Paladin Abilities
From DRSecrets
| Name | Level and/or Reqs | Where to Obtain | Syntax | Description |
|---|---|---|---|---|
| Recall | Any, requires Intelligence 16 (?) and Scholarship 55(?) | Automatic | Recall Immortal <name> | Paladins are part-time scholars and as such have the ability to recall information about the immortals, once they've achieved a certain level of expertise in scholarly pursuits. Recall Immortal teaches some scholarship when used, a Paladin is able to recall all 13 immortals, and their various aspects for a total of 39 different immortals to recall. The amount of information revealed during the recall process is dependent on a combination of the Paladins Intelligence and Scholarship. |
| Sixth Sense | 1 | Automatic | None | The Paladin who has a positive soul will be able to detect those who attempt to stalk or steal from him through the senses of his patron deity. This ability can be further boosted through the use of the Clarity spell. There is a skillcheck involved, stealth skills vs Paladins perception. Glyph of Light will provide a significant boost to this ability, as it boosts perception by a large percentage. There is also a skill check involved when using the Clarity spell in conjunction with this ability. If the Paladin can sense the target, Clarity will allow the Paladin to sense what guild the person belongs too, upon a higher success, the Paladin will know the name of that person. |
| Missile weapon deflection | 1 | Automatic | None | Paladins of all circles have a chance to deflect bows/crossbows being aimed at them, while engaged at pole or melee range dependent on the reach of their weapon. A parry vs ranged skill, skill check is involved, with advantage to the shooter. |
| Protect Coin | 1 | Automatic | Protect Coin <#> <Type> <Kronar> <Lirum> <Dokora> | Not a Paladin specific ability, but Paladins are able to protect more coins then most other guilds. |
| Soulstones | 1 | Automatic | Rub Soulstone & Exhale Soulstone | A Paladin is able to rub a soulstone in order to check the current level of their soul. In addition, a Paladin is able to exhale on a soulstone in order to check the level of their soul pool. |
| Lead | 2 | Any Guildleader | Lead | When a Paladin is leading a group, the Paladin may “Lead” granting everyone in his group a significant bonus to their offensive and defensive skills.The power of a Paladins lead is based upon Circle and Charisma, soul state, and the size of the group they are leading, the larger the group, the more powerful the bonus. The Marshalls Order spell will provide a significant boost to this ability. |
| Protect Deflect | 5 | Crossing Guild Main Hall Sentry | Protect <target> deflect OR Protect <target> | A paladin is able to block all incoming weapon attacks to the person they are protecting. Should the Paladins block miss, the Paladin still has a chance to reduce the effectiveness of the attack before it strikes the intended target. After that, it is up to the targets own defenses to ward off the attack. The Paladin who has a good soul state will see an increase in their ability to defend another person. Much easier to do with a shield than with parry, but it is possible to parry. May slightly duck your defenses, so only do it if you can take on more than there are normally, to be safe. |
| Glyph of Warding | 5 | Any Guildleader | Trace Ward <target> | A paladin who traces this glyph on a dead body will protect a deader's items when they must depart. It will also protect the items from damage during the departing process. Upon returning to their warding glyph, the fallen only needs to touch their glyph in order to be totally redressed. Gwethdesuans will remain turned off, and the Paladin should remind the newly arisen to touch their gweths in order to turn them back on. The duration of the glyph is based on the paladin's circle and charisma. When traced on a living person, it prevents that person from aiming with a ranged weapon although they will still be able to snap shoot. |
| Extra Stance Points | 10 | Automatic | None | All Paladins gain an extra stance point to assign to their defensive stances at circle 10, and every 10 circles thereafter. Ex: 10,20,30,40,50 etc, etc. At circle 100 Paladins receive 1 extra stance point every 10 or 20 circles, and at Circle 200 you will no longer gain any extra stance points. |
