<?xml version="1.0"?>
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	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TALONIAS</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TALONIAS"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/TALONIAS"/>
	<updated>2026-04-18T21:51:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Promo_Codes&amp;diff=255503</id>
		<title>Promo Codes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Promo_Codes&amp;diff=255503"/>
		<updated>2026-04-08T01:33:49Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Promo Code}}&lt;br /&gt;
&lt;br /&gt;
Per Wyrom-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;##&amp;lt;/nowiki&amp;gt; A Tale of Two Promos&lt;br /&gt;
&lt;br /&gt;
We are starting our 2026 promotions off with a choice in promotions for those with closed accounts.&lt;br /&gt;
&lt;br /&gt;
[GSBACKAFTER12] (&amp;lt;nowiki&amp;gt;https://www.play.net/gs4/promo/reactivate/home.asp?offerCode=GSBACKAFTER12&amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
This is free Premium (and Basic) for 30 days.  Your account needs to have been closed for a year to be eligible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[GSBACK2BASIC12] (&amp;lt;nowiki&amp;gt;https://www.play.net/gs4/promo/reactivate/home.asp?offerCode=GSBACK2BASIC12&amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
This is free Basic for 30 days and up to 3 months of 50% off your Basic subscription.  Your account needs to have been closed for a year to be eligible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promos can have subscription upgrades attached to them, but your account will still be considered a promotional account and ineligible for **CLAIM **and other promotional locking material and services.  Also be mindful of POLICY 19, as a promotional account that violates POLICY in any way will lose their promotional time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of these promotions will be active until September 30th/October 1st.  If they get renewed, we&#039;ll announce it!&lt;br /&gt;
[[Category:Promo code]]&lt;br /&gt;
[[Category:Welcome back]]&lt;br /&gt;
[[Category:GSBACKAFTER6]]&lt;br /&gt;
__INDEX__&lt;br /&gt;
__NEWSECTIONLINK__&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Promo_Codes&amp;diff=255502</id>
		<title>Promo Codes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Promo_Codes&amp;diff=255502"/>
		<updated>2026-04-08T01:30:08Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Per Wyrom-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;##&amp;lt;/nowiki&amp;gt; A Tale of Two Promos&lt;br /&gt;
&lt;br /&gt;
We are starting our 2026 promotions off with a choice in promotions for those with closed accounts.&lt;br /&gt;
&lt;br /&gt;
[GSBACKAFTER12] (&amp;lt;nowiki&amp;gt;https://www.play.net/gs4/promo/reactivate/home.asp?offerCode=GSBACKAFTER12&amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
This is free Premium (and Basic) for 30 days.  Your account needs to have been closed for a year to be eligible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[GSBACK2BASIC12] (&amp;lt;nowiki&amp;gt;https://www.play.net/gs4/promo/reactivate/home.asp?offerCode=GSBACK2BASIC12&amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
This is free Basic for 30 days and up to 3 months of 50% off your Basic subscription.  Your account needs to have been closed for a year to be eligible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promos can have subscription upgrades attached to them, but your account will still be considered a promotional account and ineligible for **CLAIM **and other promotional locking material and services.  Also be mindful of POLICY 19, as a promotional account that violates POLICY in any way will lose their promotional time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both of these promotions will be active until September 30th/October 1st.  If they get renewed, we&#039;ll announce it!&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talondown_Arena&amp;diff=255356</id>
		<title>Talondown Arena</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talondown_Arena&amp;diff=255356"/>
		<updated>2026-04-03T03:11:45Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Weekly Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Talondown Arena&#039;&#039;&#039; was formerly located aboard [[The Firebird]] and is a place to battle and train [[Spirit Beast]]s.  It is accessible from &#039;&#039;&#039;a twisted stone doorframe&#039;&#039;&#039; or similar portal in the following locations:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
!| Town || Prime Location || Room ID (Prime) || Room ID (Shattered)&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]]||Portal outside south gate, [Frozen Garden, Pond] in thyrils||3158||2302&lt;br /&gt;
|-&lt;br /&gt;
| [[Kharam Dzu]] ||Doorframe on Glaes Street||1955||1955&lt;br /&gt;
|-&lt;br /&gt;
| [[Mist Harbor]] ||Oleander and Rose||3660||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ravelin]] ||Doorframe in Wyvern Plaza||13920||&lt;br /&gt;
|-&lt;br /&gt;
| [[River&#039;s Rest]]||Portal outside The Stone Eye, [River&#039;s Rest, River Beach]||10883||10883&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]]||Doorframe at Redwing Spire in South Haven (west of Eider and Murre) ||17425||17425&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvarraend]]||Arch on Mistglin Wey||682||682&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]||Doorframe northwest of the North Gate||417||&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]]||Doorframe at town center||1005||&lt;br /&gt;
|}&lt;br /&gt;
Talondown Arena consists of the six rooms just below the title of the map.  Through the gate is the arena stands, where one may {{boldmono|[[WATCH (verb)|WATCH]]}} to get a list of who is battling in the arena.  {{boldmono|WATCH (person)}} will watch that battle.&lt;br /&gt;
&lt;br /&gt;
To the northeast is the Cashier, where one may trade in [[redsteel mark]]s for items.  {{boldmono|[[INQUIRE (verb)|INQUIRE]]}} to access the options with the [[NPC]], {{boldmono|[[ORDER (verb)|ORDER]]}} to see items for sale.&lt;br /&gt;
&lt;br /&gt;
To the northwest is the Pit Boss. {{boldmono|INQUIRE}} with her to see the battle options.&lt;br /&gt;
&lt;br /&gt;
To the north is the door to [[Spirit Beast#Marks of the Beast|Marks of the Beast]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
===Blood Matches===&lt;br /&gt;
In the &#039;&#039;&#039;Blood Pit&#039;&#039;&#039;, health is tied to that of the Spirit Beast, and [[dead|death]] may occur.  Battles may be done with other players or NPCs.  Winning a Blood Match will earn redsteel marks, and experience for the beast and character. The NPC trainers will match their beasts&#039; levels.&lt;br /&gt;
&lt;br /&gt;
===Training Matches===&lt;br /&gt;
Fight an NPC of the same skill and beast level for 1000 [[silver coin|silvers]], automatically withdrawn from your local bank. Beasts receive a bonus 100 experience for every fight won in the Training Arena. &lt;br /&gt;
&lt;br /&gt;
===Listed Fights=== &lt;br /&gt;
Every week, the Talondown gives a mysterious prize to the winner of its listed matches (resets overnight Sunday-Monday).  Players get 3 fight tokens to spend weekly and will lose one token per loss.  Players accrue points by winning and the top three on the leaderboard by the week&#039;s end win a &#039;&#039;&#039;gilded lockbox&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weekly Challenges===&lt;br /&gt;
Every week the arena sets out seven of its deadliest trainers to fight (resets overnight Sunday). The NPC trainers do not level-match, and they are not nice.  Players have the entire week (Monday-Sunday) to defeat all seven NPC trainers, and each match win will earn 150 experience for the spirit beast, and a little [[experience]] for the character.  Defeating all seven will earn a large amount of field exp and a  &#039;&#039;&#039;gilded lockbox&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilded Lockbox&#039;&#039;&#039; - This impressive prize can be {{boldmono|REDEEM}}ed at the Talondown Arena Cashier once earned. Players have one week to {{boldmono|REDEEM}} their lockboxes or they will be lost at the start of the new week on Monday.  The lockbox contains the following:&lt;br /&gt;
&lt;br /&gt;
* A stack of 200-600 Redsteel Marks. You must {{boldmono|BREAK}} the stack to redeem them.&lt;br /&gt;
* Several random high level gems (possibly from [[Reim]]) worth 10k to 25k silvers.&lt;br /&gt;
* A random weapon, shield, armor, or accessory. This item is randomly enchanted by the treasure system and can possess flares, padding, or [[enhancive|enhancives]].&lt;br /&gt;
* You&#039;ll receive 1000 field experience upon redeeming the lockbox:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
G&amp;gt;redeem&lt;br /&gt;
A snooty green goblin says, &amp;quot;Yeah, yeah, I gotcher winnings right here!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He hands you a talon-stamped gilded lockbox.&lt;br /&gt;
&lt;br /&gt;
A vivid memory of recent Spirit Battles overcomes you, and you feel enriched by the experience.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cashier==&lt;br /&gt;
Inventory appears to refresh several times each day.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;inquire&lt;br /&gt;
A snooty green goblin glances at you and mutters, &amp;quot;You can inquire about the following here: REDEMPTION for any prizes you&#039;ve won, REPAIRS for Spirit Beast armaments, and the WARES we gots for sale.  You can also have me APPRAISE a Spirit Beast armament, or just SELL it to me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;order&lt;br /&gt;
A snooty green goblin says, &amp;quot;Sure, I got a bunch of stuff for ya, like:&lt;br /&gt;
&lt;br /&gt;
(See table below)&lt;br /&gt;
&lt;br /&gt;
If ya wanna purchase any of it, just tell me what you wanna BUY.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(Use the number of the item you&#039;d like the purchase.)&lt;br /&gt;
&lt;br /&gt;
A pair of kobolds stumbles in, depositing some crates of fresh wares. (Inventory change)&lt;br /&gt;
&lt;br /&gt;
All prices in redsteel marks.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
! Color || Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| a tiny ancient armament || 200 redsteel marks || Random armament, weighted towards currently selected beast. {{boldmono|[[CLEAN (verb)|CLEAN]]}} to reveal.&lt;br /&gt;
|-&lt;br /&gt;
| small burlap pouch || 250 redsteel marks || Contains several gems totaling about 10k to 20k silver (limit 5 per day)&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled red ampoule || 400 redsteel marks || +1 Power&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled orange ampoule || 400 redsteel marks || +1 Defense&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled yellow ampoule || 400 redsteel marks || +1 Insight&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled green ampoule || 400 redsteel marks || +1 Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled blue ampoule || 400 redsteel marks || +1 Speed&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled black ampoule || 300 redsteel marks || Reset stat potion boosts&lt;br /&gt;
|-&lt;br /&gt;
| a small liquid-filled white ampoule || 300 redsteel marks || +250 xp&lt;br /&gt;
|-&lt;br /&gt;
| a large liquid-filled white ampoule || 450 redsteel marks || +500 xp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Random Prize Wins==&lt;br /&gt;
Defeating master opponents in training or in the weekly challenges will sometimes earn random prizes in the form of redsteel marks or something else found at the cashier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Deltus&#039;s Wehnimerian invader lets out a keening death cry!  Its form begins to lose cohesion just moments before it collapses completely into ethereal mist.  The fog that remains of Deltus&#039;s vanquished beast creeps back toward his golden talisman, swirling around it before seeping back inside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your efforts have earned you a stack of redsteel marks!  Visit the cashier to REDEEM your prize!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You feel wiser somehow, enriched by the experience of having defeated one of the seven trainers.  Or maybe you just like hurting things.&lt;br /&gt;
&lt;br /&gt;
{A little later}&lt;br /&gt;
&lt;br /&gt;
&amp;gt;inquire redemption&lt;br /&gt;
A snooty green goblin says, &amp;quot;You have won the following item:&lt;br /&gt;
&lt;br /&gt;
     a stack of redsteel marks&lt;br /&gt;
&lt;br /&gt;
You can REDEEM your items at any time.&amp;quot;&lt;br /&gt;
&amp;gt;redeem&lt;br /&gt;
A snooty green goblin says, &amp;quot;Yeah, yeah, I gotcher winnings right here!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He hands you a stack of redsteel marks.&lt;br /&gt;
&amp;gt;look mark&lt;br /&gt;
There are an awful lot of redsteel marks there, stacked together and secured by thin mesh.  You&#039;re pretty sure you could BREAK the mesh if you tried.  There&#039;s little to lose, and well... again, it&#039;s a lot of marks.&lt;br /&gt;
&amp;gt;break mark&lt;br /&gt;
With a quick twist of your wrists, you break the mesh holding the marks together.  The marks come apart freely, but you discover that some are just wooden chips!  What a ripoff!  You pocket 300 and discard the counterfeits.&lt;br /&gt;
&lt;br /&gt;
;Multiple redemptions&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A snooty green goblin says, &amp;quot;You have won the following items:&lt;br /&gt;
&lt;br /&gt;
     a talon-stamped gilded lockbox&lt;br /&gt;
     a stack of redsteel marks&lt;br /&gt;
&lt;br /&gt;
You can REDEEM your items at any time.&amp;quot;&lt;br /&gt;
&amp;gt;redeem&lt;br /&gt;
A snooty green goblin says, &amp;quot;Yeah, yeah, I gotcher winnings right here!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He hands you a woven red and gold sack.&lt;br /&gt;
&lt;br /&gt;
The sack acts like a standard shop package and is discarded when dropped.&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Yabathilium_fruit&amp;diff=254766</id>
		<title>Yabathilium fruit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Yabathilium_fruit&amp;diff=254766"/>
		<updated>2026-03-14T04:39:40Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Availability */ updated availability on teras and pinefar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Forageable&lt;br /&gt;
|uses=Healing, Alchemy&lt;br /&gt;
|arid=yes&lt;br /&gt;
|hotdamp=yes&lt;br /&gt;
|humid=yes&lt;br /&gt;
|saltwater=yes&lt;br /&gt;
|riparian=yes&lt;br /&gt;
|sandy=yes&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;yabathilium fruit&#039;&#039;&#039; is an herb that can restore moderate blood loss. It&#039;s other name is yavethalion.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Benefit==&lt;br /&gt;
Eating a yabathilium fruit provides a random amount of [[HP| health points]], generally ranging from 1-40. Unlike other herbs, it cannot be bundled, so it is helpful to brew the fruit into tinctures. It also does not induce [[roundtime]] when eaten.&lt;br /&gt;
&lt;br /&gt;
==Other Remedies==&lt;br /&gt;
*[[Bloody Krolvin ale]] on [[Teras Isle]]&lt;br /&gt;
*[[Green mushroom potion]] on [[Zul Logoth]]&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Yabathilium equivalent can be purchased at the herbalist on Teras Isle- Olak&#039;s Ol&#039;style ale, or in Pinefar- some Sassafras Tea. It cannot be summoned by [[Herb Production (1118)]].&lt;br /&gt;
&lt;br /&gt;
{{AR}}&lt;br /&gt;
{{:tincture of yabathilium}}&lt;br /&gt;
&lt;br /&gt;
* [[essence of vitality|Essence of Vitality]]&lt;br /&gt;
* [[Health_potion#Greater_health_potion|Greater Health Potion]]&lt;br /&gt;
&lt;br /&gt;
==Plant Information==&lt;br /&gt;
===Description===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; width=&amp;quot;720&amp;quot; style=&amp;quot;border: 1px solid #A7A58C; background: #C7C5AC; margin-left: 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Yabathilium.jpg]] The fruit of the yabathilium tree is small, greenish, and unfortunately, extremely bitter. Yabathilium tree grows on beaches and saltwater coastlines, and may be foraged in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Foraging]] Information===&lt;br /&gt;
Each foraged yabathilium fruit has 1 bite.&lt;br /&gt;
&lt;br /&gt;
Yabathilium fruit can be foraged in the following climates: sandy warm shores. &lt;br /&gt;
&lt;br /&gt;
On [[Teras Isle]], this fruit can be found on at least the Beach area west of [[Greymist Wood]] and at the dock-area and beach leading to the [[Ruined Temple]] as well as just west of the warehouse in the [[Fhorian Village]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[http://www.virilneus.com/recipes/ingredient.php?named=yabathilium+fruit Yabathilium fruit on Roomdata]&lt;br /&gt;
&lt;br /&gt;
[[Category: Herbs]][[Category: Reagents]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=254173</id>
		<title>Battle Standard (1620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=254173"/>
		<updated>2026-02-26T01:30:02Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: edited for clarity that a battle standard is a physical item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = BSTANDARD&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{paladin base navigation}}&lt;br /&gt;
 | availability = custom&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Battle Standard&#039;&#039;&#039;, a [[paladin]] will begin to acquire [[devotion]] as they gain [[experience]]. A skilled paladin can use this devotion to permanently empower a battle standard for use in combat. Battle standards are a physical item that can be passed between players. They occupy their own unique inventory slot and provide both offensive and defensive benefits. [[F2P subscription | F2P]] paladins cannot create battle standards.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 - Rally ===&lt;br /&gt;
Activated with {{boldmono|PRAY}} while dead.  Allows a corpse to teleport itself back to town.  1 use per day at tier 1 and 2 uses per day at tier 3.&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 - Hallowed Reprisal ===&lt;br /&gt;
Activated with {{boldmono|CLENCH}}.  Invoke the power of the standard&#039;s deity to create an aura that periodically lashes out at nearby creatures for 3 minutes.  Base 60 minute cooldown with 15 minutes subtracted at tiers 3, 4, and 5, resulting in a 15 minute cooldown at tier 5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 - Reckoning ===&lt;br /&gt;
Passive ability - always active.  Your attacks have a chance to unleash the power of the standard&#039;s deity.  Each additional tier increases the likelihood that this will occur.&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 - Ardent Plea ===&lt;br /&gt;
Activated with {{boldmono|RAISE}}.  Your attacks have a 100% chance to trigger Reckoning and unleash the power of the standard&#039;s deity.  This effect lasts 30 seconds and has a 30 minute cooldown.  At tier 5 the cooldown is reduced to 15 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 - Divine Bulwark ===&lt;br /&gt;
Passive ability - always active.  When you receive a blow, the standard may summon an ethereal shield to lessen the severity of the blow.  If an ethereal shield is summoned in this way, the standard&#039;s deity will unleash a retaliatory flare against the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 - Final Stand ===&lt;br /&gt;
Activated with {{boldmono|BESEECH}}.  The standard&#039;s deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark&#039;s abilities.  Can be activated while incapacitated or in roundtime.  1 use per day.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Paladin Base | Paladin Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 paladin with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per rank&lt;br /&gt;
* [[Magic Item Use]]: +1.5 per rank&lt;br /&gt;
* [[Arcane Symbols]]: +1.5 per rank&lt;br /&gt;
* [[Holy places | Shrine]] Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and not at maximum spirit will hinder attempts&lt;br /&gt;
&lt;br /&gt;
The difficulty is calculated by: 75 + (tier * 75)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Tier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Bonus Needed for 100%&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Devotion Required&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P1&lt;br /&gt;
| 150&lt;br /&gt;
| 250&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P2&lt;br /&gt;
| 225&lt;br /&gt;
| 325&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P3&lt;br /&gt;
| 300&lt;br /&gt;
| 400&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P4&lt;br /&gt;
| 375&lt;br /&gt;
| 475&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P5&lt;br /&gt;
| 450&lt;br /&gt;
| 550&lt;br /&gt;
| 150,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P6&lt;br /&gt;
| 525&lt;br /&gt;
| 625&lt;br /&gt;
| 200,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An omnishrine, a location that senses as having the &amp;quot;harmonized presence of multiple deities&#039; influence,&amp;quot; will give the +20 deity bonus to all Paladins, regardless of deity selection (including other, forsaken, and not yet converted). &lt;br /&gt;
&lt;br /&gt;
== Creation and Upgrade Process==&lt;br /&gt;
