Axhinde
07-20-2004, 09:14 AM
Taken from Simutronics official website.
https://www.play.net/gs4/news/simucon_2004_...es/paladins.asp
Introduction
Elanthian paladins will be a much more broad class than the classical definition of a lawful good shining beacon in the darkness. Because each Paladin will will be able to have a different patron Arkati, and each Arkati's philosophy is different it makes sense that a Paladin for their cause would be different as well. Along with philosophical differences, many Arkati will have a selection of especially hated foes and allies - some Paladin spells will be more effective versus hated foes while working less well versus an allied type. For example, a Paladin of Arachne really shouldn't be hunting in the Spider Temple, and Arachne is unlikely to offer much power to the Paladin's spells there.
Skill Costs
Pretty self-explanatory. As we have stated, we expect Paladins to be the most physical of the current semi professions, and that is reflected in their costs.
For skills costs, click the link.
Spells
First off, please be aware and remember that any numbers presented here are not set in stone, and while we do like the spell concepts, any of them could end up changing to something completely different. One other note - all the Paladin's group spells will operate similarly to the cleric group type spells, where if you leave the group that the caster is in, you will soon lose spell's benefits.
1) Mantle of Faith
Adds a base bonus of +5 DS and TD and is castable on others. When the Paladin casts the spell on herself, the bonuses can be boosted to +15, based on either spell ranks or Spirit Lore: Blessing
2) Pious Trial
CS based spell that increases the RT of the target by 2 seconds with a duration of 90 seconds. The slow effect can be increased to 4 seconds with a longer duration based on lore ranks.
3) Faith's Clarity
This spell reduces the armor hinderance for the target (it is castable on others) for 30 seconds or the next spell they cast, whichever is first. The reduction will be applied to the base hinderance for the armor the caster is wearing, and hinderance will be applied from there.
4) Purify
This spell will offer a one swing bless for basically any weapon, including those that already have weighting, flares, or are too highly enchanted. It will likely also be used as a precursor to the Sanctify spell.
5) Patron's Blessing
Adds to the target's Combat Maneuver skill, though it does not apply to AS. Will boost their success with the various CMAN attacks.
6) Dauntless
Self cast, +10 to AS along with resistance to fear attacks.
7) Rejuvenation
The Paladin is able to restore health (and possibly stamina) by expending mana. Mana cost per health restored will be relatively high, but enough that in the right situation it will be beneficial.
8) Guiding Light
When this spell is cast on a sanctified weapon that does not already have flares or weighting, it will add plasma flares to the weapon for a number of swings. Will work on magic metals if the paladin meets the right training conditions.
9) Divine Shield
Group effect spell increases the chance to outright block an incoming attack. It will not directly increase DS.
10) Higher Vision
Self cast spell that boosts the Paladin's DS and TD by +10 initially, with the potential to achieve higher benefits based on the Paladin's training.
11) Arm of the Arkati
Group spell that adds to the HP damage done by melee attacks similar to the way that damage weighting works. The amount of additional damage done will be affected by the target's Ally/Foe status to the Paladin's patron.
12) TBD
13) Divine Vengance
If the Paladin is killed while this spell is active, their Patron will exact revenge (possibly some Patrons will choose to do something else). If the killer is a creature, then it is possible that more than just that creature will be hit; if the killer is a player, then they will be the only one affected.
14) Aura of the Arkati
The sheer presence of the Paladin is so powerful that they may cause their foes in the room to become awed. Causes foes that fail a warding to suffer a DS reduction and a slight slow effect. If the warding failure is large, there may be stronger effects incurred.
15) Divine Strike
CS based attack spell that will be affected by the target's hated/allied foe status.
16) Vigor
Provides a direct boost to the Paladin's Constitution stat, which will in turn provide a boost to all the systems that affects.
17) Zealot
Transfer of the current Zealot spell, with a change to the penalty; the DS reduction will be equal to the AS improvement provided by the spell. Those under its effect will be forced to remain in offensive stance.
