Paladin Skills: Difference between revisions

From Revelation Remastered
(info from archived site.)
 
No edit summary
Line 1: Line 1:
==Active Skills==
===Bash===
Caps at level VI


= Active Skills =
Requires level 15
 
A Bash is a brutal shoulder slam that will deal moderate damage and stuns the target.


== Bash ==
Requires level: 15


Caps at level VI


Effect: + 0.8 second stun per point
+0.8 second stun per point


12 seconds re-use time
12 seconds re-use time


== Protect ==
Requires level: 42


Requires Shields V


Caps at Level III
===Protect===
Caps at level III
 
Requires level 42


Effect: +10% chance per point to block an attack on another with your shield
Requires Shields V


15 seconds re-use time
Drawing on their skills with a shield, protectors can protect not only themselves but others from harm's way.


== Double Edge ==
Requires level: 57


Caps at level VI


Effect: Weapons will strike an additional time / - 20% weapon damage while active
+15% chance per point to block an attack on another with your shield


Lasts 16 seconds with 7 additional seconds per point


3 minutes re-use time


== Crusaders Stance ==
===Double Edge===
Requires Level: 60
Caps at level VI


Requires Shields IX
Requires level 57


Caps at level X
True weapon mastery goes far beyond just using the single edge or blunt of a weapon. By using all the attributes of a weapon, some masters experience increases in power.


Effect: Each successful block of your shield gives a haste bonus.


20 + 3%/point chance to gain 3% bonus haste, and 10 + 2%/point chance for that block to gain another 3% haste, for a total of +6% haste.


Bonus haste exceeds haste cap by 10% per point.
Weapons will strike an additional time


Reuse timer reduced by 12 seconds per point.
Lasts 14 seconds with 7 additional seconds per point


== Desperation ==
3 minute re-use time.
Requires level: 80


Requires Combat Precision III


Caps at level VII


Effect: + 50% melee damage bonus / + 10% absorb bonus / Activates at 8%life + 3% life per point
===Crusaders Stance===
Caps at level X


Lasts 30 seconds
Requires level 60


2 minutes re-use time
Requires Shields IX


== Shield Stance ==
Over 400 years ago, a small group of Paladins were sent to help break the siege of Epiach's keep.  After adopting this stance, the Paladins grew bolder and continued to battle harder until the siege was broken.
Requires level: 85


Caps at level 4


Require skill Shields 10


Require skill Phalanx 3
Each successful block of your shield gives a haste bonus


Effect: Block chance reduced to 0.
Lasts 30 seconds


Effect: Unable to be Critical Hit
3 minute re-use time


Effect: Melee Damage taken reduced by 3% per point.


Effect: Lasts 20 seconds


Effect: 60 second re-use timer, -3 seconds per point
===Strike of Justice===
Caps at level VIII


== Strike of Justice ==
Requires level 92
Requires level: 92


Requires Combat Precision VI
Requires Combat Precision VI
Line 89: Line 77:
Requires Double Attack V
Requires Double Attack V


Caps at level IV
Those who stand in the way of the Righteous will be met with divine justice.
 
 
 
Each strike generates large agro
 
+1 additional strike for every 2 points


Effect: Performs a Strike onto the target generating large agro. One strike for every point in this skill.
3 minute re-use time


3 minutes re-use time


== Virtuous ==
Caps at level III.


Requires level 100.
==Passive Skills==
===Hammers===
Caps at level X


Requires AA 20.
The most basic skill you can learn, but also one of the most important.


Melee attacks restore 2% mana per point.


Lasts 20 seconds.


2 minute re-use time.
Improves your ability to wield and do damage with hammers.


= Passive Skills =


== Shields ==
Requires level: 1


===Shields===
Caps at level X
Caps at level X


Effect: + 3 block bonus per point
Improves your ability to wield and block with a shield.
 
 
 
+3% block bonus per point
 
 


== Hammers ==
===Dodge===
Requires level: 1
Caps at level II


Caps at level X
Requires level 6
 
The attempt to dodge an enemy's attack is a true art form. A successful dodge can range from a mere well timed duck to an elaborate back flip. Regardless of the form, a successful dodge will cause an enemy's melee attack to miss you completely.


