Paladin

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Description

PC paladin.gif

The Paladin of Norrath are champions of their patron deity, and heroes of all that is good and just; the very image of a knight (by which name they are often called). A Paladin’s duty is to fight the forces of darkness at all costs, and to assist those who are too weak to defend themselves. The good people of Norrath will always welcome a Paladin to their homes and stores, often giving the knight a cheaper price on their wares than is offered to adventurers of other classes. Many are the Paladin’s enemies, however. Foul perversions of darkness will stop at nothing to see him ripped limb from limb. Only if a Paladin places his trust in his god, his sword and his friends can he overcome.

Paladins are part Warrior, part Cleric. They possess skills of both, but are masters of neither. Most people consider a Paladin more Warrior than Cleric, and for good reason. A knight can take blows from a monster and fight back with his sword from level 1. All but one of his spells, however, are gained only after he reaches the level 9.

The only spell a Paladin can use before level 9 is a special ability, unique to the Paladin class. They can Lay on Hands, which will almost completely heal a person of similar level to the Paladin. This can only be used once a day, but saves the life of many a friend or stranger who would otherwise surely die. Lay on Hands is used throughout the life of a Paladin, even at level 60! Rest assured that this is a worthy ability.

When a Paladin does get the use of his first spells, which are also healing in nature, he can become an even more valuable asset to a group by helping to ease the strain on the group healer during downtime. It is rare, however, that a Paladin stops fighting mid-battle to use his spells, because they are much weaker in power than a healer’s of the same level. In fact, many are discouraged from being a Paladin because they consider the spells a Paladin can cast too inferior to be of any use. Making full use of a Paladin’s limited magical repertoire is simply a matter of knowing when to do what. For example, using the paltry Minor Healing several times to heal a caster who has attracted the attention of a monster can save an entire party at a crucial juncture.

One of the easier classes to play, the Paladin’s life is simple and straightforward at the lower levels. She taunts the monsters off of the weaker classes in a group, while attempting to damage the monsters with her weapon.

The life of a Paladin may sound glamorous, but keep in mind a few things. Once spells are learned, the Paladin sometimes needs to sit and rest to regain his mana. After level 12, a Paladin can learn to Meditate. Although this regains his mana faster, he must sit and stare at his spellbook. This means he cannot be used to pull monsters while meditating. A Paladin gets all of his spells from the Cleric class, but does not get all of the Cleric spells. The only offensive spells a Paladin can use for most of his life are only effective against undead. A Paladin can never summon food and water. Being mainly a melee class, he will never be able to Bind himself; a Paladin is limited to getting a bind in select zones (usually city zones). Healing and buffing spells are in a Paladin’s spell-book, but anything he can use is vastly inferior to a Cleric’s spells at the same level. For example, the spells a Paladin can buy at level 9 are all level 1 and 4 Cleric spells. This is a drawback, indeed.

If your ideal class is primarily a healer, then do not be a Paladin. If you are overly concerned with leveling up quickly, then do not be a Paladin. If you have ever wanted to be a knight in shining armor, quest diligently for powerful weapons, be a hero to the people, or fight against all that is evil, march forward proudly as a Paladin.

by Samuel Varian

Creation Guide

It is important to make good decisions on Race, Starting Stats, and Religion. These things combined will allow you to create the Paladin that makes you most happy.

Choosing Race

Choosing a race for any class can be a difficult decision--do not choose a race based on abilities alone. Choose the Race that provides you with the right mix of racial benefits, religion, cultural armor sets, and statistics that benefit your class. Here are some considerations for your Paladin:

Race Benefit Detractor
Dwarf Barrel rolls! Small size is handy in dungeons, night vision Low AGI
Erudite Poor night vision, low primary stats
Gnome Small size is handy in dungeons, night vision, awesome plate graphics Low STR / STA
Half-Elf Good AGI / DEX Low WIS
Halfling Small size is handy in dungeons, hide/sneak, faster leveling You look like a halfling
High Elf Night vision Low STR / STA
Human Poor night vision, lower starting stats

Starting Statistics

It is important to note that each race has slightly different starting statistics. For Paladins, your WIS is important for a larger mana pool, and AGI contributes to your AC. You will likely find that it is easiest to max WIS if you pursue raiding and high-end gear.

