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Paladins are masters of long-range combat, well-balanced between weapons and magic. They focus on ranged weapons like bows, crossbows and spears to a deadly effect. They advance very fast in distance fighting and are quite capable in magic as well.

Paladins are not severely lacking in any area, but decimating enemies from afar with ranged weapons is what they do best. Below level 150 paladins focus on single-target combat, over that level they get access to AoE ammunition.

Benefits

  • Paladins can often hunt certain monsters at a lower level than other classes because of their high damage output and long range of attack
  • At lower levels Paladins are very cost-efficient due to the good "damage cost" to "damage output" ratio.
  • Paladins get the most value from elemental charms and can farm charm points relatively quickly.
  • Paladins benefit highly from Onslaught weapon upgrade, as they use two AoE attacks per turn (ammunition + rune or AoE spell)
  • Unlike knights, who tend to have a different weapon for each hunting ground, paladins can do well using their strongest bow in every hunt.
  • Paladins have access to multiple pieces of gear granting Death protection.
  • Paladins advance very quickly in distance fighting, even faster than knights do in melee skills
  • Quick advancement in shielding (at the same rate as knights)
  • Access to a solid array of spells
  • The only class that can use holy damage spells, effective against undead and demonic creatures
  • The only class that can use potions that restore health and mana simultaneously
  • More capacity than sorcerers and druids
  • More hitpoints and faster regeneration than sorcerers and druids
  • More mana and faster regeneration than knights
  • Faster advancement in magic level than knights

Drawbacks

  • Paladins have limited access to multi-target damage sources below level 150.
  • Paladins rely mainly on physical and holy damage and unlike other classes have very limited access to elemental weapons.
  • Paladins suffer from decreased accuracy when attacking enemies within melee range. This effect is nullified by high (over 90) distance fighting skill, as discovered by Tibia-Stats).
  • Paladins cannot hunt without ammunition and large amounts of it take up a lot of carrying capacity
  • Less capacity than knights
  • Less mana and slower regeneration than sorcerers and druids
  • Less hitpoints and slower regeneration than knights
  • Slower advancement in magic level than sorcerers and druids

Advancement and regeneration

Stat increase per level

After advancing to the next level, every player receives an increase in capacity, maximum hitpoints and maximum mana.

Paladins gain:

Regeneration

As time passes, every player will regenerate lost hitpoints and mana, as long as they have eaten recently (see the page on Regeneration for more information).

Paladins regenerate:

Royal paladins regenerate:

Promotion

When a paladin reaches level 20, they can purchase a promotion and become a royal paladin with certain benefits.

Tips and tricks

All vocations should use their strengths to their own benefit. For example, it would be pointless for a knight to try and make money selling runes. Instead, use the unique aspects of the vocation to your advantage.

Compared to the other classes, paladins gain the most experience when hunting alone, because of their efficiency and how their combat style works. That is however, not to say that paladins are useless in team hunts. They simply work better alone than other classes.

Hunting

Hunting as a paladin is simple in comparison to other vocations.

  • Paladins are distance fighters. They avoid staying in melee range due to the decreased attack accuracy with ranged weapons. They use the environment to their advantage and keep their enemies at a distance.
  • Paladins focus on physical attacks. They have access to ammunition that deals elemental damage and they can use various types of runes, but are far less effective in dealing elemental damage than mages.
  • Paladins are efficient. Both their healing and damage are cost-effective.
  • Paladins are decent blockers. Although they lack the ability to challenge, many monsters do not switch targets often, allowing a paladin to substitute a knight. Paladins have less health than knights but can also heal more efficiently if a druid is not present. Paladins, however, do not have access to stronger physical resistance gear like knights do.

Advancing your skills

Magic level

While magic level is not as important to a paladin as it would be to a mage, a high magic level significantly boosts a paladin's damage output, as you can use an instant spell or a combat rune in the same turn as a ranged attack.