Effect: Improves your ability to wield and do damage with hammers


== Dodge ==
Requires level: 6


Requires: Agility
Requires: Agility


Caps at level II
+3% dodge bonus per point
 
+4% possible dodge bonus per point
 
 
 
===Improved Vitality===
Caps at level VII
 
Requires level 10
 
Improved Vitality improves your overall health and fitness.
 
 


Effect: + 3% Dodge bonus per point / +4% Possible Dodge bonus per point based on agility.
+2% life bonus per point


== Improved Vitality ==
+10% life regeneration bonus per point
Requires level: 10


Caps at level VI


Effect: + 2% Life bonus per point


+1 hp regeneration for every 10 player levels per point.
===Enrage===
Caps at level III


A level 100 Paladin would gain 10 hp regen per point.
Requires level 12


== Enrage ==
Often knowing how to strike an opponent is as important for keeping their attention as where to strike.
Requires level: 12


Caps at Level III


Effect: + 33% agro generated on melee attacks per point.


Adds bonus agro for damage mitigated by enemy defenses. The more damage the enemy mitigates the more agro will be generated.
+100% agro created on melee attacks per point


Enrage will now also generate agro if an attack is evaded of 5% of the player's minimum damage per point.


== Prayer ==
Requires level: 20


===Divine Focus===
Caps at level IV
Caps at level IV


Effect: +3 mana regen per point
Requires level 20
 
Eases the difficulty of entering into the state of inner calm that allows you to draw on powers of the divine.
 
 


+ 1 melee damage, per 3 player levels.
-2% spell mana cost on all spells per point


This means that a level 100 Paladin would gain 33 damage per point in Prayer.


== Divine Focus ==
Requires level: 20


Caps at Level IV
===Prayer===
Caps at level IV


Effect: - 2% spell mana cost on all spells per point
Requires level 20


Adds 1 focus for every 10 player levels per point
Prayer allows for quiet contemplation on the nature of divinity and the goodness of your chosen god.


A level 100 Paladin would gain 10 focus per point.


== Parry ==
Requires level: 28


Requires Strength and Agility
+3 passive mana regeneration per point


===Parry===
Caps at level VI
Caps at level VI


Effect: + 2% parry bonus per point / +4% possible parry bonus per point
Requires level 28
 
One of the very first defensive weapon techniques, Parry uses your weapon to deflect an enemy's melee attack.
 
 
 
Requires: Strength and Agility
 
+2% parry bonus per point
 
+4% possible parry bonus per point


== Magic Resistance ==
Requires level: 35


===Magic Resistance===
Caps at level V
Caps at level V


Effect: + 5% resistance to fire, ice, earth, air, light and dark spells per point
Requires level 35


== Double Attack ==
Through experience and knowledge, a resistance to the most common elements of magic can be developed.
Requires level: 40


+5% resistance to fire, ice, earth, air, light and dark spells per point
===Double Attack===
Caps at level VI
Caps at level VI


Effect: + 4% chance to hit twice with your weapon per point
Requires level 40
 
Skilled Weapon masters can often strike their opponent twice from a single blow.
 


== Stability ==
Requires level: 45


Caps at level V
+4% chance to hit twice with your weapon per point


Effect: + 8% stun resistance bonus per point / + 2% chance per point to land a Bash with 100% accuracy


== Riposte ==
 
Requires level: 45
===Riposte===
Caps at level III
 
Requires level 45


Requires Parry V
Requires Parry V
Riposte gives you a chance to get a free counter attack after parrying an attack.


Requires: Strength and Toughness
Requires: Strength and Toughness


Only Riposte the attacks of current target
+3% riposte bonus per point
+4% possible riposte bonus per point
===Stability===
Caps at level V
Requires level 45
By taking a more stable stance, attackers are less likely to catch the defender off guard or off balance.
+8% stun resistance bonus per point
+2% chance per point to land a Bash with 100% accuracy
===Battle Mastery===
Caps at level V
Requires level 50
This advanced combat knowledge improves the timing and placement of your attacks which strategically reduce the value of your enemy's armor.
-2% penalty to enemy's absorb per point
===Rapid Attack===
Caps at level III
Caps at level III


Effect: + 3% riposte bonus per point / + 4% possible riposte bonus per point
Requires level 55


== Battle Mastery ==
"The key to ending a contest rapidly, is to attack twice as fast."
Requires level: 50


Caps at level V
- Swordmaster Vandalera
 
 
 
+3% haste bonus per point


Effect: - 2% penalty to enemy's absorb per point
-0.1 second attack speed cap per point


== Phalanx ==
Requires level: 55


Requires Shields VIII


===Phalanx===
Caps at level III
Caps at level III


Effect: Generates agro every time you block an attack on yourself or on the player that you are protecting from a mob.
Requires level 55
 
The very effect of making an opponent's attacks ineffective is enough to frustrate any would be attacker.
 


