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Paladin

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Overview

Paladin Mousepad
Paladin Mousepad
BennieAdded by Bennie

Paladins are masters of distance weapons, e.g. Bows, Crossbows, Spears and Stars. Paladins are balanced between physical and magical abilities. They advance very fast in Distance and are not totally inept concerning magical skills. Compared to Knights, Paladins increase at the same rate in Shielding and advance slightly slower in Melee.

Paladins are not severely lacking in any ability, but their forte is the use of distance weapons.

Benefits

Drawbacks

Gains and Regeneration

Gains by level

With each level, every player receives 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, he can purchase a Promotion and become a Royal Paladin with certain benefits.

See the page on Promotion for more information.

Tips

Spells

The most important spells to a paladin are:

Other useful spells every paladin should learn are:

Lesser useful spells:

Most other spells are never used. Paladins can create ammunition, but the preferred way to get it is from NPCs.

Equipment

See also: Paladin Set

Paladins generally look for as much distance fighting boosts as possible.

Paladins do not get access to magic level or melee boosting equipment (except for melee skill rings which are applicable to all vocations).

As for resistances, the high-end paladin equipment contains a lot of death resistance. Otherwise, paladins are limited to very few pieces of armor that resist elements. These items are usually very expensive and not available to the average paladin. They have a few pieces of physical resistance (most notably Zaoan and Dwarven pieces) which can be used for blocking.

Hunting

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

  • Paladins are distance fighters. Paladins do not stand in close combat. They use the environment and run from their enemies. Fighting in melee reduces their hit rate and makes them more vulnerable. They may make use of Field Runes to help distance themselves from enemies.
  • Paladins are single-target fighters. Paladins have no efficient area attacks to use and for this reason they usually do not do well in dense hunting grounds. One of the main drawbacks of paladins.
  • Paladins are physical fighters. Paladins have elemental arrows and their main spell element is holy, but they are primarily physical fighters.
  • Paladins are efficient. Paladins have decent healing/gp ratios and high damage/gp ratios.
  • Paladins are decent blockers. Although they lack the ability to challenge, many monsters' retargeting behaviors permit a paladin to substitute a knight. Paladins have less health than knights but can also heal more efficiently than knights where druids are not present. Paladins also miss out on some knight-only blocking equipment.
  • Paladins have strong healing capabilities. Although not nearly as strong as a druid's, paladins can combine Strong Health Potion (or Great Spirit Potion) (200-400hp) and Salvation (varying with level and magic level, but usually 400-700hp) in the same turn.

Training

Do not train on Rookgaard. A common mistake by new paladins. When on the mainland, skills will go up faster. It is much more efficient to use melee on Rookgaard to get to the mainland as quick as possible. It is a good idea to train at the Isle of Destiny because you will gain the skill rate increase when you receive a vocation, the trolls drop spears and the cave is usually empty.

Distance

Distance fighting increases faster than a knight's melee skills because hitting creatures ("bloodhits") contribute as well. However, training distance can be expensive as ammunition is required to train distance. Small Stones are generally used for their low attack value.

Many paladins choose to not train at all, and this has lesser consequences than a knight because a paladin will gain more skills by hunting than a knight will.

Shielding

Although paladins are distance fighters, shielding can help in the case that melee cannot be avoided. Training shielding is the same as for knights (see Shielding).

Paladins may have problems training shielding at higher distance levels. In this case, paladins can either try a new creature or a different means of attacking (melee).

Note that your shielding does not apply if you are wielding a two-handed weapon, such as a crossbow.

Magic

While magic level is not as important to a Paladin as it would be to a Druid or Sorcerer, a Paladin with a good magic level can deal a fair amount of damage with a relatively low cooldown time, especially to creatures who are weak to Holy damage.  A paladin will gain from magic level in all healing spells and in holy-based attack spells Divine Missile and Divine Caldera. Most other spells will not receive a substantial boost, including Ethereal Spear (mostly dependent on distance fighting).

Manasitting is generally a waste of time (for any vocation). Paladins cannot create any useful runes. They can Enchant Spears but for the time spent it is not worth manasitting.

The best way to train magic level for paladins (indeed for any vocation) is to hunt. Use Divine Missile or Ethereal Spear every turn in a battle; not only are they efficient but they increase your experience rates and may count for 20-50% of your spent mana. Experiment with different creatures to determine which are not wasteful to hunt and which of those contributes the most to magic level.