To create a battle standard, the paladin must have a minimum of 50,000 devotion, be able to cast 1620, and be holding &#039;&#039;&#039;a consecrated banner pole&#039;&#039;&#039; in the right hand and &#039;&#039;&#039;a phial of clouded oil&#039;&#039;&#039; in the left hand.  Both of these items can be purchased at [[:Category:Cleric_shops | cleric shops]] located in various towns.&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|PREP 1620}} and {{boldmono|CAST}} at the pole to start. This will also give you a sense of how successful you will be.&lt;br /&gt;
#{{boldmono|PREP 1620}} and {{boldmono|CHANNEL}} at the pole to make an attempt &lt;br /&gt;
&lt;br /&gt;
Your first successful {{boldmono|CHANNEL}} will create a tier 1 battle standard that reflects your paladin&#039;s patron deity (or lack thereof).  Subsequent successful service applications to a battle standard will upgrade the tier, up to a maximum of 6, and require oil charges equal to the tier being attempted. Oil can be bundled beforehand for more charges/doses.&lt;br /&gt;
&lt;br /&gt;
Performing the battle standard creation or upgrade at a [[Holy places | shrine]] that matches the casting paladin&#039;s patron deity will provide a bonus to success.&lt;br /&gt;
&lt;br /&gt;
You can {{boldmono|INCANT 1620}} for an idea of how much devotion you have and whether you have enough for your purposes.  You can also utilize the {{boldmono|[[RESOURCE]]}} verb for a numerical readout of your weekly and total devotion, as well as how much you have {{boldmono|SUFFUSE}}d. &lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
Battle standards become attuned when used or when their deity is converted at a shrine. Attunement lasts 30 days and the attuned character may continue to use the battle standard during this time without resetting the attunement countdown.&lt;br /&gt;
&lt;br /&gt;
== Charges ==&lt;br /&gt;
&lt;br /&gt;
A new battle standard comes with 200 charges - if all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to [[Enhancive item]]s, but only during combat. The rate of charges being used is not affected by how often the battle standard provides a benefit nor how often you may attack or be attacked, so those who have more &amp;quot;spammy&amp;quot; hunting styles are not penalized. When a charge is drained, there is an unknown and perhaps random cooldown period where no more charges may be drained.&lt;br /&gt;
&lt;br /&gt;
Charges will not drain from a paladin&#039;s standard if they were the last one to upgrade it.&lt;br /&gt;
&lt;br /&gt;
Upgrading your battle standard to the next tier refills the charges to 200. You may also have a paladin add charges at a cost of 1000 devotion per charge. The paladin must {{boldmono|PREPARE 1620}} and {{boldmono|EVOKE}} at the battle standard to recharge.&lt;br /&gt;
&lt;br /&gt;
== Deity Conversion ==&lt;br /&gt;
&lt;br /&gt;
You may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply {{boldmono|PRAY STANDARD TO DEITY}}, where DEITY is the appropriate deity name (ex: Kai, Andelas, etc).  You can also {{boldmono|PRAY STANDARD TO NONE}} to clear the standard&#039;s influencing deity.&lt;br /&gt;
&lt;br /&gt;
This ability is subject to a 30 day cooldown.&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the battle standard and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This is a tier 6 Battle Standard.&lt;br /&gt;
&lt;br /&gt;
Tier&lt;br /&gt;
  1: Rally [PRAY] - While dead, allows a corpse to teleport itself back to town.  1 use per day at tier 1 and 2 uses per day at tier 3.&lt;br /&gt;
  2: Hallowed Reprisal [CLENCH] - Invoke the power of the standard&#039;s deity to create an aura that periodically lashes out at nearby creatures for 3 minutes.  Base 60 minute cooldown with 15 minutes subtracted at tiers 3, 4, and 5, resulting in a 15 minute cooldown at tier 5.&lt;br /&gt;
  3: Reckoning - Your attacks have a chance to unleash the power of the standard&#039;s deity.  Each additional tier increases the likelihood that this will occur.&lt;br /&gt;
  4: Ardent Plea [RAISE] - Your attacks have a 100% chance to trigger Reckoning and unleash the power of the standard&#039;s deity.  This effect lasts 30 seconds and has a 30 minute cooldown.  At tier 5 the cooldown is reduced to 15 minutes.&lt;br /&gt;
  5: Divine Bulwark - When you receive a blow, the standard may summon an ethereal shield to lessen the severity of the blow.  If an ethereal shield is summoned in this way, the standard&#039;s deity will unleash a retaliatory flare against the attacker.&lt;br /&gt;
  6: Final Stand [BESEECH] - The standard&#039;s deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark&#039;s abilities.  Can be activated while incapacitated or in roundtime.  1 use per day.&lt;br /&gt;
&lt;br /&gt;
           Attunement:                       Attuned to Nyxus (29 days remaining)&lt;br /&gt;
           Charges:                          200&lt;br /&gt;
           Deity:                            No deity&lt;br /&gt;
           Deity Primary Color:              Grey&lt;br /&gt;
           Deity Secondary Color:            Silver&lt;br /&gt;
           Rally [PRAY]:                     Ready&lt;br /&gt;
           Hallowed Reprisal [CLENCH]:       Ready&lt;br /&gt;
           Ardent Plea [RAISE]:              Ready&lt;br /&gt;
           Final Stand [BESEECH]:            On Cooldown&lt;br /&gt;
&lt;br /&gt;
If the standard&#039;s deity conversion ability is not on cooldown, you may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply PRAY standard TO &amp;lt;deity&amp;gt;.  This ability is subject to a 30 day cooldown, and the cooldown is not currently active.&lt;br /&gt;
&lt;br /&gt;
The battle standard can be TUCKed while worn in order to hide it from sight.&lt;br /&gt;
&lt;br /&gt;
This is a flag on a pole, and the description should not conflict with that.  Base, long, and show description can be altered.  Because of the holy and magical nature of this item, the description may include the following words: holy, sacred, consecrated, sacrosanct, and hallowed.&lt;br /&gt;
&lt;br /&gt;
There will always be a reference to the pole and the banner upon LOOKing at this item.  Please take this into account when composing your show description.  The material may be changed to other types of wood at the merchant&#039;s discretion.  Allowed nouns: standard, flag, banner, ensign, pennant, pennon, banderole, banderol, bannerol, oriflamme, and gonfalon.  Finally, any and all alterations will be irreversibly removed if the battle standard is ever converted to another deity in the future.&lt;br /&gt;
&lt;br /&gt;
The battle standard may not be lightened.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
Any missing information below can be added at the [[deity messaging]] page.&lt;br /&gt;
&lt;br /&gt;
=== Rally (T1) ===&lt;br /&gt;
:Rally&#039;s messaging is the same or similar to the messaging for the Paladin spell [[Aid the Fallen (1613)#Messaging | Aid the Fallen]].&lt;br /&gt;
&lt;br /&gt;
=== Hallowed Reprisal (T2) ===&lt;br /&gt;
&#039;&#039;Messaging is only significantly different for the periodic damage ticks, and only on a per-pantheon basis.  Every deity has its own colors that will be drawn upon as well.&lt;br /&gt;
&lt;br /&gt;
;Activation&lt;br /&gt;
:As you reach for your battle standard and clench it in your fist, glimmers of [COLOR] energy flicker away from its billowing fabric like sparks and swirl around you!&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:Glimmers of [COLOR] energy flicker erratically around you one last time before fading entirely.&lt;br /&gt;
&lt;br /&gt;
;Active but no enemies&lt;br /&gt;
:Glimmers of [COLOR] energy flicker restlessly about you.&lt;br /&gt;
&lt;br /&gt;
;Active but in a sanctuary&lt;br /&gt;
:A faint [COLOR] haze briefly tints the air about you.&lt;br /&gt;
&lt;br /&gt;
;Periodic aura damage&lt;br /&gt;
:;Liabo&lt;br /&gt;
::{{#section:Deity messaging|Liabo Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
:;Lornon&lt;br /&gt;
::{{#section:Deity messaging|Lornon Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
:;Neutrality&lt;br /&gt;
::{{#section:Deity messaging|Neutral Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
=== Reckoning (T3) ===&lt;br /&gt;
The flare messaging for Reckoning will be different depending upon the standard&#039;s {{boldmono|[[CONVERT (verb)|CONVERT]]}} status. Expand the chart below to see all known possibilities. Any missing information can be added at the [[deity messaging]] page.&lt;br /&gt;
&lt;br /&gt;
The type of flare can be viewed under the page for [[Holy critical]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em; font-size: 95%; outline: 1px solid #aaa; background: none; border: none; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
!Arkati/Spirit||Messaging&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Liabo&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Charl]]}}&lt;br /&gt;
| {{#section:Deity messaging|Charl Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Cholen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Cholen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Eonak]]}}&lt;br /&gt;
| {{#section:Deity messaging|Eonak Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Imaera]]}}&lt;br /&gt;
| {{#section:Deity messaging|Imaera Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Jastev]]}}&lt;br /&gt;
| {{#section:Deity messaging|Jastev Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Kai]]}}&lt;br /&gt;
| {{#section:Deity messaging|Kai Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Koar]]}}&lt;br /&gt;
| {{#section:Deity messaging|Koar Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Lorminstra]]}}&lt;br /&gt;
| {{#section:Deity messaging|Lorminstra Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Lumnis]]}}&lt;br /&gt;
| {{#section:Deity messaging|Lumnis Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Oleani]]}}&lt;br /&gt;
| {{#section:Deity messaging|Oleani Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Phoen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Phoen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ronan]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ronan Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Tonis]]}}&lt;br /&gt;
| {{#section:Deity messaging|Tonis Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Lornon&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Andelas]]}}&lt;br /&gt;
| {{#section:Deity messaging|Andelas Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Eorgina]]}}&lt;br /&gt;
| {{#section:Deity messaging|Eorgina Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Fash&#039;lo&#039;nae]]}}&lt;br /&gt;
| {{#section:Deity messaging|Fash&#039;lo&#039;nae Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ivas]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ivas Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Luukos]]}}&lt;br /&gt;
| {{#section:Deity messaging|Luukos Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Marlu]]}}&lt;br /&gt;
| {{#section:Deity messaging|Marlu Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Mularos]]}}&lt;br /&gt;
| {{#section:Deity messaging|Mularos Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Sheru]]}}&lt;br /&gt;
| {{#section:Deity messaging|Sheru Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[V&#039;tull]]}}&lt;br /&gt;
| {{#section:Deity messaging|V&#039;tull Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Neutrality&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Gosaena]]}}&lt;br /&gt;
| {{#section:Deity messaging|Gosaena Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Zelia]]}}&lt;br /&gt;
| {{#section:Deity messaging|Zelia Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Lesser Spirits&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Aeia]]}}&lt;br /&gt;
| {{#section:Deity messaging|Aeia Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Amasalen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Amasalen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Arachne]]}}&lt;br /&gt;
| {{#section:Deity messaging|Arachne Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ghezresh]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ghezresh Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[The Huntress]]}}&lt;br /&gt;
| {{#section:Deity messaging|Huntress Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Jaston]]}}&lt;br /&gt;
| {{#section:Deity messaging|Jaston Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Kuon]]}}&lt;br /&gt;
| {{#section:Deity messaging|Kuon Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Laethe]]}}&lt;br /&gt;
| {{#section:Deity messaging|Laethe Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Leya]]}}&lt;br /&gt;
| {{#section:Deity messaging|Leya Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Niima]]}}&lt;br /&gt;
| {{#section:Deity messaging|Niima Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Onar]]}}&lt;br /&gt;
| {{#section:Deity messaging|Onar Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Tilamaire]]}}&lt;br /&gt;
| {{#section:Deity messaging|Tilamaire Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Voaris]]}}&lt;br /&gt;
| {{#section:Deity messaging|Voaris Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Voln]]}}&lt;br /&gt;
| {{#section:Deity messaging|Voln Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Other&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|Other}}&lt;br /&gt;
| {{#section:Deity messaging|Unaligned Reckoning Battle Standard (1620)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ardent Plea (T4) === &lt;br /&gt;
;Activation&lt;br /&gt;
:As you raise your battle standard high, runes scribed into the grain of its pole flare bright and fade in sequence one after another in a pattern reminiscent of tumbling embers.  Power ripples up your arms, presaging the reckoning to come!&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:The prolonged power of reckoning departs from you, sloughing away with a faint shimmer.&lt;br /&gt;
&lt;br /&gt;
=== Divine Bulwark (T5) ===&lt;br /&gt;
;Liabo&lt;br /&gt;
:{{#section:Deity messaging|Liabo Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
;Lornon&lt;br /&gt;
:{{#section:Deity messaging|Lornon Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
;Neutrality&lt;br /&gt;
:{{#section:Deity messaging|Neutral Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
=== Final Stand (T6) ===&lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1245152922417889331 Paladin Service thread on Discord]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Paladin]]&lt;br /&gt;
[[Category:Profession services]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Locker&amp;diff=253846</id>
		<title>Locker</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Locker&amp;diff=253846"/>
		<updated>2026-02-22T05:12:02Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Family Vault */   added platinum subs to description of family vault. 50 locker spaces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} &#039;&#039;&#039;Lockers&#039;&#039;&#039; are storage units in which adventurers can store items safely when they do not want to carry them on their person.&lt;br /&gt;
&lt;br /&gt;
==Item Limits==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|float:right;}}&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Status !!Items&lt;br /&gt;
|-&lt;br /&gt;
|Prime Account ||50&lt;br /&gt;
|-&lt;br /&gt;
|[[Premium subscription]] ||+50&lt;br /&gt;
|-&lt;br /&gt;
|[[Platinum subscription]] ||+50&lt;br /&gt;
|-&lt;br /&gt;
|[[CHE|House]] Member ||+50&lt;br /&gt;
|-&lt;br /&gt;
|}[[F2P]] subscriptions have no base access to a locker. Characters on a [[standard subscription]] (also known as a prime account) have base access to 50 item slots while those on a [[premium subscription]] have base access to 100 item slots, and those on a [[Platinum Subscription]] have base access to 150 item slots. If a character is in any of the [[Co-operative Houses of Elanthia]], they will add +50 to the base item slots for whichever account type they are on. Locker capacities may also be increased through the [[Simucoin]] Store or occasionally through [[giftbox|giftboxes]].  There is a maximum of +750 total item slots; if the maximum is exceeded, a [[GameMaster]] will need to assist with what is leftover.&lt;br /&gt;
&lt;br /&gt;
When {{boldmono|[[OPEN (verb)|OPEN]]}}ed, the locker will give messaging reflecting how many items it is holding and what the capacity is.  One can {{boldmono|[[INSPECT (verb)|INSPECT]]}} the locker to get updated information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;open locker&lt;br /&gt;
&lt;br /&gt;
As you open the locker, you hear the faint creak of a pulley turning behind the wall.  Descending from above, a weapon rack, armor stand, and clothing wardrobe come to rest at your feet.  Two panels slide open on the floor, and a magical item bin and a deep chest rise up from their hidden depths.&lt;br /&gt;
&lt;br /&gt;
Your locker is currently holding 19 items out of a maximum of 100.&lt;br /&gt;
&lt;br /&gt;
You place the traveller&#039;s cloak in the locker, and it quickly disappears.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;inspect locker&lt;br /&gt;
Your locker is currently holding 20 items out of a maximum of 100.&lt;br /&gt;
&lt;br /&gt;
==Family Vault==&lt;br /&gt;
With the release of [[Locker Updates and Family Vaults]] an account now has access to a Family Vault at their local locker. Family vaults are account-wide lockers that allow all characters on a single account to access a shared locker. F2P characters are ineligible (they&#039;re restricted to 1 character per account, so there&#039;s no need for one). Basic subscribers have a base capacity of 25 items and Premium and Platinum subscribers have a base capacity of 50 items. Like existing lockers, in the future, expansion slots will be available to increase the base numbers that are separate from the locker contracts. To start using a family locker, a character simply needs to visit a local locker and open it. A new dark stained antique oak trunk bound in wrought iron will be revealed in the room.&lt;br /&gt;
&lt;br /&gt;
==Locker Locations and Moving Services==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!City !!Public Lockers !!CHE House Lockers !!Movers&lt;br /&gt;
|-&lt;br /&gt;
|[[Wehnimer&#039;s Landing]]||[[Moot Hall]] (TSE)||Individual Houses or [[Ebonstone Manor]]||[[Paspartu Moving Company]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Solhaven]]||Warehouse (1w, 2sw of NM)&amp;lt;br&amp;gt;Warehouse (Vornavis Caravansary, SE corner)||Warehouse (upstairs)|| [[Paspartu Moving Company]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Icemule Trace]]||[[Clovertooth Hall]]||[[Silvermule Gaming Hall|Silvermule Gaming Hall]] (3s, 1w of TC)||[[Paspartu Moving Company]]&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]]||[[Timor&#039;s Storage]]||[[Timor&#039;s Storage]]||[[Timor&#039;s Storage]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mist Harbor]]||[[Hale Hall]] (downstairs)||[[Hale Hall]] (upstairs)||[[Island Shipping]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Zul Logoth]]||[[Rockslinger Relocation Services]] (hallway)||[[Rockslinger Relocation Services]] (corridor)||[[Rockslinger Relocation Services]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Kharam Dzu]] (Teras)||[[Borthuum Company Store]]||[[Adventurer&#039;s Rest]]||[[Paspartu Moving Company]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cysaegir]]||[[Rhyaesdid Hall]]||[[Rhyaesdid Hall]]||Moving Company (Rubicaene Way)&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Illistim]]||[[Ta&#039;Illistim Keep]]||[[Lost Home]]|| [[Sylvarrglin Moving Company]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Vaalor]]||[[Wyvern Keep]] ||[[Dancing Dahcre]] (Aethenireas Wey)||Glimaerseen Moving Company&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraken&#039;s Fall]]||[[Inking Den]]||[[Inking Den]]|| [[Cartwright]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moving Lockers==&lt;br /&gt;
&lt;br /&gt;
Lockers can be moved from one town to another but at a cost in both silvers and time which varies based upon game subscription level. This service can be accessed by visiting each town&#039;s local moving company office.&lt;br /&gt;
&lt;br /&gt;
===Cost and Transport Times===&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
![[Subscription|Subscription Type]]&lt;br /&gt;
!Delivery Method&lt;br /&gt;
!Cost&lt;br /&gt;
!Transport Time&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Standard subscription|Standard]]&lt;br /&gt;
| Standard&lt;br /&gt;
| 1,000&lt;br /&gt;
| 2 hrs.&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Standard subscription|Standard]]&lt;br /&gt;
| Express&lt;br /&gt;
| 10,000&lt;br /&gt;
| 30 min.&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Premium subscription|Premium]]/[[Platinum subscription|Platinum]]&lt;br /&gt;
| Standard&lt;br /&gt;
| 1,000&lt;br /&gt;
| 2 hrs.&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Premium subscription|Premium]]/[[Platinum subscription|Platinum]]&lt;br /&gt;
| Express&lt;br /&gt;
| 2,500&lt;br /&gt;
| 30 min.&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Premium subscription|Premium]]/[[Platinum subscription|Platinum]]&lt;br /&gt;
| Immediate&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1 min.&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
===Process===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| Click &amp;quot;Expand&amp;quot; for a very simple how-to (spoiler): &lt;br /&gt;
|- &lt;br /&gt;
|How to use the Locker Moving Company&#039;s services:&lt;br /&gt;
#go to any Moving Company&lt;br /&gt;
#ask clerk about rates&lt;br /&gt;
#ask clerk about shipping&lt;br /&gt;
#say yes&lt;br /&gt;