Race STR DEX AGI STA INT WIS CHA Bonus
Dwarf 100 90 70 95 60 88 55 20
Erudite 70 70 70 75 107 88 80 20
Gnome 70 85 85 75 98 72 70 20
Half-Elf 80 85 90 75 75 65 85 20
Halfling 80 90 95 80 67 85 60 20
High Elf 65 70 85 70 92 100 90 20
Human 85 75 75 80 75 80 85 20

Each race gets 20 bonus points to apply to the base stats of their choosing.

Religion

Paladins must choose a religion, as their magic powers flow from their devotion to their chosen god. Your religion will also impact on where your character can start. Selections include Karana, Rodcet Nife, Erollisi Marr, Brell Serilis, Mithaniel Marr, Prexus, Tunare, and Quellious. Depending on your race you will be given a different number of these deities to choose from.

Skills

Casting Skills

Level Trained Skill Cap
9 No Abjuration 235
9 No Alteration 235
9 No Channeling 200
9 No Conjuration 235
9 No Divination 235
9 No Evocation 235
12 Yes Meditate 185

Combat Skills

Level Trained Skill Cap
1 No 1 Hand Blunt 200
1 No 1 Hand Slashing 200
1 No 2 Hand Blunt 200
1 No 2 Hand Slashing 200
1 No Archery 75
1 No Bind Wound 100
1 No Defense 200
1 No Hand to Hand 100
1 No Lay Hands 200
1 No Offense 200
1 No Piercingt 200
1 Yes Taunt 180
6 Yes Bash 175
10 Yes Dodge 125
17 Yes Parry 175
20 Yes Double Attack 200
30 Yes Riposte 175
40 Yes Disarm 70

Miscellaneous Skills

Like all classes, Clerics can raise the following skills:

Level Trained Skill Cap
1 No Alcohol Tolerance 200
1 No Beg 200
1 No Fishing 200
1 No Sense Heading 200
1 No Swimming 200

Spells

Level 9

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Courage 12 2 3 Abj 27m Single 100 Increase AC by 3 (L1) to 4 (L10), Increase Max Hitpoints by 11 (L1) to 20 (L10), Increase HP when cast by 10
Cure Poison 20 2 3 Alt 0 Single 100 Decrease Poison Counter by 1 (L1) to 4 (L12)
Flash of Light 12 1.5 3 Div 12s Single 200 Blindness(-1), Decrease ATK by 5
Minor Healing 10 1 2.25 Alt 0 Single 100 Increase Hitpoints by 10
Spook the Dead 10 2 4 Alt 18s Und 200 Fear(1)
True North 5 2 4 Div 0 Self 0 True North
Yaulp 1 0.5 18 Abj 24s Self 0 Increase STR by 10, Increase AC by 6

Level 15

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Cure Disease 20 2 3 Alt 0 Single 100 Decrease Disease Counter by 1 (L1) to 4 (L12)
Hammer of Wrath 50 4 12 Con 0 Self 0 Summon Item: Summoned: Hammer of Wrath
Holy Armor 20 2 2.25 Abj 27m Single 100 Increase AC by 6
Light Healing 25 2 2.25 Alt 0 Single 100 Increase Hitpoints by 26 (L5) to 33 (L18)
Lull 10 1.5 3 Alt 2m Single 200 Frenzy Radius(15/30), Reaction Radius(15/30)
Sense the Dead 5 2 2.25 Div 0 Self 0 Sense Undead, (Area 240)
Ward Undead 30 2.1 2.25 Evo 0 Und 200 Decrease Hitpoints by 35 (L5) to 41 (L11)