18) Guard the Meek
Boosts the DS for all group members by +15, with the potential to have that boost go higher based on the paladin's training.
19) Faithshield
Adds a large amount to spirit TD for a short period. Castable on anyone. The initial numbers we're looking at is to start at +50TD for 30 seconds, with the potential to boost both of those a fair amount.
20) Aid the Fallen
The Paladin calls upon his/her deity to aid the fallen by transporting them to a safehaven so they may be taken care of by others. The Paladin will stay in the field to continue their fight. There will be default locations for each town/area, along with the spell being able to be anchored by the Paladin.
25) Sanctify
Allows the creation of a weapon that is specially attuned to the Patron of the Paladin, and that will grow stronger as it is wielded by the Paladin in battle.
30) Thunderhammer of Koar/Lightning Strike of Eorgina/etc
Mass attack spell where the Paladin calls on their Patron to smite their foes. Group friendly, but not player friendly.
35) Divine Intervention
Removes one negative effect from the Paladin. Spell will likely be activated by a special verb (e.g. BESEECH) and will be usable while the Paladin is in various states of incapacitation, such as webbed, bound, stunned, etc.
40) Divine Word
Calling on the aid of their Patron, the Paladin reunites a fallen adventurer with their life force. Will have limits on the number of times it may be cast per day. The spell will not require that the Paladin cast another spell to establish a link to the deader, and will provide experience for the Paladin.
Other Stuff
Lore Training:
Many of the Paladin spells will be able to be boosted through lore training. However, we do not expect Paladins in general to get much (if any) lore training. The lore interactions are simply there for Paladins who wish to be more magical than the norm and feel the benefits provided are worth the additional cost.
Combat Maneuvers:
Paladins will have access to a relatively large number of combat maneuvers, compared to the other semi professions.
Conversion Plans:
The current plan is to allow any warrior or cleric who so desires to convert. Right now, we are looking at not allowing those conversions for 2-3 months after Paladins are initially released, to allow for growth from the ground up and to allow us to ensure that bugs in the spell list are worked out a bit at a time.
https://www.play.net/gs4/news/simucon_2004_...es/paladins.asp
Introduction
Elanthian paladins will be a much more broad class than the classical definition of a lawful good shining beacon in the darkness. Because each Paladin will will be able to have a different patron Arkati, and each Arkati's philosophy is different it makes sense that a Paladin for their cause would be different as well. Along with philosophical differences, many Arkati will have a selection of especially hated foes and allies - some Paladin spells will be more effective versus hated foes while working less well versus an allied type. For example, a Paladin of Arachne really shouldn't be hunting in the Spider Temple, and Arachne is unlikely to offer much power to the Paladin's spells there.
Skill Costs
Pretty self-explanatory. As we have stated, we expect Paladins to be the most physical of the current semi professions, and that is reflected in their costs.
For skills costs, click the link.
Spells
First off, please be aware and remember that any numbers presented here are not set in stone, and while we do like the spell concepts, any of them could end up changing to something completely different. One other note - all the Paladin's group spells will operate similarly to the cleric group type spells, where if you leave the group that the caster is in, you will soon lose spell's benefits.
1) Mantle of Faith
Adds a base bonus of +5 DS and TD and is castable on others. When the Paladin casts the spell on herself, the bonuses can be boosted to +15, based on either spell ranks or Spirit Lore: Blessing
2) Pious Trial
CS based spell that increases the RT of the target by 2 seconds with a duration of 90 seconds. The slow effect can be increased to 4 seconds with a longer duration based on lore ranks.
3) Faith's Clarity
This spell reduces the armor hinderance for the target (it is castable on others) for 30 seconds or the next spell they cast, whichever is first. The reduction will be applied to the base hinderance for the armor the caster is wearing, and hinderance will be applied from there.
4) Purify
This spell will offer a one swing bless for basically any weapon, including those that already have weighting, flares, or are too highly enchanted. It will likely also be used as a precursor to the Sanctify spell.
