guides:paladin_guide_javelina
Table of Contents
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