  • Use instant combat spells while hunting. It is the best way to train magic level for any class. Use Divine Missile or Ethereal Spear as often as you can to maximize magic level advancement.
  • Avoid having full mana. Your magic level advances by spending mana to cast spells. Every second with full mana could potentially be spent training your magic level.
    • If you are a Premium Account player and you have a daily reward streak of 6 or more days, you are advised to stay inside resting areas (such as depots, temples and houses) since you will regenerate twice as much mana as you would regenerate outside those places.
  • Always eat. Make sure you have access to food at all times. If you run out of food, you will not be able to regenerate mana.
  • Sleep in a bed. If you are a Premium Account player, it's strongly recommended to put your paladin to sleep with a full stomach when you're not playing. This will grant you "free" mana that you otherwise wouldn't regenerate offline. It might not seem like much, but doing this constantly will be really helpful for your magic level.

Shielding

Although paladins are ranged fighters, shielding can help in case close combat cannot be avoided. Training shielding is the same as for knights.

Paladins may have problems training shielding at high distance fighting levels. In that case, paladins can either try a stronger creature or resort to training with a melee weapon.

Note that your shielding level has no effect if you are wielding a two-handed weapon, such as a crossbow.

Instant Spells

Name Words Prem Level Mana Price Group Effect
Arrow Call Arrow Call exevo infir con 1 10 0 Support Creates 3 Simple Arrows.
Cancel Invisibility Cancel Invisibility exana ina 26 200 1,600 Support Makes invisible creatures/players visible again.
Conjure Arrow Conjure Arrow exevo con 13 100 450 Support Creates 10 Arrows.
Conjure Explosive Arrow Conjure Explosive Arrow exevo con flam 25 290 1,000 Support Creates 8 Burst Arrows.
Cure Curse Cure Curse exana mort 80 40 6,000 Healing Cures the Cursed condition.
Cure Poison Cure Poison exana pox 10 30 150 Healing Cures the status of being poisoned.
Divine Caldera Divine Caldera exevo mas san 50 160 3,000 Attack Holy Damage Icon Calls down a rain of holy fire to purify the area around the caster, dealing holy damage in a radius of 3 squares.
Divine Dazzle Divine Dazzle exana amp res 250 80 250,000 Support Chivalrous Challenge Icon Chains up to 3 creatures prioritising ranged creatures in a 6 sqm range. Creatures hit are turned into melee fighters for 8 seconds.
Divine Empowerment Divine Empowerment utevo grav san 300 500 0 Support Deploys a 3x3 field of holy energy below your feet that lasts 5 seconds. As long as you stand in this field, the damage you deal is increased.
Divine Grenade Divine Grenade exevo tempo mas san 300 160 0 Attack Plants a marker at the feet of your target that explodes after 3 seconds dealing holy damage.
Divine Healing Divine Healing exura san 35 160 3,000 Healing Restores a great amount of health to the target. This spell when used will also cure paralysis.
Divine Missile Divine Missile exori san 40 20 1,800 Attack Holy Damage Icon Blasts the selected target with divine energy, dealing holy damage. If no target is selected, the damage is focused on the single square right in front of the caster.
Enchant Spear Enchant Spear exeta con 45 350 2,000 Support Turns one ordinary Spear into an Enchanted Spear. You need to have at least one ordinary spear in your backpack to make one.
Ethereal Spear Ethereal Spear exori con 23 25 1,100 Attack Physical Damage Icon Throws a magical spear at the selected target, dealing physical damage based on the distance fighting skill.
Find Fiend Find Fiend exiva moe res 25 20 1,000 Support Tells you which direction the nearest fiendish creature is, relative to you, and a rough idea of the distance.
Find Person Find Person exiva "name" 8 20 80 Support Tells you which direction a certain player is, relative to you, and a rough idea of the distance.
Great Light Great Light utevo gran lux 13 60 500 Support Provides illumination in a 4 tile radius around the caster (area effect). Duration is 11 minutes, 35 seconds.
Haste Haste utani hur 14 60 600 Support Increases your base Speed by 30% for 30 seconds. Cures paralysis.
Holy Flash Holy Flash utori san 70 30 7,500 Attack Makes the target become dazzled, receiving holy damage over time.
Intense Healing Intense Healing exura gran 20 70 350 Healing Restores a medium amount of health and cures paralysis.
Intense Recovery Intense Recovery utura gran 100 165 10,000 Healing A healing effect in intervals over time that heals 40 health points every 3 seconds for 60 seconds (total of 800 health points).
Lesser Ethereal Spear Lesser Ethereal Spear exori con infir 1 6 0 Attack Physical Damage Icon Throws a magical spear at the selected target, dealing physical damage based on the distance fighting skill.
Levitate Levitate exani hur up
exani hur down
12 50 500 Support Permits vertical movement via levitation, up or down one level.
Light Healing Light Healing exura 8 20 0 Healing Restores a small amount of health and cures paralysis.
Light Light utevo lux 8 20 0 Support Provides illumination in a 3 tile radius around the caster (area effect). Duration is 6 minutes, 10 seconds.
Magic Patch Magic Patch exura infir 1 6 0 Healing Restores a small amount of health. (Cures paralysis)
Magic Rope Magic Rope exani tera 9 20 200 Support Teleports you up through a hole when you are standing in a Rope Spot.
Protect Party Protect Party utamo mas sio 32 Varies 4,000 Support The Protect Party spell will raise the shielding by 3 for 2 minutes for every party member standing on one of these fields.
Recovery Recovery utura 50 75 4,000 Healing A healing effect in intervals over time. that heals 20 health points every 3 seconds for 60 seconds (total of 400 health points).
Salvation Salvation exura gran san 60 210 8,000 Healing Heals a huge amount of hitpoints.
Sharpshooter Sharpshooter utito tempo san 60 450 8,000 Support Increases the distance skill of the paladin by 40% for 10 seconds. While the spell is in effect, the paladin's speed is reduced by 70%, they cannot cast healing, support or supply spells.
Strong Ethereal Spear Strong Ethereal Spear exori gran con 90 55 10,000 Attack Physical Damage Icon A strong version of the Ethereal Spear spell.
Summon Paladin Familiar Summon Paladin Familiar utevo gran res sac 200 2000 50,000 Support Summons a Paladin Familiar which lasts 15 minutes.
Swift Foot Swift Foot utamo tempo san 55 400 6,000 Support Increases the paladin's speed by 80% for 10 seconds, they however can not attack or use attack spells during this time.