#say &amp;lt;the town where you want your locker&amp;gt;&lt;br /&gt;
#say &amp;lt;the town your locker currently is in&amp;gt;&lt;br /&gt;
#choose one &amp;lt;Standard, Express, Immediate&amp;gt; and say your choice&lt;br /&gt;
&lt;br /&gt;
*This process swaps your locker between the two towns you specified.&lt;br /&gt;
*Any moving company can serve you, no matter which lockers you want to swap. You do not have to be in the same town as either locker.&lt;br /&gt;
*These town names seem to work, though a few others are possible: Wehnimer&#039;s Landing, Teras Isle, Icemule Trace, Kraken&#039;s Fall, Solhaven, River&#039;s Rest, Cysaegir, Ta&#039;Illistim, Ta&#039;Vaalor, Zul Logoth, Four Winds Isle.&lt;br /&gt;
*You can not abbreviate most of the town names shorter than 5 characters: wehni, teras, icemu. krake, solha, river, cysae, illis (or ta&#039;ill), vaalo (or ta&#039;vaa), zul l (must have a space), four w (must have a space).&lt;br /&gt;
*Note that the &amp;quot;immediate&amp;quot; option seems to actually take about 1-2 minutes, and during those couple of minutes, you are not allowed to initiate moving other lockers.&lt;br /&gt;
*In at least some locations, a promissory note is an acceptable form of payment.&lt;br /&gt;
*If your House does not have lockers in a particular location, the clerk will refuse to provide a transfer service:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;ask clerk about cysaegir&lt;br /&gt;
The young clerk kindly informs you that your House does not maintain lockers there and refuses the business.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;ask clerk about shipping&lt;br /&gt;
The young clerk smiles sunnily at you, &amp;quot;Moving, are we?  How nice!&amp;quot; she says.  The young clerk consults somes files, running a delicate finger down each page as she reads.&lt;br /&gt;
&lt;br /&gt;
The young clerk says to you, &amp;quot;Would you like us to ship your locker for you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The young clerk smiles at you, waiting patiently for your answer.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The young clerk smiles and says, &amp;quot;If you&#039;d like your locker moved, just ASK me.  I know all ABOUT shipping.&amp;quot;&lt;br /&gt;
&amp;gt;&amp;quot;Yes&lt;br /&gt;
You say, &amp;quot;Yes.&amp;quot;&lt;br /&gt;
The young clerk smiles brightly.  &amp;quot;Very good, &amp;lt;Player&amp;gt;!  We offer shipping services to and from Wehnimer&#039;s Landing, Teras Isle, Icemule Trace, Solhaven, River&#039;s Rest, Ta&#039;Illistim, Zul Logoth and Ta&#039;Vaalor and Four Winds Isle.  From which town would you like your locker shipped?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The young clerk waits attentively for your answer.&lt;br /&gt;
&amp;gt;&amp;quot;Wehnimer&#039;s Landing&lt;br /&gt;
You say, &amp;quot;Wehnimer&#039;s Landing.&amp;quot;&lt;br /&gt;
The young clerk smiles.  &amp;quot;Ah, you&#039;re planning on staying a while.  Now, &amp;lt;Player&amp;gt;, we&#039;re going to ship that locker from Wehnimer&#039;s Landing, but what locker did you want to exchange it with?  Just SAY the name of the town!&amp;quot;&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The young clerk smiles and says, &amp;quot;If you&#039;d like your locker moved, just ASK me.  I know all ABOUT shipping.&amp;quot;&lt;br /&gt;
&amp;gt;&amp;quot;Four Winds Isle&lt;br /&gt;
You say, &amp;quot;Four Winds Isle.&amp;quot;&lt;br /&gt;
The young clerk smiles.  &amp;quot;Ah, hrmn, alrighty.  Now, &amp;lt;Player&amp;gt;, we&#039;re going to ship that locker to Mist Harbor.  Did you want the standard rate, express rate, or immediate rate?  Go ahead and just SAY STANDARD, EXPRESS, or IMMEDIATE.&amp;quot;&lt;br /&gt;
&amp;gt;&amp;quot;IMMEDIATE&lt;br /&gt;
You say, &amp;quot;IMMEDIATE.&amp;quot;&lt;br /&gt;
The young clerk nods and jots something down.  &amp;quot;Okay, it&#039;s done!  Immediate rate locker shipping from Wehnimer&#039;s Landing to Mist Harbor.&amp;quot;&lt;br /&gt;
You hand the young clerk 5,000 silvers.&lt;br /&gt;
&lt;br /&gt;
==Locker Manifest==&lt;br /&gt;
[[Premium subscription|Premium members]] automatically gain access to locker manifests through the {{boldmono|LOCKER}} verb (see below) or through a physical locker manifest which can be obtained in the [[Mist Harbor]] bank, east from the teller.&lt;br /&gt;
&lt;br /&gt;
Access to {{boldmono|LOCKER MANIFEST}} can be purchased by non-Premium players in the [[SimuCoin]]s Store for 25 SCs.&lt;br /&gt;
&lt;br /&gt;
==LOCKER (verb)==&lt;br /&gt;
&lt;br /&gt;
The {{boldmono|LOCKER}} verb can be used to access manifests and runners.  [[standard subscription|Standard subscribers]] may gain access the manifest function through the [[Simucoin]] Store for 25 SimuCoins.  [[premium subscription|Premium]] and standard subscribers may also purchase access to the Locker Runner system for 300 simucoins for either 30 days of unlimited access or 60 uses over an unlimited time.  The Locker Runner function will only work in places where the [[justice]] system applies (most outdoor places in towns).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;locker&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
  LOCKER INFO               - View information on the status of your locker(s).&lt;br /&gt;
  LOCKER MANIFEST [OPTION]  - View the contents of your locker.  Valid options are TOWN, FAMILY VAULT, or ASTRAL VAULT.&lt;br /&gt;
  LOCKER GET [MANIFESTID#]  - Retrieve an item from your locker while in town.&lt;br /&gt;
                              To specify the item, use the item id number from LOCKER MANIFEST.&lt;br /&gt;
  LOCKER SEND [ITEM]        - Send a held item to your locker while in town.&lt;br /&gt;
&lt;br /&gt;
==SURRENDER (verb)==&lt;br /&gt;
&amp;lt;section begin=surrender /&amp;gt;If a player finds themselves in a locker that they cannot close because there are more items in it than the locker can currently hold, the player can {{boldmono|SURRENDER {item} }}in the locker in order to alleviate the problem. This situation occurs when a player downgrades from a [[premium subscription]] or if a [[SimuCoin]] locker contract ends. The verb is only available when the locker is overfull. &lt;br /&gt;
&lt;br /&gt;
The surrendered item(s) will be sent to the [[Justice#Constabulary|local justice office]] and stored in a box similar to those that hold a character&#039;s items after being arrested. This is not permanent storage and the box will only persist for two weeks. This timespan is a substantial increase in comparison to the jail mechanics.&amp;lt;section end=surrender /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
;I downgraded from premium!  What happens to my lockers?&lt;br /&gt;
If you downgrade from Premium, all of your lockers are going to consolidate into one and you won&#039;t be able to leave until you remove enough items to be able to close your locker.  You will have the choice of removing them by hand or {{boldmono|SURRENDER}}ing them to pick up later (with applicable fines) as outlined below when you downgrade and attempt to open your locker:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your locker is about to be converted from a premium locker to a basic locker.  This means that all of your belongings, in all of your lockers will be stuffed into just one locker.  You&#039;ll need to ensure that the locker, after conversion, does not exceed its standard limit before being able to close it.&lt;br /&gt;
You can do this by either removing items directly by hand or by temporarily SURRENDERing them to the local town officials for later pickup at the nearest justice office.  If you choose to SURRENDER an item, you will need to pay any fines you may owe to the local town before you can retrieve your items.&lt;br /&gt;
If you&#039;re prepared to continue with the conversion please OPEN LOCKER again within in the next 15 seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;I put an armor-filled backpack in and now my halfling/gnome can&#039;t pull it out!&lt;br /&gt;
This is related to the &amp;quot;You can only pick up a certain percentage of your weight&amp;quot; issue.  Find some CON enhancives or {{boldmono|[[ASSIST (verb)|ASSIST]]}}.&lt;br /&gt;
&lt;br /&gt;
;My locker isn&#039;t here!  Where is it?&lt;br /&gt;
It&#039;s wherever you started the game, or wherever you last moved it to.  You can use {{boldmono|LOCKER INFO}} or go to the local Mover&#039;s and ask them about moving your locker.  Either option will tell you where your locker is.&lt;br /&gt;
&lt;br /&gt;
;No, really, it says my locker isn&#039;t here but I&#039;m in the House Annex.&lt;br /&gt;
Oh, that.  Yeah, people post about that on the forums and a [[GameMaster]] tells them its a known issue.  It comes up if you try to move your locker to a locker that hasn&#039;t been accessed in a while.  Try to ask if someone can visit the annex lockers and then try to move your locker again.&lt;br /&gt;
&lt;br /&gt;
;I can&#039;t figure out how to get into my locker in my House Annex.&lt;br /&gt;
A lot of the House Annexes have puzzles to get into the lockers.  Ask on your House [[ESP]] channel or look on your house website.  Or just start pulling and turning everything in the room.  If you have a House pin, you can {{boldmono|TURN}} it from inside any city (except the city with the main branch) to teleport you to the local locker annex.  The pins can usually be purchased near the main branch entry for a modest fee and do not degrade.&lt;br /&gt;
&lt;br /&gt;
;I&#039;m on an F2P subscription. Is there any way I can access a locker to store a few things?&lt;br /&gt;
An [[F2P]] subscription has no base access to a locker, but through the [[Simucoin Store]], a Basic Locker Access (30 days) token can be purchased for a temporary 10 item locker pass, and other locker upgrades may also be available for purchase.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[http://beaconhall.net/index.php?Lockers Beacon Hall Archive lockers]&lt;br /&gt;
*[[Helden_Hall#Town_Annexes|Helden Hall lockers]]&lt;br /&gt;
*[[House Brigatta lockers]]&lt;br /&gt;
*[[Silvergate_Inn#Annexes_and_Lockers|Silvergate Inn lockers]]&lt;br /&gt;
*[[Twilight_Hall#Annexes|Twilight Hall lockers]]&lt;br /&gt;
*[[SimuCoin store]]&lt;br /&gt;
*[[SimuCoin (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Area Mechanics]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Temporalis_Segmented_Spider_Toy&amp;diff=247632</id>
		<title>Temporalis Segmented Spider Toy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Temporalis_Segmented_Spider_Toy&amp;diff=247632"/>
		<updated>2025-10-20T16:19:07Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Temporalis Segmented Spider Toy&lt;br /&gt;
&lt;br /&gt;
Found in a crevice in the Graveyard Temporalis, a [segmented spider long desc] is a simple toy fashioned of some kind of wood.&lt;br /&gt;
&lt;br /&gt;
Its limbs are segmented, and it must be some kind of spider or tarantula.&lt;br /&gt;
&lt;br /&gt;
Alterations are fine so long as the above is adhered to.&lt;br /&gt;
&lt;br /&gt;
Verbs: HUG, PUSH, SHAKE, THROW&lt;br /&gt;
&lt;br /&gt;
You determine that you could not wear the spider.&lt;br /&gt;
&lt;br /&gt;
It looks like this item has been mainly crafted out of wood, an extremely common material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1st person&lt;br /&gt;
&lt;br /&gt;
HUG&lt;br /&gt;
&lt;br /&gt;
You draw a [segmented spider long desc] close, its many legs clicking neatly into place along your shoulder as you hug it.  With a soft sigh, you rest your cheek against its painted body, the smooth surface cool beneath your skin.&lt;br /&gt;
&lt;br /&gt;
PUSH&lt;br /&gt;
&lt;br /&gt;
You give your segmented toy spider a firm push, sending its segmented legs bouncing in the air as if it were skittering forward.  The motion is clumsy yet deliberate, lending it a comical appearance.&lt;br /&gt;
&lt;br /&gt;
SHAKE&lt;br /&gt;
&lt;br /&gt;
You give your segmented toy spider a sharp shake, its segmented legs rattling together in a dry clatter that sounds like tiny bones striking against each other.  It jerks in your grasp, its painted body swinging loosely from side to side.&lt;br /&gt;
&lt;br /&gt;
THROW&lt;br /&gt;
&lt;br /&gt;
You toss your segmented toy spider forward, its segmented legs flailing wildly as it arcs through the air.  With a sudden tug, the toy jerks back, snapping into your grasp as though pulled by an unseen string.&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Temporalis_Segmented_Spider_Toy&amp;diff=247613</id>
		<title>Temporalis Segmented Spider Toy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Temporalis_Segmented_Spider_Toy&amp;diff=247613"/>
		<updated>2025-10-20T14:40:26Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Temporalis Segmented Spider Toy&lt;br /&gt;
&lt;br /&gt;
Found in a crevice in the Graveyard Temporalis, a [segmented spider long desc] is a simple toy fashioned of some kind of wood.&lt;br /&gt;
&lt;br /&gt;
Its limbs are segmented, and it must be some kind of spider or tarantula.&lt;br /&gt;
&lt;br /&gt;
Alterations are fine so long as the above is adhered to.&lt;br /&gt;
&lt;br /&gt;
Verbs: HUG, PUSH, SHAKE, THROW&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1st person&lt;br /&gt;
&lt;br /&gt;
HUG&lt;br /&gt;
&lt;br /&gt;
You draw a [segmented spider long desc] close, its many legs clicking neatly into place along your shoulder as you hug it.  With a soft sigh, you rest your cheek against its painted body, the smooth surface cool beneath your skin.&lt;br /&gt;
&lt;br /&gt;
PUSH&lt;br /&gt;
&lt;br /&gt;
You give your segmented toy spider a firm push, sending its segmented legs bouncing in the air as if it were skittering forward.  The motion is clumsy yet deliberate, lending it a comical appearance.&lt;br /&gt;
&lt;br /&gt;
SHAKE&lt;br /&gt;
&lt;br /&gt;
You give your segmented toy spider a sharp shake, its segmented legs rattling together in a dry clatter that sounds like tiny bones striking against each other.  It jerks in your grasp, its painted body swinging loosely from side to side.&lt;br /&gt;
&lt;br /&gt;
THROW&lt;br /&gt;
&lt;br /&gt;
You toss your segmented toy spider forward, its segmented legs flailing wildly as it arcs through the air.  With a sudden tug, the toy jerks back, snapping into your grasp as though pulled by an unseen string.&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Temporalis_Segmented_Spider_Toy&amp;diff=247611</id>
		<title>Temporalis Segmented Spider Toy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Temporalis_Segmented_Spider_Toy&amp;diff=247611"/>
		<updated>2025-10-20T14:38:37Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: page created, added analyze and 1st person verb trap descriptions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Temporalis Segmented Spider Toy&lt;br /&gt;
&lt;br /&gt;
Found in a crevice in the Graveyard Temporalis, a moss-covered segmented spider painted in ebon and scarlet hues is a simple toy fashioned of some kind of wood.&lt;br /&gt;
&lt;br /&gt;
Its limbs are segmented, and it must be some kind of spider or tarantula.&lt;br /&gt;
&lt;br /&gt;
Alterations are fine so long as the above is adhered to.&lt;br /&gt;
&lt;br /&gt;
Verbs: HUG, PUSH, SHAKE, THROW&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1st person&lt;br /&gt;
&lt;br /&gt;
HUG&lt;br /&gt;
&lt;br /&gt;
You draw a [segmented spider long desc] close, its many legs clicking neatly into place along your shoulder as you hug it.  With a soft sigh, you rest your cheek against its painted body, the smooth surface cool beneath your skin.&lt;br /&gt;
&lt;br /&gt;
PUSH&lt;br /&gt;
&lt;br /&gt;
You give your segmented toy spider a firm push, sending its segmented legs bouncing in the air as if it were skittering forward.  The motion is clumsy yet deliberate, lending it a comical appearance.&lt;br /&gt;
&lt;br /&gt;
SHAKE&lt;br /&gt;
&lt;br /&gt;
You give your segmented toy spider a sharp shake, its segmented legs rattling together in a dry clatter that sounds like tiny bones striking against each other.  It jerks in your grasp, its painted body swinging loosely from side to side.&lt;br /&gt;
&lt;br /&gt;
THROW&lt;br /&gt;
&lt;br /&gt;
You toss your segmented toy spider forward, its segmented legs flailing wildly as it arcs through the air.  With a sudden tug, the toy jerks back, snapping into your grasp as though pulled by an unseen string.&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fizwixit%27s_Wonderful_Widget&amp;diff=244262</id>
		<title>Fizwixit&#039;s Wonderful Widget</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fizwixit%27s_Wonderful_Widget&amp;diff=244262"/>
		<updated>2025-08-15T04:02:34Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Theme 27: A Tower Somewhen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fizwixit&#039;s Wonderful Widget is the vault item for the August 2025 Duskruin Arena.  Created by GM Xynwen, with room theme painting help by GMs Casil, Elysani, Thandiwe, and Tivvy.  Before using, you have to permanently select where you want this jewelry item to be worn at using the WHISPER options (anklet, barrette, earring, necklace, pin, ring, or wristlet).  You can TURN in an eligible room to set up a portal for roleplaying.  You can set it up for a single room or a dual room, and there are a few ways to restrict entry.&lt;br /&gt;
&lt;br /&gt;
For example, if it is set up for a single-room entry, you can allow anyone to go in OR change it to restricted, and then you must POINT your widget at everyone you want to allow in.  For dual-room entry, that first room (the same one you would access in single room entry) is always restricted via POINT, but the second room can be either open to everyone else or restricted only to those people you WAVE your widget at.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Whisper ==&lt;br /&gt;
To access WHISPER settings, please use this format:  WHISPER MY (ITEM NOUN) (RESTRICT, ROOMS, THEMES, WEAR).&lt;br /&gt;
&lt;br /&gt;
* Restrict&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;gt;whisper my pin restrict&lt;br /&gt;
Your pin is set for a single room only.  Your restriction options are ANYONE or RESTRICT.  If you select ANYONE, anyone can wander through your portal while it is out.  If you select RESTRICT, only those you have POINTed your pin at will be allowed to enter.&lt;br /&gt;
&lt;br /&gt;
USAGE:  WHISPER MY pin RESTRICT (ANYONE, DUAL, RESTRICT)&amp;lt;/nowiki&lt;br /&gt;
* Rooms:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;gt;whisper my pin rooms&lt;br /&gt;
USAGE:  WHISPER MY pin ROOMS (SINGLE, DUAL)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Themes:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt; &amp;gt;whisper my pin themes&lt;br /&gt;
To set the look of your area, WHISPER MY pin THEMES SET (theme #), where (theme #) is an unlocked area theme.  To get a list of your available themes, type WHISPER MY pin THEMES MINE.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt; &amp;gt;whisper my pin themes mine&lt;br /&gt;
  THEME #    DESCRIPTION&lt;br /&gt;
    1         A stunning viridian-sanded cove&lt;br /&gt;
    2         An amphitheatre in the clouds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Wear:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;gt;whisper my pin wear&lt;br /&gt;
The wear option will permanently set where your Fizwixit&#039;s Wonderful Widget will be worn.  To do this,  type WHISPER MY pin WEAR (#).  The options are:&lt;br /&gt;
  1 = anklet&lt;br /&gt;
  2 = barrette&lt;br /&gt;
  3 = earring&lt;br /&gt;
  4 = necklace&lt;br /&gt;
  5 = pin&lt;br /&gt;
  6 = ring&lt;br /&gt;
  7 = wristlet&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;~*~ Fizwixit&#039;s Wonderful Widgets ~*~&lt;br /&gt;
Created for August 2025&#039;s Duskruin Arena Battle Vault, the pin is a widget that will allow you to set up a temporary area for roleplaying purposes.  Enjoy a single room setup or add in a viewing room to separate your audience from your peforming area.&lt;br /&gt;
&lt;br /&gt;
Whisper Setup:&lt;br /&gt;
  * WEAR to choose the permanent location to wear it at.  This will update the noun to match your choice.  This must be done before other options will work.&lt;br /&gt;
  * ROOMS to set a single-room or dual-room setup.  Single = everyone will go into the same room.  Dual = select people will go into one room and others will go into a viewing room.&lt;br /&gt;
  * RESTRICT sets up ANYONE (single only), RESTRICT (select who goes into the first room), DUAL (select who goes into the first room and who goes into the second)&lt;br /&gt;
  * THEMES to list out available room themes and select one&lt;br /&gt;
&lt;br /&gt;
Fluff Verbs:  eat, fidget, lick, rub, twist&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
  * Break:  This will allow you to permanently destroy the widget in exchange for an EXP orb&lt;br /&gt;
  * Poke:  This will allow you to permanently remove the ability to BREAK the widget&lt;br /&gt;
  * Turn:  This opens up a portal to your roleplay area.  You get 2 uses per day for 30 minutes each, resetting at midnight Eastern time.&lt;br /&gt;
    ** You can TURN again to kick everyone out and close your portal early.  REMINDER -- this throws everything on the ground to the janitor.  Give people time to clean up.&lt;br /&gt;
  * Hug:  You can extend the timer on your portal, if you have a charge left on your widget.  This adds 30 minutes to your remaining time and uses a charge&lt;br /&gt;
  * Point:  For setups that are restricted, POINT your pin at individuals to go into the main room&lt;br /&gt;
