Paladins

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Description

Paladins are Holy Warriors reminiscent of the Knights of the Round Table, or the Knights Templar of Medieval times.

Prerequisites

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.

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.

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.

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