5) Patron's Blessing
Adds to the target's Combat Maneuver skill, though it does not apply to AS. Will boost their success with the various CMAN attacks.
6) Dauntless
Self cast, +10 to AS along with resistance to fear attacks.
7) Rejuvenation
The Paladin is able to restore health (and possibly stamina) by expending mana. Mana cost per health restored will be relatively high, but enough that in the right situation it will be beneficial.
8) Guiding Light
When this spell is cast on a sanctified weapon that does not already have flares or weighting, it will add plasma flares to the weapon for a number of swings. Will work on magic metals if the paladin meets the right training conditions.
9) Divine Shield
Group effect spell increases the chance to outright block an incoming attack. It will not directly increase DS.
10) Higher Vision
Self cast spell that boosts the Paladin's DS and TD by +10 initially, with the potential to achieve higher benefits based on the Paladin's training.
11) Arm of the Arkati
Group spell that adds to the HP damage done by melee attacks similar to the way that damage weighting works. The amount of additional damage done will be affected by the target's Ally/Foe status to the Paladin's patron.
12) TBD
13) Divine Vengance
If the Paladin is killed while this spell is active, their Patron will exact revenge (possibly some Patrons will choose to do something else). If the killer is a creature, then it is possible that more than just that creature will be hit; if the killer is a player, then they will be the only one affected.
14) Aura of the Arkati
The sheer presence of the Paladin is so powerful that they may cause their foes in the room to become awed. Causes foes that fail a warding to suffer a DS reduction and a slight slow effect. If the warding failure is large, there may be stronger effects incurred.
15) Divine Strike
CS based attack spell that will be affected by the target's hated/allied foe status.
16) Vigor
Provides a direct boost to the Paladin's Constitution stat, which will in turn provide a boost to all the systems that affects.
17) Zealot
Transfer of the current Zealot spell, with a change to the penalty; the DS reduction will be equal to the AS improvement provided by the spell. Those under its effect will be forced to remain in offensive stance.
18) Guard the Meek
Boosts the DS for all group members by +15, with the potential to have that boost go higher based on the paladin's training.
19) Faithshield
Adds a large amount to spirit TD for a short period. Castable on anyone. The initial numbers we're looking at is to start at +50TD for 30 seconds, with the potential to boost both of those a fair amount.
20) Aid the Fallen
The Paladin calls upon his/her deity to aid the fallen by transporting them to a safehaven so they may be taken care of by others. The Paladin will stay in the field to continue their fight. There will be default locations for each town/area, along with the spell being able to be anchored by the Paladin.
25) Sanctify
Allows the creation of a weapon that is specially attuned to the Patron of the Paladin, and that will grow stronger as it is wielded by the Paladin in battle.
30) Thunderhammer of Koar/Lightning Strike of Eorgina/etc
Mass attack spell where the Paladin calls on their Patron to smite their foes. Group friendly, but not player friendly.
35) Divine Intervention
Removes one negative effect from the Paladin. Spell will likely be activated by a special verb (e.g. BESEECH) and will be usable while the Paladin is in various states of incapacitation, such as webbed, bound, stunned, etc.
40) Divine Word
Calling on the aid of their Patron, the Paladin reunites a fallen adventurer with their life force. Will have limits on the number of times it may be cast per day. The spell will not require that the Paladin cast another spell to establish a link to the deader, and will provide experience for the Paladin.
Other Stuff
Lore Training:
Many of the Paladin spells will be able to be boosted through lore training. However, we do not expect Paladins in general to get much (if any) lore training. The lore interactions are simply there for Paladins who wish to be more magical than the norm and feel the benefits provided are worth the additional cost.
Combat Maneuvers:
Paladins will have access to a relatively large number of combat maneuvers, compared to the other semi professions.
Conversion Plans:
The current plan is to allow any warrior or cleric who so desires to convert. Right now, we are looking at not allowing those conversions for 2-3 months after Paladins are initially released, to allow for growth from the ground up and to allow us to ensure that bugs in the spell list are worked out a bit at a time.