  * Wave:  For dual-room setups that have both rooms with restricted entry, WAVE to set individuals who are allowed into the viewing room&lt;br /&gt;
  * Point and Wave give them 2 minutes to get through the portal.&lt;br /&gt;
  * You must POINT or WAVE at yourself depending on what room you wish to enter and what your restrictions are (remember, it only lasts 2 minutes, so if you want to jump back and forth, just give let it wear off, apply the new one, and head into the other room!&lt;br /&gt;
&lt;br /&gt;
Alteration Information:&lt;br /&gt;
  * After you have used WHISPER to set its worn location, the pin may be freely altered&lt;br /&gt;
  * It should remain a type of metal at its base, but you are able to have accents/inlays/etc of other materials&lt;br /&gt;
  * It taks a base, long, and show (normal alteration rules, restrictions, etc. apply)&lt;br /&gt;
  * There is a hard-coded line referencing a clockwork interior that must not be contradicted&lt;br /&gt;
&lt;br /&gt;
CURRENT SETTINGS:&lt;br /&gt;
  * Theme is #1  - A stunning viridian-sanded cove&lt;br /&gt;
  * Room setting is for a singleroom&lt;br /&gt;
  * Restrictions are set for: no restrictions -- only valid for single room setups, anyone can enter&lt;br /&gt;
&lt;br /&gt;
~*~ End Custom Analyze ~*~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room Themes ==&lt;br /&gt;
The widget comes with 2 themes out of the vault, and at DR, there will be a prize pile that you can pay bloodscrip for and get a gear with a randomized theme.  If you do not have that particular theme, you can add it to your widget.  The first room is what you go into if you have single-room setup.  The second room is the viewing room if you set it up for dual rooms.  I&#039;ve put the 2 off-the-&#039;shelf&#039; room looks here.  Anyone is welcome to add others as they are found/released.&lt;br /&gt;
&lt;br /&gt;
=== Theme List ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1         A stunning viridian-sanded cove&lt;br /&gt;
&lt;br /&gt;
    2         An amphitheatre in the clouds&lt;br /&gt;
&lt;br /&gt;
    3         An elegant salon with sanguine roses and alabaster floors&lt;br /&gt;
&lt;br /&gt;
    4         A darkened bakery with hints of trouble&lt;br /&gt;
&lt;br /&gt;
    5         A waterlily pond where capyxitas frolic&lt;br /&gt;
&lt;br /&gt;
    6         A rudimentary thatched hut&lt;br /&gt;
&lt;br /&gt;
    7         A cozy tavern&lt;br /&gt;
&lt;br /&gt;
    8         Backstage at a darkened theatre with a view from a prop closet&lt;br /&gt;
&lt;br /&gt;
    9         A darkened stage with its curtains closed&lt;br /&gt;
&lt;br /&gt;
    10        A proscenium theatre with a box seat view&lt;br /&gt;
&lt;br /&gt;
    11        A giant mushroom theatre&lt;br /&gt;
&lt;br /&gt;
    12        A crafting room&lt;br /&gt;
&lt;br /&gt;
    13        A fighting ring outside a ramshackle barn&lt;br /&gt;
&lt;br /&gt;
    14        A gazebo filled with teadragons&lt;br /&gt;
&lt;br /&gt;
    15        A cozy library&lt;br /&gt;
&lt;br /&gt;
    16        An ancient library&lt;br /&gt;
&lt;br /&gt;
    17        A dungeon stage&lt;br /&gt;
&lt;br /&gt;
    18        A magistrate&#039;s hall with an observation chamber&lt;br /&gt;
&lt;br /&gt;
    19        A dock deep within a bayou&lt;br /&gt;
&lt;br /&gt;
    20        A beautiful autumn clearing&lt;br /&gt;
&lt;br /&gt;
    21        An isolated beach with a hidden cavern&lt;br /&gt;
&lt;br /&gt;
    22        A moonlit meadow&lt;br /&gt;
&lt;br /&gt;
    23        A ruin deep in the forest&lt;br /&gt;
&lt;br /&gt;
    24        A cemetery and its mausoleum&lt;br /&gt;
&lt;br /&gt;
    25        A grand foyer with a bit of a blood problem&lt;br /&gt;
&lt;br /&gt;
    26        A training ground with a view from the crenels&lt;br /&gt;
&lt;br /&gt;
    27        A tower somewhen&lt;br /&gt;
&lt;br /&gt;
    28        A map-covered chamber&lt;br /&gt;
&lt;br /&gt;
    29        A soothing tea thief hideaway&lt;br /&gt;
&lt;br /&gt;
    30        An opulent library with a secret&lt;br /&gt;
&lt;br /&gt;
    31        Somewhere in the stars, with a view from a distant nebula&lt;br /&gt;
&lt;br /&gt;
    32        A bug jar adventure&lt;br /&gt;
&lt;br /&gt;
    33        A throne room and audience gallery&lt;br /&gt;
&lt;br /&gt;
    34        A stagnant mire&lt;br /&gt;
&lt;br /&gt;
    35        A blossoming garden&lt;br /&gt;
&lt;br /&gt;
    36        A desert sanctuary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Theme 1:  Viridian Sands Cove ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Viridian Sands Cove]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  The ultramarine waters of a small cove lap against pristine beaches of glistening viridian sand.  A small rock-ringed firepit sits near the shore, and a tidepool teeming with sea life is tucked within haphazard piles of basalt.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Viridian Sands, Basalt Pilings]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Rough basalt pilings are set haphazardly around the cove, a kelp-twisted railing separating them from the glistening stretch of beach.  Several small tidepools are tucked behind the rocks, brightly colored anemones and seashells within each.  You also see a shimmering violet portal (9217007, open). &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 2:  Amphitheatre of the Clouds ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Amphitheatre of the Clouds]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Brilliant blue skies shine high above myriad layers of fluffy clouds in bright whites, pinks, and greys.  Sunset-hued striations radiate through terraces of pure white clouds that surround the expanse of storm grey billows comprising the ground.  You also see a shimmering violet portal. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Cloud-Filled Terraces] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Several cloud-filled terraces, illuminated by sunset-hued striations, look down upon a small amphitheatre of storm grey clouds.  A gossamer cloud-wreathed balustrade separates the terraces from the clouds below.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 3:  The Sanguine Salon ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[The Sanguine Salon]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Laurel-laden statues of chiseled stone fill the recessed niches of the area, the gilt-foiled walls affixed with flame-lit glass spheres.  Sanguine glass-petaled roses slice across the alabaster marble floor, the reddened florals spilling towards the resaeun-framed balcony before vanishing to the depths below.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Cloud-Filled Terraces] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Ebony velvet-draped benches benches curve towards the high-arced windows of the circular room, the elongated seating interspersed by tray-scattered tables occupied by glass decanters.  Pale white smoke veils the dimly lit chandelier above, the jewel-draped chains glinting amidst the haze.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 4:  A Darkened Bakery ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Darkened Bakery]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Burlap sacks of flour and grain create makeshift boundaries across the dusty floor, the lumpy containers stacked ceiling high and caked in bloodstained frosting.  Dented frosting tips dangle from knotted twine below an iron-forged chandelier, the blackened metal casting odd shadows with the ambient light.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Darkened Bakery, Counter] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Flour-caked wooden barrels have been remade into makeshift benches scattered along the oak-planked floor, the seats lined along the counter facing the rectangular iron-framed window.  Various cooking tools have been affixed to the walls, the implements placed between recipes and other scraps of parchment.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 5:  Waterlily Pool ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Waterlily Pool]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Faint wisps of steam rise from the heated waters as it gently spills down the layers of rock, the lapping waves breaking against a diminutive herd of capyxitas lounging between the verdant lily pads.  Floating votives of lacquered vellum drift along the pale green-blue waters, the candles illuminating the grove of tall bamboo forming a demilune enclosing the area.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Waterlily Pool, Shore] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  A series of flat rocks create makeshift benches across the greenish blue waters, the seating arranged along the perimeter of the bamboo-framed windows of a tea house.  A single capyxita sits on a high rock at the edge of the tea house, gazing nonchalantly across the water.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 6:  A Thatched Hut ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Thatched Hut]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Crooked twine-tied branches form the walls of a hut, wilted leaves slicked back into the slipshod thatching.  Bits of gnawed bones and pulverized shell casings are littered across the dirt-strewn ground, haphazardly piled along the discarded suits of rusted armor and broken weaponry left in puddles of stagnant water.  A rudimentary porch is visible through a broken door.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Thatched Hut, Porch] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Bits of dirt-caked twine dangle from a broken door door and windows, the thin ropes dangling crudely fashioned fetishes across uneven planks laid across pairs of rocks set in a semicircle facing the open door of the hut&#039;s interior.  Behind the makeshift benches, cages of wire mesh lie battered beneath stacks of dented shields, bits of bone barely protruding from the dirt below.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 7:  Rosehilde&#039;s Tavern ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Rosehilde&#039;s Tavern]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Ironbound casks and barrels form makeshift walls enclosing the hearth-warmed tavern, the stein-covered wooden bar surrounded by shelves of distilled spirits and stacks of glassware.  High-set tables and stools flank either side of the stone-inset floor, the center demarcated by an uneven ring of empty ale bottles and corks.  Neatly carved into the wall behind the bar is &amp;quot;Rosehilde&#039;s.&amp;quot;  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Rosehilde&#039;s Tavern, Tables]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Several stools situated at high tables flank the stone-inset floor of the tavern.  Strands of rope dangling various types of dried tobacco serve as a makeshift barrier between the seating areas and the center of this tavern.  Trails of cigar smoke intermingled with the aroma of ale drift across area.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 10:  A Brightly Lit Theatre ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Brightly Lit Theatre]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  An elaborately carved proscenium arch frames the polished cherrywood stage, its incarnadine velvet curtains pulled back and secured with heavy cords of gold-tasseled silk.  Below the forestage is a barely visible orchestra pit, and along the side walls are lushly appointed loges, each carved with scenes from famous Elanthian plays.  Tiers of forest green velvet seating rise gently up to give each chair a good view of the well-lit stage.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Luxurious Loge] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Placed along stage left, this private seating area offers premium views of a brightly lit stage below.  A marble statue of Jastev and Cholen sits in one corner, and a painting of a play in process hangs on the back wall.  Several well-padded seats of rich forest green velvet rest near the loge&#039;s railing, a few low tables scattered amongst them.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 27: A Tower Somewhen ===&lt;br /&gt;
[Somewhen, Tower Square]&lt;br /&gt;
&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Set between innumerable streams of flashing colors and light, this narrow sliver of respite bears few distinguishing features.  Standing sentinel at the center of the space is a single tower of unknown material, the support holding aloft a flickering mote of golden light trapped within a translucent enclosure.  A mangled, wrought iron fence loosely defines the perimeter of the area, its ruined form seemingly holding the chaotic environment at bay.  You also see a shimmering violet portal.&lt;br /&gt;
[[Category:Duskruin collectible items]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fizwixit%27s_Wonderful_Widget&amp;diff=244261</id>
		<title>Fizwixit&#039;s Wonderful Widget</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fizwixit%27s_Wonderful_Widget&amp;diff=244261"/>
		<updated>2025-08-15T04:02:08Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Theme 27: A Tower Somewhen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fizwixit&#039;s Wonderful Widget is the vault item for the August 2025 Duskruin Arena.  Created by GM Xynwen, with room theme painting help by GMs Casil, Elysani, Thandiwe, and Tivvy.  Before using, you have to permanently select where you want this jewelry item to be worn at using the WHISPER options (anklet, barrette, earring, necklace, pin, ring, or wristlet).  You can TURN in an eligible room to set up a portal for roleplaying.  You can set it up for a single room or a dual room, and there are a few ways to restrict entry.&lt;br /&gt;
&lt;br /&gt;
For example, if it is set up for a single-room entry, you can allow anyone to go in OR change it to restricted, and then you must POINT your widget at everyone you want to allow in.  For dual-room entry, that first room (the same one you would access in single room entry) is always restricted via POINT, but the second room can be either open to everyone else or restricted only to those people you WAVE your widget at.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Whisper ==&lt;br /&gt;
To access WHISPER settings, please use this format:  WHISPER MY (ITEM NOUN) (RESTRICT, ROOMS, THEMES, WEAR).&lt;br /&gt;
&lt;br /&gt;
* Restrict&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;gt;whisper my pin restrict&lt;br /&gt;
Your pin is set for a single room only.  Your restriction options are ANYONE or RESTRICT.  If you select ANYONE, anyone can wander through your portal while it is out.  If you select RESTRICT, only those you have POINTed your pin at will be allowed to enter.&lt;br /&gt;
&lt;br /&gt;
USAGE:  WHISPER MY pin RESTRICT (ANYONE, DUAL, RESTRICT)&amp;lt;/nowiki&lt;br /&gt;
* Rooms:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;gt;whisper my pin rooms&lt;br /&gt;
USAGE:  WHISPER MY pin ROOMS (SINGLE, DUAL)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Themes:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt; &amp;gt;whisper my pin themes&lt;br /&gt;
To set the look of your area, WHISPER MY pin THEMES SET (theme #), where (theme #) is an unlocked area theme.  To get a list of your available themes, type WHISPER MY pin THEMES MINE.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt; &amp;gt;whisper my pin themes mine&lt;br /&gt;
  THEME #    DESCRIPTION&lt;br /&gt;
    1         A stunning viridian-sanded cove&lt;br /&gt;
    2         An amphitheatre in the clouds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Wear:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;gt;whisper my pin wear&lt;br /&gt;
The wear option will permanently set where your Fizwixit&#039;s Wonderful Widget will be worn.  To do this,  type WHISPER MY pin WEAR (#).  The options are:&lt;br /&gt;
  1 = anklet&lt;br /&gt;
  2 = barrette&lt;br /&gt;
  3 = earring&lt;br /&gt;
  4 = necklace&lt;br /&gt;
  5 = pin&lt;br /&gt;
  6 = ring&lt;br /&gt;
  7 = wristlet&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;~*~ Fizwixit&#039;s Wonderful Widgets ~*~&lt;br /&gt;
Created for August 2025&#039;s Duskruin Arena Battle Vault, the pin is a widget that will allow you to set up a temporary area for roleplaying purposes.  Enjoy a single room setup or add in a viewing room to separate your audience from your peforming area.&lt;br /&gt;
&lt;br /&gt;
Whisper Setup:&lt;br /&gt;
  * WEAR to choose the permanent location to wear it at.  This will update the noun to match your choice.  This must be done before other options will work.&lt;br /&gt;
  * ROOMS to set a single-room or dual-room setup.  Single = everyone will go into the same room.  Dual = select people will go into one room and others will go into a viewing room.&lt;br /&gt;
  * RESTRICT sets up ANYONE (single only), RESTRICT (select who goes into the first room), DUAL (select who goes into the first room and who goes into the second)&lt;br /&gt;
  * THEMES to list out available room themes and select one&lt;br /&gt;
&lt;br /&gt;
Fluff Verbs:  eat, fidget, lick, rub, twist&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
  * Break:  This will allow you to permanently destroy the widget in exchange for an EXP orb&lt;br /&gt;
  * Poke:  This will allow you to permanently remove the ability to BREAK the widget&lt;br /&gt;
  * Turn:  This opens up a portal to your roleplay area.  You get 2 uses per day for 30 minutes each, resetting at midnight Eastern time.&lt;br /&gt;
    ** You can TURN again to kick everyone out and close your portal early.  REMINDER -- this throws everything on the ground to the janitor.  Give people time to clean up.&lt;br /&gt;
  * Hug:  You can extend the timer on your portal, if you have a charge left on your widget.  This adds 30 minutes to your remaining time and uses a charge&lt;br /&gt;
  * Point:  For setups that are restricted, POINT your pin at individuals to go into the main room&lt;br /&gt;
  * Wave:  For dual-room setups that have both rooms with restricted entry, WAVE to set individuals who are allowed into the viewing room&lt;br /&gt;
  * Point and Wave give them 2 minutes to get through the portal.&lt;br /&gt;
  * You must POINT or WAVE at yourself depending on what room you wish to enter and what your restrictions are (remember, it only lasts 2 minutes, so if you want to jump back and forth, just give let it wear off, apply the new one, and head into the other room!&lt;br /&gt;
&lt;br /&gt;
Alteration Information:&lt;br /&gt;
  * After you have used WHISPER to set its worn location, the pin may be freely altered&lt;br /&gt;
  * It should remain a type of metal at its base, but you are able to have accents/inlays/etc of other materials&lt;br /&gt;
  * It taks a base, long, and show (normal alteration rules, restrictions, etc. apply)&lt;br /&gt;
  * There is a hard-coded line referencing a clockwork interior that must not be contradicted&lt;br /&gt;
&lt;br /&gt;
CURRENT SETTINGS:&lt;br /&gt;
  * Theme is #1  - A stunning viridian-sanded cove&lt;br /&gt;
  * Room setting is for a singleroom&lt;br /&gt;
  * Restrictions are set for: no restrictions -- only valid for single room setups, anyone can enter&lt;br /&gt;
&lt;br /&gt;
~*~ End Custom Analyze ~*~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room Themes ==&lt;br /&gt;
The widget comes with 2 themes out of the vault, and at DR, there will be a prize pile that you can pay bloodscrip for and get a gear with a randomized theme.  If you do not have that particular theme, you can add it to your widget.  The first room is what you go into if you have single-room setup.  The second room is the viewing room if you set it up for dual rooms.  I&#039;ve put the 2 off-the-&#039;shelf&#039; room looks here.  Anyone is welcome to add others as they are found/released.&lt;br /&gt;
&lt;br /&gt;
=== Theme List ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1         A stunning viridian-sanded cove&lt;br /&gt;
&lt;br /&gt;
    2         An amphitheatre in the clouds&lt;br /&gt;
&lt;br /&gt;
    3         An elegant salon with sanguine roses and alabaster floors&lt;br /&gt;
&lt;br /&gt;
    4         A darkened bakery with hints of trouble&lt;br /&gt;
&lt;br /&gt;
    5         A waterlily pond where capyxitas frolic&lt;br /&gt;
&lt;br /&gt;
    6         A rudimentary thatched hut&lt;br /&gt;
&lt;br /&gt;
    7         A cozy tavern&lt;br /&gt;
&lt;br /&gt;
    8         Backstage at a darkened theatre with a view from a prop closet&lt;br /&gt;
&lt;br /&gt;
    9         A darkened stage with its curtains closed&lt;br /&gt;
&lt;br /&gt;
    10        A proscenium theatre with a box seat view&lt;br /&gt;
&lt;br /&gt;
    11        A giant mushroom theatre&lt;br /&gt;
&lt;br /&gt;
    12        A crafting room&lt;br /&gt;
&lt;br /&gt;
    13        A fighting ring outside a ramshackle barn&lt;br /&gt;
&lt;br /&gt;
    14        A gazebo filled with teadragons&lt;br /&gt;
&lt;br /&gt;
    15        A cozy library&lt;br /&gt;
&lt;br /&gt;
    16        An ancient library&lt;br /&gt;
&lt;br /&gt;
    17        A dungeon stage&lt;br /&gt;
&lt;br /&gt;
    18        A magistrate&#039;s hall with an observation chamber&lt;br /&gt;
&lt;br /&gt;
    19        A dock deep within a bayou&lt;br /&gt;
&lt;br /&gt;
    20        A beautiful autumn clearing&lt;br /&gt;
&lt;br /&gt;
    21        An isolated beach with a hidden cavern&lt;br /&gt;
&lt;br /&gt;
    22        A moonlit meadow&lt;br /&gt;
&lt;br /&gt;
    23        A ruin deep in the forest&lt;br /&gt;
&lt;br /&gt;
