Paladin
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 originally 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 stern tutelage of Sir Darius. (You can type DIR PALADIN for directions.)
- Therenborough
- Steeped in the proud heritage of Therengia, under the watchful eye of Sir Cleworth.
- 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.
Skillsets and Common Races
A Paladin's primary skillset is armor. Lore and weapons are secondary skillsets, with magic and survival as tertiary skills.
Paladins break down into the following races:
Category:Human | 46% |
Kaldar | 13% |
Elven | 10% |
Gor'Tog | 10% |
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.
Glyphs
Paladin glyphs are a non-mana using ability unique to paladins. The use of glyphs are 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 aquire a glyph, a paladin must be of a certain circle, then must complete a holy quest to aquire the glyph.
Glyph of Warding
Circle: 5th
Usage: trace ward <body/assailant>
Duration: Dependant on circle and charisma
This glyph, when traced on a dead body, allows a paladin to protect a dead person's items when they depart. Instead of the person's posessions falling into a grave which is then susceptible to grave robing, the glyph protects the items for a time. Only the original owner of the items can TAP the glyph, which then causes all items to be replaced upon the person's body. When traced on a living person, this glyph prevents an assailant from using ranged weapons.
Glyph of Bonding
Circle: 10th
Usage: trace bond <item>
Duration: N/A
Like the Glyph of Warding, this glyph is used in dealing with dead adventurers. In the Glyph of Bonding's case, the glyph is traced over a fallen adventurer's dropped items. When the glyph is traced, the item will find its way back to the hands of its owner. There are a few restrictions however. Both the person and their item must be in the same room, and the item must be on the ground. If the person has been dead for a long time, or if the item(s) have been handled by too many others since then, then the glyph is harder to use. Higher circle and charisma will counteract this problem.
Glyph of Light
Circle: 15th
Usage: trace light <self>
Duration:
Glyph of Mana
Circle:
Usage: trace glyph mana <self>
Duration:
Raises holy mana in the room where the glyph is traced. Mana boost leaves when the Paladin the traces it leaves the room. ((Glyphs to be completed soon))
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.
Miscellaneous Information
Paladin Titles: In addition to the titles available to all guilds, Paladins can use certain titles unique to their guild upon meeting certain qualifications.