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	<updated>2026-04-24T02:50:07Z</updated>
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		<id>https://gswiki.play.net/index.php?title=Iasha_white_ora_weapon&amp;diff=61004</id>
		<title>Iasha white ora weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Iasha_white_ora_weapon&amp;diff=61004"/>
		<updated>2015-04-03T07:24:01Z</updated>

		<summary type="html">&lt;p&gt;IWFARMS: /* Tier Three */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Iasha white ora weapons&#039;&#039;&#039; were originally sold off the shelf at the pay-for auction the [[Wavedancer]].  They are a special kind of [[white ora]] weaponry. They are separated into three tiers: locked, unlocked, and 6x with special properties.  Five 5x and one 6x weapon were auctioned off at each of the first four runs of the Wavedancer.  Three fourth tier weapons were auctioned off at the [[Foehn&#039;s Promise]].  &lt;br /&gt;
&lt;br /&gt;
==Weapons that were sold off the shelf==&lt;br /&gt;
&lt;br /&gt;
* a gleaming white ora pike (375k, lance base, weighs 16, 65/160)&lt;br /&gt;
* a gleaming white ora awl-pike (250k, awl-pike base)&lt;br /&gt;
* a ruic-shafted gleaming white ora glaive (144k, halberd base)&lt;br /&gt;
* a black oak shafted white ora Hammer-of-Kai (164k, Hammer of Kai base)&lt;br /&gt;
* a fel-shafted sweeping white ora beaked axe (238k, jeddart-axe base)&lt;br /&gt;
* a fearsome white ora sledgehammer (196.5k, reported 4x, maul base, weighs 8, 85/210)&lt;br /&gt;
* a white ora flamberge (229k, reportedly 4x, flamberge base, weighs 11, 85/220)&lt;br /&gt;
* a double-bladed white ora adze (249k, reported 4x, battle axe base, weighs 9, 85/185)&lt;br /&gt;
* a ruic-handled white ora flail (125k, reported 3x, flail base, weighs 8, 75/180)&lt;br /&gt;
* a illthorn-hafted white ora military pick (175k, reportedly 3x, military pick base, weighs 8, 75/180)&lt;br /&gt;
* a back-spiked white ora war mattock (138k, reported 2x, war mattock base, no glyph, weighs 8, 75/175)&lt;br /&gt;
* a white ora falchion (250k, falchion base, weighs 5, 90/190)&lt;br /&gt;
* a white ora bastard sword (270k, reported 4x, edged and THW, bastard sword base, weighs 9, 90/230)&lt;br /&gt;
* a white ora handaxe (179.5k, handaxe base)&lt;br /&gt;
* a white ora whip-blade (147k, whip-blade base)&lt;br /&gt;
* a white ora estoc (158k, estoc base)&lt;br /&gt;
* a white ora mace (250k, mace base, weighs 8, 80/280)&lt;br /&gt;
* a white ora morning star (178k, morning star base)&lt;br /&gt;
* a white ora quoit (182k, quoit base, weighs 7, 75/185)&lt;br /&gt;
* a white ora dagger (115.25k, dagger base)&lt;br /&gt;
* a white ora katar (179.5k, edged and brawling, katar base)&lt;br /&gt;
* a white ora sai (114k, sai base, weighs 2, 40/205)&lt;br /&gt;
* a white ora troll-claw (145k, troll-claw base)&lt;br /&gt;
* a white ora yierka-spur (128.5k, yierka-spur base)&lt;br /&gt;
* a white ora jackblade (142.5k, jackblade base)&lt;br /&gt;
&lt;br /&gt;
==Tier Three==&lt;br /&gt;
&lt;br /&gt;
* a white ora flamberge (Went out first run of the Wavedancer, won by Bluehand)&lt;br /&gt;
* a white ora no-dachi (Went out the second run of the Wavedancer, won by Spendel)&lt;br /&gt;
* [[White ora sledgehammer (saved post)|a white ora sledgehammer]] (Went out the third run of the Wavedancer, won by Gyp)&lt;br /&gt;
* a white ora morning star (Went out the fourth run of the Wavedancer)&lt;br /&gt;
* a white ora awl-pike (Went out at the second Foehn&#039;s Promise)&lt;br /&gt;
* a white ora lance (Went out at the second Foehn&#039;s Promise, only one that was 4x (cared for by Eaglezaon) instead of 6x)&lt;br /&gt;
* a white ora katar (Went out at the second Foehn&#039;s Promise, owned by Hakonne currently)&lt;br /&gt;
* a slender white ora lance (Possibly the 4x lance enchanted to 6x, owned by Vedavi currently.)&lt;br /&gt;
* a thin-bladed white ora espadon with downswept falcon wing quillons (6x bastard sword, origin unknown, presently owned by Chaqual.)&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
&lt;br /&gt;
* Tier One: Locked - has holy fire flares (2-75 damage) and random messaging in the hands of a paladin or cleric.  Only has two verbs available for use&lt;br /&gt;
* Tier Two: Unlocked - has holy fire flares (2-75 damage) and random messaging in the hands of a paladin or cleric.  Has all verbs except attend unlocked&lt;br /&gt;
* Tier Three: has holy fire flares (2-75 damage) and random messaging in the hands of a paladin or cleric.  Has all verbs unlocked.  +3 Wisdom Stat bonus.  1x/day teleportation to your deities temple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==VERBS==&lt;br /&gt;
&lt;br /&gt;
; [[PEER (verb)|Peer]] : As you gaze on the haft of your white ora sledgehammer, your eyes mist over and you see the holy symbol of &amp;lt;deity&amp;gt; burn in your mind.&lt;br /&gt;
; [[WAVE (verb)|Wave]] : As you wave the white ora sledgehammer in the air, bursts of white-hot baneful flames fly from it in every direction.&lt;br /&gt;
; [[KISS (verb)|Kiss]] : You sets the tip of his white ora sledgehammer on the ground, bowing your head and murmuring a prayer to his patron.&lt;br /&gt;
; [[TOUCH (verb)|Touch]] : You lovingly traces your fingers along the veins of white-ora folded into the sledgehammer.&lt;br /&gt;
; [[POKE (verb)|Poke]] : You run a finger down the surface of the sledgehammer. You stop to admire its flawless craftsmanship, all of it crafted from gleaming white ora and meticulously maintained.  Unfortunately, you forgot about the flames surrounding it, and it is hot!&lt;br /&gt;
; [[ROAR (verb)|Roar]] : You point your weapon into the sky and roar a battlecry to &amp;lt;deity&amp;gt;.&lt;br /&gt;
; [[HOLD (verb)|Hold]] : Holding your white ora sledgehammer, you cry out, &amp;quot;&amp;lt;deity&amp;gt;, aid me in my hour of need!&amp;quot;&lt;br /&gt;
; [[ATTEND (verb)|Attend]] : As you pray over your white ora sledgehammer, a shining white pillar of light appears. A gateway opens inviting you in, and you step forward into it.&lt;br /&gt;
: &#039;&#039;Teleports you once a day if you&#039;re a cleric or paladin.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
;[[RAISE (verb)|Raise]] : The raise verb trap is deity-based. Some deities have multiple raise messages.&lt;br /&gt;
&lt;br /&gt;
:;Amasalen&lt;br /&gt;
:* As you raise your white ora sledgehammer high over your head, pulsing crimson light glows from your hands and your white ora sledgehammer shimmers briefly into a twin headed purple serpent, hissing with seeming anticipation.&lt;br /&gt;
&lt;br /&gt;
:* As you raise your blade high, you feel your features twisting into a cruel mask. A writhing sensation on your arm causes you to look over in alarm, and your face pales as you notice a two-headed purple snake working its way slowly up your white ora sledgehammer. When the snake reaches the tip of it, it melts slowly into it without a trace.&lt;br /&gt;
&lt;br /&gt;
:;Fash&#039;lo&#039;nae&lt;br /&gt;
:* You raise your white ora no-dachi.  You gain a moment of clarity, and you realize just how to make good use of this white ora no-dachi.&lt;br /&gt;
:* As you raise your white ora no-dachi it grows dark and deep within you catch a brief glimpse of a long dead secret.&lt;br /&gt;
&lt;br /&gt;
:;Gosaena&lt;br /&gt;
:* As you raise your white ora sledgehammer a sudden sense of finality sparks a moment of inner reflection.&lt;br /&gt;
:* Third: As &amp;lt;person&amp;gt; raises his white ora sledgehammer a sudden sense of finality sparks a moment of inner reflection.&lt;br /&gt;
&lt;br /&gt;
:;Imaera&lt;br /&gt;
:* As your raise your footman&#039;s lance a gentle breeze bearing the scent of wheat and barley blows through the area.&lt;br /&gt;
&lt;br /&gt;
:;Jastev&lt;br /&gt;
:*As you raise your white ora troll-claw a dark, forboding feeling comes over you.&lt;br /&gt;
&lt;br /&gt;
:;Lumnis&lt;br /&gt;
:* As you raise your white ora no-dachi softly whispered secrets drift past the edge of your conciousness.&lt;br /&gt;
&lt;br /&gt;
:;Lorminstra&lt;br /&gt;
:* As you raise your white ora no-dachi, you feel the the gentle caress of the Lady&#039;s hand run over your soul.&lt;br /&gt;
&lt;br /&gt;
:;Phoen&lt;br /&gt;
:* As you raise your white ora pike, a flash a of bright light bursts forth briefly from it.&lt;br /&gt;
&lt;br /&gt;
:;Sheru&lt;br /&gt;
:* As Chaqual raises his white ora espadon, the disturbing call of a jackal sends a shiver down your spine.&lt;br /&gt;
&lt;br /&gt;
:;Voln&lt;br /&gt;
:* You raise your sledgehammer and a burst of white energy extends from the weapon to momentarily form a white shield symbol over your head.&lt;br /&gt;
:* You thrust your arm high into the air and feel a cold determination filling you. Ebony lights glitter with golden speckles as they rise from the hilt of your weapon towards the tip of your sledgehammer. Several golden shields break through the ebony surface for a moment before the sledgehammer is consumed in darkness. Your sledgehammer resonates loudly for a mere moment then the light bursts into a shower of ebony and golden sparks that shower down around you when you lower your sledgehammer.&lt;br /&gt;
&lt;br /&gt;
==Random messaging==&lt;br /&gt;
* The crimson flames surrounding your white ora sledgehammer flare up a brilliant orange for a moment.&lt;br /&gt;
* Waves of heat rise from the surface of your white ora sledgehammer, creating a hazy aura about it.&lt;br /&gt;
* Fiery sparks from the surface of your white ora sledgehammer hiss as they fade in the nearby air.&lt;br /&gt;
* The white ora sledgehammer pulses in your hand, as if seeking something.&lt;br /&gt;
* You flich as the flames surrounding your white ora sledgehammer flare out suddenly!&lt;br /&gt;
* The flames surrounding your white ora sledgehammer blaze up for a moment.&lt;br /&gt;
* Burning low, the flames encasing your white ora sledgehammer emit an angry hiss.&lt;br /&gt;
* The flames surrounding your white ora sledgehammer swirl around and a low murmuring can be faintly heard. You think one of them was, &amp;quot;Release.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Flare Messaging== &lt;br /&gt;
&lt;br /&gt;
* As you attack, the baneful white flames surrounding your white ora maul flare off and strike, bathing the ghostly pooka in fiery death!&lt;br /&gt;
* A peal of thunder cracks from your white ora maul as baneful white light streams forth to surround ghostly pooka, assaulting it with flames of white-hot fury!&lt;br /&gt;
* As your white ora maul connects with the kiramon worker, baneful white flames stream off the maul and strike, leaving smoking, ragged burns behind!&lt;br /&gt;
* As you land your blow, the flames surrounding the white ora maul begin to swirl and burn and set the kiramon worker alight! It falls to the floor and rolls to put the blaze out!&lt;br /&gt;
* Baneful white flames dance from your white ora maul as an unseen wind fans them into a raging conflaguration that assault the kiramon worker!&lt;br /&gt;
&lt;br /&gt;
==Lore Song==&lt;br /&gt;
&lt;br /&gt;
As you begin to sing, your vision clouds over and a scene unfolds before you. The image of a scarred dwarf in white leathers laboring deep in a dark, dank mine, grunting as he extracts precious white ora ore.&lt;br /&gt;
&lt;br /&gt;
