classes-sun-paladin

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Stats

Stat Modifier
Strength +5
Dexterity 0
Constitution 0
Magic +4
Willpower 0
Cunning 0
Starting Life 110
Life per Level +2

Starting Equipment/Talents

Iron Mace
Iron Shield
Iron Mail Armor

Searing Light
Weapon of Light
Chant of Fortitude
Armor Training (3)

Talent Trees

  • Techniques
    • Shield Offence (1.1 mastery)
    • Combat Techniques (1.1 mastery, locked)
    • Combat Veteran (1.1 mastery)
    • Combat Training (1.1 mastery)
  • Cunning
    • Survival (1.1 mastery, locked)
  • Celestial
    • Guardian (1.3 mastery, locked)
    • Chants (1.3 mastery)
    • Light (1.3 mastery)
    • Combat (1.3 mastery)
    • Sun (1.0 mastery)

Strategy

  • Beginning with beta 32, human and elven Sun Paladins begin in the Sunwall. Their starting zone is the Slazish Fens, accessible through a stairway inside Sunwall.
  • This class plays like a Fighter (one-handed weapon and shield, with some of the same talents), but lacks Shield Wall.
  • Paladins are limited in mobility (no Step Up option).
  • They make up for that by bringing an assortment of auxiliary damage buffs -- adding Light damage to melee attacks, doing Light damage to attacking monsters when hit, a one-tile Light damage-over-time talent, and a Fire beam, among others.
  • The biggest choice with this class is which of the Chants to develop (and when).