Paladin
Circle Spells
1601 - Mantle of Faith [MANTLEFAITH]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable
Type: Defense
Description: While beseeching her chosen Patron Arkati, the Paladin attempts to call a mantle down upon her, providing a protective, cloaking barrier. This dully illuminated mantle adds +5 to generic Defense Strength (DS), as well as enhances the Paladin’s ability to ward off spiritual magic by increasing the spiritual Target Defense (TD) +5.
The Paladin can also call upon her Patron Arkati to cloak another person in the mantle of her faith. The target will receive the base +5 DS/TD bonus and the effect is not stackable.
Lore Benefits: Training in Spiritual Lore, Blessings increases the bonus by +1 at two ranks, with a maximum additional bonus of +18 at 189 ranks. This lore bonus is only applied when self-cast by a Paladin. Bonus thresholds for Spiritual Lore, Blessings are at 2, 5, 9, 14, 20, 27, 35, 44, 54, 65, 77, 90, 104, 119, 135, 152, 170 and 189 ranks.
Cost: The bonus, generated from training in Spiritual Lore, Blessings, results in increased mana cost: +1 Mana Point (MP) for every +1 DS/TD above +5 DS/TD.
1602 - Pious Trial [PIOUSTRIAL]
Duration: 60 seconds +1 second for every 2 Paladin spell ranks over 2
Type: Attack
Description: Throughout a Paladin’s life in the service of his patron Arkati, he will see a great turmoil and strife among the average citizens of the world. When Pious Trial is cast, the Paladin calls upon his patron Arkati to use memories of conflicts in order to instill a great burden on the target, causing arduous tribulation. This burden adds a 2 second slow effect to the target for 60 seconds. This spell is not stackable or refreshable.
Lore Benefits: Training in Spiritual Lore, Spirit Summoning increases the slow effect +1 RT at 10 ranks and another +1 at 25 ranks.
1603 - Faith’s Clarity
Duration: 30 seconds or a spell being cast by the Paladin
Type: Utility
Description: The Paladin’s faith is said to have the power to lift the burden from her shoulders. When cast, this spell calls upon divine influence to improve the center of focus for spell casting, effectively reducing the potential hindrance any armor she wears might impose. Five percent hindrance is removed from the base hindrance for the armor type when casting spells of the spiritual sphere (Minor Spirit, Major Spirit, Cleric, Ranger, Paladin).
Lore Benefits: Training in Spiritual Lore, Summoning further reduces the armor type’s base hindrance by an additional 1% per 3 ranks, to a maximum of an additional 5% at 15 ranks. This lore bonus is only applied when the spell is self-cast by a Paladin.
Note: The armor hindrance table can be found here.
1604 - Purify [PURIFY]
Duration: Special
Type: Utility
Description: Calling on the favor of his patron, the Paladin can purify weapons as a preparatory measure, as well as to enhance their effectiveness against the undead. The spell will also allow the Paladin to reduce or eliminate the amount of spoil in certain food and drink items.
Purify will increase the duration (number of swings) of a blessed weapon by 50% when cast beforehand, within 10 minutes of the blessing. Furthermore, it can be cast upon weapons that are normally unblessable to make them blessed for one swing or one minute, whichever is expended first.
Lore Benefits: Training in Spiritual Lore, Blessings increases the duration upon the next cast of Holy Blade (304), as well as the Order of Voln’s Symbol of Blessing and Symbol of Holiness by providing a +5% duration increase per rank, with a maximum of 100% duration increase at 10 ranks. Spiritual Lore, Blessings training also keeps food/drink fresh for a longer period of time.
Tip: Purify will unspoil manna bread and open the gate to the Graveyard near the Landing.
1605 - Arm of the Arkati [ARMARKATI]
Duration: 300 seconds +15 seconds for every Paladin spell known; refreshable
Type: Offense
Description: Arm of the Arkati allows the Paladin’s entire group to strike their foes with great power, inflicting more damage with their attacks. The Paladin and everyone in his group gains an increased damage to their physical attacks (melee only), based on a 10% boost of their weapon’s Damage Factor.