    24        A cemetery and its mausoleum&lt;br /&gt;
&lt;br /&gt;
    25        A grand foyer with a bit of a blood problem&lt;br /&gt;
&lt;br /&gt;
    26        A training ground with a view from the crenels&lt;br /&gt;
&lt;br /&gt;
    27        A tower somewhen&lt;br /&gt;
&lt;br /&gt;
    28        A map-covered chamber&lt;br /&gt;
&lt;br /&gt;
    29        A soothing tea thief hideaway&lt;br /&gt;
&lt;br /&gt;
    30        An opulent library with a secret&lt;br /&gt;
&lt;br /&gt;
    31        Somewhere in the stars, with a view from a distant nebula&lt;br /&gt;
&lt;br /&gt;
    32        A bug jar adventure&lt;br /&gt;
&lt;br /&gt;
    33        A throne room and audience gallery&lt;br /&gt;
&lt;br /&gt;
    34        A stagnant mire&lt;br /&gt;
&lt;br /&gt;
    35        A blossoming garden&lt;br /&gt;
&lt;br /&gt;
    36        A desert sanctuary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Theme 1:  Viridian Sands Cove ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Viridian Sands Cove]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  The ultramarine waters of a small cove lap against pristine beaches of glistening viridian sand.  A small rock-ringed firepit sits near the shore, and a tidepool teeming with sea life is tucked within haphazard piles of basalt.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Viridian Sands, Basalt Pilings]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Rough basalt pilings are set haphazardly around the cove, a kelp-twisted railing separating them from the glistening stretch of beach.  Several small tidepools are tucked behind the rocks, brightly colored anemones and seashells within each.  You also see a shimmering violet portal (9217007, open). &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 2:  Amphitheatre of the Clouds ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Amphitheatre of the Clouds]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Brilliant blue skies shine high above myriad layers of fluffy clouds in bright whites, pinks, and greys.  Sunset-hued striations radiate through terraces of pure white clouds that surround the expanse of storm grey billows comprising the ground.  You also see a shimmering violet portal. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Cloud-Filled Terraces] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Several cloud-filled terraces, illuminated by sunset-hued striations, look down upon a small amphitheatre of storm grey clouds.  A gossamer cloud-wreathed balustrade separates the terraces from the clouds below.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 3:  The Sanguine Salon ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[The Sanguine Salon]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Laurel-laden statues of chiseled stone fill the recessed niches of the area, the gilt-foiled walls affixed with flame-lit glass spheres.  Sanguine glass-petaled roses slice across the alabaster marble floor, the reddened florals spilling towards the resaeun-framed balcony before vanishing to the depths below.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Cloud-Filled Terraces] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Ebony velvet-draped benches benches curve towards the high-arced windows of the circular room, the elongated seating interspersed by tray-scattered tables occupied by glass decanters.  Pale white smoke veils the dimly lit chandelier above, the jewel-draped chains glinting amidst the haze.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 4:  A Darkened Bakery ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Darkened Bakery]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Burlap sacks of flour and grain create makeshift boundaries across the dusty floor, the lumpy containers stacked ceiling high and caked in bloodstained frosting.  Dented frosting tips dangle from knotted twine below an iron-forged chandelier, the blackened metal casting odd shadows with the ambient light.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Darkened Bakery, Counter] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Flour-caked wooden barrels have been remade into makeshift benches scattered along the oak-planked floor, the seats lined along the counter facing the rectangular iron-framed window.  Various cooking tools have been affixed to the walls, the implements placed between recipes and other scraps of parchment.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 5:  Waterlily Pool ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Waterlily Pool]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Faint wisps of steam rise from the heated waters as it gently spills down the layers of rock, the lapping waves breaking against a diminutive herd of capyxitas lounging between the verdant lily pads.  Floating votives of lacquered vellum drift along the pale green-blue waters, the candles illuminating the grove of tall bamboo forming a demilune enclosing the area.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Waterlily Pool, Shore] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  A series of flat rocks create makeshift benches across the greenish blue waters, the seating arranged along the perimeter of the bamboo-framed windows of a tea house.  A single capyxita sits on a high rock at the edge of the tea house, gazing nonchalantly across the water.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 6:  A Thatched Hut ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Thatched Hut]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Crooked twine-tied branches form the walls of a hut, wilted leaves slicked back into the slipshod thatching.  Bits of gnawed bones and pulverized shell casings are littered across the dirt-strewn ground, haphazardly piled along the discarded suits of rusted armor and broken weaponry left in puddles of stagnant water.  A rudimentary porch is visible through a broken door.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Thatched Hut, Porch] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Bits of dirt-caked twine dangle from a broken door door and windows, the thin ropes dangling crudely fashioned fetishes across uneven planks laid across pairs of rocks set in a semicircle facing the open door of the hut&#039;s interior.  Behind the makeshift benches, cages of wire mesh lie battered beneath stacks of dented shields, bits of bone barely protruding from the dirt below.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 7:  Rosehilde&#039;s Tavern ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Rosehilde&#039;s Tavern]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Ironbound casks and barrels form makeshift walls enclosing the hearth-warmed tavern, the stein-covered wooden bar surrounded by shelves of distilled spirits and stacks of glassware.  High-set tables and stools flank either side of the stone-inset floor, the center demarcated by an uneven ring of empty ale bottles and corks.  Neatly carved into the wall behind the bar is &amp;quot;Rosehilde&#039;s.&amp;quot;  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Rosehilde&#039;s Tavern, Tables]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Several stools situated at high tables flank the stone-inset floor of the tavern.  Strands of rope dangling various types of dried tobacco serve as a makeshift barrier between the seating areas and the center of this tavern.  Trails of cigar smoke intermingled with the aroma of ale drift across area.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 10:  A Brightly Lit Theatre ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Brightly Lit Theatre]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  An elaborately carved proscenium arch frames the polished cherrywood stage, its incarnadine velvet curtains pulled back and secured with heavy cords of gold-tasseled silk.  Below the forestage is a barely visible orchestra pit, and along the side walls are lushly appointed loges, each carved with scenes from famous Elanthian plays.  Tiers of forest green velvet seating rise gently up to give each chair a good view of the well-lit stage.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Luxurious Loge] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Placed along stage left, this private seating area offers premium views of a brightly lit stage below.  A marble statue of Jastev and Cholen sits in one corner, and a painting of a play in process hangs on the back wall.  Several well-padded seats of rich forest green velvet rest near the loge&#039;s railing, a few low tables scattered amongst them.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 27: A Tower Somewhen ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[Somewhen, Tower Square]&lt;br /&gt;
&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Set between innumerable streams of flashing colors and light, this narrow sliver of respite bears few distinguishing features.  Standing sentinel at the center of the space is a single tower of unknown material, the support holding aloft a flickering mote of golden light trapped within a translucent enclosure.  A mangled, wrought iron fence loosely defines the perimeter of the area, its ruined form seemingly holding the chaotic environment at bay.  You also see a shimmering violet portal.&lt;br /&gt;
[[Category:Duskruin collectible items]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fizwixit%27s_Wonderful_Widget&amp;diff=244260</id>
		<title>Fizwixit&#039;s Wonderful Widget</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fizwixit%27s_Wonderful_Widget&amp;diff=244260"/>
		<updated>2025-08-15T04:01:28Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: added theme 27, A Tower Somewhen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fizwixit&#039;s Wonderful Widget is the vault item for the August 2025 Duskruin Arena.  Created by GM Xynwen, with room theme painting help by GMs Casil, Elysani, Thandiwe, and Tivvy.  Before using, you have to permanently select where you want this jewelry item to be worn at using the WHISPER options (anklet, barrette, earring, necklace, pin, ring, or wristlet).  You can TURN in an eligible room to set up a portal for roleplaying.  You can set it up for a single room or a dual room, and there are a few ways to restrict entry.&lt;br /&gt;
&lt;br /&gt;
For example, if it is set up for a single-room entry, you can allow anyone to go in OR change it to restricted, and then you must POINT your widget at everyone you want to allow in.  For dual-room entry, that first room (the same one you would access in single room entry) is always restricted via POINT, but the second room can be either open to everyone else or restricted only to those people you WAVE your widget at.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Whisper ==&lt;br /&gt;
To access WHISPER settings, please use this format:  WHISPER MY (ITEM NOUN) (RESTRICT, ROOMS, THEMES, WEAR).&lt;br /&gt;
&lt;br /&gt;
* Restrict&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;gt;whisper my pin restrict&lt;br /&gt;
Your pin is set for a single room only.  Your restriction options are ANYONE or RESTRICT.  If you select ANYONE, anyone can wander through your portal while it is out.  If you select RESTRICT, only those you have POINTed your pin at will be allowed to enter.&lt;br /&gt;
&lt;br /&gt;
USAGE:  WHISPER MY pin RESTRICT (ANYONE, DUAL, RESTRICT)&amp;lt;/nowiki&lt;br /&gt;
* Rooms:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;gt;whisper my pin rooms&lt;br /&gt;
USAGE:  WHISPER MY pin ROOMS (SINGLE, DUAL)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Themes:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt; &amp;gt;whisper my pin themes&lt;br /&gt;
To set the look of your area, WHISPER MY pin THEMES SET (theme #), where (theme #) is an unlocked area theme.  To get a list of your available themes, type WHISPER MY pin THEMES MINE.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt; &amp;gt;whisper my pin themes mine&lt;br /&gt;
  THEME #    DESCRIPTION&lt;br /&gt;
    1         A stunning viridian-sanded cove&lt;br /&gt;
    2         An amphitheatre in the clouds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Wear:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;gt;whisper my pin wear&lt;br /&gt;
The wear option will permanently set where your Fizwixit&#039;s Wonderful Widget will be worn.  To do this,  type WHISPER MY pin WEAR (#).  The options are:&lt;br /&gt;
  1 = anklet&lt;br /&gt;
  2 = barrette&lt;br /&gt;
  3 = earring&lt;br /&gt;
  4 = necklace&lt;br /&gt;
  5 = pin&lt;br /&gt;
  6 = ring&lt;br /&gt;
  7 = wristlet&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;~*~ Fizwixit&#039;s Wonderful Widgets ~*~&lt;br /&gt;
Created for August 2025&#039;s Duskruin Arena Battle Vault, the pin is a widget that will allow you to set up a temporary area for roleplaying purposes.  Enjoy a single room setup or add in a viewing room to separate your audience from your peforming area.&lt;br /&gt;
&lt;br /&gt;
Whisper Setup:&lt;br /&gt;
  * WEAR to choose the permanent location to wear it at.  This will update the noun to match your choice.  This must be done before other options will work.&lt;br /&gt;
  * ROOMS to set a single-room or dual-room setup.  Single = everyone will go into the same room.  Dual = select people will go into one room and others will go into a viewing room.&lt;br /&gt;
  * RESTRICT sets up ANYONE (single only), RESTRICT (select who goes into the first room), DUAL (select who goes into the first room and who goes into the second)&lt;br /&gt;
  * THEMES to list out available room themes and select one&lt;br /&gt;
&lt;br /&gt;
Fluff Verbs:  eat, fidget, lick, rub, twist&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
  * Break:  This will allow you to permanently destroy the widget in exchange for an EXP orb&lt;br /&gt;
  * Poke:  This will allow you to permanently remove the ability to BREAK the widget&lt;br /&gt;
  * Turn:  This opens up a portal to your roleplay area.  You get 2 uses per day for 30 minutes each, resetting at midnight Eastern time.&lt;br /&gt;
    ** You can TURN again to kick everyone out and close your portal early.  REMINDER -- this throws everything on the ground to the janitor.  Give people time to clean up.&lt;br /&gt;
  * Hug:  You can extend the timer on your portal, if you have a charge left on your widget.  This adds 30 minutes to your remaining time and uses a charge&lt;br /&gt;
  * Point:  For setups that are restricted, POINT your pin at individuals to go into the main room&lt;br /&gt;
  * Wave:  For dual-room setups that have both rooms with restricted entry, WAVE to set individuals who are allowed into the viewing room&lt;br /&gt;
  * Point and Wave give them 2 minutes to get through the portal.&lt;br /&gt;
  * You must POINT or WAVE at yourself depending on what room you wish to enter and what your restrictions are (remember, it only lasts 2 minutes, so if you want to jump back and forth, just give let it wear off, apply the new one, and head into the other room!&lt;br /&gt;
&lt;br /&gt;
Alteration Information:&lt;br /&gt;
  * After you have used WHISPER to set its worn location, the pin may be freely altered&lt;br /&gt;
  * It should remain a type of metal at its base, but you are able to have accents/inlays/etc of other materials&lt;br /&gt;
  * It taks a base, long, and show (normal alteration rules, restrictions, etc. apply)&lt;br /&gt;
  * There is a hard-coded line referencing a clockwork interior that must not be contradicted&lt;br /&gt;
&lt;br /&gt;
CURRENT SETTINGS:&lt;br /&gt;
  * Theme is #1  - A stunning viridian-sanded cove&lt;br /&gt;
  * Room setting is for a singleroom&lt;br /&gt;
  * Restrictions are set for: no restrictions -- only valid for single room setups, anyone can enter&lt;br /&gt;
&lt;br /&gt;
~*~ End Custom Analyze ~*~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Room Themes ==&lt;br /&gt;
The widget comes with 2 themes out of the vault, and at DR, there will be a prize pile that you can pay bloodscrip for and get a gear with a randomized theme.  If you do not have that particular theme, you can add it to your widget.  The first room is what you go into if you have single-room setup.  The second room is the viewing room if you set it up for dual rooms.  I&#039;ve put the 2 off-the-&#039;shelf&#039; room looks here.  Anyone is welcome to add others as they are found/released.&lt;br /&gt;
&lt;br /&gt;
=== Theme List ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    1         A stunning viridian-sanded cove&lt;br /&gt;
&lt;br /&gt;
    2         An amphitheatre in the clouds&lt;br /&gt;
&lt;br /&gt;
    3         An elegant salon with sanguine roses and alabaster floors&lt;br /&gt;
&lt;br /&gt;
    4         A darkened bakery with hints of trouble&lt;br /&gt;
&lt;br /&gt;
    5         A waterlily pond where capyxitas frolic&lt;br /&gt;
&lt;br /&gt;
    6         A rudimentary thatched hut&lt;br /&gt;
&lt;br /&gt;
    7         A cozy tavern&lt;br /&gt;
&lt;br /&gt;
    8         Backstage at a darkened theatre with a view from a prop closet&lt;br /&gt;
&lt;br /&gt;
    9         A darkened stage with its curtains closed&lt;br /&gt;
&lt;br /&gt;
    10        A proscenium theatre with a box seat view&lt;br /&gt;
&lt;br /&gt;
    11        A giant mushroom theatre&lt;br /&gt;
&lt;br /&gt;
    12        A crafting room&lt;br /&gt;
&lt;br /&gt;
    13        A fighting ring outside a ramshackle barn&lt;br /&gt;
&lt;br /&gt;
    14        A gazebo filled with teadragons&lt;br /&gt;
&lt;br /&gt;
    15        A cozy library&lt;br /&gt;
&lt;br /&gt;
    16        An ancient library&lt;br /&gt;
&lt;br /&gt;
    17        A dungeon stage&lt;br /&gt;
&lt;br /&gt;
    18        A magistrate&#039;s hall with an observation chamber&lt;br /&gt;
&lt;br /&gt;
    19        A dock deep within a bayou&lt;br /&gt;
&lt;br /&gt;
    20        A beautiful autumn clearing&lt;br /&gt;
&lt;br /&gt;
    21        An isolated beach with a hidden cavern&lt;br /&gt;
&lt;br /&gt;
    22        A moonlit meadow&lt;br /&gt;
&lt;br /&gt;
    23        A ruin deep in the forest&lt;br /&gt;
&lt;br /&gt;
    24        A cemetery and its mausoleum&lt;br /&gt;
&lt;br /&gt;
    25        A grand foyer with a bit of a blood problem&lt;br /&gt;
&lt;br /&gt;
    26        A training ground with a view from the crenels&lt;br /&gt;
&lt;br /&gt;
    27        A tower somewhen&lt;br /&gt;
&lt;br /&gt;
    28        A map-covered chamber&lt;br /&gt;
&lt;br /&gt;
    29        A soothing tea thief hideaway&lt;br /&gt;
&lt;br /&gt;
    30        An opulent library with a secret&lt;br /&gt;
&lt;br /&gt;
    31        Somewhere in the stars, with a view from a distant nebula&lt;br /&gt;
&lt;br /&gt;
    32        A bug jar adventure&lt;br /&gt;
&lt;br /&gt;
    33        A throne room and audience gallery&lt;br /&gt;
&lt;br /&gt;
    34        A stagnant mire&lt;br /&gt;
&lt;br /&gt;
    35        A blossoming garden&lt;br /&gt;
&lt;br /&gt;
