. They can discern the owner of an item, identify grave robbers, and discern which stolen items the grave robber has on his person.

Circle Requirements

Circle 1st Armor 2nd Armor Shield Use 1st Weapon 2nd Weapon 3rd Weapon Parry Ability Multi Opp Teaching Scholarship 1st-3rd Lore 4th Lore First Aid 1st-4th Survival 5th-6th Survival 1st-3rd Magic
1-10 4 2 3 3 2 1 1 1 1 1 1 1
11-30 5 2 4 2 3 2 2 2 2 1 1 1
31-70 5 3 4 3 4 2 2 2 1 1
71‑100 5 4 5 3 3 4 3 3 2 1
101+ 6 5 5 4 3 5 4 3 3 2 2 2

Miscellaneous Information

  • Guild crest: A roaring lion over a set of scales weighing a sword and an olive laurel.
  • Paladin Titles