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guilds:phnx:pallyguide

Jave's Paladin guide

To start a paladin correctly u need to roll a good fighter by that I mean stats. A good roll for a future paladin would include 18 willpower (most important), 18 charisma, 18 luck, the rest of the stats can be worked on but these are a must. You will start out as a fighter and the first thing you must decide is what kind of paladin you are going to be aka pick a weapon.

LS - Benefits-

  • Easy to obtain beginner LS in cob.
  • You can use a shield with it.
  • The silver saber is one of the best all around weapons in all of nork as it hits like a tank (sometimes like a wet noodle) and is silver/glowing Pweapon so can hit all of the high-end lairs with it.
 //**Drawbacks-**//
  • Can only hit crits on same hex.
  • Consistency in damage is not there.
  • Difficult to find an LS that does reasonable damage in nork besides Slicer and saber.

GS- Benefits

  • Hits consistently harder than LS
  • Top end nork sword (Excalibur) is an extremely powerful weapon.

Drawbacks

  • Excalibur is not something you will be obtaining for a long, long time.
  • LS 2 handed so cant wield a shield.
  • There is not a good medium sized GS other than slicer.

Hally- Benefits

  • Hallys are numerous in the land of nork 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 like a mother ;).

Drawbacks

  • Inability to belt a halberd.
  • Is 2 handed so can't wield a shield.

Once you have chosen your weapon the most important thing is to stick with it. Specializations in a weapon are almost useless if you split them up so stick with one. This does not mean you can't have secondary skills but make sure you stick with a primary skill, you will be glad you did.

GEAR

Gear is more important to a pally than probably any class in the game. If you are geared right you can survive almost anywhere and anything the game has to offer relative to your size. I've broken this up into 4 sections Newbie, Starter, Medium, Advanced.

Newbie gear

Newbie gear consists of things that are relatively easy to find to make do with until you can actually go into the dungeons and begin finding starter gear. The game has progressed to a point where things are given so frequently that this doesn't really apply much anymore but here goes anyhow.

  • N-1 -3.5 plate armor/sanquin scales
  • Iron broadsword/greatsword/or a hally bought from store
  • Any rings you can find 1/1-3/3 found in nork dungeons
  • Any helm/bracers/gauntlets/boots laying in dungeons

Starter gear

After you have reached around lvl 8 ( the level at which u can dedicate to paladin) you are ready to and probably have increased the gear that you wear.

  • Weapon should be enchanted if possible to +4 (most ments are willing to do +4 for free)
  • HP helm from tehruh or yeti island
  • RD gaunts
  • Protective ammy (acid, lightning, poison)
  • Combat boots +3 (tehruh/yeti island)
  • RB sash
  • Protective bracers or combat bracers
  • SD scales
  • Kitty robe
  • Rak robe
  • Yellow robe (from maeling west caves)

Medium Gear

Medium gear can vary widely depending on what you are hunting. From level 15 on you will use much of this gear even if you have advanced gear because of what you are hunting.

  • Levi Full plate
  • An assortment of robes (bnrs, snrs, sliths, sers, etc)
  • Rings should be 5/5 (DT is the place to find)
  • Enmiss bracers
  • Dancers/haste boots
  • Weapon should be more advanced
  • RD gaunts/vamps
  • Pammy
  • HP helm
  • Attack sash

Advanced Gear

If you are big enough for advanced gear you should already know what it is but here is a run down of what I wear.

  • Hag full plate
  • 2 reggies, probe
  • 5/5 rings
  • haste/elephant boots
  • vamps
  • pammy
  • Phelm
  • Enmiss bracers
  • +7 hally

Foci-

Skill 15 Charge - a ranged attack that lets you hit a hostile crit up to 3 hexes away.

Skill 17 Parry- once you have parry you are officially a true paladin and a whole

		New world will open up to you. This foci increases your defenses
		And enables you to block until you make an aggressive move.

Skill 18 Strike- strikes a powerful blow to hostile crits. Your defense drops a little

		But hardly noticeable at all.

Skill 19 Blindstrike- You can now hit crits that you cannot see because you are

		Blind or they are hidden (aka anti-thief strike ;P )

Skill 20 Multistrike- An awesome attack for experience but horrible for skill. You

		Will love this attack when you first get it and it is useful for 
		Knocking down zoos so that you can kill w/ other discs but as you
		Grow you will use it less and less.

Skill 21 Boost- adds +2 to agility and +2 to strength. Very short duration and stuns

		You for a few rounds when you use it. Is useful for baiting as you
		Can use the bonus agility on lair crit while waiting for everyone 
		Else to come in.

Skill 21 Thruststrike - A harder hitting charge that takes 5 hps when you use it.

Skill 22 Powerstrike- Hits harder than strike and about the same loss as defense

		Change your icon from strike to powerstrike for this one.

Skill 23 Defend- A generally worthless spell other than for playing around in sf.

Skill 24 Superboost- adds +5 to agility and +5 to str, see notes on boost and change

		Macros/icons from boost to superboost.

Skill 25 Armorstrike- Now you can have some fun. multistrike will for the most

		Part become part of the past. You get two swings at same crit with
		This attack and man can it hit. Be careful on lair hunts not to use
		On certain crits aka nin.

Skill 26 Ultraboost- +8 to str and agil, see notes on boost and again change macros

		Only diff is stun lasts longer.

Skill 27 Maxstrike- Hits like a tank (2 strikes like armorstrike) makes many things

		Soloable and all hunts doable. Ages you relatively quickly.

Skill 28 Disarm/healingtouch- Can make crits belt/drop there weapons and can now heal yourself.

Written by Javelina__PHNX

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