As you continue to sing, you can see the dwarf laboring over a hot iron forge. He mops his brow continually as he pumps the bellows then returns to the anvil, coaxing a weapon from the white-hot metal. As he hammers again and again with a perfect eonake forging-hammer he looks more and more pleased with his work. He now and again sticks it into a trough filled with a shimmering oil. After a few more minutes of hammering, he begins to look unsatisfied with his results, and then suddenly tosses it back into the fire. &amp;quot;I can do better than that, for Eonak&#039;s glory!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As you continue to sing, your inner vision once again focuses on the scarred dwarf, carefully polishing the (WEAPON) before handing it to an imposing priest. His raiment is of the finest quality, from the magnificent cloth-of-silver cope, his bejeweled miter, and gleaming amethyst on his hand marking him as one of the ecclesiastical hierarchy. He sets the weapon on the altar and cries, &amp;quot;In the name of (BARD&#039;S DEITY), I consecrate this weapon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As your song comes to an end, you see the (WEAPON NOUN) being used in combat training in the monastery. A burly dwarven acolyte rains down blow after blow versus an obviously overmatched elven clark. Finally, the white ora awl-pike bursts into flames and sets the elf&#039;s shield alight! He cries out, &amp;quot;The day is yours M&#039;laird Dwarf. I prostrate myself to your superior skills and must atone for my lack.&amp;quot; He glances at the knotted scourge on the training wall and grimaces.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Solstice Dreams auction list]] (Foehn&#039;s Promise 2)&lt;br /&gt;
&lt;br /&gt;
[[Category:Legendary Items]]&lt;br /&gt;
[[category:Item Scripts]]&lt;/div&gt;</summary>
		<author><name>IWFARMS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_paladin&amp;diff=60919</id>
		<title>Beginner&#039;s guide to playing a paladin</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_paladin&amp;diff=60919"/>
		<updated>2015-04-02T09:17:04Z</updated>

		<summary type="html">&lt;p&gt;IWFARMS: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
So, you&#039;re thinking about becoming a Paladin? or maybe you&#039;ve already become a Paladin and now you&#039;re wondering where do I go from here? Our hope is to answer any questions that arise from making the decision to become a Paladin.&lt;br /&gt;
&lt;br /&gt;
== What exactly is a Paladin? ==&lt;br /&gt;
In Gemstone IV a [[Paladin]] is considered a [[Semi]] profession, we don&#039;t solely rely on spells and neither do we rely only on physical weapons to do our fighting. While the Paladin is primarily a physical weapon user, he/she uses [[Spiritual magic]] and spells granted by the Paladin&#039;s patron deity (the [[Paladin Base]] spells), to supplement the Paladin&#039;s attack and defense. The Paladin is a potent hunter and a boon to any [[group]] he joins.&lt;br /&gt;
&lt;br /&gt;
Being a Paladin is more than just wielding a weapon and casting some spells, but what you want your Paladin to be and where exactly you want your journey to lead is completely up to you.&lt;br /&gt;
&lt;br /&gt;
== Important Questions to Ask Yourself ==&lt;br /&gt;
If you are still deciding whether to play a Paladin or not, you have a few extra questions that you need to ask yourself, while if you&#039;ve already started then you have a couple less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What race should my Paladin be?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any [[Race]] can become a Paladin, but some will obviously make a better Paladin than some of the others. The only thing that race determines is your baseline stats and how the rest of the world sees you. There are some players and towns that prefer some races over others, but that shouldn&#039;t stop you from playing the race you want to play. Some patron deities or spirits tend to lean more toward some races than others, but they will all accept a worshiper of any race.  Your race is your choice, you can look at it from the [[New_Players%27_Guide#Stats|statistics]] that it provides or you can treat race as part of your [[roleplay]]ing experience and go with whatever raced Paladin you desire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where should I put my stats?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat placement to a certain degree is pretty much along the same lines as choosing your race. You can decide where your Paladin will be strong and where he/she will be weak. The main stats for the Paladin are [[Wisdom]] and [[Strength]] with your Wisdom stat effecting your [[mana]]. And even those stats don&#039;t have to be anything specific. For more information see [[Statistic]]s to learn more about how each Stat affects your Paladin.  All new characters get five chances to [[fixstats|change stats]] in the first 30 days, so one has plenty of time to figure out the perfect placement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who will you choose as your patron [[Arkati]] or Lesser Spirits?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you can play a Paladin without ever [[CONVERT]]ing to follow a specific [[Arkati]] or [[Lesser Spirit]], choosing a patron can give your Paladin direction. The Arkati or Lesser Spirit you choose to follow will at least affect a few of your higher level [[Paladin Base]] spells ([[Guard the Meek (1613)]], [[Divine Strike (1615)]], and [[Judgment (1630)]]), but you can choose to have it affect your Paladin in many more ways. Does your patron tend to prefer specific weapons? Or maybe they are found to wear certain items of clothing or colors? Maybe they are more connected to a certain race than another, will this affect your choices?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What [[society]] will you choose to join?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once again you are not required to join one of the three societies found in [[Elanthia]], but the benefits that they provide will make the time you spend working to advance through the societies ranks worthwhile. We&#039;ll cover societies a little later, but realize that this can be another important part for as to how you&#039;ll play you Paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How do you feel about the Undead?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the benefits of being a Paladin is that starting at your 5th training you&#039;ll be able to wield weapons made of [[Ora]]. In addition to providing the wielder with +10 to [[Attack Strength]] (AS), [[white ora]] is [[sanctified]], or permanently blessed, in the hands of a Paladin. This makes the hunting of the Undead easier on the Paladin. Except for [[Cleric]]s, all other players will need to have their weapon blessed to be able to normally attack an Undead critter. You are not required to solely hunt the undead as a Paladin, but it is easier for the Paladin to do so, if one chooses this path.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
The [[Paladin]] link provides the nuts and bolts of what a Paladin can train in and the mental and physical training point costs of those skills. But we&#039;ll go over the basics here.&lt;br /&gt;
&lt;br /&gt;
===Core Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!#&lt;br /&gt;
!Cost&lt;br /&gt;
!Skill&lt;br /&gt;
!width=&amp;quot;80%&amp;quot;|Reasoning&lt;br /&gt;
|-&lt;br /&gt;
| 2x||3/0||[[Armor Use]]||A Paladin is designed to eventually wear full plate armor, so training in Armor Use twice per level is normal.&lt;br /&gt;
|-&lt;br /&gt;
| 2x||3/0||[[Shield Use]]||The Paladin usually wields a one handed weapon and a shield. The spell [[Divine Shield (1609)]] is only usable if you or someone in your group is holding a shield. Shield usage is not a requirement to being a Paladin, so if you choose not to use the one-handed weapon and shield combination, and instead to wield mighty two handed weapons, then don&#039;t train in Shield Use, but if you want the added defense of a shield then you will want to plan on training in Shield Use twice per level.&lt;br /&gt;
|-&lt;br /&gt;
| 1x||3/0||[[Physical Fitness]]||Just because we as Paladins have a very strong defense does not mean an attack isn&#039;t going to get through from time to time. So, you&#039;re going to want to make sure to be training in Physical Fitness to provide your Paladin with enough health points to survive those lucky shots. Physical Fitness also affects your stamina which is required to perform certain actions.  [[Combat Maneuvers]], [[Shield Specialization]]s, and [[Guardians of Sunfist]] sigils all require Stamina. Training in Physical Fitness should be at least once per level.&lt;br /&gt;
|-&lt;br /&gt;
| 1x||5/3||[[Dodging]]||Training in Dodging allows the Paladin to straight out avoid incoming attacks. If you choose the two-handed weapons route then training in Dodging is a must and you will more than likely want to train in Dodging twice per level. If you are using the one-handed weapon / shield combination then Dodging becomes less important and the bulk of the shield lowers the effectiveness of Dodging. Additionally the larger the shield you carry, the less you&#039;ll be able to flat out avoid incoming attacks. Even with a shield, training in Dodging once per training or once every other training is still going to provide good benefits to the Paladin.&lt;br /&gt;
|-&lt;br /&gt;
| 1x||0/27||[[Spell Research]]||A Paladin&#039;s spells are what separate the Paladin from the other classes. While many other classes are better at spell casting, the [[Paladin Base]] spells provide the Paladin with a good mixture of offensive and defensive spells that are a benefit not only to the Paladin, but also to those in the Paladin&#039;s group. Since Paladins are not a Pure spell caster, it is difficult to learn more than one spell per level. Paladin&#039;s also have the ability to learn spells from the [[Minor Spiritual]] spell circle, but initially this circle is skipped (except for [[Spirit Warding I (101)]] which you&#039;ll usually pick up on your second training) in preference of the Paladin Base spells.&lt;br /&gt;
|-&lt;br /&gt;
| 1x||0/5||[[Harness Power]]||You&#039;ve learned a spell, now if you want to be able to cast it you&#039;ll need some [[mana]], and to gain mana you need to train in Harness Power. Every rank of harness power up to and including the character&#039;s level provides 3 mana per rank. For every rank past the character&#039;s level only 1 mana is added. The cost for additional training in Harness Power tends to be a bit expensive, but you will want to make sure you are training Harness Power once per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While training in a weapon is a core skill, which type of weapon is completely up to the player.  No matter which weapon you choose to pursue you are always going to want to train in it the maximum amount of ranks per level. If you know which patron [[Arkati]] or Spirit you will follow, then you can first see if they have a preferred weapon. Or you can just go with what you think you will enjoy using the most. The choice of weapon that you pick is completely up to you, but just always make sure you max out the training for your chosen [[Weapon]] each level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Combat Maneuvers]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Training in Combat Maneuvers is not a requirement. You will hunt fine without it, but it does provide two main benefits. First it provides +1 to your [[Attack Strength]] (AS) for every two ranks. Second by training in Combat Maneuvers you gain the ability to learn different helpful maneuvers that you can use in combat. Remember that Combat Maneuvers require different amounts of [[Stamina]] to be spent to carry out the maneuver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rest of the Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are 37 skills that can be trained in. [[Climbing]] and [[swimming]] are strongly recommended for all professions to train in every other level, but that is slightly dependent upon where you plan to hunt.  Another recommended skill is [[First Aid]]; this will allow you to [[TEND]] your own bleeding wounds after you fail to block a significant attack. This way you don&#039;t bleed to death on the way back to town or while you are waiting for an [[Empath]] to heal you&lt;br /&gt;
&lt;br /&gt;
You only have a certain amount of training points awarded each level, so spend a little time looking through all the [[skill]]s and make some decisions on the direction of your Paladin. Do you want to be able to skin your kills and make extra silvers from many of your kills? Then training in [[First Aid]] and [[Survival]] will be important. Do you want to focus at little bit more on magic? Then possibly learning to read scrolls and use magic items through [[Arcane Symbols]] and [[Magic Item Use]] is for you.&lt;br /&gt;
