Chivalry

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Paladin Abilities
Paladin Abilities; by Xena
Dragon; Updated by Stupid Miner
skillflag_chivalry 

Chivalry is the main ability of the Paladin. With it, and the Book of Chivalry, a Paladin can evoke a number of abilities that can improve his prowess on the battlefield.

To use these special powers effectively, you must develop your skill in the art of Chivalry, and like any skill in one’s repertoire, Chivalry requires the availability of skill points. Diligence and hard work are the keys to being a successful Paladin – the more proficient you are in Chivalry, the more powers you will be able to tap into and use against the dark powers that threaten the balance of the world.

Because Chivalry is by nature aligned with the forces of good, a Paladin who has performed many good deeds (and thus has higher karma) will find her chivalrous powers more effective than one who is not so devoted to the ideals of the profession. Karma can affect both the duration and power of various of the Chivalry abilities.

Tithing – Each ability a Paladin wishes to invoke will require a certain amount of “tithing points” to use. A Paladin can earn these tithing points by donating gold at a shrine or holy place. And while he is free to be generous and tithe as much as he likes, there will be a limit as to how many points a Paladin can have at any one time.
Faster Casting property is capped at 4 for the use of Chivalry skills, unless the player also has a Magery skill of 70.0 or higher – then the cap is 2.
Icon Name Tithing Mana Skill 100% success Info
Close Wounds 

Obsu Vulni

10 10 0 50 This ability allows a Paladin to heal between 7-39 points of damage done to himself or his allies. The caster’s Karma affects the amount of damage healed.
Cleanse by Fire 

Expor Flamus

10 10 5 55 Cleanses the target of poison and disease, but at a cost. Deals between 13-55 points of damage to the caster. The amount of fire damage is lessened if the caster has high Karma. This ability will never kill the Paladin that uses it, even if their health is very low. At most, it will lower their hit points to 0, but they will remain alive.
The chance of successfully curing is calculated with the following formula:
% Chance to cure = (Chivalry Skill * 0.75) + (100 – (poison level * 20))
Remove Curse 

Extermo Vomica

10 20 5 55 Attempts to remove all Curse effects from Target. Curses include
Magery: Clumsy, Curse, Weaken, Feeblemind and Paralyze.
Necromancy: Blood Oath, Corpse Skin, Evil Omen, Mind Rot, Strangle.
Mysticism: Sleep, Spell Plague
Other: Mortal Strike.
Chance of removing curse is affected by Caster’s chivalry skill, karma and the number of curses in effect.
Consecrate Weapon 

Consecrus Arma

10 10 15 65 Allows a Paladin to sanctify a weapon for a short duration. The consecrated weapon is temporarily imbued with a scaling chance to do damage against the target’s weakest resist. At 90+ Chivalry, consecrate weapon also offers a damage increase in addition to optimal damage type. Duration is affected by the caster’s Karma and lasts for 3 to 11 seconds.
Sacred Journey 

Sanctum Viatas

20 20 15 65 The Paladin can tap into magical pathways of a divine nature that riddle the spectral realm. Using these passages, he can travel instantaneously to a marked location, as per the Recall spell. However, in order to use this ability the Paladin must not be in combat, as he cannot summon the divine power needed if his purpose is of a cowardly or unchivalrous nature.
Divine Fury 

Divinum Furis

10 15 25 75 Temporarily increases the Paladin’s swing speed, chance to hit, and damage dealt, while lowering the Paladin’s defenses. Upon casting, some of the Paladin’s Stamina is also refreshed. Duration of the spell is affected by caster’s Karma. The effect lasts for 7 to 24 seconds. At elder and above the defence chance penalty is reduced.
Dispel Evil 

Dispiro Malas

10 15 35 85 Attempts to dispel evil summoned creatures (Revenants) and cause other evil creatures to flee from combat.
Transformed Necromancers may also take Stamina and Mana damage. Caster’s Karma and Chivalry, and Target’s Fame and Necromancy affect Dispel Chance.
Enemy of One 

Forul Solum

10 20 45 95 Allows a Paladin to declare the next creature he strikes as his mortal enemy for a period of time, which gives him the ability to inflict more weapon damage to all creatures of the same type, damage bonus scaled based on Chivalry skill. However, by using this ability, the Paladin’s defenses against all other creatures will be reduced by 100%. Duration of the effect lasts approximately 1.5-3 minutes, depending on skill and karma. Recasting the spell before it expires will toggle it off.
Holy Light 

Augus Luminos

10 15 55 105 Deals energy damage to all valid targets in a radius around the caster. Amount of damage dealt is affected by caster’s Karma, from 8 to 24 hit points
Noble Sacrifice 

Dium Prostra

30 20 65 115 Caster loses all but one 1 point in HP, Mana, and Stamina in exchange for the ability to resurrect all valid targets next to him. Also cleanses the targets of all poison and heals between 9-24 points of damage based on the caster’s karma.
Criminals and murderers won’t be affected.

Last modified: September 25, 2011

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