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Paladin Guide

I found this paladin guide on a message board post.  I forgot to put the address on it, but I'm posting it anyways.  I did not write this, but I find it to be a good guide for us Paladins.

Here's the guide:

Paladins are the holy knights of Norrath. They stand for all that is good and just, and they will destroy all that is unholy and evil. A true paladin will never leave a comrade behind and will stand and fight until all of his allies have escaped. A true paladin will treat others with respect and will give his life to save another's. The paladin is a strict follower of the code of chivalry and as such it is perhaps the hardest class to properly role play in the game.

Not only can the role of paladin be mentally challenging it can also be very difficult from the pure gaming aspect. Paladins are 3/4 warrior and 1/4 cleric. At higher levels this can be a very powerful combination but at lower levels things will prove to be very difficult. You suffer a 25% experience penalty for being a hybrid which means that you will usually level slower than most other classes.

The hardest task of a paladin compared to other classes will be reaching level 9. At level 9 you receive your spells and things will begin to get much better for you. Until that time you are basically a warrior who does not have the benefit of kick and has 3 less hit points per level. At level 6 warriors get dodge which you will not see until level 10 further widening the gap between the two classes.

The saving grace of low level paladins is the ability to Lay Hands. This allows you to heal close to 1000 hit points even at low levels. You can only use this skill once per game day(about every 1 1/2 hours in realtime) so you will want to use this only in emergencies. I've seen some paladins use this skill to try to take monsters that are normally too difficult to kill figuring it can nearly double their hit points. This is a mistake in this paladin's opinion. You should always keep this for emergencies. You never know when you or more importantly someone else will need you to lay hands to prevent death.

At level 9 you will gain your first spells. The spells that you can cast at this level are the same spells that a cleric can cast at level 1 although you will not gain the benefit of using all of the spells of any circle. Paladins get the most important cleric spells however and this is key. You get all three lines of cleric buffing spells(though you won't gain the third line until level 30). This is great if you are soloing or if your party does not have a cleric along. These spells grant you additional armor class and hit points and are perhaps your second most important type of spells.

By far your most important type of spells are your healing spells. At level 9 you get minor healing which will reduce the time you will have to sit and rest and also allow you to heal yourself in combat to some extent. At level 15 you get lesser healing which is the same spell that level 15 druids and shamans will still be using. You are the only hybrid class that will ever be able to cast greater heal which is also very helpful. Though a paladin is not as good of a healer as any of the pure priest classes your healing spells are important for two reasons. First and foremost they cut down resting time if you are soloing or do not have the benefit of a priest type class in your party. Secondly they can be a lifesaver when the going gets tough. I can recall a time when we were fighting a hill giant and things were going sourly. We thought our tank would surely die as both the cleric and the druid were totally out of mana. At that point our paladin calmly stepped back and began healing the tank. By the time he had run out of mana both the cleric and the druid had regained enough mana to get off another greater heal and we won the encounter.

In my opinion your third most valuable line of spells is the ward undead line of spells. These spells make paladins very effective when soloing(and no less effective when grouping) undead beasts. Only clerics and necromancers can outperform paladins when it comes to these beasts. Sure pure casters such as wizards can outdamage you spell wise but when you add up the damage you can do with your weapons plus the damage you can do with your spells and add the amount of damage you can take I would take the paladin in this encounter 7 days of the week and twice on Sunday.

At level 22 paladins get the root spell. This is very important if you don't have another player in your party who can cast it and a neccessity if you are soloing in dungeons. This spell will prevent those monsters from running away until you can finish them off.

A very underated line of paladin spells is the lull->soothe->calm spells. These spells allow you to walk past normally aggressive monsters and more importantly allow you to calm a few members of a group of monsters so you can pull one away and fight it alone.

Another line of paladin spells is the yalup and yalup 2 spells. These spells only last for a short period of time but give the paladin a strength and armor class bonus. Since they use a relatively low amount of mana they can be a great addition to your spell collection.

Level 22 sees the addition of invisibility to undead. This spell can be a big help in undead dungeons as it allows you to bypass the monsters you do not want and get to the ones you do. It also allows you to do some recon on an area if you haven't been there before.

At level 39 you get the cancel magic spell. This spell is plain and simple a lifesaver. There are times during the game when someone in your party will get charmed or rooted and death will appear a certainty. Cancel magic allows you to cancel the spell effect(though it may take a few casts) and save their lives. It also can be used on yourself when you are suffering from those particularly nasty spells such as blood boil.

The rest of the paladin spells are a mixed bag of cure spells, endurance spells(which give a player a bonus to his saving throws) and a couple of utility spells(such as reckless strength). A couple notable exceptions are holy might(which you gain at level 49) which is a stun spell which also does a small amount of damage, spook the dead which is a fear spell that affects undead beasts and hammer of wrath(level 15) which summons a magical warhammer which can be useful at that level.