&lt;br /&gt;
===A Final Thought on Training===&lt;br /&gt;
&lt;br /&gt;
If you are feeling confused about where to focus your training, don&#039;t worry you are not alone. It can become overwhelming trying to figure out the &amp;quot;perfect&amp;quot; character, Paladin or not. This is where you can once again return to the questions asked above.  Who is your Paladin&#039;s patron? Is your patron more focused on magic? Then choose more magically related skills. Is your patron more physical? Then pick skills that you feel fit into what that patron would look for in a follower or help that patron would grant to his/her followers. &lt;br /&gt;
&lt;br /&gt;
Finally, you have 30 days of unlimited [[fixskill]]s when beginning any new character. Play with different things and find what works best for you. If it&#039;s not working, then you can always switch things up quickly.&lt;br /&gt;
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&lt;br /&gt;
== Waking up in Elanthia as a Paladin ==&lt;br /&gt;
If you have already visited the lands of [[Elanthia]] then you won&#039;t be surprised by the sprite that is waiting to greet you and help you get the best start possible to the game. Unless you have &amp;quot;family&amp;quot; already in the lands, you will more than likely wake up in one of three towns; either [[Wehnimer&#039;s Landing]], [[Icemule Trace]], or [[Ta&#039;Vaalor]]. No matter where you awaken the helpful sprite will ask if you would like his assistance. It is recommended that you take the time (it&#039;s not a very long introduction... 30 minutes or less) and learn from the sprite as you&#039;ll gain helpful knowledge of how the Gemstone IV works, as well as gaining some helpful starting gear and some extra silvers for your pocket.&lt;br /&gt;
&lt;br /&gt;
Whether you spend time with the sprite or not, in your pack (or backpack) there will be a [[travel guide|travel token]]. You can use this to travel to one of the three starting towns. That way if you started in [[Icemule Trace]], but really wanted to be in [[Ta&#039;Vaalor]] you can get DIRections to the Travel Office and use the token to obtain a free guide to take you to the town or your choice. If you choose to leave your starting town, make sure to visit the local debt collector to pay off your starting debts, you can&#039;t use the Travel Office until you have.&lt;br /&gt;
&lt;br /&gt;
If you start in Ta&#039;Vaalor and are interested in the specifics about that town check out the [[Ta&#039;Vaalor starter guide]].  Additionally if you start in Icemule Trace there is the [[Icemule starter guide]]. Finally, for those awakening in Wehnimer&#039;s Landing there is the [[New Players&#039; Guide]].&lt;br /&gt;
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== Journey to Your 5th Training ==&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the fastest level you&#039;ll ever get to complete. The easiest way to complete this level is to accept the assistance of the sprite and then before engaging the sprite&#039;s tutorial, use the DIRection command to visit all the places in your starting town. Just visiting many of these locations will provide you with the experience to complete your first level. This is also the only time that you can take advantage of this experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain enough experience to complete level 1 by finishing the sprite&#039;s tutorial and resting a little bit to absorb all the experience you gained in learning from the sprite. Once again another quick level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levels 2 - 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Welcome to the world of hunting, [[Adventurer&#039;s Guild|bounties]] and jobs. While other professions have different ways to gain experience, the main way to gain experience as a Paladin is to hunt, complete bounties or jobs. This is also a good time to learn even more about the lands in which you are traveling than just what the sprite told you about. If you are in Wehnimer&#039;s Landing find the old warrior [[Raging Thrak]] at the Raging Thrak Inn, or if you are in Icemule Trace you&#039;ll look for [[Trevor Dabbings]], and finally if you are in Ta&#039;Vaalor you&#039;ll seek out [[Retired Airship Officer Tedrik]] at the Malwith Inn. Seek one of the three&#039;s advice after a long hunt as they tend to talk a lot, but paying attention will be worth your while.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finding a starting hunting spot is as easy as find a map of your town or asking the people around you (we were all fresh to Elanthia at one point and most are more than happy to help). You can always refer to the [[List of creatures by level]], and if you want a better idea of the lands check out the [[list of maps]] made by various adventurers, they will provide you a good idea of where you are going and what other critters are around. &lt;br /&gt;
&lt;br /&gt;
You should feel comfortable with the Combat System from your time with the sprite, but there is one main thing that you need to know... There will be times, when no matter what you do or how careful you have been, you will die. Dying isn&#039;t as permanent in Elanthia as it is IRL, thanks to the Lady [[Lorminstra]]. But make sure that you always have at least 2 [[Deed]]s to ease [[Death&#039;s Sting]] and if you have the silvers to spare, make sure you also have a [[Chrism]] which will allow you to be raised from the dead with all the experience you gained while you were out getting yourself killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bounties are handed out by the [[Adventurer&#039;s Guild]]. There are many different types of bounty tasks available, all of which provide experience, [[silvers]], and bounty points, which can be redeemed for a variety of rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jobs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many of the merchants in the towns will have little jobs that they would be more than happy to have you assist them with. They will reward your time with experience and a little silver too. Not all of them will have jobs available, but you can always ASK.&lt;br /&gt;
{{top}}&lt;br /&gt;
== [[society|Societies]] ==&lt;br /&gt;
There are three difference societies that you can join. Each once has its own unique back story and requirements to advance through the societies ranks. Definitely do you research on them before picking one to join.  You can only change your mind once (for free).&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] is the newest society and is focused on the killing of the [[Grimswarm]] and other hated enemies of the Guardians.&lt;br /&gt;
&lt;br /&gt;
The [[Order of Voln]] is one of the two original societies in Gemstone. The Order of Voln is focused on the destruction of the undead.&lt;br /&gt;
&lt;br /&gt;
Not much is known about the final society, or if it even exists, but rumors of a secret society going by the name of the [[Council of Light]] have long plagued the lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Which society is for you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well that&#039;s really up to you. Would your patron lean towards one over the others? Do you like killing the undead? Remember Paladins have a really easy time killing them. Or are you interested in eradicating the Grimswarm? A Paladin excels at this as well. The choice is ultimately yours and you will gain helpful benefits from whichever societal path you choose.&lt;br /&gt;
{{top}}&lt;br /&gt;
== [[Roleplay]]ing ==&lt;br /&gt;
This is definitely a personal choice question, but you will be interacting with a lot of different people and many will be wrapped up on the role they have decided to create for their character. While intense role playing isn&#039;t required to play, you actually can get away with never actually talking to another player, for the most part you will be interacting on some level with another player in a fantasy role playing setting. Whether it is trying to find a healer or trying to get a box you looted opened by a locksmith, you will interact with others that have created some type of role for their character.&lt;br /&gt;
&lt;br /&gt;
So, when determining how much role playing you want to do, you first need to determine what is the role you would like to be. Do you want to be the pious Paladin that fights for the right and just no matter the cost? Or are you leading more of a monastic lifestyle and are relatively quiet?&lt;br /&gt;
&lt;br /&gt;
Role playing can be as easy as just choosing a manner of choosing a type of [[Movement]] or a specific type of [[Speech]] that you can use to give your character a little more life. You can also go to the other extreme and take things just as far as you want to. Do you stop in the middle of hunting to PRAY to your patron and thank them for your success in battle? Do you search out items that provide others a strong idea of your character just by LOOKing at you? Most people fall somewhere in the middle, but there is no right or wrong when it comes to role playing. Just remember you and the others around you are there to have a good time exploring a fantasy world that you are helping to define.&lt;br /&gt;
{{top}}&lt;br /&gt;
== Grouping ==&lt;br /&gt;
As mentioned earlier, a Paladin is great to have in a [[group]]. Paladins not only provide another able bodied weapon swinger to the group, but also provide benefits from the various group spells on in the [[Paladin Base]] spell circle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin spells to share:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Mantle of Faith (1601)]] is one of the few spells that can be cast directly on another player. While this spell can be stacked when self-cast, it can only be cast once on another character. Remember to recast this from time to time on your group members to refresh the [[duration]].&lt;br /&gt;
&lt;br /&gt;
*[[Arm of the Arkati (1605)]] is self-cast by the Paladin, but the other group members enjoy the benefit of a 10% bonus to the base [[damage factor]] of their melee or hurled weapon.&lt;br /&gt;
&lt;br /&gt;
*[[Divine Shield (1609)]] is a self-cast Paladin spell that provides group members that use a shield a base of 10% to [[block]]ing with the shield. It is important to note that a Paladin can NOT have both Divine Shield and Zealot active at the same time.&lt;br /&gt;
&lt;br /&gt;
*[[Guard the Meek (1613)]] is another self-cast spell. This provides the Paladin and his/her group with +15 to Defense Strength ([[DS]]).&lt;br /&gt;
&lt;br /&gt;
*[[Zealot (1617)]] is a self-cast Paladin spell that, as mentioned above, can NOT be active at the same time as Divine Shield. Zealot at lower levels is a [[mana]] costly spell to keep casting for your group, but at later levels becomes more sustainable. Zealot is a double edged spell in that while it provides +30 to [[Attack Strength]] (AS) it also causes players to suffer -30 to Defense Strength ([[DS]]). So make sure your group is able to withstand this lost of defense before casting it.&lt;br /&gt;
&lt;br /&gt;
*[[Crusade (1618)]] is the final self-cast Paladin spell that effects the entire group. This is another costly spell with a short duration. For 60 seconds the entire group is treated as if they have heavy damage weighting for both physical and magical bolt attacks. Great for times of need, but as it has a two minute cool down (or if cast again within the cool down period the mana costs increase per cast) it won&#039;t be used on a regular grouping basis.&lt;br /&gt;
{{top}}&lt;br /&gt;
==[[1625|Paladin Weapon Bonding]]==&lt;br /&gt;
One of the great Paladin hunting attributes is the ability to bond with a weapon.  This is done with the [[Sanctify (1625)]] spell.  Bonded weapons provide [[enhancive]] abilities, two potential types of special weapon [[flares]], and return abilities (when thrown or disarmed).&lt;br /&gt;
