Difference between revisions of "Paladins"
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Humans who join the Paladins Guild get a custom image. | Humans who join the Paladins Guild get a custom image. | ||
− | + | Because of the demonic origins of rakshasas and nagas, they are barred from joining the paladins guild. The same is true of dark elves, who stand for everything the Paladin's order is against. | |
Paladins must watch their Alignment carefully. As a Paladin's alignment goes towards Neutral (from killing good/peaceful monsters and NPCs), they receive increasingly stern warnings from the Guild. When they become Neutral, the special guild bonuses disappear, until the Paladin's alignment returns to Good. | Paladins must watch their Alignment carefully. As a Paladin's alignment goes towards Neutral (from killing good/peaceful monsters and NPCs), they receive increasingly stern warnings from the Guild. When they become Neutral, the special guild bonuses disappear, until the Paladin's alignment returns to Good. | ||
If you become evil enough as a Paladin, you are immediately expelled from the Guild, and you lose all of your guild experience. The experience cannot be restored. If you wish to re-join the guild, you must solve the required quest (if it has changed), and start over as a first-level Page. | If you become evil enough as a Paladin, you are immediately expelled from the Guild, and you lose all of your guild experience. The experience cannot be restored. If you wish to re-join the guild, you must solve the required quest (if it has changed), and start over as a first-level Page. | ||
+ | |||
+ | Paladins speak in a medieval-sounding dialect. The speech filter is imperfect, but it enhances roleplay and gives Paladins a distinctive "flavor" to their communications. | ||
The guild commands are paladinwho and paladintell. | The guild commands are paladinwho and paladintell. |
Revision as of 12:39, 22 February 2016
Description
Paladins are Holy Warriors reminiscent of the Knights of the Round Table, or the Knights Templar of Medieval times.
Prerequisites
- 100,000 gold
- Level 10
- Solved the Demon Hordes quest.
- Good alignment.
- Must not be a Rakshasa, Naga, or Dark Elf.
Restrictions
- Must stay Good alignment.
Location
Southwest district of Minath Elion.
Other
To gain Guild Experience as a Paladin, you must kill monsters with swords.
Humans who join the Paladins Guild get a custom image.
Because of the demonic origins of rakshasas and nagas, they are barred from joining the paladins guild. The same is true of dark elves, who stand for everything the Paladin's order is against.
Paladins must watch their Alignment carefully. As a Paladin's alignment goes towards Neutral (from killing good/peaceful monsters and NPCs), they receive increasingly stern warnings from the Guild. When they become Neutral, the special guild bonuses disappear, until the Paladin's alignment returns to Good.
If you become evil enough as a Paladin, you are immediately expelled from the Guild, and you lose all of your guild experience. The experience cannot be restored. If you wish to re-join the guild, you must solve the required quest (if it has changed), and start over as a first-level Page.
Paladins speak in a medieval-sounding dialect. The speech filter is imperfect, but it enhances roleplay and gives Paladins a distinctive "flavor" to their communications.
The guild commands are paladinwho and paladintell.
Level | Title | Stats | Skills |
---|---|---|---|
1 | Page | +7% base HP | +1 Swords, +5 Life Magic, -10 Death Magic, -5 Evocation, -5 Conjuration, -5 Enchantment, -5 other Magical Elements |
2 | Squire | +7% base HP | +1 Swords, +1 Strength, +1 Life Magic |
3 | Protector/Protectress | +7% base HP | +1 Swords |
4 | Guardian | +7% base HP | +1 Swords +1 Strength, +1 Life Magic |
5 | Crusader | +7% base HP | +1 Swords |
6 | Knight | +7% base HP | +1 Swords +1 Strength, +1 Life Magic |
7 | Champion | +7% base HP | +1 Swords |
8 | Templar | +7% base HP | +1 Swords +1 Strength, +1 Life Magic |
9 | Paladin | +7% base HP | +1 Swords |
10 | Paladin Lord/Lady | +7% base HP | +1 Swords +1 Strength, +1 Life Magic |
Total | +70% base HP, +10 Swords, +5 Strength, +10 Life Magic, -10 Death Magic, -5 Evocation, -5 Conjuration, -5 Enchantment, -5 other Magical Elements |