Vanguard Spheres  

Welcome to the Vanguard Spheres forums.

You are currently viewing our boards as a guest which gives you limited access to view our discussions, articles/interviews and photo galleries. By joining our community you will gain access to post your own topics, communicate privately with other members (PM), respond to polls, upload your own photos and access many other special features and tools like our upcoming Guild Management Tool (GMT). Registration is fast, simple and absolutely free so please, join our community today!

As a bonus this banner will disappear once you are registered! If you have any problems with the registration process or your account login, please contact support.

Home Forums WikiSphere Gallery Chat Arcade Today's Posts
Go Back   Vanguard Spheres > Vanguard WikiSpheres
Register FAQ Members List Who's Online Search Today's Posts Mark Forums Read

Personal tools

Paladin

From Vanguard WikiSpheres

Contents

Description

Paladins are noble warriors who fight for a righteous cause. Highly capable combatants, Paladins can be found on the front lines defending their comrades. They are able to deal damage effectively, but they specialize in protecting and healing their allies with a combination of martial skill and divine spellcasting. These noble warriors are also entitled to the unique gifts of virtue, which enable them to call forth powerful blessings a limited amount of times per day.

Info

Available Races
Kojan Qalia Thestra
Kojani Human Mordebi Human Dwarf
Raki Qaliathari Human High Elf
Thestran Human
Starting Attributes
Attribute Value
Strength: 35
Constitution: 50
Dexterity: 40
Vitality: 35
Wisdom:25
Intelligence: 35


Skills

Weapon Types
Two-handed Piercing, Two-handed Blunt, Two-handed Slashing, One-handed Blunt, Hand to Hand, One-handed Slashing, Thrown
Spell Schools
Conjuration, Alteration, Evocation
Combat
Block, Dodge, Parry
Perception and Concealment
Tactic Recognition, Awareness, Combat Awareness, Detection
Weapon Specialization
Spear and Javelin, Crossbow, Axe, Staff, Thrown Hammers, Greatsword, Longsword, Great Axe, Maul, Hammer, Mace, Great Maul, Club, Short Sword, Great Spear

Spells

Mechanics

Auras

Auras are fields of energy projected in a circle around the Paladin and may be changed in and out of combat. The Paladins first Aura, Aura of Divine Power is gained at level 1 and grants increased damage to both the Paladins attacks and to the attacks of nearby allies. By level 10 a Paladin will have three different Auras to use including Aura of Replenishment, which projects a calming aura that increases regeneration rates for the paladin and their group and Aura of Shielding which projects an aura that strengthens the Paladins resolve and reduces incoming damage to the Paladin while increasing their groups armor class. Only one aura can be active at a time so a Paladin must be diligent about which one they are using at any given time.

Boons

Boons are short duration, usually 10 minute, weapon buffs. Many different kinds of Boons exist. For example at level 6 a Paladin gains Boon of Valus I which allows for increased damage during any melee attack. However at level 8 a Paladin gains Boon of Vol Anari I which allows for a chance to deal extra damage to undead targets. You may only have one Boon active at a time.

Blessings

Blessings are "concentrated buffs" meaning the Paladin can only keep one Blessing active on a single target, be it themselves or another group member at any one time. An example is Blessing of Vothdar which is gained at level 6 and allows the Paladin to buff a targets strength by 11. If the Paladin decided they needed to use that blessing on another target, it would be removed from the first target before being applied to the second. It is unknown at this time whether a Paladin can use two different blessings at the same time on different targets.

Buffs

The Paladin also has the ability to use traditional stat buffs on both themselves and their group. For example at level 8 a Paladin gains Courage I which is a single target buff that increases a group members hit points and armor class by a small amount. It is unknown whether a Paladin gets buffs later on that apply to the entire group in one cast.

Chains

Chains are brought about by enacting specific combinations of attacks in quick succession during combat. These attacks can be either completely executed by the Paladin or in conjunction with other group members. Frequently they manifest as massive spikes of damage or dehabilitating effects on a players target. The first example of a chain that a Paladin obtains is Hammer of Valus I which is gained at level 6 and allows the Paladin to crush their target for 250% damage when an ally is flanking their target. The second chain a Paladin gets is Blade of Vol Anari I which is gained at level 10 and allows a Paladin to do 300% damage plus a small damage over time effect to undead opponents.

Combat Buffs

Combat buffs are short duration buffs used in combat to buff the Paladin. An example is Champion's Might I, gained at level 8 which is an instant cast spell that does a small amount of damage to an opponent but buffs the Paladins strength for 40 seconds. Multiple combat buffs can be running on the Paladin at any one period of time.

Heals

The Paladin while primarily intended to be a groups tank, can do a limited amount of healing. The Paladins first and probably best known heal, Laying on of Hands, is gained at level 1 and does a large instant heal to the Paladins defensive target but has a long 5 minute reuse timer. Their more mainstream heal, gained at level 4, is named Healing Touch I and does a small amount of healing after a 1.5 second cast time. Because of the cast time and the 30 second refresh, Healing Touch I is best used out of combat to help the primary group healer to top off the group while they regenerate their mana for the next encounter.

Judgements

Judgements are short duration combat damage over time spells that can be cast on a foe. An example is Judgement of the Impure which is gained at level 10 and does fire based damage over time to a target. Only one Judgement may be active at any one time.

Rescues

Rescues are part of the basic group combat system. They contain spells and skills that allow a Paladin, whose main function in a group is tanking, to save a group member who is under attack and about to be seriously hurt or killed. The first rescue a Paladin gains is Protector's Fury I which is obtained at level 10 and allows the Paladin to deal 300% weapon damage and forces the attacker of your defensive target to attack the Paladin instead. Additionally if the Paladin uses the Rescue while under 20% health, they will gain a Virtue point. We'll talk more about Virtue points shortly.

Taunts

As mentioned above, a Paladins main function in a group is tanking so the mechanic of taunting is of course quite important to the class. Paladins gain their first taunt at level 2 with the smell Smite I. It does a small amount of damage but causes a large amount of hate to be added to the targets hate list. Later on, at level 8 the much more effective Upbraid is gained which causes an even larger amount of hate to be added to a targets hate list.

Virtues

Gifts of Virtue are powerful abilites given by the gods. They are powered by your very slowly replenishing pool of Virtue points (the full pool is replenished in one game day of actual play). They also tend to follow the theme of being tied to selfless acts a Paladin can perform for the betterment of those around them. The first Virtue a Paladin gains is Laying of Hands I which allows a Paladin to save an ally from certain death with a quick instant heal. This is followed by Dictum of Valus I at level 10 which allows the Paladin to blast their target with spiritual damage.


All times are GMT -4. The time now is 06:07 PM.



Regency Sword © T. King @ Tkingart.com
Trademarks are the property of Sigil Games Online, Inc.
Game content and materials copyright Sigil Games Online, Inc. All rights reserved.