The agro generated by Phalanx is modified by 0.5 agro per player level, per point.


This means that a level 100 Paladin would gain 50 agro per block, per point in Phalanx.
Generate agro with each block of your shield


== Triple Attack ==
 
Requires level: 65
 
===Triple Attack===
Caps at level III
 
Requires level 65


Requires Double Attack V
Requires Double Attack V


Caps at level III
Some swordmasters are so fast with a blade, they can strike their target three times within the time it takes others to hit just once.
 
 


Effect: + 4% to hit an additional time with your weapon per point. Does not require a Double Attack to activate.
+4% chance to hit an additional time with your weapon per point


== Witness to the Word ==
Requires level: 70


Requires Divine Focus II


===Witness to the Word===
Caps at level X
Caps at level X


+ 4 spellpower to healing spells per point.
Requires level 70
 
Hearing the word of a righteous Paladin is no comparison to actually seeing them in action.  In such cases, the effect is so strong; it draws the attention of all around, from both friend and foe.
 
 
 
Paladin Damage Spells and Heal Spells generate additional agro per point.
 
 
 
===Critical Hit===
Caps at level II
 
Requires level 72
 
Extremely savage attacks tear through armor almost as easily as through flesh.
 


+ 50% agro generation by damaging spells and self-healing spells per point.


+ 25% agro when healing someone else per point.
+1.5% chance to do 2x damage with your weapon per point


+ .1 seconds added to spell stuns per point


== Combat Precision ==
Requires level: 75


===Combat Precision===
Caps at level VIII
Caps at level VIII


Effect: + 3% accuracy bonus per point.
Requires level 75
 
"Hitting the target with one attack is more effective then missing with two."
 
- Swordmaster Vandalera
 
 
 
+3% accuracy bonus per point
 
 
 
===Desperation===
Caps at level VII
 
Requires level 80
 
Requires Combat Precision III
 
When heavily injured, some fighters grow desperate in their struggle for survival to gain the power to overcome their opponent.
 
 
 
+50% melee damage bonus
 
+3% accuracy bonus
 
Large strength and agility bonuses.


== Rampage ==
Activates at 8% life + 3% life for per point
Requires level: 85
 
 
 
===Rampage===
Caps at level V
 
Requires level 85


Requires Battle Mastery V
Requires Battle Mastery V


Caps at level V
The fiercest warriors know how to use their rage to inflict the most damage possible.
 
 


Effect: Increases damage by 3% per point.
+3% melee damage bonus per point

Revision as of 10:56, 12 September 2022

Active Skills

Bash

Caps at level VI

Requires level 15

A Bash is a brutal shoulder slam that will deal moderate damage and stuns the target.


+0.8 second stun per point

12 seconds re-use time


Protect

Caps at level III

Requires level 42

Requires Shields V

Drawing on their skills with a shield, protectors can protect not only themselves but others from harm's way.


+15% chance per point to block an attack on another with your shield


Double Edge

Caps at level VI

Requires level 57

True weapon mastery goes far beyond just using the single edge or blunt of a weapon. By using all the attributes of a weapon, some masters experience increases in power.


Weapons will strike an additional time

Lasts 14 seconds with 7 additional seconds per point

3 minute re-use time.


Crusaders Stance

Caps at level X

Requires level 60

Requires Shields IX

Over 400 years ago, a small group of Paladins were sent to help break the siege of Epiach's keep. After adopting this stance, the Paladins grew bolder and continued to battle harder until the siege was broken.


Each successful block of your shield gives a haste bonus

Lasts 30 seconds

3 minute re-use time


Strike of Justice

Caps at level VIII

Requires level 92

Requires Combat Precision VI

Requires Battle Mastery V

Requires Double Attack V

Those who stand in the way of the Righteous will be met with divine justice.