Lore Benefits: Training in Spiritual Lore, Summoning increases this bonus by +1% at 5 lore ranks, and has a maximum bonus of +16% at 200 lore ranks. Additional 1% bonuses come at 5, 11, 18, 26, 35, 45, 56, 68, 81, 95, 110, 126, 143, 161, 180 and 200 lore ranks.
Cost: With the increased bonus comes an increased Mana Point (MP) cost. The base MP cost is 5 +1 for every additional percentage above 10 +1 for each member of the group.
1606 - Dauntless [DAUNTLESS]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable
Type: Offense
Description: Paladins are often revered for their courage and conviction in the face of troubling times. By casting this spell, the Paladin is infused with a sense of confidence and fearlessness to face any challenge she may find. Dauntless fills the Paladin with renewed courage and conviction, providing her +10 Attack Strength (AS) as well as resistance to fear-based attacks. This spell is self-cast only.
1607 - Rejuvenation [REJUV]
Duration: Instantaneous
Type: Utility
Description: By focusing his spiritual magic, the Paladin is able to restore his health and stamina. Initially, the Mana Point (MP) cost for rejuvenation is 7 MPs for 5 Health and Stamina Points. One Health Point and one Stamina Point are regained for every 1.5 MPs spent on casting the spell. This spell is self-cast only.
Training in Spiritual Mana Control reduces the mana cost for this spell by 3% per rank, to a maximum of a 75% mana cost reduction at 25 ranks, though the spell will never cost less than 7 mana.
Lore Benefits: Training in Spiritual Lore, Blessings increases the rejuvenation rate to a max of 30 Health & Stamina Points at a 45 MP cost.
1608 - Guiding Light [GLIGHT]
Duration: 50 swings
Type: Utility
Description: A Paladin may channel her spiritual energy into a holy weapon, adding plasma criticals, to cause it to flare up against a foe. Guiding Light may even be cast upon magical sanctified weapons if the caster’s Paladin Spell ranks + Spiritual Lore, Blessing ranks = 15 or greater. The plasma criticals will flare on any type of creature, but only for Paladins and Clerics who wield the holy weapon.
A dedication to Paladin spell training will increase the number of swings +1 for every Paladin spell rank over 8 to a maximum of 25 additional swings (75 total swings).
Lore Benefits: Training in Spiritual Lore, Blessings increases the bonus further, adding a +1 for every rank.
1609 - Divine Shield [DSHIELD]
Duration: 600 seconds + 30 seconds for every Paladin spell known; refreshable; not stackable
Type: Defense
Description: Divine Shield provides a protective celestial barrier around the Paladin and his group, increasing the chance to block incoming blows. The chance to block has a base of 10%. Block chance is modified by the attacker’s level. Any group member that leaves the Paladin’s group will lose the effect of the spell.
Lore Benefits: Training in Spiritual Lore, Blessings increases the chance to block to 11% at 3 ranks, to a maximum of 21% at 187 ranks. An additional 1% chance to block is gained at 3, 7, 12, 18, 25, 33, 42, 52, 63, 75, 88, 102, 117, 133, 150, 168 and 187 lore ranks.
Note: When Divine Shield is active, Zealot (1617) cannot be cast.
1610 - Higher Vision [HIVISION]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable
Type: Defense
Description: The Paladin’s patron gives her a glimpse of future battles, providing her an increase to her defense against both physical attacks and spells.
This higher vision provides a base of +10 to generic Defense Strength (DS) +1 for every 2 Paladin spells known above 10, from a maximum of +20 bonus at 30 spell ranks. This spell is self-cast only.
Cost: With the increase in DS, there is also an increase in Mana Point (MP) cost. The base MP cost is 10, +1 for every bonus above +10, for a max of 20 MPs.
Lore Benefits: Training in Spiritual Lore, Religion provides an additional bonus of +1 DS at 5 ranks with the maximum of +16 DS at 200 ranks. This bonus has no additional MP cost. Additional +1 DS are gained at 5, 11, 18, 26, 35, 45, 56, 68, 81, 95, 110, 126, 143, 161, 180 and 200 lore ranks.
1611 - Patron’s Blessing [PATBLESS]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable
Type: Defense
Description: The Paladin’s patron Arkati bestows a refined combat knowledge upon him, allowing him to better attack with and defend against CML maneuvers. Patron’s Blessing increases the caster’s effective Combat Maneuvers ranks for purposes of CML maneuvers and Attack Strength (AS). The base is 10 Combat Maneuver ranks +0.75 for every Paladin spell rank beyond 11. This spell is self-cast only.