Additional Information

Related Pages

Pages of Particular Interest to Paladins

Creatures

Hunting

Vocation

Equipment

NPCs

Instant Spells

Name Words Prem Mana Level Price Type Effect
Cancel Invisibility exana ina yes 200 26 1600 Support Makes invisible creatures/players visible again.
Conjure Arrow exevo con no 100 13 450 Supply Creates 10 Arrows.
Conjure Bolt exevo con mort yes 140 17 750 Supply Creates 5 Bolts.
Conjure Explosive Arrow exevo con flam no 290 25 1000 Supply Creates 8 Burst Arrows.
Conjure Piercing Bolt exevo con grav yes 180 33 850 Supply Creates 5 Piercing Bolts.
Conjure Poisoned Arrow exevo con pox no 130 16 700 Supply Creates 7 Poison Arrows.
Conjure Power Bolt exevo con vis yes 700 59 2000 Supply Creates 10 Power Bolts.
Conjure Sniper Arrow exevo con hur yes 160 24 800 Supply Creates 5 Sniper Arrows.
Cure Curse exana mort yes 40 80 6,000 Healing Cures the Cursed condition.
Cure Poison exana pox no 30 10 150 Healing Cures the status of being poisoned.
Divine Caldera exevo mas san yes 160 50 3000 Attack Holy Damage Icon Causes Holy Damage in a 3 tile radius from the caster (area effect).
Divine Healing exura san No 160 35 3000 Healing Restores a huge amount of health to the target. (Cures paralysis.)
Divine Missile exori san yes 20 40 1800 Attack Holy Damage Icon Causes Holy Damage focused on the square directly in front of the caster, or hits a target at a distance of up to 4 square meters away.
Enchant Spear exeta con yes 350 45 2000 Supply 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 yes 25 23 1100 Attack Physical Damage Icon Attacks the target causing Physical Damage.
Find Person exiva "NAME" no 20 8 80 Support Tells you which direction a certain player is, relative to you, and a rough idea of the distance.
Great Light utevo gran lux no 60 13 500 Support Provides illumination in a 4 tile radius around the caster (area effect). Duration is 11 minutes, 35 seconds.
Haste utani hur yes 60 14 600 Support Increases Speed. (Consult the Formula page to determine the enhancement.) Duration is 31 seconds. Cures paralysis.
Holy Flash utori san yes 30 70 7500 Attack From 7 to 21+ hits doing 20 hitpoints via Holy Damage.
Intense Healing exura gran no 70 20 350 Healing Restores a medium amount of health to the target. (Cures paralysis.)
Intense Recovery utura gran Yes 165 100 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).
Levitate exani hur up
exani hur down
yes 50 12 500 Support Permits vertical movement via levitation, up or down one level.
Light utevo lux no 20 8 0 Support Provides illumination in a 3 tile radius around the caster (area effect). Duration is 6 minutes, 10 seconds.
Light Healing exura no 20 8 0 Healing Restores a small amount of health. (Cures paralysis.)
Magic Rope exani tera yes 20 9 200 Support Teleports you up through a hole when you are standing in a rope spot.
Protect Party utamo mas sio yes Varies 32 4000 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 Yes 75 50 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 exura gran san Yes 210 60 8,000 Healing Heals a great amount of hitpoints.
Sharpshooter utito tempo san yes 450 60 8000 Support Increases the distance skill of Paladins by approximately 50% for 10 seconds.
While this spell is in effect, the paladin's speed is reduced by 70%, they cannot cast any healing, support or supply spells, and they cannot block attacks.
Strong Ethereal Spear exori gran con Yes 55 90 10,000 Attack A strong version of the Ethereal Spear spell.
Swift Foot utamo tempo san yes 400 55 6000 Support Increases the paladin's speed by 80% for 10 seconds, they however can not attack or use attack spells during this time.

Note: These spells were buyable in the past from spell scrolls, some older paladins still have them.

Old Spells
Name Words   Premium Mana Level Price Effect
Energy Beam exevo vis lux Energy Beam no 40 mana lvl 23 1000 gp ? oz Electrified Icon Shoots a 5 tile long beam in front of the caster.
Great Energy Beam exevo gran vis lux Great Energy Beam no 110 mana lvl 29 1800 gp ? oz Electrified Icon Shoots a strong beam 8 squares infront of caster.
Summon Creature utevo res "creature name" Summon Creature no varies mana lvl 25 2000 gp ? oz Summons a creature to help you.

Rune Spells

Name Words Prem Mana Level Price Type Effect
Destroy Field adito grav no 120 17 700 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 adito tera yes 200 21 900 Support Makes 3 Disintegrate Runes (requiring 1 Blank Rune). Destroys movable objects.
Holy Missile adori san yes 300 27 1600 Attack 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.




See also: Paladin Template

Concept Art

Pwetty Pwetty Pally


Click here for a printable version.

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