&lt;br /&gt;
==Aiding the Dead==&lt;br /&gt;
Paladins have the ability to raise the dead with [[Divine Word (1640)]].  While it may be perceived as not as desirable as a [[318|Cleric raise]], Divine Word is unique in that it will give a character ten minutes with the same spells as before death, full health, stamina, and mana, and no bleeding.  This makes Divine Word very effective for field raises and allows a character to get right back into the action and immediately finish up a bounty or help retrieve a lost weapon.  Cleric raises, while they can preserve the experience stored, involve some recovery time.&lt;br /&gt;
&lt;br /&gt;
Paladins also have a unique corpse transport spell, [[Aid The Fallen (1620)]].&lt;br /&gt;
&lt;br /&gt;
== Walking with Your Patron - 6th to 100th Level==&lt;br /&gt;
Your journey to your 100th level can either be considered a continuous cycle level of leveling or an adventure. As each level takes progressively more experience to achieve, there is a lot of time to enjoy roleplaying experiences, be it [[GameMaster]]-run [[storylines]] or events run by other player characters. It takes approximately one year of non-stop playing, or three years if you only maximize your weekly [[Gift of Lumnis|experience boost]], to go from rolling your character to the level cap and there are a LOT of things to do during that time. Characters also continue to gain experience and train in skills after level 100, so thinking of that as a finite end point is misguided.  &lt;br /&gt;
&lt;br /&gt;
Make friends, cause mischief, laugh, cry, and have fun. You can become a wealthy merchant, an [[Artisan skill|Artisan]], learn to [[Cobbling|Cobble]] or [[Forging|make your own weapons]]. The world is truly up to you and what you and those around you make of it.  If you have a difficult time meeting people, try joining a [[CHE|House]] and/or [[MHO|Meeting Hall Organization]].&lt;br /&gt;
&lt;br /&gt;
So have fun, stay safe and remember at all times that you&#039;re a Paladin and have a deity on your side!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Paladin]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[[A beginner&#039;s guide to combat]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/paladins.asp Paladin profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>IWFARMS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_Wehnimer%27s_Landing&amp;diff=56963</id>
		<title>Beginner&#039;s guide to Wehnimer&#039;s Landing</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_Wehnimer%27s_Landing&amp;diff=56963"/>
		<updated>2015-02-11T23:49:25Z</updated>

		<summary type="html">&lt;p&gt;IWFARMS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
[[Image:Wehnimer&#039;s_Landing.png|thumb|Wehnimer&#039;s Landing]]&lt;br /&gt;
&lt;br /&gt;
[[Wehnimer&#039;s Landing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Welcome to the Landing ==&lt;br /&gt;
&lt;br /&gt;
Whether you are fresh off the turnip farm or just walked through our gates for the first time... Welcome! We&#039;re glad you&#039;re here and we hope that you&#039;ll enjoy your stay while abiding by our rules (otherwise the Constable will be happy to help you &amp;quot;out&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
While you are getting used to the town please make use of DIRections to find your way around to our many exciting shops and scenic areas of interest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Are you looking for help from other players? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locksmith?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to find a locked box on a critter during one of your adventures then you are going to need the assistance of a locksmith. They are normally found in the East Tower, just inside the North Gate. If there isn&#039;t one there, then they are probably out enjoying adventures of their own, but they tend to have their minds on the Thought Network (Crystal Amulet), so just give a thought and usually you&#039;ll be able to connect with one. (See Town Services if you give up finding another player to unlock that box you&#039;ve been carrying around for a week for information on our resident locksmith).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you go out adventuring there are going to be times where you come back a little worse for wear and the only thing that is going to help is an [[Empath]]. Empaths make their place of business Town Square Central (TSC). They are usually there and while they may be assisting another player when you arrive, just be patient and ask politely for &amp;quot;a little healing when someone has a moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dead?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well if you are dead then you are probably not going to have to worry much about where to go, you&#039;ll either be drug or whisked away to (TSC) or sometimes just outside of town to the local [[Order of Voln]]. At either one of these locations a cleric will usually have to be called for you, because they are usually out on their own adventures too. Just be patient and let whoever is around know when your [[Preservation (305)]] also known as lifekeep has worn off and someone will get you up and on your feet as quick as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Feeling a lack of magical protection? Then you need some spells! Other adventures tend to help out as much as they can and this includes the providing of spells to you and other adventurers. TSC tends to be the main location for the casting of &amp;quot;mass&amp;quot; spells, which can be cast on an entire group at once. You may also be able to pick up some other direct cast spells while you are there. You can also ask on the Thought Network, but usually here you are going to want to offer to pay for the spells (10k to 20k tends to be the average price for a full mage spellup).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobody at these locations to help&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are having a hard time finding help for lockpicking, healing, being raised from the dead, or spellups, then you will want to check the offered SERVICEs. Players can offer their services through SERVICE and so you might be able to find that ellusive locksmith in another part of town you wouldn&#039;t normally think to look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I want to sell my loot! ==&lt;br /&gt;
&lt;br /&gt;
After a long adventure you may have pockets, cloaks, and packs overflowing with items, so you need to find someone to buy it all. But who?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The furrier shop is located on North Ring Road and is just south of the North Gate. Here you can sell the skins, pelts, noses, and many other things that you were able to SKIN from the body of your most recent victory. You can either sell them one at a time, by the BUNDLE, or by selling them directly out of the contain you stored them in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gemshop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Did you get lucky and find some sparkly gems in the pockets of a body you LOOTed? Well then you need someone to sell them to and where better to find that someone than at the gemshop on South Ring Road on the western side of town. The gemshop will also buy fancy metal and gem items like flagons, cups, crowns, tiaras, or other items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pawnhop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Did you find a weapon? Some interesting article of clothing? A wand you don&#039;t need? Or something else a bit different? The pawnshop is located on Taarna Road off of North Ring Road on the eastern end of North Ring Road. You will be able to sell your items in the Front Room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemist Shop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Did you find something that none of the other shops will buy? Well then you may have found an alchemical supply and the buyer of those can be found in the Alchemist House on East Ring Road, over the bridge and at the northern end of East Ring Road. You can sell your items in the Consignment Room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merchant Thought Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you found something especially interesting, then you might just be able to find another player that may want to buy it. THINK ON the MERCHANT channel of the Thought Network with what you have and what you are looking for for it and see if someone is willing to buy it for more than one of the other shops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shops to buy new, or slightly used, equipment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Looking for a new weapon? Well then Tykel&#039;s Arms is your first stop. You can ORDER standard items or special made items here.  Additionally, if you are looking for something a little more special you can always check the weapon table in the backroom of the pawnshop. You never know what you&#039;ll find here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other important locations throughout the Landing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do you have banking to do? Then you are going to want to visit the First Elanith Bank at Town Square East (TSE). Once inside the bank you can go through the arch and make your deposit, withdraw coins or notes, or just check and see what your local bank balance is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wehnimer&#039;s Landing]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>IWFARMS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_paladin&amp;diff=56961</id>
		<title>Beginner&#039;s guide to playing a paladin</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_paladin&amp;diff=56961"/>
		<updated>2015-02-11T22:42:15Z</updated>

		<summary type="html">&lt;p&gt;IWFARMS: /* Journey to Your 5th Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
&lt;br /&gt;
So, you&#039;re thinking about becoming a Paladin? or maybe you&#039;ve already become a Paladin and now you&#039;re wondering where do I go from here? Our hope is to answer any questions that arise from making the decision to become a Paladin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What exactly is a Paladin? ==&lt;br /&gt;
&lt;br /&gt;
In Gemstone IV a [[Paladin]] is considered a [[Semi]] profession, we don&#039;t solely rely on spells and neither do we rely only on physical weapons to do our fighting. While the Paladin is primarily a physical weapon user, he/she uses [[Spiritual magic]] and spells granted by the Paladin&#039;s patron deity (the [[Paladin Base]] spells), to supplement the Paladin&#039;s attack and defense. In addition to the spells that benefit a Paladin while hunting, the Paladin is a boon to any group they join, by providing spell effects to those that the Paladin is grouped with.&lt;br /&gt;
&lt;br /&gt;
Being a Paladin is more than just wielding a weapon and casting some spells, but what you want your Paladin to be and where exactly you want your journey to lead is completely up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Important Questions to Ask Yourself ==&lt;br /&gt;
&lt;br /&gt;
