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* '''Spend as little time as possible in [[Protection Zone]]s.''' You cannot use mana that you do not generate, so spend as little time as possible in situations where you do not regenerate mana. |
* '''Spend as little time as possible in [[Protection Zone]]s.''' You cannot use mana that you do not generate, so spend as little time as possible in situations where you do not regenerate mana. |
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* '''Always eat.''' Make sure you have access to [[Food]] at all times. If you run out of food, then you will not be able to regenerate mana for using. |
* '''Always eat.''' Make sure you have access to [[Food]] at all times. If you run out of food, then you will not be able to regenerate mana for using. |
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− | * '''Carry [[Mana |
+ | * '''Carry [[Mana Potion]]s.''' Not only is this a good idea if you get in a jam, but using [[Mana Potion]]s will help you advance your [[Magic Level]] faster. |
==Additional Information== |
==Additional Information== |
Revision as of 15:24, 13 April 2008
Overview
Paladins are masters of distance weapons. They are particularly skilled in the use of Bows and Crossbows. Overall, paladins are balanced between physical abilities and magical abilities. They advance at an acceptable rate in Melee and Shielding skills, and are not totally inept concerning magical skills, either.
Paladins are not severely lacking in any area of ability, but only stand out in their use of distance weapons.
Benefits
- Fastest advancement in Distance skills.
- Fast advancement in Shielding skill.
- Only vocation able to conjure ammunition using magic.
- More Capacity and Hitpoints than Mages
- More Mana than Knights
- Faster Hitpoint regeneration than Mages
- Faster Mana regeneration than Knights
- Faster advancement in Magic Level than Knights
- Can learn some Spells, and make 2 types of support Runes
Drawbacks
- Can only learn a few Spells and make 2 types of Runes
- Less Capacity than Knights
- Less Mana than Mages
- Less Hitpoints than Knights
- Slower Hitpoint regeneration than Knights
- Slower Mana regeneration than Mages
- Slower advancement in Magic Level than Mages
- Cannot make as many different Runes as Mages
Gains and Regeneration
Gains by level
With each level, every player recieves an increase in Capacity, Maximum Hitpoints, and Maximum Mana.
With each level, a paladin will gain:
Regeneration
As time passes, every player will regenerate lost Hitpoints and Mana, as long as they have eaten recently (see page on Regeneration for more information).
A paladin will regenerate:
a Royal Paladin will regenerate:
Promotion
When a paladin reaches level 20, they can purchase a Promotion and become an Royal Paladin with certain benefits.
See the page on Promotion for more information.
Tips and Tricks
All vocations should use their strengths to their own benefit. For example, it would be useless for a knight to try and make money selling runes. Instead, use the unique aspects of the vocation to your advantage.
Making Money
- Sell Ammunition. Using the Conjure Arrow and Conjure Bolt spells, you can make ammunition to either use yourself, or sell. After the summer update 2007 the demand is lower, but there are still lots of people buying backpacks of bolts and arrows
- Use Your Melee Skills. Although knights are the best vocation for melee, an advantage to paladins is that they have good shielding skill and acceptable melee skill advancement. When low on cash for ammunition, get a shield and melee weapon and hunt some weaker creatures. This will train your shielding skill, give a little exp, and also give some gold to pay for more ammunition!
- Use Your Capacity. Since Paladins have the second best capacity after knights, you can also make some money by looting dead corpses of monsters and sell items that have been left behind by other players.
Gaining Experience
- "Run" large creatures. Running a creature involves attacking them from a distance while staying far enough away from them that they cannot attack you. This is best done in large open areas, but can also be effective in caves if you are careful.
- Hunt with a Blocker. You can usually find a knight that is willing to block for you. This way, the knight will absorb most of the damage from the creature(s), and you will gain most of the experience. Depending upon your prior arrangements, you will usually split the loot with everyone in the hunting party.
- Hunt with Convinced Creatures. The most valuable way for a paladin to use a summon, is to make the summoned creature block for you. Either convince a creature where you are hunting, or get a mage to summon a creature for you to convince. At level 47 a paladin can convince a Demon Skeleton, which works very well to block most creatures with Poison or Fire attacks.
Advancing Your Skills
Distance
- Hunt with Small Stones. When your distance skill advances, you will kill creatures very quickly with your Bolts, Arrows, and even Spears. Since Small Stones have a much lower attack, it will take longer to kill the creature you are attacking. Since more time is spent attacking a creature, your distance skill will advance more rapidly than hunting normally.
- Use Balanced Fighting or Defensive Fighting. When using Balanced or Defensive fighting mode you will cause less damage to your opponent and "breakable" weapons (Spears, Throwing Stars, Small Stones, etc.) will not break as frequently.
