Practical Guide to Skills and Spells
Paladin
Written by Botanicus
Primary Stat: Courage
Quick overview:
Pros: Combat + Healing Balance
Cons: Lack of strong defense/offensive, Bash, Fasthealing
Unique abilities: Sanctify
Skills:
[ # ] [ Proficiency Name ] [ Type ] [ Cmplx ] [ Lrnd ]
1 dagger WEA 1% 10%
2 dodge DEF 30% 0%
3 enhanced damage COM 45% 0%
4 exotic WEA 50% 0%
5 flail WEA 1% 1%
6 hand to hand COM 1% 30%
7 halberd WEA 9% 0%
8 mace WEA 1% 1%
9 meditation MYS 40% 0%
10 polearm WEA 25% 0%
11 parry DEF 15% 0%
12 pike WEA 8% 0%
13 riding TEK 5% 15%
14 spear WEA 5% 5%
15 sword WEA 1% 40%
16 shield block DEF 25% 0%
17 second attack COM 35% 0%
18 third attack COM 55% 0%
19 throwing knife WEA 16% 0%
20 throwing spear WEA 16% 0%
21 whip WEA 1% 1%
22 yo-yo WEA 13% 0%
Dagger Max
While not entirely strong on its own, when combined with the skill Backstab a dagger becomes a powerful weapon. Because of its short size the weapon tends to be somewhat awkward but is easily to manufacture.
Dodge Max
One of the most versatile and common defenses allowing you to dodge weapons, unarmed attacks, and boulders. Unlike Acrobatics it also works while mounted.
Enhanced Damage Max
This skills controls a damage bonus, the higher it is practiced the more of a bonus is received. The exact bonus has not yet been documented.
Exotic Optional
Unless planning to camp at a specific level for an extended amount of time, exotic weapons are interesting, though not practical. One example of an Exotic weapon is the Tuning fork from Lord Pumpkin, available for a level 60.
Flail Optional
As with many weapons for most of the game you wouldn’t find a use for this skill as of yet. In 4th class the Heaven’s Wrath flail is a good Dispelling weapon.
Hand to Hand
Some find this useful, especially coupled with a monk's martial arts, however weapon damage will almost always be better and it is rare you will find yourself without a weapon for long to justify maxing this. It is particularly helpful in areas such as Verify or the Proving Grounds where you may need to save weight by not using a weapon or if your weapon gets destroyed.
Halberd Optional
One of the many weapons to have interesting high level options, though few low level counterparts.
Mace Optional
In general Bash type powerful, but not enough maces to make it a common weapon.
Medidation Max
Meditation helps a mage regenerate their spellpower up to the max of 250 per tick. This combined with the sanctify spell makes a paladin a helpful form-mate on almost any run or any battle.
Polearm Optional
Like many other weapons, this one is rare and difficult to find decently damaging weapons at various levels with interesting variations at high levels.
Parry Max
While this isn't the most common defense, it is still very useful and will greatly improve your overall defense. It is most useful against players and in areas such as the Proving Grounds where many mobs wield weapons
Riding Max
This can be practiced to 100% and while that isn't necessary, it will increase your accuracy and ability to block with a shield while mounted if over 50%. The skill also reduces the amount of stamina used by a mount while moving.
Spear Max
Powerful and accurate spears are only slightly less common than swords in most cases. While swords require that the player be in the front row in a formation, spears will work from other locations as well.
Sword Max
One of the most common weapons with decent damage and good availability. Practice this either as your main weapon or as a backup.
Shield Block Max
the ability to use a shield to block a solid weapon or projectile spell, vital at high levels against mobs casting ‘bolt’ spells.
Second Attack Max
Adds the ability to use a second attack to a combat round, a vital ability for any fighter
Third Attack Max
Adds the ability to use a third attack to a combat round, another vital ability for any fighter
Throwing Knife Optional
Not very good damage, or very many choices, throwing weapons tend to be even less useful than the less common weapons. One benefit is damage between rounds that does not cost SP, though its typically not worth the effort
Throwing Spear Optional
Not very good damage, or very many choices, throwing weapons tend to be even less useful than the less common weapons. One benefit is damage between rounds that does not cost SP, though its typically not worth the effort
Whip Optional
One of the less common weapons, while slightly better than some is difficult to find good weapons at various levels however in certain circumstances can be useful.
Yo-yo Optional
A mostly joke weapon with one or two high end options, not common for combat. Most players max this involuntarily due to level betters.
Spells:
[ # ] [ Spell Name ] [ School ] [ SP ] [ Cmplx ] [ Lrnd ]
1 armor CON 49 0% 15%
2 bless INV 60 5% 10%
3 calm ALT 117 28% 0%
4 create food CON 104 23% 0%
5 create spring CON 122 30% 0%
6 create water CON 73 10% 0%
7 cure blindness ALT 146 40% 0%
8 cure critical ALT 122 30% 0%
9 cure disease ABJ 109 25% 0%
10 cure light ALT 90 17% 0%
11 cure poison ABJ 97 20% 0%
12 counterspell ABJ 243 54% 0%
13 detect alignment DIV 60 5% 10%
14 erase ALT 170 50% 0%
15 light ILL 49 0% 10%
16 protection from evil ABJ 68 8% 0%
17 refresh ALT 97 20% 0%
18 remove curse ABJ 293 65% 0%
19 resurrect ALT 493 92% 0%
20 sanctuary ABJ 206 65% 0%
21 scribe FUN 50 0% 1%
22 sanctify ABJ 206 65% 0%
23 spell shield ABJ 219 70% 0%
Armor use but don’t practice(10%)
A minor AR boosting spell, it will boost up to +3 ar. This spell has a cost of 15-50sp
Bless use but don’t practice (10%)
A generally useful spell, increases save vs spell by up to 3 as well as slows the decay on items. It can not be cast on a magic resist item. This spell has a cost of 20-?sp
Calm use 75%*
Highly useful spell, but the herbal and musical variations are used more commonly. If you are going bard don’t practice the spell, just use the bard song. If the bard song or the herbal mixture is not available, practice it to 75% since it would be used in combat This spell has a cost of 47-120sp
create food use but don’t practice 5%
useful at low levels or when you don’t have an item such as a decanter. Another spell that is best used from the Bard variety if available. This spell has a cost of 41-107sp
create spring ?