Each strike generates large agro

+1 additional strike for every 2 points

3 minute re-use time


Passive Skills

Hammers

Caps at level X

The most basic skill you can learn, but also one of the most important.


Improves your ability to wield and do damage with hammers.


Shields

Caps at level X

Improves your ability to wield and block with a shield.


+3% block bonus per point


Dodge

Caps at level II

Requires level 6

The attempt to dodge an enemy's attack is a true art form. A successful dodge can range from a mere well timed duck to an elaborate back flip. Regardless of the form, a successful dodge will cause an enemy's melee attack to miss you completely.


Requires: Agility

+3% dodge bonus per point

+4% possible dodge bonus per point


Improved Vitality

Caps at level VII

Requires level 10

Improved Vitality improves your overall health and fitness.


+2% life bonus per point

+10% life regeneration bonus per point


Enrage

Caps at level III

Requires level 12

Often knowing how to strike an opponent is as important for keeping their attention as where to strike.


+100% agro created on melee attacks per point


Divine Focus

Caps at level IV

Requires level 20

Eases the difficulty of entering into the state of inner calm that allows you to draw on powers of the divine.


-2% spell mana cost on all spells per point


Prayer

Caps at level IV

Requires level 20

Prayer allows for quiet contemplation on the nature of divinity and the goodness of your chosen god.


+3 passive mana regeneration per point


Parry

Caps at level VI

Requires level 28

One of the very first defensive weapon techniques, Parry uses your weapon to deflect an enemy's melee attack.


Requires: Strength and Agility

+2% parry bonus per point

+4% possible parry bonus per point


Magic Resistance

Caps at level V

Requires level 35

Through experience and knowledge, a resistance to the most common elements of magic can be developed.


+5% resistance to fire, ice, earth, air, light and dark spells per point


Double Attack

Caps at level VI

Requires level 40

Skilled Weapon masters can often strike their opponent twice from a single blow.


+4% chance to hit twice with your weapon per point


Riposte

Caps at level III

Requires level 45

Requires Parry V

Riposte gives you a chance to get a free counter attack after parrying an attack.


Requires: Strength and Toughness

Only Riposte the attacks of current target

+3% riposte bonus per point

+4% possible riposte bonus per point


Stability

Caps at level V

Requires level 45

By taking a more stable stance, attackers are less likely to catch the defender off guard or off balance.


+8% stun resistance bonus per point

+2% chance per point to land a Bash with 100% accuracy


Battle Mastery

Caps at level V

Requires level 50

This advanced combat knowledge improves the timing and placement of your attacks which strategically reduce the value of your enemy's armor.


-2% penalty to enemy's absorb per point


Rapid Attack

Caps at level III

Requires level 55

"The key to ending a contest rapidly, is to attack twice as fast."

- Swordmaster Vandalera


+3% haste bonus per point

-0.1 second attack speed cap per point


Phalanx

Caps at level III

Requires level 55

The very effect of making an opponent's attacks ineffective is enough to frustrate any would be attacker.


Generate agro with each block of your shield


Triple Attack

Caps at level III

Requires level 65

Requires Double Attack V

Some swordmasters are so fast with a blade, they can strike their target three times within the time it takes others to hit just once.


+4% chance to hit an additional time with your weapon per point


Witness to the Word

Caps at level X

Requires level 70

Hearing the word of a righteous Paladin is no comparison to actually seeing them in action. In such cases, the effect is so strong; it draws the attention of all around, from both friend and foe.


Paladin Damage Spells and Heal Spells generate additional agro per point.


Critical Hit

Caps at level II

Requires level 72

Extremely savage attacks tear through armor almost as easily as through flesh.


+1.5% chance to do 2x damage with your weapon per point


Combat Precision

Caps at level VIII

Requires level 75

"Hitting the target with one attack is more effective then missing with two."

- Swordmaster Vandalera


+3% accuracy bonus per point


Desperation

Caps at level VII

Requires level 80

Requires Combat Precision III

When heavily injured, some fighters grow desperate in their struggle for survival to gain the power to overcome their opponent.


+50% melee damage bonus

+3% accuracy bonus

Large strength and agility bonuses.

Activates at 8% life + 3% life for per point


Rampage

Caps at level V

Requires level 85

Requires Battle Mastery V

The fiercest warriors know how to use their rage to inflict the most damage possible.


+3% melee damage bonus per point