Now that we have covered the cleric side of things let's cover the warrior side. Paladins gain all of the attacks that a warrior does with the exception of kick and duel wield. The catch here is that they receive these skills 3-5 levels later than a warrior.

At level 6 you get the bash skill. Bash is the only secondary attack you will ever gain as a paladin so it is important. The problem with bash is that it requires a shield to use. Basically this reduces paladins to using one handed weapons or else forfeiting their only secondary attack. So how does bash compare to kick? It does a bit less damage especially at lower levels but it does stun your opponent.

At level 10 you get the dodge and bind wounds skills. Bound wounds is utterly useless at this level because you can already heal yourself. Bind wounds does not heal very much damage, it takes time to do and it requires a bandage(which can get costly). It is also very ineffective at lower levels. You will doubtfully ever use this skill. Dodge however is very useful. This skill causes you to get hit less and anything that can do that is a welcome addition.

Level 14 grants the meditate skill. This is NOT a meelee skill it is a skill that allows you to regain your mana faster.

You get parry at level 17. This skill is much like dodge in that it allows you to get hit less and thus is a very welcome addition. Fighters gain the parry skill at level 12 so if you want to compete with them as a tank this is an important level.

At level 20 you get the most important of your meelee skills. This is the ability to double attack. At level 15 warriors get the ability to both duel wield and double attack and become much more effective at damaging their opponents than you are. While you can never duel wield double attack will allow you to close the gap between a paladin and a warrior in dishing damage.

A paladin gains the riposte skill at level 30. This skill will cause you to get hit less similar to dodge and parry.

The last of your meelee skills is gained at level 40. This is the disarm skill. This allows you to knock a weapon from your opponents hands. NPC's hit harder when they are wielding a weapon so this winds up being a very effective attack. Not only does it cause you to take less damage but it also allows you to pick their weapon off of the ground and use it or steal it.

Paladins can use most of the weapons in the game and can also wear most of the armor including platemail. Paladins also get some very special weapons in the form of their holy swords. The first of these swords is ghoulbane. This weapon is not only very powerful damage and speed wise but it also randomly casts dismiss undead which will cripple your undead foes in no time. Higher level weapons have not been discovered at the time this guide is being written but I have no doubt the fiery avenger will be nothing short of astounding.

So what race makes the best paladins? This is really subjective. Dwarves have all the right ability skills and also have infravision(they are my personal favorite). They pay for this however in the form of an experience penalty. High elves can also be paladins however they have low base strength and this can hurt when it comes to the warrior side of things. When all is said and done most paladins are human. They are the middle ground and level faster than the other races.

To play a paladin you have to be a certain breed of player. To properly role play the class you have to be prepared to give your own life to save the life of others and you can expect to be outleveled by most of your friends early on. You will never be as good in battle as a warrior and your spells can not come close to those of a clerics. However the parts of the two can be greater than the whole of the others if you play this class properly at higher levels. To get the most of this class you have to be prepared to spend a lot of time to reach the higher levels of the game. When you do however you will be rewarded with one of the most powerful and one of the funnest classes in the game.

This is a paladin reference guide. This is not a class guide. If you are looking for our paladin class guide then you can reach it by clicking here. The purpose of this guide is to make it easy for paladins to find areas of interest in the game.

Quests

Butcherblock Mountains

Holy Partisan of Underfoot ****
This is a very fun and interesting quest which rewards a decent holy sword for a level 20-25 paladin.

Erudin

Battle The Undead ***
The standard slay the undead quest which hints at a larger quest somewhere down the road. Unfortunatley it requires more bone chips than the Felwithe or Kaladim quests.
Kobold Shamans ***
This is a good low level quest in that it is repeatable and can be done during your normal hunting routine.
Peacekeeper Staff *
Not a great paladin weapon.
Tox Poacher Quest **
This is another repeatable quest. The only problem is that the poachers are rare.

Felwithe

Black Heart *
Pretty worthless reward.
Bone Chips ****
This is a great quest for characters level 1-15 to gain experience. It is also important in that it is the easiest way to earn faction with Felwithe paladins.
Nybright Sisters **
Quest for paladins level 9-15.
Orc Runner **
This is a fun quests for low level paladins. The reward is nothing phenominal but it does open the doors to do the Black Heart quest.

Freeport

Corrupt Guards *
This quest is only good for gaining faction. The rewards are low and this quest will make you KOS by freeport militiamen. I wouldn't recommend this until you are high level and then only for faction.
Courier Quest **
So-so low level quest for experience and faction.
Paladin Testimony of Truth **
An interesting quest. The result is nothing earthshattering, but it is required later on for a more important quest.
Pirahna ***
This is a good quest because it is repeatable and gives a decent reward for its level range.
Zimel's Blades ****
This is one of the most interesting and intricate quests in the game. The end result is
Soulfire. Along the way you will also gain the Brilliant Sword of Faith. This is one of the few quests that we will not post the solve for on EQ'Lizer.