The total Combat Maneuver bonus received between Patron's Blessing and the Paladin's training can not surpass what the Paladin would receive were he fully trained in Combat Maneuvers. The AS bonus, however, is uncapped.
Cost: With the increase in effective Combat Maneuver ranks, there is also an increase in Mana Point (MP) cost. The base MP cost is 11, +1 for every 3 Combat Maneuver ranks above the initial 10.
Lore Benefits: Training Spiritual Lore, Blessings provides an additional bonus of +1 Combat Maneuver rank at 3 Blessings Lore ranks, to a maximum of +17 Combat Maneuver ranks at 187 Blessings Lore ranks. Additional +1 Combat Maneuver ranks are gained at 3, 7, 12, 18, 25, 33, 42, 52, 63, 75, 88, 102, 117, 133, 150, 168 and 187 Blessings Lore ranks.
1612 - Champion’s Might [CMIGHT]
Duration: 600 seconds; stackable
Type: Offense
Description: Through a simple prayer, the Paladin calls upon her Patron to bestow the might of champions of old, increasing her strength in harnessing spiritual energy. A dim celadon light envelops the caster’s hands and provides her +15 spiritual Casting Strength (CS) boost, +1 for every Paladin spell known above 12, to a maximum bonus of +25 CS. This spell is self-cast only.
1613 - Divine Vengeance [VENGEANCE]
Duration: 1200 seconds +60 seconds for every Paladin spell rank known; refreshable
Type: Special
Description: With Divine Vengeance, the paladin petitions his patron for protection in order to prepare for an unfortunate event. If the paladin is defeated, the patron may choose to exact vengeance upon the paladin's killer (man or beast). This retribution can be very devastating, even fatal; making it known that no one upsets a Power with impunity.
Shortly after the paladin's death, his patron will strike. The paladin's corpse need not be present for the vengeance to take place. However, there is no guarantee that the paladin's patron is not busy with other matters, thus exacting no vengeance, but this is uncommon.
The spell duration will expire with the paladin's death. There are no lore effects for this spell.
1614 - Aura of the Arkati [AURAARKATI]
Duration: 60 seconds
Type: Attack
Description: Upon casting Aura Of The Arkati, the Paladin is bathed in a radiant aura of divine influence, causing nearby creatures to cringe in fear. Those not involved in a cooperative effort with the Paladin must attempt to ward the presence or rebuke in awe.
Against like-level foes, this spell causes 10% generic Defense Strength (DS) decrease calculated from the target’s current stance. When cast against targets significantly lower in level than the Paladin, the spell may cause the target to kneel and/or become immobile. Those targets that are able to move will suffer a slow effect.
Lore Benefits: Training in Spiritual Lore, Religion increases the DS reduction by 1% at 5 ranks to a maximum of 5% at 30 ranks.
1615 - Divine Strike [DSTRIKE]
Duration: Immediate
Type: Attack
Description: The Paladin calls upon the divine power of her patron to decimate her foe. When successfully cast, the target is surrounded by a damaging sacred force, and may additionally be forced to kneel. Divine Strike also forces the target into Roundtime (RT).
Lore Benefits: Training in Spiritual Lore, Religion increases the overall chance of forcing the target to kneel by 2% per rank, with a maximum bonus of 50% gained at 25 ranks.
1616 - Vigor [VIGOR]
Duration: 600 seconds +30 seconds for every Paladin spell known; stackable
Type: Utility
Description: Vigor endows the Paladin with great vitality, allowing him to last longer in battle by increasing his Constitution stat +4. Training in additional Paladin spell ranks yields an additional +1 bonus for every 4 Paladin spells known above 16, to a maximum of +10 at 40 spell ranks. This spell also provides a bonus to Maximum Health Points (HP) equal to twice the Constitution stat beginning at +8, with a maximum of +20 at 40 spell ranks. Vigor is self-cast only.
Lore Benefits: Training in Spiritual Lore, Blessings provides a bonus an HP bonus of +1 at 1 rank to a maximum of +19 at 190 ranks. HP bonuses increase with 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78, 91, 105, 120, 146, 153, 171 and 190 lore ranks.