    36        A desert sanctuary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Theme 1:  Viridian Sands Cove ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Viridian Sands Cove]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  The ultramarine waters of a small cove lap against pristine beaches of glistening viridian sand.  A small rock-ringed firepit sits near the shore, and a tidepool teeming with sea life is tucked within haphazard piles of basalt.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Viridian Sands, Basalt Pilings]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Rough basalt pilings are set haphazardly around the cove, a kelp-twisted railing separating them from the glistening stretch of beach.  Several small tidepools are tucked behind the rocks, brightly colored anemones and seashells within each.  You also see a shimmering violet portal (9217007, open). &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 2:  Amphitheatre of the Clouds ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Amphitheatre of the Clouds]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Brilliant blue skies shine high above myriad layers of fluffy clouds in bright whites, pinks, and greys.  Sunset-hued striations radiate through terraces of pure white clouds that surround the expanse of storm grey billows comprising the ground.  You also see a shimmering violet portal. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Cloud-Filled Terraces] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Several cloud-filled terraces, illuminated by sunset-hued striations, look down upon a small amphitheatre of storm grey clouds.  A gossamer cloud-wreathed balustrade separates the terraces from the clouds below.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 3:  The Sanguine Salon ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[The Sanguine Salon]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Laurel-laden statues of chiseled stone fill the recessed niches of the area, the gilt-foiled walls affixed with flame-lit glass spheres.  Sanguine glass-petaled roses slice across the alabaster marble floor, the reddened florals spilling towards the resaeun-framed balcony before vanishing to the depths below.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Cloud-Filled Terraces] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Ebony velvet-draped benches benches curve towards the high-arced windows of the circular room, the elongated seating interspersed by tray-scattered tables occupied by glass decanters.  Pale white smoke veils the dimly lit chandelier above, the jewel-draped chains glinting amidst the haze.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 4:  A Darkened Bakery ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Darkened Bakery]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Burlap sacks of flour and grain create makeshift boundaries across the dusty floor, the lumpy containers stacked ceiling high and caked in bloodstained frosting.  Dented frosting tips dangle from knotted twine below an iron-forged chandelier, the blackened metal casting odd shadows with the ambient light.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Darkened Bakery, Counter] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Flour-caked wooden barrels have been remade into makeshift benches scattered along the oak-planked floor, the seats lined along the counter facing the rectangular iron-framed window.  Various cooking tools have been affixed to the walls, the implements placed between recipes and other scraps of parchment.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 5:  Waterlily Pool ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Waterlily Pool]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Faint wisps of steam rise from the heated waters as it gently spills down the layers of rock, the lapping waves breaking against a diminutive herd of capyxitas lounging between the verdant lily pads.  Floating votives of lacquered vellum drift along the pale green-blue waters, the candles illuminating the grove of tall bamboo forming a demilune enclosing the area.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Waterlily Pool, Shore] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  A series of flat rocks create makeshift benches across the greenish blue waters, the seating arranged along the perimeter of the bamboo-framed windows of a tea house.  A single capyxita sits on a high rock at the edge of the tea house, gazing nonchalantly across the water.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 6:  A Thatched Hut ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Thatched Hut]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Crooked twine-tied branches form the walls of a hut, wilted leaves slicked back into the slipshod thatching.  Bits of gnawed bones and pulverized shell casings are littered across the dirt-strewn ground, haphazardly piled along the discarded suits of rusted armor and broken weaponry left in puddles of stagnant water.  A rudimentary porch is visible through a broken door.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Thatched Hut, Porch] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Bits of dirt-caked twine dangle from a broken door door and windows, the thin ropes dangling crudely fashioned fetishes across uneven planks laid across pairs of rocks set in a semicircle facing the open door of the hut&#039;s interior.  Behind the makeshift benches, cages of wire mesh lie battered beneath stacks of dented shields, bits of bone barely protruding from the dirt below.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 7:  Rosehilde&#039;s Tavern ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Rosehilde&#039;s Tavern]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Ironbound casks and barrels form makeshift walls enclosing the hearth-warmed tavern, the stein-covered wooden bar surrounded by shelves of distilled spirits and stacks of glassware.  High-set tables and stools flank either side of the stone-inset floor, the center demarcated by an uneven ring of empty ale bottles and corks.  Neatly carved into the wall behind the bar is &amp;quot;Rosehilde&#039;s.&amp;quot;  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Rosehilde&#039;s Tavern, Tables]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Several stools situated at high tables flank the stone-inset floor of the tavern.  Strands of rope dangling various types of dried tobacco serve as a makeshift barrier between the seating areas and the center of this tavern.  Trails of cigar smoke intermingled with the aroma of ale drift across area.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 10:  A Brightly Lit Theatre ===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Brightly Lit Theatre]&lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  An elaborately carved proscenium arch frames the polished cherrywood stage, its incarnadine velvet curtains pulled back and secured with heavy cords of gold-tasseled silk.  Below the forestage is a barely visible orchestra pit, and along the side walls are lushly appointed loges, each carved with scenes from famous Elanthian plays.  Tiers of forest green velvet seating rise gently up to give each chair a good view of the well-lit stage.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[A Luxurious Loge] &lt;br /&gt;
A vague shimmer of violet blurs the edges of the area.  Placed along stage left, this private seating area offers premium views of a brightly lit stage below.  A marble statue of Jastev and Cholen sits in one corner, and a painting of a play in process hangs on the back wall.  Several well-padded seats of rich forest green velvet rest near the loge&#039;s railing, a few low tables scattered amongst them.  You also see a shimmering violet portal.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Theme 27: A Tower Somewhen ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[Somewhen, Tower Square]&lt;br /&gt;
 A vague shimmer of violet blurs the edges of the area.  Set between innumerable streams of flashing colors and light, this narrow sliver of respite bears few distinguishing features.  Standing sentinel at the center of the space is a single tower of unknown material, the support holding aloft a flickering mote of golden light trapped within a translucent enclosure.  A mangled, wrought iron fence loosely defines the perimeter of the area, its ruined form seemingly holding the chaotic environment at bay.  You also see a shimmering violet portal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Duskruin collectible items]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gift_of_Oleani&amp;diff=225728</id>
		<title>Gift of Oleani</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gift_of_Oleani&amp;diff=225728"/>
		<updated>2024-09-25T16:22:28Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: changes to gift of oleani per recent updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=GoO /&amp;gt;&#039;&#039;&#039;Gift of Oleani&#039;&#039;&#039; instantly converts up to 60 [[training point]]s worth of migrating skills. This will also add 60 converted points to a character&#039;s 30-day [[skill migration]] period total.  It is one of the [[Gift of the Gods]] options received on the 29th day of [[Login Rewards]]. &lt;br /&gt;
&lt;br /&gt;
The Gift of Oleani is best used after migrating 60 [[Training point]]&amp;lt;nowiki/&amp;gt;s first. This way you&#039;re already in the slower migration rate and the gift will not push you to that point by using it before then and adding 60 points to your total migrated [[Training point]]&amp;lt;nowiki/&amp;gt;s in the current 30 day [[Skill migration]] period. The Gift of Oleani is most effective when activated after crossing the 60 TP threshold.&amp;lt;section end=GoO /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Login Rewards]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:BOOSTS&amp;diff=225727</id>
		<title>Verb:BOOSTS</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:BOOSTS&amp;diff=225727"/>
		<updated>2024-09-25T16:14:16Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: updated boost gift oleani due to recent changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verbinfo&lt;br /&gt;
|verb = BOOST&lt;br /&gt;
|type = System&lt;br /&gt;
|system = Login Rewards&lt;br /&gt;
}}&lt;br /&gt;
{{boldmono|BOOST}} is used to access the [[Login Rewards]] system.&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note: This menu is available when using {{boldmono|BOOST}} alone or as {{boldmono|BOOST HELP}}.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
  BOOST [option] {args}&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
   [[BOOST (verb)#BOOST INFO|INFO]]                     - View your currently available boosts.&lt;br /&gt;
   [[Login bridge|BRIDGE]] MIN  [#]          - Set the minimum login streak to achieve before using a login bridge.&lt;br /&gt;
   BRIDGE MAX  [#]          - Set the maximum number of bridges to use at a time.&lt;br /&gt;
&lt;br /&gt;
   CRYSTAL                  - Redeem a random magical crystal that is attuned to you.&lt;br /&gt;
   [[LOOT (verb)|LOOT]] [MINOR|MAJOR]       - Add a boost to your LOOT rolls for 15 minutes.&lt;br /&gt;
   [[Enhancive pause|ENHANCIVE PAUSE]]          - Redeem 5 Enhancive Pauses.&lt;br /&gt;
   [[Enhancive boost|ENHANCIVE STATS]]          - Enhance all your stats for 15 minutes.&lt;br /&gt;
   [[Enhancive boost|ENHANCIVE RECOVERY]]       - Enhance your stamina and mana regeneration for 15 minutes.&lt;br /&gt;
   GUIDES                   - Gain access to the [[Urchin Guide]] system for 15 minutes.&lt;br /&gt;
   [[Adventurer%27s_Guild#Bounty_Boost|BOUNTY]]                   - Significantly reduce the wait time between [[Adventurer&#039;s Guild]] tasks.&lt;br /&gt;
                              This lasts for 1 hour or until you complete or share a task.&lt;br /&gt;
   [[Runner Boost|RUNNERS]]                  - Gain one use of the LOCKER/BANK runners.&lt;br /&gt;
                              This includes 15 minutes of temporary [[Locker#LOCKER_.28verb.29|LOCKER MANIFEST]] access.&lt;br /&gt;
   ENCUMBRANCE              - Reduce your effective [[encumbrance]] level by 50 lbs for 15 minutes.&lt;br /&gt;
   [[Guild|GUILD]] PROFESSION         - Double your Training Point awards when completing profession guild tasks.&lt;br /&gt;
                              This lasts for 15 minutes.&lt;br /&gt;
   GUILD BOUNTY             - Expend your Guild boost to gain one additional Bounty Boost.&lt;br /&gt;
   [[Instant mind clearer|ABSORB]]                   - Instantly absorb up to 1000 points of field experience.&lt;br /&gt;
   DEATHSTING               - Instantly reduce some of your current [[Death&#039;s Sting|death&#039;s sting]] penalty.&lt;br /&gt;
   WAIVER                   - Waive your choice of [[Adventurer&#039;s Guild]] task type from being assigned to you.&lt;br /&gt;
   [[Item supercharger|SUPERCHARGE]]              - Supercharge your combat items for 15 minutes.&lt;br /&gt;
   LUCK                     - Enhance your [[luck]] for 15 minutes.&lt;br /&gt;
   REALMS CHRONOMAGE [TOWN] - Gain a [[Chronomage]] orb to a destination of your choice.&lt;br /&gt;
   REALMS SILVER            - Gain a bank-to-bank silver transfer.&lt;br /&gt;
   [[LUMNIS (verb)|GIFT LUMNIS]]              - Gain one use of LUMNIS SCHEDULE.&lt;br /&gt;
   [[Gift of Oleani|GIFT OLEANI]]              - Instantly converts 60 training points worth of migrating skills. Adds 60 converted Training Points to your total in the current 30-day skill migration cycle.&lt;br /&gt;
   [[Gift of Eonak|GIFT EONAK]]               - Gain an advantage on crafting skill rolls for 15 minutes.&lt;br /&gt;
   [[Gift of Lorminstra|GIFT LORMINSTRA]]          - Gain 10 deeds.&lt;br /&gt;
   [[Experience boost#Doubled Experience Boost|EXPERIENCE]]               - Double your experience absorption for the next 15 minutes.&lt;br /&gt;
   [[Experience boost#Long-Term Experience Boost|LONGTERM]]                 - Transfer up to 500 points of field experience to long-term experience.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===BOOST INFO===&lt;br /&gt;
{{boldmono|BOOST INFO}} is used to display the current login streak, as well as balances for each reward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XXX, your Login Rewards information is as follows:&lt;br /&gt;
&lt;br /&gt;
Current Login Streak:           # days&lt;br /&gt;
Login Bridges Earned:           #&lt;br /&gt;
Minimum Days before use:        No minimum&lt;br /&gt;
Maximum to use at once:         #&lt;br /&gt;
&lt;br /&gt;
Random Magical Crystals:        #&lt;br /&gt;
Minor Loot Boosts:              #&lt;br /&gt;
Major Loot Boosts:              #&lt;br /&gt;
Enhancive Boosts:               #&lt;br /&gt;
Urchin Guide Access:            #  &lt;br /&gt;
Bounty Boosts:                  #   &lt;br /&gt;
Urchin Runner Uses:             #  &lt;br /&gt;
Encumbrance Boosts:             #  &lt;br /&gt;
Guild Boosts:                   #   &lt;br /&gt;
Instant Mind Clearers:          #   &lt;br /&gt;
Death&#039;s Sting Reducers:         #  &lt;br /&gt;
[[Adventurer%27s_Guild#Bounty_Task_Waiver|Bounty Task Waivers]]:            # &lt;br /&gt;
Item Superchargers:             #  &lt;br /&gt;
Luck Boosters:                  #  &lt;br /&gt;
[[Realms booster|Realms Boosts]]:                  #  &lt;br /&gt;
[[Gift of the Gods|Gifts of the Gods]]:              #   &lt;br /&gt;
Doubled Experience Boosts:      #&lt;br /&gt;
Long-Term Experience Boosts:    #&lt;br /&gt;
Treasure Passes:                #&lt;br /&gt;
Adventure Boosts:               #&lt;br /&gt;
Casting Passes:                 #&lt;br /&gt;
Receiving Passes:               #&lt;br /&gt;
Foraging Passes:                #&lt;br /&gt;
Inventory Passes:               #   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note: Using {{boldmono|BOOST LONGTERM}} immediately deducts 500 experience points from the field experience pool and adds 250 experience points to the long-term experience pool. (If the character has less than 500 experience points in their field experience pool at time of use, then field experience will be set to 0 and long-term experience will then increase by half that number.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Login Rewards]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Black_Wolves&amp;diff=223503</id>
		<title>Black Wolves</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Black_Wolves&amp;diff=223503"/>
		<updated>2024-08-08T04:00:38Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: website link to the black wolves was outdated.  updated to https://bytebyte88.wixsite.com/black-wolves-den&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheBlackWolves.jpg|thumb|right]]&lt;br /&gt;
&#039;&#039;&#039;The Black Wolves&#039;&#039;&#039; is a [[Meeting Hall Organization]] near [[Wehnimer&#039;s Landing]].&lt;br /&gt;
&lt;br /&gt;
==Current Officers==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Chairperson&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Second Chair&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Treasurer&lt;br /&gt;
|Zhert&lt;br /&gt;
|-&lt;br /&gt;
|Officer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Officer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Officer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BLOCKQUOTE&amp;gt;The Black Wolves Clan is a collection of like minded folk that exist for several reasons. We stand as a clan united in memorial, and in honor of the original ragtag band of fighters that came to be called Black Wolves. It is because of these roots that we do have some membership restrictions, but we deny aid to no one.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The second reason is to share a feeling of family. Folk that will laugh at your joke no matter how lame, or maybe laugh at you for having the nerve to tell it the first place, but a laugh none the less. A place you can turn for a slap on the back for a triumph, or a shoulder to lean on in a moment of weakness. And like family in the truest sense of the word, it is not about being right, it&#039;s about still being there when the dust settles.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Last but far from least, we exist to serve the community. Be it tasks, advice, spells, healing, smithing, or singing, whatever is needed we try to aid as best we can, especially younger adventurers. We have set evenings we do this, but we have a number of members that offer what they&#039;re able whenever anyone needs it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In that spirit, we honor the virtues of Courage, Honor, Loyalty, and Service.&amp;lt;/BLOCKQUOTE&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==History of The Black Wolves==&lt;br /&gt;
It is said that the Vaalor treated humans as waste during the Second Age, even more so than all other Elves. During the rule of one Vaalor Patriarch by name Korthyr IV, it came to pass that a human resistance group appeared, one to outmatch all its predecessors. The leader of this group was a human by the name of Aramur Forean. It is also said that he was assisted by a human by the name of Fenog.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The resistance named themselves the Black Wolves, and took up hiding in the sea caverns off Darkstone Bay. Their device was an open-mouthed sable wolf upon a field of red. Their refuge they called the Wolves Den, and they protected it with standard fortifications of the time: military innovations such as sliding barricades, narrow halls with arrow slits, and a well-constructed subterranean version of a barbican.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Aramur Forean, the human wizard, was taught by the scholars of Ta’Illistim. It is not known how he received such instruction in a time of such racial discord, but his journals show this to be true. He started out interested only in knowledge, but after witnessing a beating of a human in his travels with his teachers, his interests leant towards politics. Aramur led the Wolves on sortie after sortie, and the end result was a withdrawal of the Vaalor forces from the northern Vornavian coast, the very same that now supports the outpost of Wehnimer’s Landing.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Not content with their success, the Wolves set their sights higher. Aramur’s journals show a gradual heightening of expectations, leading up to their swan song. It is said in some records that agents of House Nalfein contacted the Black Wolves, wishing to sow strife in other houses. It is said by others that the elf second in succession to the Vaalorian throne contacted the Wolves and gave them the false information. This heir presumptive or the agent of House Nalfein allegedly gave the time and place of the carriage of the Vaalorian Patriarch, carrying a shipment of silver, to the Wolves. The Wolves planned an ambush, only to discover too late that inside the carriage was the young son of the Patriarch, the heir apparent to the throne of Ta’Vaalor. Aramur entered the carriage to find the child wounded by a black arrow, and it was then that the ambush dissolved around them. The Wolves fled to their well-hidden refuge, but the caves were completely surrounded by the armies of the Vaalor, who, at the time, were second to none. The Vaalor Heir was brought to the infirmirary, but nothing could be done. To this day, his skeleton lies atop one of the beds in the long-abandoned room.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The food inside the Den gradually decreased until it finally whittled away into nothing. Because the Black Wolves were a committed force, it was not only the men that lived there, but the women and children as well. They were a religious people, having an altar to the Arkati Kai and Lorminstra.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Most of the Wolves, and possibly Aramur himself, chose suicide over capture. The remains of one mass suicide can still be seen in the Den.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As is the case with any powerful emotion, sin, or curse at the time of death, the Wolves were bound to the Unlife and to the Den, and with them their thoughts and voices. To walk the Wolves Den now is to hear long-dead voices cry out and to see in the mind’s eye the horror that was their final days…&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Joining the Black Wolves==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If an individual wishes to join the Clan they must meet the following requirements.&amp;lt;br&amp;gt;&lt;br /&gt;
:1. Display a willingness to help others and become part of the family.&amp;lt;br&amp;gt;&lt;br /&gt;
:2. Be sponsored by (2) clan members in good standing.&amp;lt;br&amp;gt;&lt;br /&gt;
:3. Serve a probationary period of up to 90 days before becoming a full member.&amp;lt;br&amp;gt;&lt;br /&gt;
:4. Have visited the Trainer at least 10 times.&amp;lt;br&amp;gt;&lt;br /&gt;
:5. Be inducted by two officers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Probationary members will be issued a Pledge Badge, which must be worn visibly at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once you pledge you are placed on a probationary period that will range from a minimum of 30 to maximum of 90 days.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
During this time you must meet all the following goals:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:You must not have violated any of the rules, policies, or by-laws set in place by the Black Wolves.&amp;lt;br&amp;gt;&lt;br /&gt;
:You must have attended at least (6) official events either hosted or co-hosted by the Black Wolves.(Please make sure you check in with an officer to be noted)&amp;lt;br&amp;gt;&lt;br /&gt;
:You must attend the Tour of the Wolves Den. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to complete the above mentioned requirements will result in full membership being denied, and you being required to return the badge.&lt;br /&gt;