much like larger scale create water and food spells, the spring will satisfy both hunger and thirst and is available to be used by anyone in the room. This spell has a cost of 49-125sp
create water use but don’t practice 5%
useful at low levels but due to the cost of water reagents most adventurers fill their containers at a local fountain before heading out, rather than creating water. This spell has a cost of 26-75sp
cure blindness Max 75%
a vital spell in combat, especially at higher levels. Before entering into combat be sure to have enough reagents to cure blindness multiple times. This spell has a cost of 60-150sp
cure critical Max 75%
the strongest healing spell useable by a paladin, also the strongest usable in combat without a Spell Delivery amulet. The cost is between 49-125sp.
cure disease Some practice suggested, likely 75%
The counter to the plague spell, this cannot be cast in combat. If you plan on going druid, make use of Salt invocation instead. Because it cannot be used in combat but is still useful, practicing the spell somewhat is suggested. This spell has a cost of 60-150sp
cure light Max 75%
castable while silent this spell has the lowest healing per cast, but the best ratio of cost/reward. This spell has a cost of 34-92sp
cure poison Some practice suggested, likely 75%
The counter to the poison spell, this cannot be cast in combat. If you plan on going druid, make use of Salt evocation instead. Because it cannot be used in combat but is still useful, practicing the spell somewhat is suggested. One obvious consideration is for a Sidhe or Fey who is immune to poison this spell is much less important. This spell has a cost of 37-100sp
counterspell Max 75%
This spell attempts to redirect the magic of another spell, in doing so it compares the sanity of the caster and the victim as well as the level of the casting. As such it can be hard to use it well against high level mobs even after its timing has been perfected. It is much more useful in player to player combat.
detect alignment Optional
No major known use for this spell, some get it racially. When cast it will show (Gold Aura) or (Red Aura) before a person or item, indicating if the alignment is +/- 350. This spell has a cost of 20-62sp
erase Optional
Useful to remove a spell from a spellbook, many prefer to use scrolls instead of the spell. This spell has a cost of ?-?sp
Light Use but don’t practice 10%
Useful in a pinch this spell can create a ball of light. This is helpful for indicating which rooms you have visited we well as the more common use of wearing it as a light. This spell has a cost of ?-?sp
protection from evil Useful, low practice 20%
This protective spell compares the alignment of the caster against that of the attacker. This spell can reduce damage by up to 5%. This spell has a cost of ?-?sp
refresh Practice 50%+
like a healing spell for stamina this spell is very helpful characters who have bash. Because paladins lack bash, the spell is not immediately helpful, but it will allow you to be a more useful member of a formation. This spell has a cost of ?-?sp
remove curse practice 33%
most useful against witchs this will remove curse, malignancy, jinx, evil eye, hex, and malediction as well as the no-remove, nodrop and similar tags from an item.
resurrect practice 25%
a powerful, expensive spell that will return a shade to its body, while a purely support spell as it cannot be cast while dead, due to its high complexity it is suggested to practice it highly and cast it from a high-regenerative room.
Sanctuary item - 1%
another powerful spell reducing received damage up to 20% as well as dulling the kill spell, it is most often acquired through items rather than casting.
scribe use but don’t practice 5%
used to put a spell into a spell book for repeated casting or memorization, don’t bother practicing it.
Sanctify 25%
A paladin’s only unique ability, this spell tags a room as highly regenerative as well as moderately curative. The spell purges the affect of Faerie Fire, Curses, poisons, diseases. The spell cannot be cast when someone with a negative alignment is in the room and will cause them to heal slower if they enter the room. The spell is also cancelled if combat begins in the room.
spell shield 75%
a powerful spell available to paladins and monks it is invaluable against spell casters using lower complexity spells (such as the proving grounds). The spell will block any spell under 25 complexity, absorb and collapse under a spell between 26-50, and reduce a spell of 51-75 complexity in half. Spells over 75% ignore the spell shield and collapse it.
Notes for Paladins:
A hybrid class, Paladins are considered the weakest fighter class by some though it compliments other classes well. By choosing paladin the player is able to acquire Cure blind, making druid and witch viable cleric classes without losing cure blind in its spell form. The Spell Shield is helpful as well while questing and leveling, though it drains spell power while it is in use. Because it lacks raw physical attacks such as Axe, Lance and Bash, and hp recovering from things like Fast Healing, the class relies much more on its spell power than its brute strength.
Physical areas to focus as a paladin include Riding, Meditation, Dagger, Sword, Spear, its defenses, additional attacks and Enhanced damage.
Spells to focus on as a paladin include cure light, cure critical, cure blind. Others are dependant on other classes and race.
Class paths that work well with Paladins include:
Paladin/Bard/Druid/Wizard
Paladin/Wizard/Druid/Rogue
Paladin/Psionic/Druid/Rogue
Paladin/Witch/Ranger/Bard
Paladin/Witch/Wizard/Rogue
Paladin/Witch/Psionic/Rogue
Please remember these are only suggested paths, there are many other viable options for a paladin.
When choosing paladin, it is highly suggested not to pursue a path of Paladin/Priest or Shaman and Monk due to the high degree of overlap.