1617 - Zealot [ZEALOT]
Duration: 120 seconds +10 for every spell rank known above 17; refreshable; not stackable
Type: Offense
Description: Focusing entirely on the offensive, Zealot enables the Paladin to bolster her resolve and that of her party. The Paladin and everyone in her group gain a +30 bonus to melee Attack Strength (AS). To make up for this offensive ability, the paladin and everyone in her group experiences a -30 Defense Strength (DS) reduction. When Zealot is active, Divine Shield (1609) may not be cast. Additionally, if anyone leaves the Paladin’s current area, they will lose the effect of the spell.
Lore Benefits: Training in Spiritual Lore, Religion increases the +AS/-DS effect by +1 at one lore rank, with the maximum additional bonus of +19 at 190 ranks. At 190 ranks of Spiritual Lore, Religion, the Paladin would have +49 AS and -11 DS. AS/DS bonuses increase with 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78, 91, 105, 120, 136, 153, 171 and 190 lore ranks.
1618 - Guard the Meek [GUARDMEEK]
Duration: 600 seconds +30 for every Paladin spell known; refreshable; not stackable
Type: Defense
Description: A Paladin will often guard those less fortunate. Using Guard The Meek, he is able to focus his concern for his allies by raising their defenses, while slightly raising his own. The Paladin provides a base bonus of +15 to physical (melee) Defense Strength (DS) to his group members, +1 for every 5 spell ranks known above 18 to a maximum of +20 bonus at 43 ranks. The total possible bonus for the Paladin’s group is +20 DS.
Lore Benefits: In order for the Paladin to raise his defenses in addition to the base +15 DS granted by the spell, he must train in Spiritual Lore, Blessings. Dedication to this skill provides an additional +1 DS bonus (physical only) at 6 ranks, with the maximum additional bonus of +5 at 40 ranks. The total possible bonus for the Paladin is +20.
1619 - Faith Shield [FSHIELD]
Duration: 30 seconds +1 second for every 2 Paladin spells known above 19, max 70 seconds.
Type: Defense
Description: A stalwart faith in her patron grants the Paladin a powerful spiritual defense, aiding in warding off spells by providing a base benefit of +50 to spiritual Target Defense (sTD) for 30 seconds.
Lore Benefits: Training in Spiritual Lore, Religion provides an additional bonus of +3 sTD at 5 ranks, with the maximum of +24 sTD bonus at 68 ranks, totaling +74 sTD (base bonus + lore bonus).
1620 - Aid the Fallen [AIDFALLEN]
Duration: Immediate
Type: Utility
Description: When cast upon a dead adventurer, the Paladin calls upon his deity to transport a fallen corpse to a pre-determined safe haven. The Paladin must have an appropriate anchor set in order for the dead body to be successfully transferred. These anchors may be set in any properly dedicated area. The ceremony in which this is done is left as an exercise for the caster. It is possible for the Paladin to have more than one anchor set, as long as the anchors are in different areas of the world.
Additionally, the corpse must be properly preserved and held by the Paladin (in his group), or else the spell will fail.
1635 - Divine Intervention [INTERVENTION]
Not yet implemented
Duration: Immediate
Type: Attack & Defense
Description: Divine Intervention calls the patron to the Paladin’s aid, assisting in freeing her from her plight. The patron Arkati removes one status effect from the Paladin when she uses the BESEECH command to call for assistance. Such effects include, but are not limited to web, stun, bind, poison, disease, and curse. Because the deity is removing the effect and not the Paladin, there is no spell hindrance. The Paladin cannot be asleep when using this ability.
1640 - Divine Word
Duration: Immediate
Type: Utility
Description: Those Paladins that truly dedicate themselves to their patron Arkati are granted the ability to raise the dead. This rare gift can be used once per day. Because Paladins do not study the miraculous rites for raising the dead as much as Clerics do, a Paladin will only receive one quarter of the experience a Cleric would.
Lore Benefits: Training in Spiritual Lore, Religion increases the number of times the Paladin is able to raise the dead in a given day - 2 times per day at 20 ranks and 3 times per day at 40 ranks.
1625 (Sanctify), 1630 and 1650 are currently TBD.