If you are still deciding whether to play a Paladin or not, you have a few extra questions that you need to ask yourself, while if you&#039;ve already started then you have a couple less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What race should my Paladin be?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any [[Race]] can become a Paladin, but some will obviously make a better Paladin than some of the others. The only thing that race determines is your baseline stats and how the rest of the world sees you. There are some players and towns that prefer some races over others, but that shouldn&#039;t stop you from playing the race you want to play. Some patron deities or spirits tend to lean more toward some races than others, but they will all accept a worshiper of any race.  Your race is your choice, you can look at it from the [[Statistic]]s that it provides or you can treat race as part of your role playing experience and go with whatever raced Paladin you desire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where should I put my stats?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat placement to a certain degree is pretty much along the same lines as choosing your race. You can decide where your Paladin will be strong and where he/she will be weak. The main stats for the Paladin are [[Wisdom]] and [[Strength]] with your Wisdom stat effecting your [[mana]]. And even those stats don&#039;t have to be anything specific. For more information see [[Statistic]]s to learn more about how each Stat affects your Paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who will you choose as your patron [[Arkati]] or Lesser Spirits?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you can play a Paladin without ever [[CONVERT]]ing to follow a specific [[Arkati]] or Spirit , choosing a patron can give your Paladin direction. The [[Arkati]] or Spirit you choose to follow will at least effect a few of your higher level [[Paladin Base]] spells ([[Guard the Meek (1613)]], [[Divine Strike (1615)]], and [[Judgment (1630)]]), but you can choose to have it affect your Paladin in many more ways. Does your patron tend to prefer specific weapons? Or maybe they are found to wear certain items of clothing or colors? Maybe they are more connected to a certain race than another, will this affect your choices?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What society will you choose to join?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once again you are not required to join one of the three societies found in [[Elanthia]], but the benefits that they provide will make the time you spend working to advance through the societies ranks worthwhile. We&#039;ll cover societies a little later, but realize that this can be another important part for as to how you&#039;ll play you Paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How do you feel about the Undead?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the benefits of being a Paladin is that starting at your 5th training you&#039;ll be able to wield weapons made of [[Ora]]. In addition to providing the wielder with +5 to Attack Strength (AS), Ora is considered a premablessed (permanently blessed) weapon in the hands of a Paladin. This makes the hunting of the Undead easier on the Paladin. Except for [[Cleric]]s, all other players will need to have their weapon blessed to be able to normally attack an Undead critter. You are not required to only hunt the undead as a Paladin, it just makes things easier on the Paladin to do so, if they choose this path.&lt;br /&gt;
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&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
The [[Paladin]] link provides the nuts and bolts of what a Paladin can train in and the mental and physical training point costs of those skills. But we&#039;ll go over the basics here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Paladin is designed to eventually wear full plate armor, so training in [[Armor Use]] twice per level is normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Paladin usually wields a one handed weapon and a shield. The spell [[Divine Shield (1609)]] is only useable if you or someone in your group is holding a shield. Shield usage is not a requirement to being a Paladin, so if you choose not to use the one-handed weapon and shield combination, and instead to wield mighty two-handed weapons, then don&#039;t train in [[Shield Use]], but if you want the added defense of a shield then you will want to plan on training in Shield Use twice per level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not matter which weapon you choose to pursue you are always going to want to train in it the maximum amount of trainings per level. But as to which weapon you are going to use, well that is completely up to you. If you know which patron [[Arkati]] or Spirit you will follow, then you can first see if they have a preferred weapon. Or you can just go with what you think you will enjoy using the most. The choice of weapon that you pick is completely up to you, but just always make sure you max out the training for your chosen [[Weapon]] each training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical Training&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Just because we as Paladin&#039;s have a very strong defense doesn&#039;t mean an attack isn&#039;t going to get through from time to time. So, you&#039;re going to want to make sure to be training in Physical Training to provide your Paladin with enough health points to survive those lucky shots. [[Physical Training]] also effects your stamina which is required to perform certain actions. [[Combat Maneuvers]], Shield Specializations (see [[Shield Use]], and [[Guardians of Sunfist]] sigils require [[Stamina]]. Training in Physical Training should be at least once per training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Training in [[Combat Maneuvers]] is not a requirement. You will hunt fine without it, but training in it does provide two main benefits. First it provides +1 to your [[Attack Strength]] (AS) for every two trainings. Second by training in Combat Maneuvers you gain the ability to learn different helpful maneuvers that you can use in combat. Remember that Combat Maneuvers require different amounts of [[Stamina]] to be spent to carry out the maneuver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Training in [[Dodging]] allows the Paladin to straight out avoid incoming attacks. If you choose the two-handed weapons route then training in Dodging is a must and you will more than likely want to train in Dodging twice per level. If you are using the one-handed weapon / shield combination then Dodging becomes less important and the bulk of the shield lowers the effectiveness of Dodging. Additionally the larger the shield you carry, the less you&#039;ll be able to flat out avoid incoming attacks. Even with a shield, training in Dodging once per training or once every other training is still going to provide good benefits to the Paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Paladin&#039;s spells are what separates the Paladin from the other classes. While many other classes are better at spell casting, the [[Paladin Base]] spells provide the Paladin with a good mixture of offensive and defensive spells that are a benefit not only to the Paladin, but also to those in the Paladin&#039;s group. Since Paladin&#039;s are not a [[Pure]] spell caster, it is harder to learn more than one spell per training. Paladin&#039;s also have the ability to learn spells from the [[Minor Spiritual]] spell circle, but initially this circle is skipped (except for [[Spirit Warding I (101)]] which you&#039;ll usually pick up on your second training) in preference of the [[Paladin Base]] spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harness Power&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;ve learned a spell, now if you want to be able to cast it you&#039;ll need some [[mana]] and to gain mana you need to train in [[Harness Power]]. The first time you train in [[Harness Power]] each training you will gain 3 mana points. Each additional training that level will grant only 1 additional mana point. The cost for additional training in [[Harness Power]] tends to be a bit expensive to train, but you will want to make sure you are at the very least training [[Harness Power]] once per training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rest of the Skills:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a total of 37 skills that can be trained in during each training. The problem is that you only have a certain amount of physical training points and mental training points each training. So, spend a little time looking through all the [[Skill]]s and make some decisions on the direction of your Paladin. Do you want to be able to skin your kills and make extra silvers from many of your kills? Then training in [[First Aid]] and [[Survival]] will be important. Do you want to focus at little bit more on magic? Then possibly learning to read scrolls and use magic items through [[Arcane Symbols]] and [[Magic Item Use]] is for you.&lt;br /&gt;
&lt;br /&gt;
The one &amp;quot;extra&amp;quot; skill that you will want to train in is [[First Aid]] this will allow you to TEND your own bleeding wounds after you fail to block a significant attack. This way you don&#039;t bleed to death on the way back to town or while you are waiting for an [[Empath]] to heal you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Final Thought on Training:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are feeling confused about where to focus your trainings, don&#039;t worry you are not alone. It can become overwhelming trying to figure out the &amp;quot;perfect&amp;quot; character, Paladin or not. This is where you can once again return to who is your Paladin&#039;s patron. Is your patron more focused on magic? Then choose more magically related skills. Is your patron more physical? Then pick skills that you feel fit into what that patron would look for in a follower or help that patron would grant to his/her followers. And finally, you have approximately one month to play around with your skill trainings. So, play with different things and find what works best for you. If it&#039;s not working, then you can always switch things up quickly.&lt;br /&gt;
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&lt;br /&gt;
== Waking up in Elanthia as a Paladin ==&lt;br /&gt;
&lt;br /&gt;
If you have already visited the lands of [[Elanthia]] then you won&#039;t be surprised by the sprite that is waiting to greet you and help you get the best start possible to the game. Unless you have &amp;quot;family&amp;quot; already in the lands, you will more than likely wake up in one of three towns; either [[Wehnimer&#039;s Landing]], [[Icemule Trace]], or [[Ta&#039;Vaalor]]. No matter where you awaken the helpful sprite will ask if you would like his assistance. It is recommended that you take the time (it&#039;s really not a very long introduction... 30 minutes or less) and learn from the sprite as you&#039;ll gain helpful knowledge of how the Gemstone IV works, as well as gaining some helpful starting gear and some extra silvers for your pocket.&lt;br /&gt;
&lt;br /&gt;
Whether you spend time with the sprite or not, in your pack (or backpack) there will be a travel token. You can use this to travel to one of the three starting towns. That way if you started in [[Icemule Trace]], but really wanted to be in [[Ta&#039;Vaalor]] you can get DIRections to the Travel Office and use the token to obtain a free guide to take you to the town or your choice. If you choose to leave your starting town, make sure to visit the local debt collector to pay off your starting debts, you can&#039;t use the Travel Office until you have.&lt;br /&gt;
&lt;br /&gt;
If you start in Ta&#039;Vaalor and are interested in the specifics about that town check out the [[Ta&#039;Vaalor starter guide]].  Additionally if you start in Icemule Terrace there is the [[Icemule starter guide]]. Finally, for those awakening in Wehnimer&#039;s Landing there is the [[New Players&#039; Guide]].&lt;br /&gt;
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&lt;br /&gt;