Level 22

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Center 40 4 8 Abj 27m Single 100 Increase AC by 5 (L9) to 6 (L14), Increase Max Hitpoints by 44 (L9) to 105 (L70), Increase HP when cast by 44 (L9) to 105 (L70)
Endure Poison 20 2.5 2.25 Abj 27m Single 100 Increase Poison Resist by 19 (L9) to 20 (L10)
Halo of Light 40 5 10 Con 0 Self 0 Summon Item: Summoned: Halo of Light
Invigor 20 3.5 3.5 Alt 18s Single 100 Decrease Stamina Loss by 35
Invisibility versus Undead 40 4 4 Div 27m Single 100 Invisibility versus Undead
Reckless Strength 30 3 6 Alt 3m Single 100 STR unknown calc: 107 range: 20 -> 0
Root 30 2 2.25 Alt 48s Single 200 Root

Level 30

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Expulse Undead 60 2.75 2.25 Evo 0 Und 200 Decrease Hitpoints by 88 (L14) to 94 (L20)
Hammer of Striking 100 6 12 Con 0 Self 0 Summon Item: Summoned: Hammer of Striking
Healing 60 3 2.25 Alt 0 Single 100 Increase Hitpoints by 84 (L14) to 100 (L30)
Soothe 30 2 4 Alt 2:30 Single 200 Frenzy Radius(10/40), Reaction Radius(10/40), Pacify
Spirit Armor 75 6 2.25 Abj 36m Single 100 Increase AC by 11 (L16) to 13 (L24)
Stun 35 1.5 12 Evo 0 Single 200 Stun(4.00 sec/55)
Symbol of Transal 55 3.5 2.25 Abj 27m Single 100 Increase Max Hitpoints by 34 (L14) to 73 (L21), Increase HP when cast by 34 (L14) to 73 (L21)

Level 39

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Cancel Magic 30 3.5 5 Abj 0 Single 200 Cancel Magic(1)
Counteract Poison 50 4 2.25 Alt 0 Single 100 Decrease Poison Counter by 8
Daring 60 2.5 2.25 Abj 36m Single 100 Increase AC by 7 (L19) to 9 (L26), Increase Max Hitpoints by 84 (L19) to 135 (L70), Increase HP when cast by 84 (L19) to 135 (L70)
Endure Disease 20 2.5 2.25 Abj 27m Single 100 Increase Disease Resist by 19 (L9) to 20 (L10)
Greater Healing 150 3.75 2.25 Alt 0 Single 100 Increase Hitpoints by 288 (L24) to 300 (L30)
Symbol of Ryltan 111 4 2.25 Abj 36m Single 100 Increase Max Hitpoints by 94 (L24) to 158 (L31), Increase HP when cast by 94 (L24) to 158 (L31)
Yaulp II 1 0.5 18 Abj 24s Self 0 Increase STR by 20, Increase AC by 9

Level 49

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Calm 50 2.5 5 Alt 42s Single 200 Frenzy Radius(5/50), Reaction Radius(5/50), Pacify
Dismiss Undead 90 3.3 2.25 Evo 0 Und 200 Decrease Hitpoints by 140 (L24) to 162 (L35)
Divine Might 100 3 6 Alt 60m Self 0 Add Proc: Divine Might Effect
Holy Might 60 2 18 Evo 0 Single 200 Stun(6.00 sec/55), Decrease Hitpoints by 29 (L19) to 60 (L50)
Revive 300 6 20 Alt 0 Body 200 Resurrect and restore 30% experience
Symbol of Pinzarn 200 4.5 2.25 Abj 45m Single 100 Increase Max Hitpoints by 224 (L34) to 307 (L41), Increase HP when cast by 224 (L34) to 307 (L41)
Valor 90 3 2.25 Abj 54m Single 100 Increase AC by 12 (L34) to 13 (L40), Increase Max Hitpoints by 168 (L34) to 200 (L50), Increase HP when cast by 168 (L34) to 200 (L50)

Paladin-Specific Quests

Description Needed.

Gearing

Description Needed.

Classes

Bard :: Cleric :: Druid :: Enchanter :: Magician :: Monk :: Necromancer :: Paladin :: Ranger :: Rogue :: Shadowknight :: Shaman :: Warrior :: Wizard