You may re-apply as a pledge at any time if you did not complete the requirements on your previous attempt.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you have met all the aforementioned minimum requirements you can be inducted into the clan as a full member.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To apply for membership, use the link below to go to our website and fill out an application.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Bylaws of the Black Wolves==&lt;br /&gt;
&#039;&#039;&#039;Article I: Clan Objectives&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
To help and defend those in need to the best of our abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
To provide a home for our members allowing them to seek friendship and a spirit of togetherness.&amp;lt;br&amp;gt;&lt;br /&gt;
Assist the community, with services and special events they can participate in with no discrimination.&amp;lt;br&amp;gt;&lt;br /&gt;
Honor and respect the memory of the original Black Wolves while bringing what we believe their dreams were into fruition within this era.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Article II: Clan Membership&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 1: Requirements to join.&amp;lt;br&amp;gt;&lt;br /&gt;
If an individual wishes to Pledge to join the clan they must meet the following requirements.&amp;lt;br&amp;gt;&lt;br /&gt;
:I. Be willing to help others and become part of the family.&amp;lt;br&amp;gt;&lt;br /&gt;
:II. Be sponsored by (2) clan members in good standing.&amp;lt;br&amp;gt;&lt;br /&gt;
:III. Undergo Pledging before becoming a full member.&amp;lt;br&amp;gt;&lt;br /&gt;
:IV. Have visited the Trainer at least 10 times.&amp;lt;br&amp;gt;&lt;br /&gt;
:V. At least two officers are required to induct a new member.&amp;lt;br&amp;gt;&lt;br /&gt;
:VI. Any member may voluntarily resign; however, if a resigned member wishes to return, it must be approved by a majority vote of the Officers Council.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 2: Activity Requirements&amp;lt;br&amp;gt;&lt;br /&gt;
:I. Members must attend at least (1) qualifying event each month (and insure the officers know you are there so you can be checked in)&amp;lt;br&amp;gt;&lt;br /&gt;
:II. Members must wear their clan membership insignia at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
-Note If you have &amp;quot;Alts&amp;quot; in the clan, they must meet these requirements on their own.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 3: Expectations of Behavior.&amp;lt;br&amp;gt;&lt;br /&gt;
:I. The Clan will not tolerate the following behaviors towards other clan members: Taking unwanted aggressive action towards each other whether physical, magical,&amp;lt;br&amp;gt;&lt;br /&gt;
::sexual, financial (theft)or in general handling oneself in a way that doesn&#039;t befit a Wolf in the community.&amp;lt;br&amp;gt;&lt;br /&gt;
:II. When casting spells or providing other services at an event or in the name of the Black Wolves, members are prohibited from accepting tips. This does not apply&amp;lt;br&amp;gt;&lt;br /&gt;
::to members providing services on their own such as lockpicking, bardsinging, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
:III. The courtyard at the manor is off-limits for doing guild or artisan reps. Such activities should be taken to the back yard.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Article III: Meetings&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 1: Frequency &amp;amp; Attendance&amp;lt;br&amp;gt;&lt;br /&gt;
:I. The Clan will hold at least (1) public meeting per month open to all members (date to be determined and always announced on the boards).&amp;lt;br&amp;gt;&lt;br /&gt;
:II. All Public Meetings must have either the Chairperson or Co-Chair and (2) other officers.&amp;lt;br&amp;gt;&lt;br /&gt;
:III. At each public meeting the Officers are required to give announcements regarding the clans membership (current pledges &amp;amp; new full members), finances, upcoming events, and other&amp;lt;br&amp;gt;&lt;br /&gt;
:: plans they have. Following these announcements there will be a question and answer session as time permits.&amp;lt;br&amp;gt;&lt;br /&gt;
:IV. All meetings will start within 15 minutes of scheduled time&amp;lt;br&amp;gt;&lt;br /&gt;
:V. Members are expected to respect the speakers at meetings by not being disruptive, speaking out of turn, fidgeting, and so forth.&amp;lt;br&amp;gt;&lt;br /&gt;
:VI. In the case of some very important votes that require all officers, a vote by e-mail may be accepted (this vote must be sent to all officers for transparency)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 2: Special meetings.&amp;lt;br&amp;gt;&lt;br /&gt;
:Special meetings may be called by the chairperson upon one week&#039;s notice to the clans message board, or in 30 days by petition of a majority of the active membership of the house, as&amp;lt;br&amp;gt;&lt;br /&gt;
::forwarded to the officers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 3: Officers Meetings.&amp;lt;br&amp;gt;&lt;br /&gt;
:The Officers may hold additional &amp;quot;Closed Door&amp;quot; meetings as needed to best manage the clan and this will require 2/3rds of the active officers to be in attendance (Including the chair or co-chair)&amp;lt;br&amp;gt;&lt;br /&gt;
::before it can have any votes cast.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Article IV: Officers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 1: Clan Leadership&amp;lt;br&amp;gt;&lt;br /&gt;
:The Clan shall be led by a Council of Officers. This Council will consist of at least 4 but not more than 8 officers&amp;lt;br&amp;gt;&lt;br /&gt;
:All members who have passed their probation period are eligible for a vacant officer position.  See section 5 for details.&amp;lt;br&amp;gt;&lt;br /&gt;
:A current list of officers will be made to any member upon request.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 2: Terms of Office:&amp;lt;br&amp;gt;&lt;br /&gt;
:Officer terms are for life, barring impeachment or voluntary resignation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 3: Requirements of each officer.&amp;lt;br&amp;gt;&lt;br /&gt;
:They must attend at least (2) clan events each month.&amp;lt;br&amp;gt;&lt;br /&gt;
:They must attend at least 1 clan meeting every month.(this does not count as an event)&amp;lt;br&amp;gt;&lt;br /&gt;
:They must commit at least 2 hours per week outside of Events &amp;amp; Meetings to be available to talk with and help the general membership of the clan.  They will announce they are available on the&amp;lt;br&amp;gt;&lt;br /&gt;
::Blackwolf Channel of the Amunet and/or lnet and will do their best to do this during active hours when other members are around.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 4: Duties of officers&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Chairperson&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Leader of the Black Wolves Clan&amp;lt;br&amp;gt;&lt;br /&gt;
*Supervisor and controller of all activities of the house&amp;lt;br&amp;gt;&lt;br /&gt;
*Creates Committees as needed.&amp;lt;br&amp;gt;&lt;br /&gt;
*Insure all Officers are fulfilling their duties&amp;lt;br&amp;gt;&lt;br /&gt;
*Designates a Second Chair to carry out the duties of the Chairperson is unable or unavailable.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Treasurer&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Receives and deposits all clan funds into the proper accounts as agreed upon by the Officers.&amp;lt;br&amp;gt;&lt;br /&gt;
*Monitors and Reports the status of the Clan funds at all public meetings.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Other Officers&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*The other Officers will perform duties as delegated by the Chairperson.&amp;lt;br&amp;gt;&lt;br /&gt;
*These duties may include but are not limited to:&amp;lt;br&amp;gt;&lt;br /&gt;
**Presiding over Meetings.&amp;lt;br&amp;gt;&lt;br /&gt;
**Helping &amp;amp; assisting other officers as needed.&amp;lt;br&amp;gt;&lt;br /&gt;
**Submitting reports of Clan Events&amp;lt;br&amp;gt;&lt;br /&gt;
**Maintaining Records of the Clan Members and Activity.&amp;lt;br&amp;gt;&lt;br /&gt;
**Tracking of probationary members to make sure they have completed all requirements.&amp;lt;br&amp;gt;&lt;br /&gt;
**Conducting Induction Ceremony.&amp;lt;br&amp;gt;&lt;br /&gt;
**Planning of events and recording attendance at Black Wolves Events.&amp;lt;br&amp;gt;&lt;br /&gt;
**Preparing and sending Town Crier messages.&amp;lt;br&amp;gt;&lt;br /&gt;
**Event reporting to HMO GM within 24 hours after event.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 5: Removal of Officers&amp;lt;br&amp;gt;&lt;br /&gt;
An officer can be automatically removed from their position for dereliction of duties (such as disappearing without notification in excess of 60 days)&amp;lt;br&amp;gt;&lt;br /&gt;
Clan Officers may vote to remove any fellow officer (including the chairperson) by majority vote.  This is an extreme action and should only be done if said active officer is no longer acting in the best interests of the clan.  If this vote succeeds said officer will be removed from his post and possibly expelled from the clan depending on the situation.&amp;lt;br&amp;gt;&lt;br /&gt;
Clan Officers including the Chairperson may also be voted out by the active members of the Clan. This requires that 75% of active members to agree that the officer must be removed from their position.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Section 6: Electing new Officers&amp;lt;br&amp;gt;&lt;br /&gt;
If there is an open position, any officer that wishes to can transfer into that spot (subject to agreement of the officers as a whole).  Any vacant position that no officer wishes to fill is open for all members to apply for it.  Their intent to apply for the position must be made publicly at the meeting.  At the following meeting (giving a minimum of 14 days for officers to talk to all applicants) the Officers will publicly vote between all applicants to determine which of them shall take the open position.  If no applicant receives a majority vote then the Chairperson makes the final call between the highest voted applicants.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Article V: Funds&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Clan will accept donations into its Endowment to help offset its expenses.&amp;lt;br&amp;gt;&lt;br /&gt;
Any donations into these funds are non-refundable at any time.&amp;lt;br&amp;gt;&lt;br /&gt;
Making Donations will not entitle you to any special privileges.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Article VI: Amendment of Bylaws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These bylaws may be amended to adapt to changing needs of the clan.&amp;lt;br&amp;gt;&lt;br /&gt;
If a member wishes to see a bylaw changed, they must bring up the suggested change at a clan meeting to the officers.  The suggested bylaw will be reviewed and voted upon requiring a majority of officers to agree to the amendment.  If they do not agree with the proposed change they notify the member as to the reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Meeting%20Hall%20Organizations%20(MHOs)/The%20Black%20Wolves/view Official Play.net Sub-Forum]&lt;br /&gt;
&lt;br /&gt;
*[https://bytebyte88.wixsite.com/black-wolves-den The Black Wolves Den Website]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Meeting Hall Organizations]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Renewal&amp;diff=223493</id>
		<title>Symbol of Renewal</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Renewal&amp;diff=223493"/>
		<updated>2024-08-06T22:20:34Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: changed the command to pray instead of pray shrine, as this is correct.  &amp;gt;pray As you begin to say your prayer, you notice a movement out of the corner of your eye.  You look up just in time to see a beautiful white deer walk out of the woods.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Renewal&#039;&#039;&#039;, governed by Lady [[Imaera]], is obtained at the nineteenth step of the [[Order of Voln]]. Each use of this symbol will immediately restore 1 [[Spirit|spirit]] point (SP) to the player. When the symbol is activated, it enters a hard cooldown period of 2 minutes where the symbol cannot be reactivated.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
Activation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=300px}}&amp;gt;&amp;gt;sym of renewal&lt;br /&gt;
You call upon the vitality of nature to renew your soul.&lt;br /&gt;
You feel a surge of life flow through you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
End of Cooldown Period:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=300px}}&amp;gt;You feel your connection to vitality of nature renew itself once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Favor Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Favor]] cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. Symbol of Renewal has a relative cost of 5x [[Symbol of Protection]]. In other words, 1 use of Renewal has the same favor cost as 5 activations of Protection.&lt;br /&gt;
&lt;br /&gt;
===Favor Required to Obtain Symbol of Renewal===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;1800 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 30 ) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 15 member: &amp;lt;tt&amp;gt;1800 + ((15 &amp;amp;times; 15 &amp;amp;times; 30) &amp;amp;divide; 3) = 4050 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;1800 + ((20 &amp;amp;times; 20 &amp;amp;times; 30) &amp;amp;divide; 3) = 5800 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
*Lady [[Imaera]] is beautiful in any form she takes&lt;br /&gt;
*She taught us the Symbol of Protection and also taught us how to renew our souls with the Symbol of Renewal&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
To complete this task you must return to Imaera&#039;s island. Once on the island have both hands empty and after kneeling and praying she will appear in the form of a deer. You should then bow to the deer. If for some reason you are unsuccessful, you will need to return to the monk and listen to his instructions again. By setting a ring at the monastery courtyard you can quickly return from the island. &lt;br /&gt;
*From the North Gate: SW, S, S, S, S, S, SE, E, E, GO BRIDGE, CLIMB BANK, NE, NW, N, N, NE, N, NE, NE, N, N, NE, N, CLIMB ROCKSLIDE, E, SW, S, E, N, N, N, N, SE, S, SE, SE, E, E, Go Path, NW, NE, E, E, SW, D, SE, GO SHORE, SWIM WATER, SWIM ISLAND, GO ISLAND. (Lich ID 6459)&lt;br /&gt;
*Kneel&lt;br /&gt;
*Pray.&lt;br /&gt;
*Bow deer &lt;br /&gt;
*Return to monk to receive symbol (Lich ID 18194)&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
To complete this task you must go to the shrine/altar in the Rambling Meadows area (Victory Road Map). Once there you kneel, pray shrine and when Imaera appears in the form of a deer, just: Bow deer &lt;br /&gt;
*From Victory Gate: Go Gate, SW, SW, SW, SW, SW, S, SW, S, S, S, S, S, S, E, E, E, Go Gate, SW, S, S, S, S, SE, N, N (Lich ID: 6011)&lt;br /&gt;
*Kneel&lt;br /&gt;
*Pray Shrine (repeat until the deer appears)&lt;br /&gt;
*Bow deer&lt;br /&gt;
*Return to monk to receive symbol (Lich ID: 25953)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=101947</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=101947"/>
		<updated>2018-01-04T05:27:43Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Cmans, Shield Use and Armor Specializations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + a bonded UAC compatible brawling weapon + 1618 a paladin can get 5 offensive flares on a single punch.(*at this time, 1618 does NOT add damage weighting to UAC. Several GM&#039;s including Estild were made aware of this at simucon and hopefully it&#039;s on a list of fixes somewhere.) With [[Arm of the Arkati (1605)]], almost any weapon works. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield/katar and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases crit rank for plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap. This skill is supposedly used in more different areas than any other single skill.&lt;br /&gt;
&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;d better be in plate or you&#039;re gonna die. A lot. With Two handers it&#039;s either HCP chain armor and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
so it would look like this...&lt;br /&gt;
lvl 5, 7 cman ranks.&lt;br /&gt;
lvl 15, 17 cman ranks&lt;br /&gt;
lvl 25, 27 cman ranks, 4-5 ambushing&lt;br /&gt;
lvl 35, 37 cman ranks, 10-15 ambushing&lt;br /&gt;
lvl 45, 47 cman ranks, 20-25 ambushing (this is the point where you start aiming your shots! before here, you&#039;re pretty much wasting RT trying to aim.)&lt;br /&gt;
lvl 55, 57 cman ranks, 30-35 ambushing (here&#039;s where you start hitting your targetted shot almost every time)&lt;br /&gt;
lvl 65, 67 cman ranks, 40-45 ambushing (here&#039;s where a paladin makes a choice.  Is chain working for me? or am i getting blasted and need plate? If you&#039;re dying from crits and need the plate, here&#039;s where you get extra TP&#039;s to push to that goal because you&#039;re done with spells and can lay off ambushing a bit.)&lt;br /&gt;
lvl 80, 82 cman ranks, 60 ambushing.&lt;br /&gt;
lvl 100+, once you have achieved the goal of 202 physical fitness, you can start migrating that 60 ranks of ambushing down to 24 ranks, and throw all your next TP&#039;s in to cman until that is 2x.  once your PF is 2x and cman is 2x, with 24 ranks ambushing life for a paladin is cake. you rarely miss your target, and stuff just seems to crumble with all that extra DF, damage weighting and flares!  HAVE FUN!&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
See: arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
When people ask my cman and shield skill advice i tell them this:&lt;br /&gt;
&lt;br /&gt;
If you&#039;re gonna use a shield, go all the way.  get a sancted spiked tower shield, train shield spike mastery and always stay in forward or higher stance for those reactive spike flares on a block, while keeping up 1609 for the extra block chance.&lt;br /&gt;
&lt;br /&gt;
For cmans, 3-4 ranks wspec, 2-3 focus for TD, then train the skills that are being used against you.  if you&#039;re getting wrecked by shield bash, train cman sbash.  if you&#039;re getting charged by stupid critters with their lance to the eye crap move, train cman charge.  if you&#039;re no longer fighting stuff with shields, untrain cman sbash and put the points elsewhere.  It really doesn&#039;t take long to migrate cmans.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]].&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... If you&#039;re not UAC, Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus 1 per 30 blessings lore skill to your strikes(except UAC, at this time.). Lasts 1 minute, has no cooldown and can be recast or refreshed.&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis. also great to use in the scatter vs liches.&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=101946</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=101946"/>
		<updated>2018-01-04T05:12:04Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Summoning Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + a bonded UAC compatible brawling weapon + 1618 a paladin can get 5 offensive flares on a single punch.(*at this time, 1618 does NOT add damage weighting to UAC. Several GM&#039;s including Estild were made aware of this at simucon and hopefully it&#039;s on a list of fixes somewhere.) With [[Arm of the Arkati (1605)]], almost any weapon works. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield/katar and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases crit rank for plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap. This skill is supposedly used in more different areas than any other single skill.&lt;br /&gt;
&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;d better be in plate or you&#039;re gonna die. A lot. With Two handers it&#039;s either HCP chain armor and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
so it would look like this...&lt;br /&gt;
lvl 5, 7 cman ranks.&lt;br /&gt;
lvl 15, 17 cman ranks&lt;br /&gt;
lvl 25, 27 cman ranks, 4-5 ambushing&lt;br /&gt;
lvl 35, 37 cman ranks, 10-15 ambushing&lt;br /&gt;
lvl 45, 47 cman ranks, 20-25 ambushing (this is the point where you start aiming your shots! before here, you&#039;re pretty much wasting RT trying to aim.)&lt;br /&gt;
lvl 55, 57 cman ranks, 30-35 ambushing (here&#039;s where you start hitting your targetted shot almost every time)&lt;br /&gt;
lvl 65, 67 cman ranks, 40-45 ambushing (here&#039;s where a paladin makes a choice.  Is chain working for me? or am i getting blasted and need plate? If you&#039;re dying from crits and need the plate, here&#039;s where you get extra TP&#039;s to push to that goal because you&#039;re done with spells and can lay off ambushing a bit.)&lt;br /&gt;
lvl 80, 82 cman ranks, 60 ambushing.&lt;br /&gt;
lvl 100+, once you have achieved the goal of 202 physical fitness, you can start migrating that 60 ranks of ambushing down to 24 ranks, and throw all your next TP&#039;s in to cman until that is 2x.  once your PF is 2x and cman is 2x, with 24 ranks ambushing life for a paladin is cake. you rarely miss your target, and stuff just seems to crumble with all that extra DF, damage weighting and flares!  HAVE FUN!&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
