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Character Classes
Paladin - Class Overview
History - Devoted to the ways of Light and Virtue, the noble Paladins of Westmarch were originally enlisted during the mid-twelfth century as "Protectors of the Word", holy guardians of those assigned to spread the visions of Akarat, and the ways of the Church of Zakarum. Monks who had survived the trials of travel prior to the use of these warriors returned with tales of harsh conditions, problems with supplies, and encounters with hideous monsters.
What was not expected by the hierarchy of the church, however, was that these valiant fighters would prove more influential than the monks themselves, utilizing strength of steel and force of will to convert those who opposed the path of the Light. None seemed to want to stand in the way of their religious conquest, allowing the large part of the Western Cities to be converted to Zakarum, adopting the visions of Akarat as their sole purpose for existence. Fading from view as this happened, the Paladins of Westmarch were all but forgotten until some years later.
In a period known as the Time of Troubles, Paladins returned to the fields of combat, this time deeming those who refused to convert to the ways of their church as evil, and accustomed to the ways of the many demons roaming the land at this time. With this came a bloody age of discriminate justice, led by a branch of warriors known as the "Hand of Zakarum". The Western Cities were fallen upon by these individuals, who proceeded to spread their ways, by force when necessary.
It was not until some time later, during a rebellion within the ranks of the Paladins of Zakarum, when the truth was told, and the Three Prime Evils were deemed as the true target. Since this time, Paladins have roamed the realm of Sanctuary, in search of the Three, crusading to end evil as we know it.
Role - Attuned to the ways of their religion, the Paladins are a group-intensive bunch. Put to best use in a party, the Paladin is able to utilize one of many various auras, which, when party members are caught within the range of, increase their skills, attributes, abilities and resistances according to the aura being used. Descendants of professional bodyguards, the Paladin is also the most melee-intensive class found, with the ability to survive in melee combat much longer than other classes.
Strengths and Weaknesses - The Paladin is the best sword-and-shield wielding class in the game, having the ability to not only swing weapons several different ways and at varying speeds, but also being able to use a shield as a weapon, delivering damaging bashes to opponents. Attuned to the uses of magic in combat, their strongest point is the use of auras, for both group and singular play. Other strengths include powerful variations on attacks, and the support of their religious leaders, whom empower them with the righteousness of Akarat and Zakarum, allowing them the power they need to destroy their enemies.
With such melee-intensive play, however, comes a large disadvantage in ranged combat. Paladins have a hard time dealing with those armed with a bow, crossbow, or any long-ranged magic. Mostly, they depend upon their immense reserve of stamina to close the distance between themselves and enemies, and considerable strength to deliver powerful blows when at all possible. Other weaknesses include a lack of power when facing player-controlled opponents, and a susceptibility to the powers of dark magic.
Most Important Attribute - By all means, vitality. Speed, life, and a long wind are vital to survival in combat, as the Paladin is the most combat-demanding class in the game. With a large reserve of life, a strong ability to run for extended periods of time, and the quickness needed to avoid larger enemies, the Paladin is unmatched in his field.
Beginning Attributes -
Strength - 25
Dexterity - 20
Vitality - 25
Energy - 15
Stamina - 89
Hit Points - 55
Mana - 15
Level Bonuses - Per level you gain when using a Paladin, the following bonuses are applied to your character's statistics. It is because of these bonuses that the Paladin is best-utilized with excessive amounts of vitality.
Vitality - 3 Life, 1 Stamina
Energy - 1.5 Mana
Life - 2 Added to Life Orb
Stamina - 1 Added to Stamina Bar
Mana - 1.5 Added to Mana Orb
Weapons and Armor - The Paladin has several weapons, item sets, and unique items that are tuned to his needs. These weapons and armor are best in most difficulties, but are most effective when utilized late in Nightmare, or early-on in Hell difficulty.
Weapon
Scepter
Mace
Item Set
Milabrega's Rigalia
Sigon's Complete Steel
Civerb's Vestments
Isenhart's Armory
Unique
Silks of the Victor
Frostburns
Steelclash
Bladebuckle
Stone of Jordan
Nagelring
Eye of Etlich
Knell Striker
Rusthandle
Stormeye
Prefixes
Prismatic (+15-25% Resis [Amulet], +15% Resist [Ring])
Monk's (+1 Paladin Skills)
Priest's (+2 Paladin Skills)
Suffixes
of the Titan (+16-20 Strength)
of the Colossus (+41-60 Life)
Item Concerns - It is vital to survival that a Paladin have adequate defense, so strength is something to consider when distributing attribute points. Most Paladins are going to need a high-defense shield, a decent helm, gloves and boots adding to either dexterity or strength, and a high-damage sword or mace. Two-handed weapons are not a good idea for a Paladin, especially on Nightmare or Hell difficulty, especially larger axes or clubs. The best kind of jewelry either adds extensively to mana, or boosts your life. Also, consider attack rating and strength when searching for an amulet, or certain types of rings. |
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