| Glyph of bonding | 10 | Any Guildleader | Trace bond <target> | The Glyph of Bondings focus is ensuring those that fall will not lose their items they are holding in their hands upon the time of death. When this glyph is traced on an item a deader was recently holding, the item is drawn magically into their grasp so that they may depart and not lose it. There is a slight delay in the bonding of the item back into their grasp after tracing the glyph. If the item the fallen has dropped and the corpse are separated for too long, the glyph will fail. |
| Glyph of Light | 15 | Sir Eammonn, Guildleader of Ratha | Trace Light <self> | The glyph acts as a light source to light a dark area, it also provides a rather nice boost to the Paladins perception. The soul drain seems to be fairly high and the duration is short compared to other glyphs. This glyph provides a %based perception boost, as the globes fade, the degree of the boost fades. Very tough on your soul pool, don't use it as a light source for long periods of time. |
| Smite | 18 | Automatic | Smite | When a Paladin smites a target, the Paladin will gain a significant offensive boost for this single strike. Be warned, utilizing smite does decrease your smite pool, which is based upon your circle, charisma, and soul state. If a Paladin decreases his smite pool totally, he will start to receive soul hits. Not meant as a substitute, but can be used as one temporarily if you are charismatic enough. |
| Glyph of Mana | 20 | Any Guildleader | Trace mana <self> | The glyph of mana will raise the amount of holy power in the room it is traced for a given time. The glyph will fade overtime, and much more rapidly if the Paladin leaves the area. Paladins will enjoy a moderate soul boost from tracing this glyph in the presence of a cleric and a dead person. Soul pool cost for this glyph is determined by the size of the boost you provide. More room exits, means more potential boost. The Marshalls Order spell will add to the duration of this glyph. |
| Glyph of Ease | 25 | Crossing Paladins Guild | Trace ease <target> | The glyph of ease has two uses, the first is to trace it on a deader to make dragging them significantly easier. In addition, you can trace this glyph on yourself or another player to help restore their fatigue. |
| Auto-Glyph | 30 | Automatic | None | Upon death the Paladin is automatically bestowed with a glyph of bonding, and a glyph of warding. Knowledge of the glyph of bonding, and warding are required in order for this ability to work. |
| Mixed Armor Hinderance | 30 | Automatic | None | The Paladin no longer suffers the armor hinderance penalty for mixed armors, and is able to wear multiple types of armor freely. This happens at 10th, for one armor category(can wear leather and plate, or chain and cloth), and for two at 20th. |
| Protect Cover | 40 | Sentry in the Crossing Paladins Guild | Protect <target> Cover | The Paladin using Protect cover, will be able to intercept all blows upon the person they are protecting in the event of a missed block, the Paladin will shelter the person they are protecting with their own body. The Paladin who has a good soul state will see an increase in their ability to defend another person. Paladins will absorbs blow, using every skill except their evasion skill. The beneficiary of this ability is never at risk if it’s a protectable attack. |
| Holy Weapon | 50 | Begins at Crossing Paladins Guild | None | The Holy Weapon quest is a significant quest in a Paladins life, allowing the Paladin to transform one weapon of choice into a weapon of great power. I encourage the Paladin seeking more information about holy weapons to check out the Holy Weapon section of this website. |
| Glyph of Renewal | 50 | Earned upon gaining Holy Weapon | Trace renew <holy weapon> | The glyph of renewal is used to recharge a Paladins holy weapon, through the use of an icon, or at one of the holy weapon recharging sites. |
| Protect Assess | 60 | Sentry in Crossing Paladins Guild | Protect assess deflect/cover | Puts the Paladin into Protect mode, if someone engaged to another is stunned/knocked off balance/low enough vitality/webbed/halted/ or prone. The Paladin automatically moves into a previously chosen protect mode on that person. |
| Protect Self | 80 | Sentry in the Crossing Paladins Guild | Protect Self | Clears the Paladin of Stun/Prones/Immobile/Webs, will not remove the Paladin from an unconscious state. |