== Journey to Your 5th Training ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the fastest level you&#039;ll ever get to complete. The easiest way to complete this level is to accept the assistance of the sprite and then before engaging the sprite&#039;s tutorial, use the DIRection command to visit all the places in your starting town. Just visiting many of these locations will provide you with the experience to complete your first level. This is also the only time that you can take advantage of this experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain enough experience to complete level 1 by finishing the sprite&#039;s tutorial and resting a little bit to absorb all the experience you gained in learning from the sprite. Once again another quick level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Levels 2 - 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Welcome to the world of hunting, bounties and jobs. While other professions have different ways to gain experience, the main way to gain experience as a Paladin is to hunt, complete bounties or jobs. This is also a good time to learn even more about the lands in which you are traveling than just what the sprite told you about. If you are in Wehnimer&#039;s Landing find the old warrior [[Raging Thrak]] at the Raging Thrak Inn, or if you are in Icemule Trace you&#039;ll look for Trevor Dabbings, and finally if you are in Ta&#039;Vaalor you&#039;ll seek out Retired Airship Officer Tedrik at the Malwith Inn. Seek one of the three&#039;s advice after a long hunt as they tend to talk a lot, but paying attention will be worth your while.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finding a starting hunting spot is as easy as find a map of your town or asking the people around you (we were all fresh to Elanthia at one point and most are more than happy to help). You can always refer to the [[List of creatures by level]] list and if you want a better idea of the lands check out Tsoran&#039;s Maps (see [[List of maps]]), they will provide you a good idea of where you are going and what other critters are around. &lt;br /&gt;
&lt;br /&gt;
You should feel comfortable with the Combat System from your time with the sprite, but there is one main thing that you need to know... There will be times, when no matter what you do or how careful you have been, you will die. Dying isn&#039;t as permanent in Elanthia as it is IRL, thanks to the Lady [[Lorminstra]]. But make sure that you always have at least 2 [[Deed]]s to ease [[Death&#039;s Sting]] and if you have the silvers to spare, make sure you also have a [[Chrism]] which will allow you to be raised from the dead with all the experience you gained while you were out getting yourself killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bounties are handed out by the [[Adventurer&#039;s Guild]]. There are many different types of bounty tasks available and so if you are interested in spicing up your adventure the [[Adventurer&#039;s Guild]] is a good place to start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jobs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many of the merchants in the towns will have little jobs that they would be more than happy to have you assist them with. They will reward your time with experience and a little silver too. Not all of them will have jobs available, but you can always ASK.&lt;br /&gt;
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&lt;br /&gt;
== Societies ==&lt;br /&gt;
&lt;br /&gt;
There are three difference societies that you can join. Each once has its own unique backstory and requirements to advance through the societies ranks. Definitely do you research on them before picking one to join.  You can only change your mind once.&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] is the newest [[Society]] and is focused on the killing of the Grimswarm and other hated enemies of the Guardians.&lt;br /&gt;
&lt;br /&gt;
The [[Order of Voln]] is one of the two original societies in Gemstone. The Order of Voln is focused on the destruction of the undead.&lt;br /&gt;
&lt;br /&gt;
Not much is known about the final society, but rumors of a secret society going by the name of the [[Council of Light]] have long plagued the lands. Not much is known about them, if they even exist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Which society is for you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well that&#039;s really up to you. Would your patron lean towards one over the others? Do you like killing the undead? Remember Paladin&#039;s have a really easy time killing them. Or are you interested in eradicating the Grimswarm? A Paladin excels at this as well. The choice is ultimately yours and you will gain helpful benefits from whichever societal path you choose.&lt;br /&gt;
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&lt;br /&gt;
== Role Playing ==&lt;br /&gt;
&lt;br /&gt;
This is definitely a personal choice question, but you will be interacting with a lot of different people and many will be wrapped up on the role they have decided to create for their character. While intense role playing isn&#039;t required to play, you actually can get away with never actually talking to another player, for the most part you will be interacting on some level with another player in a fantasy role playing setting. Whether it is trying to find a healer or trying to get a box you looted opened by a locksmith, you will interact with others that have created some type of role for their character.&lt;br /&gt;
&lt;br /&gt;
So, when determining how much role playing you want to do, you first need to determine what is the role you would like to be. Do you want to be the pious Paladin that fights for the right and just no matter the cost? Or are you leading more of a monastic lifestyle and are relatively quiet?&lt;br /&gt;
&lt;br /&gt;
Role playing can be as easy as just choosing a manner of choosing a type of [[Movement]] or a specific type of [[Speech]] that you can use to give your character a little more life. You can also go to the other extreme and take things just as far as you want to. Do you stop in the middle of hunting to PRAY to your patron and thank them for your success in battle? Do you search out items that provide others a strong idea of your character just by LOOKing at you? Most people fall somewhere in the middle, but there is no right or wrong when it comes to role playing. Just remember you and the others around you are there to have a good time exploring a fantasy world that you are helping to define.&lt;br /&gt;
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&lt;br /&gt;
== Grouping ==&lt;br /&gt;
&lt;br /&gt;
As mentioned earlier, a Paladin is great to have in a group. Paladins not only provide another able bodied weapon swinger to the group, but they also provide benefits to the group just by casting spells on themselves. The [[Paladin Base]] spells are mostly self-cast spells, but the Paladin his spells that effect group members even when they are cast on the Paladin themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin spells to share.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Mantle of Faith (1601)]] is one of the few spells that is cast directly on another player. While this spell, when cast on a Paladin, can be cast multiple times to increase the length of the spell, it can only be cast once at another player. So remember to recast this from time to time on your group members.&lt;br /&gt;
&lt;br /&gt;
[[Arm of the Arkati (1605)]] is self-cast by the Paladin, but the other group members enjoy the benefit of a 10% bonus to the base [[damage factor]] of their melee or hurled weapon.&lt;br /&gt;
&lt;br /&gt;
[[Divine Shield (1609)]] is a self-cast Paladin spell which once again provides group members that use a shield a base of 10% to [[block]]ing with the shield. It is important to note that a Paladin can NOT have both Divine Shield and Zealot active at the same time.&lt;br /&gt;
&lt;br /&gt;
[[Guard the Meek (1613)]] is another self-cast spell. This provides the Paladin and his/her group with +15 to Defense Strength ([[DS]]).&lt;br /&gt;
&lt;br /&gt;
[[Zealot (1617)]] is a self-cast Paladin spell that, as mentioned above, can NOT be active at the same time as Divine Shield. Zealot at lower levels is a [[mana]] costly spell to keep casting for your group, but at later levels becomes more sustainable. Zealot is a double edged spell in that while it provides +30 to Attack Strength ([[AS]]) it also causes players to suffer -30 to Defense Strength 9[[DS]]). So make sure your group is able to withstand this lost of defense before casting it.&lt;br /&gt;
&lt;br /&gt;
[[Crusade (1618)]] is the final self-cast Paladin spell that effects the entire group. This is another costly spell with a short duration. For 60 seconds the entire group is treated as if they have heavy damage weighting for both physical and magical bolt attacks. Great for times of need, but as it has a two minute cool down (or if cast again within the cool down period the mana costs increase per cast) it won&#039;t be used on a regular grouping basis.&lt;br /&gt;
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&lt;br /&gt;
== Walking with Your Patron - 6th to 100th Training ==&lt;br /&gt;
&lt;br /&gt;
Continuing your journey to your 100th training is much like ever other training, except that it continues to take more and more experience to reach your next training. This is where the real role playing time comes in. It takes approximately one year of straight playing to go from your first training to your last and there is a LOT of things to do during that time. Make friends, cause mischief, laugh, cry, and have fun. You can become a wealthy merchant buying and selling different items, you can become an [[Artisan skill|Artisan]] and learn to [[Cobbling|Cobble]] or make your own weapons while [[Forging]]. The world is truly up to you and what you and those around you make of it.&lt;br /&gt;
&lt;br /&gt;
So have fun, stay safe and remember at all times that you&#039;re a Paladin and have a deity on your side!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Paladin]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/paladins.asp Paladin profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
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{{stub}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>IWFARMS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_paladin&amp;diff=56471</id>
		<title>Beginner&#039;s guide to playing a paladin</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_paladin&amp;diff=56471"/>
		<updated>2015-02-07T05:03:18Z</updated>

		<summary type="html">&lt;p&gt;IWFARMS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Paladin]] (main article)&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
&lt;br /&gt;
So, you&#039;re thinking about becoming a Paladin? or maybe you&#039;ve already become a Paladin and now you&#039;re wondering where do I go from here? Our hope is to answer any questions that arise from making the decision to become a Paladin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What exactly is a Paladin? ==&lt;br /&gt;
&lt;br /&gt;
In Gemstone IV a [[Paladin]] is considered a [[Semi]] profession, we don&#039;t solely rely on spells and neither do we rely only on physical weapons to do our fighting. While the Paladin is primarily a physical weapon user, he/she uses [[Spiritual magic]] and spells granted by the Paladin&#039;s patron deity (the [[Paladin Base]] spells), to supplement the Paladin&#039;s attack and defense. In addition to the spells that benefit a Paladin while hunting, the Paladin is a boon to any group they join, by providing spell effects to those that the Paladin is grouped with.&lt;br /&gt;
&lt;br /&gt;
Being a Paladin is more than just wielding a weapon and casting some spells, but what you want your Paladin to be and where exactly you want your journey to lead is completely up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Important Questions to Ask Yourself ==&lt;br /&gt;
&lt;br /&gt;
