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).