Kaladim

Aviak Chick Talons **
This is a good quest, however there aren't enough aviak chicks running around to make it as lucrative as the bone chip quest.
Belts and Shoulderpads **
This is a warrior guild quest. Between level 5-15 however you are probably going to spend a lot of time in Crushbone. This is an easy way to gain extra experience and cash in the process.
Bone Chips ****
Great from level 1-15 for the experience & faction.
Bloodforge Hammer ***
Decent weapon for its level range, but its 2h blunt which is an underused skill for many paladins.
Dwarf Bones **
You will receive this quest after doing the bone chips quest enough times. The only problem is that it is a low level quest and it takes you far into the mainland(south karana).
Ogre Heads ***
This quest gives bloodforge armor(dwarf only armor identical to blackened iron armor) which makes it a great quest for teen characters.
Runnyeye Warbeads **
This is a warrior quest however the experience makes it worthwhile if you are hunting goblins anyway.
Skunk Glands *
This quest is only worth doing it for the experience. It will reward you with a random cleric spell(usually second circle). Unfortunately these spells are often not castable by paladins and do not sell for much cash.
Soil of Underfoot **
After doing the bone chips quest enough times you will be able to obtain this quest. This quest is actually a smaller part of the armor of ro quest.

Qeynos

Blessed Oil **
This quest is good for gaining faction. Doesn't require any killing, just a little time.
Bone Chips ***
The standard bone chip quest of most towns. The catch here is that you need to combine the bone chips into a container and you need six at a time. While in Kaladim bone chips might get you patchwork armor and in Felwithe it will gain you a scroll in Qeynos it often gives you food or a torch. Still a good quest for faction and experience.
Cheslin/Chesgard ***
This is a great quest for lower level paladins. Not only is it great to raise experience but it also rewards decent items for its level range.
Diseased Animals ***
This is a good way to pick up some extra experience and faction when hunting in the hills. It is also an easy way to cure your diseases.
Drosco **
This is a good quest for low level paladins. Though the reward is usually nothing special the faction and experience is good. There is also something fullfilling about freeing a comrade who is living the existance of an undead zombie.
Grimrot's Scythe *
This is a good example of a quest that should give a substantial reward but does not. However if you happen to kill Grimrot and get his scythe then its probably worth turning in for the experience and faction.
Lashon Novashine *
Good way to gain faction with the temple of life.
Rat Hide Armor **
While this quest is not a paladin quest it is an easy way to get minor magic items at an early level.
Shining Star of Light **
This quest results in the
Shining Star of Light. This is a decent weapon for clerics of this level. However it is not a great weapon for a paladin.

Rathe Mountains

Armor of Ro ****
These difficult and lengthy quests will reward you with some nice paladin only armor for characters level 25+.

Equipment

Level 1-10

Bear-hide Belt
Bracelet of Beetlekind
Order of Thunder
Polar Bear Cloak

Level 10-20

Barbed Armplates
Bone Bladed Claymore
Chittin Shell Shield
Cuthroat Insignia Ring
Cracked Darkwood Shield
Dwarven Axe
Dwarven Ringmail Tunic
Dwarven Two-Handed Axe
Shiny Brass Shield
Snakeskin Gloves
Snakeskin Mask
Spiked Collar

Level 20-35

Blackened Iron Bastard Sword
Blackened Iron Crown
Bloodstained Mantle
Bloodstained Tunic
Collar of Undead Protection
Crested Spaulders
Crested Helm
Crystalline Blade
Deepwater Harpoon
Dented Brass Mask
Drake Scale Belt
Dwarven Work Boots
Ghoulbane
Greaves of Ro
Grotesque Mask
Holy Partisan of Underfoot
Jagged Band
Lizardscale Cloak
Lupine Claw Gauntlets
Minotaur Ribcage
Obsidian Flamberge
Ogre War Maul
Pegasus Feather Cloak
Silver Plated Bracer
Silver Plated Leggings
Thick Leather Apron
White Wolf-hide Cloak

Level 35+

Adamentite Epolets
Bladestopper
Butcherblock Hammer
Carnel Pauldrons
Cloak of Flame
Cloak of Shadows
Crown of King Tranix
Dark Mail Gauntlets
Enamelled Black Chestplate
Executioner's Hood
Flowing Black Silk Sash
Gauntlets of Fiery Might
Guise of the Deceiver
Mithril Breastplate
Mithril Greaves
Mithril Plated Girth
Mithril Two-Handed Sword
Mithril Vambraces
Onyx Drakescale Cloak
Polished Mithril Torque
Razing Sword of Skarlon
Runed Bolster Belt
Shield of the Stalwart Seas
Skull Shaped Barbute
Soulfire
Thick Banded Belt
Valorium Breastplate
Valorium Boots
Valorium Bracer
Valorium Gauntlets
Valorium Greaves
Valorium Helmet
Valorium Vambraces

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