If you are still deciding whether to play a Paladin or not, you have a few extra questions that you need to ask yourself, while if you&#039;ve already started then you have a couple less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What race should my Paladin be?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any [[Race]] can become a Paladin, but some will obviously make a better Paladin than some of the others. The only thing that race determines is your baseline stats and how the rest of the world sees you. There are some players and towns that prefer some races over others, but that shouldn&#039;t stop you from playing the race you want to play. Some patron deities or spirits tend to lean more toward some races than others, but they will all accept a worshiper of any race.  Your race is your choice, you can look at it from the [[Statistic]]s that it provides or you can treat race as part of your role playing experience and go with whatever raced Paladin you desire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where should I put my stats?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stat placement to a certain degree is pretty much along the same lines as choosing your race. You can decide where your Paladin will be strong and where he/she will be weak. The main stats for the Paladin are [[Wisdom]] and [[Strength]] with your Wisdom stat effecting your [[mana]]. And even those stats don&#039;t have to be anything specific. For more information see [[Statistic]]s to learn more about how each Stat affects your Paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who will you choose as your patron [[Arkati]] or Lesser Spirits?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you can play a Paladin without ever [[CONVERT]]ing to follow a specific [[Arkati]] or Spirit , choosing a patron can give your Paladin direction. The [[Arkati]] or Spirit you choose to follow will at least effect a few of your higher level [[Paladin Base]] spells ([[Guard the Meek (1613)]], [[Divine Strike (1615)]], and [[Judgment (1630)]]), but you can choose to have it affect your Paladin in many more ways. Does your patron tend to prefer specific weapons? Or maybe they are found to wear certain items of clothing or colors? Maybe they are more connected to a certain race than another, will this affect your choices?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What society will you choose to join?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once again you are not required to join one of the three societies found in [[Elanthia]], but the benefits that they provide will make the time you spend working to advance through the societies ranks worthwhile. We&#039;ll cover societies a little later, but realize that this can be another important part for as to how you&#039;ll play you Paladin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How do you feel about the Undead?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the benefits of being a Paladin is that starting at your 5th training you&#039;ll be able to wield weapons made of [[Ora]]. In addition to providing the wielder with +5 to Attack Strength (AS), Ora is considered a premablessed (permanently blessed) weapon in the hands of a Paladin. This makes the hunting of the Undead easier on the Paladin. Except for [[Cleric]]s, all other players will need to have their weapon blessed to be able to normally attack an Undead critter. You are not required to only hunt the undead as a Paladin, it just makes things easier on the Paladin to do so, if they choose this path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
The [[Paladin]] link provides the nuts and bolts of what a Paladin can train in and the mental and physical training point costs of those skills. But we&#039;ll go over the basics here&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Paladin is designed to eventually wear full plate armor, so training in [[Armor Use]] twice per level is normal.&lt;br /&gt;
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&#039;&#039;&#039;Shield&#039;&#039;&#039;&lt;br /&gt;
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The Paladin usually wields a one handed weapon and a shield. The spell [[Divine Shield (1609)]] is only useable if you or someone in your group is holding a shield. Shield usage is not a requirement to being a Paladin, so if you choose not to use the one-handed weapon and shield combination, and instead to wield mighty two-handed weapons, then don&#039;t train in [[Shield Use]], but if you want the added defense of a shield then you will want to plan on training in Shield Use twice per level.&lt;br /&gt;
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&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
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Not matter which weapon you choose to pursue you are always going to want to train in it the maximum amount of trainings per level. But as to which weapon you are going to use, well that is completely up to you. If you know which patron [[Arkati]] or Spirit you will follow, then you can first see if they have a preferred weapon. Or you can just go with what you think you will enjoy using the most. The choice of weapon that you pick is completely up to you, but just always make sure you max out the training for your chosen [[Weapon]] each training.&lt;br /&gt;
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&#039;&#039;&#039;Physical Training&#039;&#039;&#039;&lt;br /&gt;
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Just because we as Paladin&#039;s have a very strong defense doesn&#039;t mean an attack isn&#039;t going to get through from time to time. So, you&#039;re going to want to make sure to be training in Physical Training to provide your Paladin with enough health points to survive those lucky shots. [[Physical Training]] also effects your stamina which is required to perform certain actions. [[Combat Maneuvers]], Shield Specializations (see [[Shield Use]], and [[Guardians of Sunfist]] sigils require [[Stamina]]. Training in Physical Training should be at least once per training.&lt;br /&gt;
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&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
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Training in [[Combat Maneuvers]] is not a requirement. You will hunt fine without it, but training in it does provide two main benefits. First it provides +1 to your [[Attack Strength]] (AS) for every two trainings. Second by training in Combat Maneuvers you gain the ability to learn different helpful maneuvers that you can use in combat. Remember that Combat Maneuvers require different amounts of [[Stamina]] to be spent to carry out the maneuver.&lt;br /&gt;
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&#039;&#039;&#039;Dodging&#039;&#039;&#039;&lt;br /&gt;
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Training in [[Dodging]] allows the Paladin to straight out avoid incoming attacks. If you choose the two-handed weapons route then training in Dodging is a must and you will more than likely want to train in Dodging twice per level. If you are using the one-handed weapon / shield combination then Dodging becomes less important and the bulk of the shield lowers the effectiveness of Dodging. Additionally the larger the shield you carry, the less you&#039;ll be able to flat out avoid incoming attacks. Even with a shield, training in Dodging once per training or once every other training is still going to provide good benefits to the Paladin.&lt;br /&gt;
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&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
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A Paladin&#039;s spells are what separates the Paladin from the other classes. While many other classes are better at spell casting, the [[Paladin Base]] spells provide the Paladin with a good mixture of offensive and defensive spells that are a benefit not only to the Paladin, but also to those in the Paladin&#039;s group. Since Paladin&#039;s are not a [[Pure]] spell caster, it is harder to learn more than one spell per training. Paladin&#039;s also have the ability to learn spells from the [[Minor Spiritual]] spell circle, but initially this circle is skipped (except for [[Sprit Warding I (101)]] which you&#039;ll usually pick up on your second training) in preference of the [[Paladin Base]] spells.&lt;br /&gt;
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&#039;&#039;&#039;Harness Power&#039;&#039;&#039;&lt;br /&gt;
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You&#039;ve learned a spell, now if you want to be able to cast it you&#039;ll need some [[mana]] and to gain mana you need to train in [[Harness Power]]. The first time you train in [[Harness Power]] each training you will gain 3 mana points. Each additional training that level will grant only 1 additional mana point. The cost for additional training in [[Harness Power]] tends to be a bit expensive to train, but you will want to make sure you are at the very least training [[Harness Power]] once per training.&lt;br /&gt;
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&#039;&#039;&#039;The Rest of the Skills:&#039;&#039;&#039;&lt;br /&gt;
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There is a total of 37 skills that can be trained in during each training. The problem is that you only have a certain amount of physical training points and mental training points each training. So, spend a little time looking through all the [[Skill]]s and make some decisions on the direction of your Paladin. Do you want to be able to skin your kills and make extra silvers from many of your kills? Then training in [[First Aid]] and [[Survival]] will be important. Do you want to focus at little bit more on magic? Then possibly learning to read scrolls and use magic items through [[Arcane Symbols]] and [[Magic Item Use]] is for you.&lt;br /&gt;
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The one &amp;quot;extra&amp;quot; skill that you will want to train in is [[First Aid]] this will allow you to TEND your own bleeding wounds after you fail to block a significant attack. This way you don&#039;t bleed to death on the way back to town or while you are waiting for an [[Empath]] to heal you.&lt;br /&gt;
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&#039;&#039;&#039;A Final Thought on Training:&#039;&#039;&#039;&lt;br /&gt;
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If you are feeling confused about where to focus your trainings, don&#039;t worry you are not alone. It can become overwhelming trying to figure out the &amp;quot;perfect&amp;quot; character, Paladin or not. This is where you can once again return to who is your Paladin&#039;s patron. Is your patron more focused on magic? Then choose more magically related skills. Is your patron more physical? Then pick skills that you feel fit into what that patron would look for in a follower or help that patron would grant to his/her followers. And finally, you have approximately one month to play around with your skill trainings. So, play with different things and find what works best for you. If it&#039;s not working, then you can always switch things up quickly.&lt;br /&gt;
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== Waking up in Elanthia as a Paladin ==&lt;br /&gt;
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If you have already visited the lands of [[Elanthia]] then you won&#039;t be surprised by the sprite that is waiting to greet you and help you get the best start possible to the game. Unless you have &amp;quot;family&amp;quot; already in the lands, you will more than likely wake up in one of three towns; either [[Wehnimer&#039;s Landing]], [[Icemule Trace]], or [[Ta&#039;Vaalor]]. No matter where you awaken the helpful sprite will ask if you would like his assistance. It is recommended that you take the time (it&#039;s really not a very long introduction... 30 minutes or less) and learn from the sprite as you&#039;ll gain helpful knowledge of how the Gemstone IV works, as well as gaining some helpful starting gear and some extra silvers for your pocket.&lt;br /&gt;
