Paladin spell and feat progression: Difference between revisions

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(Created page with "This is the last version of the detailed spell and feat progression that used to be on the Paladin new player guide, created by Isharon and expanded on by other players. <br> 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'...")
 
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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]].)
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.

{{Cat|Guild player guides,Magic player guides,New player guides,Paladins,Player guides}}

Latest revision as of 20:51, 17 August 2025

This is the last version of the detailed spell and feat progression that used to be on the Paladin new player guide, created by Isharon and expanded on by other players.
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

General Progression for Training and PvE

This is a general-use setup for Paladins who primarily enjoy PvE. If you enjoy PvP, your choices may vary. For training purposes, this choice 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. The mastery feats are useful, 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.