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guides:paladin_guide_javelina

Paladin Guide — Javelina

Category: Guide | Region: Cobrahn | Difficulty: Intermediate

A comprehensive paladin guide covering weapon choice, gear progression, and foci skills. Written by Javelina of PHNX Guild.

Weapon Choice

The most important early decision for a paladin is weapon selection. You start as a fighter and should pick one weapon to specialize in — splitting specializations is almost useless.

Longsword (LS)

Benefits:

  • Easy to obtain beginner LS in Cobrahn
  • Can use a shield with it
  • The Silver Saber is one of the best all-around weapons — hits hard, is silver/glowing P-weapon, can hit all high-end lairs

Drawbacks:

  • Can only hit crits on same hex
  • Consistency in damage is not there
  • Difficult to find a good LS besides Slicer and Saber

Greatsword (GS)

Benefits:

  • Hits consistently harder than LS
  • Excalibur is an extremely powerful top-end weapon

Drawbacks:

  • Excalibur takes a long time to obtain
  • Two-handed, can't wield a shield
  • No good mid-tier GS other than Slicer

Halberd (Hally)

Benefits:

  • Halberds are numerous for every size player
  • Ranged attacks (can hit 1 hex away)
  • Better blocker than GS or LS
  • Consistently harder hitter than average GS or LS
  • Prones frequently

Drawbacks:

  • Inability to belt a halberd
  • Two-handed, can't wield a shield

Once you have chosen your weapon, stick with it. You can have secondary skills but always keep a primary.

Gear Progression

Gear is more important to a paladin than probably any class in the game. Properly geared, you can survive almost anywhere relative to your size.

Newbie Gear

  • N-1 plate armor / Sanquin scales
  • Iron broadsword / greatsword / store-bought hally
  • Any rings you find (1/1 to 3/3) in Nork dungeons
  • Any helm, bracers, gauntlets, boots from dungeons

Starter Gear (Level 8+)

  • Weapon enchanted to +4 (most ments do +4 for free)
  • HP helm from Tehruh or Yeti Island
  • RD gauntlets
  • Protective ammy (acid, lightning, poison)
  • Combat boots +3 (Tehruh / Yeti Island)
  • RB sash
  • Protective or combat bracers
  • SD scales
  • Kitty robe
  • Rak robe
  • Yellow robe (from Maeling west caves)

Medium Gear (Level 15+)

  • Levi Full Plate
  • Assorted robes (BNRs, SNRs, Sliths, SERs, etc.)
  • 5/5 rings (DT is the place to find them)
  • Enmiss bracers
  • Dancers / Haste boots
  • More advanced weapon
  • RD gauntlets / Vamps
  • P-ammy
  • HP helm
  • Attack sash

Advanced Gear

  • Sea Hag Full Plate
  • 2 Reggies, Probe
  • 5/5 rings
  • Haste / Elephant boots
  • Vamps
  • P-ammy
  • P-helm
  • Enmiss bracers
  • +7 Halberd

Foci Skills

Skill Foci Description
15 Charge A ranged attack that hits a hostile crit up to 3 hexes away
17 Parry Increases defenses and enables blocking until an aggressive move. This is when you become a true paladin.
18 Strike Strikes a powerful blow. Defense drops slightly but barely noticeable.
19 Blindstrike Hit crits you cannot see — blind or hidden targets (anti-thief strike)
20 Multistrike Great for experience, less useful for skill. Good for clearing zoos. Used less as you grow.
21 Boost +2 agility, +2 strength. Short duration, stuns for a few rounds. Useful for baiting lairs.
21 Thruststrike A harder-hitting Charge that costs 5 HP to use
22 Powerstrike Hits harder than Strike with about the same defense loss. Replace Strike with this.
23 Defend Generally worthless except for playing around in SF
24 Superboost +5 agility, +5 strength. Replace Boost with this.
25 Armorstrike Two swings at the same crit. Hits very hard. Be careful on lair hunts (e.g. don't use on Nin).
26 Ultraboost +8 strength, +8 agility. Stun lasts longer. Replace Superboost.
27 Maxstrike Hits like a tank (2 strikes like Armorstrike). Makes many things soloable. Ages relatively quickly.
28 Disarm / Healingtouch Can make crits drop/belt their weapons. Can now heal yourself.

See Also

guides/paladin_guide_javelina.txt · Last modified: by 127.0.0.1

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