- Do not train on Rookgaard, this is one common mistake people make, because those few skill points you get will be obtained much easier and quicker in main.
Shielding
- Use a one-handed weapon and a shield. When you are hunting less-dangerous creatures, or if you are hunting in a place that you cannot "run" your opponents, use a shield, and one-handed weapons like Small Stones, Throwing Stars, Spears, etc. You can still do substantial damage with some of these weapons, but you will be advancing your shielding skill and your distance skill.
Magic Level
- Never have full mana. Your Magic Level is advanced by using mana. Every second that you have full mana, you are losing potential magic level advancement.
- Spend as little time as possible in Protection Zones. You cannot use mana that you do not generate, so spend as little time as possible in situations where you do not regenerate mana.
- Always eat. Make sure you have access to Food at all times. If you run out of food, then you will not be able to regenerate mana for using.
- Carry Mana Potions. Not only is this a good idea if you get in a jam, but using Mana Potions will help you advance your Magic Level faster.
Additional Information
Related Pages
Pages of Particular Interest to Paladins
Creatures
- Creatures: Full list of creatures organized by type.
- List of Creatures by Experience Points
- Convince Creature
Hunting
Vocation
Equipment
NPCs
- Paladin Guild Leader NPCs
- Armor Shopkeeper NPCs
- Magic Shopkeeper NPCs
- Fletcher NPCs
- Equipment Shopkeeper NPCs
Instant Spells
Name | Words | Prem | Level | Mana | Price | Group | Effect | |
---|---|---|---|---|---|---|---|---|
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. | |
Light Healing | exura | ✗ | 8 | 20 | 0 | Healing | Restores a small amount of health and cures paralysis. | |
Levitate | exani hur up exani hur down |
✓ | 12 | 50 | 500 | Support | Permits vertical movement via levitation, up or down one level. | |
Haste | utani hur | ✓ | 14 | 60 | 600 | Support | Increases your base Speed by 30% for 30 seconds. Cures paralysis. | |
Conjure Arrow | exevo con | ✗ | 13 | 100 | 450 | Support | Creates 10 Arrows. | |
Intense Healing | exura gran | ✗ | 20 | 70 | 350 | Healing | Restores a medium amount of health and cures paralysis. | |
Conjure Explosive Arrow | exevo con flam | ✗ | 25 | 290 | 1,000 | Support | Creates 8 Burst Arrows. | |
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. | |
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 | exori con | ✓ | 23 | 25 | 1,100 | Attack | Throws a magical spear at the selected target, dealing physical damage based on the distance fighting skill. | |
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. | |
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 | 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). | |
Cure Curse | exana mort | ✓ | 80 | 40 | 6,000 | Healing | Cures the Cursed condition. | |
Holy Flash | utori san | ✓ | 70 | 30 | 7,500 | Attack | Makes the target become dazzled, receiving holy damage over time. | |
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). | |
Salvation | exura gran san | ✓ | 60 | 210 | 8,000 | Healing | Heals a huge amount of hitpoints. | |
Strong Ethereal Spear | exori gran con | ✓ | 90 | 55 | 10,000 | Attack | A strong version of the Ethereal Spear spell. | |
Cure Poison | exana pox | ✗ | 10 | 30 | 150 | Healing | Cures the status of being poisoned. | |
Magic Rope | exani tera | ✓ | 9 | 20 | 200 | Support | Teleports you up through a hole when you are standing in a Rope Spot. | |
Magic Patch | exura infir | ✗ | 1 | 6 | 0 | Healing | Restores a small amount of health. (Cures paralysis) | |
Arrow Call | exevo infir con | ✗ | 1 | 10 | 0 | Support | Creates 3 Simple Arrows. | |
Conjure Royal Star | exevo gran con grav | ✓ | 150 | 1000 | 15,000 | Conjure | Creates 30 Royal Stars. | |
Divine Dazzle | exana amp res | ✓ | 250 | 80 | 250,000 | Support | Chains up to 3 creatures prioritising ranged creatures in a 6 sqm range. Creatures hit are turned into melee fighters for 8 seconds. | |
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 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. |
Note: These spells were buyable in the past from spell scrolls, some older paladins still have them.
Rune Spells
There are no paladin rune spells in TibiaWiki.
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 | ||||
Light. | Light Healing. | Intense Healing. | Ultimate Healing. | Conjure Arrow. | Conjure Bolt. | Poisoned Arrow. | Ethereal Spear | Haste. | Levitate Up. | Invisible. | Magic Shield. | 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: | None | ||||||||||||||
Missing Runes: | None |