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Whether you spend time with the sprite or not, in your pack (or backpack) there will be a travel token. You can use this to travel to one of the three starting towns. That way if you started in [[Icemule Trace]], but really wanted to be in [[Ta&#039;Vaalor]] you can get DIRections to the Travel Office and use the token to obtain a free guide to take you to the town or your choice. If you choose to leave your starting town, make sure to visit the local debt collector to pay off your starting debts, you can&#039;t use the Travel Office until you have.&lt;br /&gt;
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If you start in Ta&#039;Vaalor and are interested in the specifics about that town check out the [[Ta&#039;Vaalor starter guide]].  Additionally if you start in Icemule Terrace there is the [[Icemule starter guide]]. Finally, for those awakening in Wehnimer&#039;s Landing there is the [[New Players&#039; Guide]].&lt;br /&gt;
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== Journey to Your 5th Training ==&lt;br /&gt;
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&#039;&#039;&#039;Level 0&#039;&#039;&#039;&lt;br /&gt;
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This is the fastest level you&#039;ll ever get to complete. The easiest way to complete this level is to accept the assistance of the sprite and then before engaging the sprite&#039;s tutorial, use the DIRection command to visit all the places in your starting town. Just visiting many of these locations will provide you with the experience to complete your first level. This is also the only time that you can take advantage of this experience.&lt;br /&gt;
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&#039;&#039;&#039;Level 1&#039;&#039;&#039;&lt;br /&gt;
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You gain enough experience to complete level 1 by finishing the sprite&#039;s tutorial and resting a little bit to absorb all the experience you gained in learning from the sprite. Once again another quick level. &lt;br /&gt;
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&#039;&#039;&#039;Levels 2 - 5&#039;&#039;&#039;&lt;br /&gt;
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Welcome to the world of hunting, bounties and jobs. While other professions have different ways to gain experience, the main way to gain experience as a Paladin is to hunt, complete bounties or jobs.&lt;br /&gt;
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&#039;&#039;&#039;Hunting&#039;&#039;&#039;&lt;br /&gt;
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Finding a starting hunting spot is as easy as find a map of your town or asking the people around you (we were all fresh to Elanthia at one point and most are more than happy to help). You can always refer to the [[List of creatures by level]] list and if you want a better idea of the lands check out Tsoran&#039;s Maps (see [[List of maps]]), they will provide you a good idea of where you are going and what other critters are around. &lt;br /&gt;
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You should feel comfortable with the Combat System from your time with the sprite, but there is one main thing that you need to know... There will be times, when no matter what you do or how careful you have been, you will die. Dying isn&#039;t as permanent in Elanthia as it is IRL, thanks to the Lady [[Lorminstra]]. But make sure that you always have at least 2 [[Deed]]s to ease [[Death&#039;s Sting]] and if you have the silvers to spare, make sure you also have a [[Chrism]] which will allow you to be raised from the dead with all the experience you gained while you were out getting yourself killed.&lt;br /&gt;
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&#039;&#039;&#039;Bounties&#039;&#039;&#039;&lt;br /&gt;
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Bounties are handed out by the [[Adventurer&#039;s Guild]]. There are many different types of bounty tasks available and so if you are interested in spicing up your adventure the [[Adventurer&#039;s Guild]] is a good place to start.&lt;br /&gt;
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&#039;&#039;&#039;Jobs&#039;&#039;&#039;&lt;br /&gt;
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Many of the merchants in the towns will have little jobs that they would be more than happy to have you assist them with. They will reward your time with experience and a little silver too. Not all of them will have jobs available, but you can always ASK.&lt;br /&gt;
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== Societies ==&lt;br /&gt;
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There are three difference societies that you can join. Each once has its own unique backstory and requirements to advance through the societies ranks. Definitely do you research on them before picking one to join.  You can only change your mind once.&lt;br /&gt;
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[[Guardians of Sunfist]] is the newest [[Society]] and is focused on the killing of the Grimswarm and other hated enemies of the Guardians.&lt;br /&gt;
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The [[Order of Voln]] is one of the two original societies in Gemstone. The Order of Voln is focused on the destruction of the undead.&lt;br /&gt;
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Not much is known about the final society, but rumors of a secret society going by the name of the [[Council of Light]] have long plagued the lands. Not much is known about them, if they even exist.&lt;br /&gt;
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&#039;&#039;&#039;Which society is for you?&#039;&#039;&#039;&lt;br /&gt;
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Well that&#039;s really up to you. Would your patron lean towards one over the others? Do you like killing the undead? Remember Paladin&#039;s have a really easy time killing them. Or are you interested in eradicating the Grimswarm? A Paladin excels at this as well. The choice is ultimately yours and you will gain helpful benefits from whichever societal path you choose.&lt;br /&gt;
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== Role Playing ==&lt;br /&gt;
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This is definitely a personal choice question, but you will be interacting with a lot of different people and many will be wrapped up on the role they have decided to create for their character. While intense role playing isn&#039;t required to play, you actually can get away with never actually talking to another player, for the most part you will be interacting on some level with another player in a fantasy role playing setting. Whether it is trying to find a healer or trying to get a box you looted opened by a locksmith, you will interact with others that have created some type of role for their character.&lt;br /&gt;
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So, when determining how much role playing you want to do, you first need to determine what is the role you would like to be. Do you want to be the pious Paladin that fights for the right and just no matter the cost? Or are you leading more of a monastic lifestyle and are relatively quiet?&lt;br /&gt;
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Role playing can be as easy as just choosing a manner of choosing a type of [[Movement]] or a specific type of [[Speech]] that you can use to give your character a little more life. You can also go to the other extreme and take things just as far as you want to. Do you stop in the middle of hunting to PRAY to your patron and thank them for your success in battle? Do you search out items that provide others a strong idea of your character just by LOOKing at you? Most people fall somewhere in the middle, but there is no right or wrong when it comes to role playing. Just remember you and the others around you are there to have a good time exploring a fantasy world that you are helping to define.&lt;br /&gt;
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== Grouping ==&lt;br /&gt;
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As mentioned earlier, a Paladin is great to have in a group. Paladins not only provide another able bodied weapon swinger to the group, but they also provide benefits to the group just by casting spells on themselves. The [[Paladin Base]] spells are mostly self-cast spells, but the Paladin his spells that effect group members even when they are cast on the Paladin themselves.&lt;br /&gt;
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&#039;&#039;&#039;Paladin spells to share.&#039;&#039;&#039;&lt;br /&gt;
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[[Mantle of Faith (1601)]] is one of the few spells that is cast directly on another player. While this spell, when cast on a Paladin, can be cast multiple times to increase the length of the spell, it can only be cast once at another player. So remember to recast this from time to time on your group members.&lt;br /&gt;
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[[Arm of the Arkati (1605)]] is self-cast by the Paladin, but the other group members enjoy the benefit of a 10% bonus to the base [[damage factor]] of their melee or hurled weapon.&lt;br /&gt;
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[[Divine Shield (1609)]] is a self-cast Paladin spell which once again provides group members that use a shield a base of 10% to [[block]]ing with the shield. It is important to note that a Paladin can NOT have both Divine Shield and Zealot active at the same time.&lt;br /&gt;
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[[Guard the Meek (1613)]] is another self-cast spell. This provides the Paladin and his/her group with +15 to Defense Strength ([[DS]]).&lt;br /&gt;
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[[Zealot (1617)]] is a self-cast Paladin spell that, as mentioned above, can NOT be active at the same time as Divine Shield. Zealot at lower levels is a [[mana]] costly spell to keep casting for your group, but at later levels becomes more sustainable. Zealot is a double edged spell in that while it provides +30 to Attack Strength ([[AS]]) it also causes players to suffer -30 to Defense Strength 9[[DS]]). So make sure your group is able to withstand this lost of defense before casting it.&lt;br /&gt;
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[[Crusade (1618)]] is the final self-cast Paladin spell that effects the entire group. This is another costly spell with a short duration. For 60 seconds the entire group is treated as if they have heavy damage weighting for both physical and magical bolt attacks. Great for times of need, but as it has a two minute cool down (or if cast again within the cool down period the mana costs increase per cast) it won&#039;t be used on a regular grouping basis.&lt;br /&gt;
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== Walking with Your Patron - 6th to 100th Training ==&lt;br /&gt;
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Continuing your journey to your 100th training is much like ever other training, except that it continues to take more and more experience to reach your next training. This is where the real role playing time comes in. It takes approximately one year of straight playing to go from your first training to your last and there is a LOT of things to do during that time. Make friends, cause mischief, laugh, cry, and have fun. You can become a wealthy merchant buying and selling different items, you can become an [[Artisan]] and learn to [[Cobble]] or make your own weapons while [[Forging]]. The world is truly up to you and what you and those around you make of it.&lt;br /&gt;
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So have fun, stay safe and remember at all times that you&#039;re a Paladin and have a deity on your side!&lt;br /&gt;
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==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/paladins.asp Paladin profession on Play.net]&lt;br /&gt;
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{{stub}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>IWFARMS</name></author>
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