Skills Explained
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Primary Armor ~ A Paladin may wear any armor that they chose. Most Paladins wear either Heavy Plate (HP), or a combination of armors to train multiple armors (and TDPs). Paladins are able to train off the most hinderance of any armor of all the Guilds. Ask in the Guild if someone has a spare set of HP, they'll probably say yes, and will usually give it to a new Paladin. Outfitting yourself as soon as possible in HP (Massive plate is probably the best from a store) is a good goal. Don't forget gauntlets (hand protection) and a helm (Dwarven helms are the best store bought).

Shield ~ Your ability to block or turn aside an attack using your shield. Shield is required through 30th circle. Good starter shields can be gotten out the West Gate from Goblins. Shield stance can be adjusted by STANCE Shield <number>.

Secondary Armor ~ Paladins are required to learn a second type of armor starting after 30th circle. Many Paladins accomplish this by wearing one or more types of armor while hunting. Shield skill may also be substituted for this requirement. Chestham uses HP armor and helm, and LP gauntlets.

Weapons ~ Weapons are divided into several types. Edged and Blunt types being the most prominent. The weapon that you have the highest skill in is your primary. Paladins are required to learn three weapons as they advance through the Guild. Chestham currently carries and uses a Bastard Sword (2HE/HE), a Throwing Axe (ME/LT), a Throwing Dagger (LE/LT), a War Hammer (2HB), a Throwing Hammer (HB/HT), a Lion-headed Mace (MB), a steel Mace (MB), a Bulhawf (LB/LT), a Golden-tipped Lance (Pike/HT), a Double-Sstringed Crossbow (HX), and a Short-hafted Halberd, besides Brawling. I advise an edged, a blunt, a ranged weapon and brawling. If you swap between too many weapons you can hurt yourself when trying to circle, but you learn extra TDPs.

Abbr. Long Name Examples Attacks (Normal / Brawling)
2HE Twohanded Edged Twohanded Sword, Greatsword draw, slice, parry, feint, jab, chop

parry, draw, slice

circle, draw, slice

HE Heavy Edged Broadsword, Longsword
ME Medium Edged Scimitar, Hand Axe
LE Light Edged Dagger, Knife
2HB Two-Handed Blunt Maul, Mattock draw, bash, dodge, feint, chop

dodge, draw, bash

circle, draw, chop

HB Large Blunt Morning-Star
MB Medium Blunt Hammer, Mace, Club
LB Light Blunt Gauntlet
SS Short Staff Nightstick
QS Quarter Staff Cane, Staff
HT Heavy Thrown Spear Ya throw 'em.  Careful, if it's an edged, it could stick in your target.
LT Light Thrown Throwing Dagger, Bola
HX Heavy Crossbow Load

Aim <target>

Shoot or Fire

LX Light Crossbow
LB Long Bow
SB Short Bow
CB Composite Bow
Sling  
Staff Sling  
Pike Lance, Spear Jab, Lunge, Feint
Halberd Short-hafted Halberd draw, slice
Brawling circle, kick, punch, elbow

Parry ~ Your ability to turn aside an attack using your weapon. First you will try to evade, then you will parry or block with your shield, depending on your stance setting and if your holding a weapon you can parry with. Stances can be adjusted by STANCE (Parry, Evasion, or Shield) <number>.

Primary Magic (PM) ~ Your ability to cast holy magic. You learn PM by casting spells. You don't get your first spell until 5th circle. Until then you learn it by listening to someone teach it to you, or by casting spells in runestones.

Harness ~ Your ability to gather the holy mana in the room around you for spell casting. HARNESS <amount>.  Remember to release your mana, if your not harnessing for a spell or someone else to use, otherwise you could end up with damaged nerves.

Power Perception (PP) ~ Your ability to see the holy mana in the room around you. One popular technique is to Power Walk. Move from room to room checking the mana levels in each location.

Evasion ~ Your ability to evade an attack. Evasion is based on your balance and how much hinderance you have at the time. Evasion can also be adjusted by changing your STANCE.

Climbing ~ Your ability to climb. Certain hunting areas have obstacles in the way that you must climb to get into.

Perception ~ Your ability to see the actions of others in the room around you. Handy for finding someone hiding in the shadows, or to catch someone trying to steal from you.

First Aid (FA) ~ Your ability to bandage the wounds of yourself or others. The better your FA the more severe the wounds you can tend. Paladins receive a bonus to their souls for tending non-Paladins.

Scholarship ~ Your ability to understand what you learn. Also helps you to read scrolls or written spells. Scholarship is learned when listening to any class.

Teaching ~ Your ability to instruct others in skills you are knowledgeable about. Teaching is easier when taught to others of your same race and Guild.

Mechanical Lore ~ Your ability to understand, repair or make items. At lower circles, crushing things you have foraged to make potions and salves. At higher circles, the ability to make armor. Get yourself a mortar and pestle, and a scraper. Then FORAGE some things to crush. CRUSH <item> IN my MORTAR WITH my PESTLE. Or use a scraper to clean skins and pelts (see Skinning).

Appraisal ~ Your ability to tell how much an item is worth, how to best use an item or to compare yourself versus a creature you're fighting. Pick up the habit of appraising your armor and shield before and after each time you hunt. This does three things for you: it teaches you appraisal, it ensures you put on your armor before heading to hunt, and you can see any damage to your armor before it breaks or costs a good amount of coins to fix.