Rune Spells

Name Words Prem Level Mana Price Group Effect
Destroy Field Destroy Field adito grav 17 120 700 Support Makes 3 Destroy Field Runes (requiring 1 Blank Rune). Destroys fire, poison and energy fields, from any distance as long there's nothing blocking the path.
Disintegrate Disintegrate adito tera 21 200 900 Support Makes 3 Disintegrate Runes (requiring 1 Blank Rune). Destroys movable objects.
Holy Missile Holy Missile adori san 27 300 1,600 Support Makes 5 Holy Missile Runes (requiring 1 Blank Rune). Dazzled Icon Shoots an attack that inflicts Holy Damage.

Possible Hotkey Assignments

If you are having trouble with too many hotkeys to remember, then the following table may be useful for you. It provides an organized set of hotkey assignments for the most commonly used spells for this vocation.

This table is only an idea to help you build your own set of hotkeys, you obviously do not need to use these key assignments if you do not want to. See the page on Hotkeys for a blank template.

You can also print this table out and place it above your keyboard as a quick-reference. Make sure you print "landscape" instead of "profile", or you will not print the entire table.

  Healing/Support   Attack   Support  
                               
  F1 F2 F3 F4   F5 F6 F7 F8   F9 F10 F11 F12  
  exura gran san exura san

exura gran

exura   utito tempo san exori san exori con exori gran con   Great Spirit Potion Strong Mana Potion Utani hur

Exevo mas san

Standard
SHIFT+ Great Light. Antidote. Food. Find Person.   Explosive Arrow. Power Bolt.         Levitate Down. Magic Rope.   Powerful
CTRL+  Destroy Field. Desintegrate.       LMM. HMM. Fireball.             Runes
                               
Missing Spells: A lot.
Missing Runes: A lot.

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