See: arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... If you&#039;re not UAC, Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus 1 per 30 blessings lore skill to your strikes(except UAC, at this time.). Lasts 1 minute, has no cooldown and can be recast or refreshed.&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis. also great to use in the scatter vs liches.&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=100309</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=100309"/>
		<updated>2017-11-09T08:16:23Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Weapon Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + a bonded UAC compatible brawling weapon + 1618 a paladin can get 5 offensive flares on a single punch.(*at this time, 1618 does NOT add damage weighting to UAC. Several GM&#039;s including Estild were made aware of this at simucon and hopefully it&#039;s on a list of fixes somewhere.) With [[Arm of the Arkati (1605)]], almost any weapon works. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield/katar and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap. This skill is supposedly used in more different areas than any other single skill.&lt;br /&gt;
&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;d better be in plate or you&#039;re gonna die. A lot. With Two handers it&#039;s either HCP chain armor and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
so it would look like this...&lt;br /&gt;
lvl 5, 7 cman ranks.&lt;br /&gt;
lvl 15, 17 cman ranks&lt;br /&gt;
lvl 25, 27 cman ranks, 4-5 ambushing&lt;br /&gt;
lvl 35, 37 cman ranks, 10-15 ambushing&lt;br /&gt;
lvl 45, 47 cman ranks, 20-25 ambushing (this is the point where you start aiming your shots! before here, you&#039;re pretty much wasting RT trying to aim.)&lt;br /&gt;
lvl 55, 57 cman ranks, 30-35 ambushing (here&#039;s where you start hitting your targetted shot almost every time)&lt;br /&gt;
lvl 65, 67 cman ranks, 40-45 ambushing (here&#039;s where a paladin makes a choice.  Is chain working for me? or am i getting blasted and need plate? If you&#039;re dying from crits and need the plate, here&#039;s where you get extra TP&#039;s to push to that goal because you&#039;re done with spells and can lay off ambushing a bit.)&lt;br /&gt;
lvl 80, 82 cman ranks, 60 ambushing.&lt;br /&gt;
lvl 100+, once you have achieved the goal of 202 physical fitness, you can start migrating that 60 ranks of ambushing down to 24 ranks, and throw all your next TP&#039;s in to cman until that is 2x.  once your PF is 2x and cman is 2x, with 24 ranks ambushing life for a paladin is cake. you rarely miss your target, and stuff just seems to crumble with all that extra DF, damage weighting and flares!  HAVE FUN!&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
See: arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... If you&#039;re not UAC, Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus 1 per 30 blessings lore skill to your strikes(except UAC, at this time.). Lasts 1 minute, has no cooldown and can be recast or refreshed.&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis. also great to use in the scatter vs liches.&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100149</id>
		<title>Prime HARDCORE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100149"/>
		<updated>2017-11-03T19:50:48Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* HARDCORE Adventurers Questing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GemStone IV Prime HARDCORE ==&lt;br /&gt;
&lt;br /&gt;
Welcome to GemStone IV Prime HARDCORE. This contest was created in Gemstone Platinum by Kithus/Brinret and others, and I believe there is enough interest to duplicate the even in Gemstone Prime. Much of the structure of this event will be taken directly from the Platinum instance, which is currently ongoing and can be found here: [[Platinum HARDCORE]].The basic essence of the contest is simple. You make a new character, in GemStone IV Prime, and if the character dies, you are out. With that basic premise out of the way we will get into the various rules that need to be put into place to ensure a fair competition. Please keep in mind that this contest is run primarily on an honor system and we are trusting participants to follow the rules. &lt;br /&gt;
&lt;br /&gt;
== Contest Rules ==&lt;br /&gt;
&lt;br /&gt;
*	All participants, upon creation, must post in the GemStone IV Prime HARDCORE thread to include their HARDCORE character&#039;s name, race and profession. Said characters must be created on or after November 1st, 2017.&lt;br /&gt;
&lt;br /&gt;
*	Upon death you should submit a post to the thread informing the community of the character’s death and immediately delete the character. Inventory may be transferred to a non-HARDCORE character prior to deletion. Should you wish to create a new character for the HARDCORE competition, you must select a different name than the one used previously.&lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters must be self-spelled. This means no outside spells may be used. Spells the character can activate themselves from Magic Items or Scrolls are permitted. Automatic group spells such as (but not limited to) Benediction (307), Warding Sphere (310), Kai&#039;s Triumph Song (1007), and Song of Tonis (1035) are permitted when hunting with other HARDCORE characters. Group spells that remain once the character leaves the hunting group such as (but not limited to) Mass Blurs (911), Mass Colors (611), and Mass Elemental Defense (419) are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Participation in Profession Guilds, to include giving and receiving training is permitted to include the use of both HARDCORE and Non-HARDCORE characters. MAing your training partner is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	Participation in Societies, to include tasks requiring the direct involvement of other characters is permitted, as is the use of both HARDCORE and Non-HARDCORE characters to complete said tasks. MAing the required participants is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	The Artisan Skill Fletching is permitted beginning at level 0. Crafting and Forging of no more than two weapon types is permitted once the HARDCORE character has reached level 20. Training in Cobbling and the remaining weapon types is permitted once the character reaches level 40. &lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters are not to be hunted with non-HARDCORE characters. Further, while playing more than 1 HARDCORE character at a time is permitted, MAing HARDCORE characters for group hunting purposes or any other unforseen benefits is not permitted. (No HARDCORE MA armies, please!)&lt;br /&gt;
&lt;br /&gt;
*	The use of secondary characters for the purposes of locker storage, audience repetitions, experience gain, or any other benefit is not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Items and silver may not be obtained from other characters. This means nothing may be received from another character or player shop. All silver and inventory must be earned by the HARDCORE character. NPC shop purchases are permitted. Items the HARDCORE character obtained from a merchant, including raffles and merchant services, are permitted. Use of the pawnshop is allowed. However, no attempts should be made to knowingly buy or sell items to purposefully supply HARDCORE characters. &lt;br /&gt;
&lt;br /&gt;
*	The taking or use of items left on the town bench, donation bin, or other communal containers is not permitted, though HARDCORE characters are free to donate items. HARDCORE characters may not take or make use of any items or silver found laying on the ground unless generated by the game itself (truffles, smooth stones, etc).&lt;br /&gt;
&lt;br /&gt;
*	Items from a grand auction, Duskruin, Delirium Manor or other &amp;quot;pay to play&amp;quot;, or &amp;quot;1 win per account&amp;quot; sources are not permitted. Items from Reim are permitted but only from your daily free Reim run. Prizes obtained from OOG competitions or rewards such as (but not limited to) the Premium Monthly Submission contest, Indiegogo campaigns, GM/Gamehost/Mentor rewards, and CHE/MHO rewards are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	No outside services from OTHER CHARACTERS are allowed. This includes:&lt;br /&gt;
**	Armor skills&lt;br /&gt;
**	Artisan Skills&lt;br /&gt;
**	Blessing&lt;br /&gt;
**	Enchanting/Ensorcelling/Elemental Resistance&lt;br /&gt;
**	Healing&lt;br /&gt;
**	Locksmithing&lt;br /&gt;
**	Mass spells&lt;br /&gt;
**	Society or Adventure Guild resources (Pelts, Gems, Herbs, etc)&lt;br /&gt;
&lt;br /&gt;
*	NOTE: The use of Bards for the purposes of Loresinging is permitted.&lt;br /&gt;
&lt;br /&gt;
*	Deaths resulting from PvP, direct GameMaster action, or GAME WIDE outage are exempt.  Also any death that is a required part of a task that may or may not exist for a specific society is exempt.&lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters cannot use any item purchased with Simucoins. Similar items found normally are allowed.&lt;br /&gt;
&lt;br /&gt;
*	Gemstone IV Prime HARDCORE characters cannot use any mechanically beneficial item or service obtained via Premium Points, nor can HARDCORE characters use the free X a day Premium spell items. &lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters should toggle on the ability to view their level in their profiles.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The biggest reward is the honor and prestige from your fellow GemStone IV Prime HARDCORE players. That said, to make it interesting, I will be offering the following prizes to participants:&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 20 a GemStone IV Prime HARDCORE character can show their Lord/Lady title to Glanvis for a 1 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 2 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 40 a GemStone IV Prime HARDCORE character can show their Great Lord/Lady title to Glanvis for a 5 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 10 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 70 a GemStone IV Prime HARDCORE character can show their High Lord/Lady title to Glanvis for a 10 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 20 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 100 a GemStone IV Prime HARDCORE character can show their Grand Lord/Lady title to Glanvis for a 25 million silver reward payable to a non-HARDCORE character. The first character to achieve this level will receive a reward of 50 million silver and the adulation of his peers! Additionally the HARDCORE character is now exempt from deletion on death.&lt;br /&gt;
&lt;br /&gt;
*	F2P HARDCORE characters will be awarded the same silver prize as the first character to reach each level milestone regardless of their time to reach said level range (20, 40, 70, 100). Use of F2P only Simucoin items such as spell or society passes is allowed, though doing so disqualifies the HARDCORE character from receiving the F2P reward bonus.&lt;br /&gt;
&lt;br /&gt;
== HARDCORE Adventurers Questing ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Strongest Foe&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Halier&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| 6&lt;br /&gt;
|   align=left | a lesser orc&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Rambals&lt;br /&gt;
|   align=left| Human&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mirienda&lt;br /&gt;
|   align=left| Erithian&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eskoff&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Warrior&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ardkor&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| 6&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tinesia (F2P)&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis (mk 2)&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mortalite&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Bard&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Anthola&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 5&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Feffiny&lt;br /&gt;
|   align=left| Burghal Gnome&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Moguchaya&lt;br /&gt;
|   align=left| Half-Krolvin&lt;br /&gt;
|   align=left| Monk&lt;br /&gt;
|   align=center| 4&lt;br /&gt;
|   align=left | lesser orc&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannellen&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 4&lt;br /&gt;
|   align=left | a velnian&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Harminius (F2P)&lt;br /&gt;
|   align=left| Halfling&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannae&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor       &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Isen&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 4&lt;br /&gt;
|   align=left | none&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Dwarden&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fallen Heroes ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Killed By&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left| White Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eannat&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left | Dark Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ranehd&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left | Ghoul&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://forums.elanthia.online/topic/637/gemstone-prime-hardcore-official-thread Elanthian Forums Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?112353-Gemstone-PRIME-HARDCORE-Official-Thread Player&#039;s Corner Thread]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Hardcore%20Mode/view/1 Official Forums Thread]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100136</id>
		<title>Prime HARDCORE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100136"/>
		<updated>2017-11-02T21:18:06Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* HARDCORE Adventurers Questing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GemStone IV Prime HARDCORE ==&lt;br /&gt;
&lt;br /&gt;
Welcome to GemStone IV Prime HARDCORE. This contest was created in Gemstone Platinum by Kithus/Brinret and others, and I believe there is enough interest to duplicate the even in Gemstone Prime. Much of the structure of this event will be taken directly from the Platinum instance, which is currently ongoing and can be found here: [[Platinum HARDCORE]].The basic essence of the contest is simple. You make a new character, in GemStone IV Prime, and if the character dies, you are out. With that basic premise out of the way we will get into the various rules that need to be put into place to ensure a fair competition. Please keep in mind that this contest is run primarily on an honor system and we are trusting participants to follow the rules. &lt;br /&gt;
&lt;br /&gt;
== Contest Rules ==&lt;br /&gt;
&lt;br /&gt;
*	All participants, upon creation, must post in the GemStone IV Prime HARDCORE thread to include their HARDCORE character&#039;s name, race and profession. Said characters must be created on or after November 1st, 2017.&lt;br /&gt;
&lt;br /&gt;
*	Upon death you should submit a post to the thread informing the community of the character’s death and immediately delete the character. Inventory may be transferred to a non-HARDCORE character prior to deletion. Should you wish to create a new character for the HARDCORE competition, you must select a different name than the one used previously.&lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters must be self-spelled. This means no outside spells may be used. Spells the character can activate themselves from Magic Items or Scrolls are permitted. Automatic group spells such as (but not limited to) Benediction (307), Warding Sphere (310), Kai&#039;s Triumph Song (1007), and Song of Tonis (1035) are permitted when hunting with other HARDCORE characters. Group spells that remain once the character leaves the hunting group such as (but not limited to) Mass Blurs (911), Mass Colors (611), and Mass Elemental Defense (419) are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Participation in Profession Guilds, to include giving and receiving training is permitted to include the use of both HARDCORE and Non-HARDCORE characters. MAing your training partner is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	Participation in Societies, to include tasks requiring the direct involvement of other characters is permitted, as is the use of both HARDCORE and Non-HARDCORE characters to complete said tasks. MAing the required participants is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	The Artisan Skill Fletching is permitted beginning at level 0. Crafting and Forging of no more than two weapon types is permitted once the HARDCORE character has reached level 20. Training in Cobbling and the remaining weapon types is permitted once the character reaches level 40. &lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters are not to be hunted with non-HARDCORE characters. Further, while playing more than 1 HARDCORE character at a time is permitted, MAing HARDCORE characters for group hunting purposes or any other unforseen benefits is not permitted. (No HARDCORE MA armies, please!)&lt;br /&gt;
&lt;br /&gt;
*	The use of secondary characters for the purposes of locker storage, audience repetitions, experience gain, or any other benefit is not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Items and silver may not be obtained from other characters. This means nothing may be received from another character or player shop. All silver and inventory must be earned by the HARDCORE character. NPC shop purchases are permitted. Items the HARDCORE character obtained from a merchant, including raffles and merchant services, are permitted. Use of the pawnshop is allowed. However, no attempts should be made to knowingly buy or sell items to purposefully supply HARDCORE characters. &lt;br /&gt;
&lt;br /&gt;
*	The taking or use of items left on the town bench, donation bin, or other communal containers is not permitted, though HARDCORE characters are free to donate items. HARDCORE characters may not take or make use of any items or silver found laying on the ground unless generated by the game itself (truffles, smooth stones, etc).&lt;br /&gt;
&lt;br /&gt;
*	Items from a grand auction, Duskruin, Delirium Manor or other &amp;quot;pay to play&amp;quot;, or &amp;quot;1 win per account&amp;quot; sources are not permitted. Items from Reim are permitted but only from your daily free Reim run. Prizes obtained from OOG competitions or rewards such as (but not limited to) the Premium Monthly Submission contest, Indiegogo campaigns, GM/Gamehost/Mentor rewards, and CHE/MHO rewards are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	No outside services from OTHER CHARACTERS are allowed. This includes:&lt;br /&gt;
**	Armor skills&lt;br /&gt;
**	Artisan Skills&lt;br /&gt;
**	Blessing&lt;br /&gt;
**	Enchanting/Ensorcelling/Elemental Resistance&lt;br /&gt;
**	Healing&lt;br /&gt;
**	Locksmithing&lt;br /&gt;
**	Mass spells&lt;br /&gt;
**	Society or Adventure Guild resources (Pelts, Gems, Herbs, etc)&lt;br /&gt;
&lt;br /&gt;
*	NOTE: The use of Bards for the purposes of Loresinging is permitted.&lt;br /&gt;
&lt;br /&gt;
*	Deaths resulting from PvP, direct GameMaster action, or GAME WIDE outage are exempt.  Also any death that is a required part of a task that may or may not exist for a specific society is exempt.&lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters cannot use any item purchased with Simucoins. Similar items found normally are allowed.&lt;br /&gt;
&lt;br /&gt;
*	Gemstone IV Prime HARDCORE characters cannot use any mechanically beneficial item or service obtained via Premium Points, nor can HARDCORE characters use the free X a day Premium spell items. &lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters should toggle on the ability to view their level in their profiles.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The biggest reward is the honor and prestige from your fellow GemStone IV Prime HARDCORE players. That said, to make it interesting, I will be offering the following prizes to participants:&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 20 a GemStone IV Prime HARDCORE character can show their Lord/Lady title to Glanvis for a 1 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 2 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 40 a GemStone IV Prime HARDCORE character can show their Great Lord/Lady title to Glanvis for a 5 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 10 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 70 a GemStone IV Prime HARDCORE character can show their High Lord/Lady title to Glanvis for a 10 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 20 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 100 a GemStone IV Prime HARDCORE character can show their Grand Lord/Lady title to Glanvis for a 25 million silver reward payable to a non-HARDCORE character. The first character to achieve this level will receive a reward of 50 million silver and the adulation of his peers! Additionally the HARDCORE character is now exempt from deletion on death.&lt;br /&gt;
&lt;br /&gt;
*	F2P HARDCORE characters will be awarded the same silver prize as the first character to reach each level milestone regardless of their time to reach said level range (20, 40, 70, 100). Use of F2P only Simucoin items such as spell or society passes is allowed, though doing so disqualifies the HARDCORE character from receiving the F2P reward bonus.&lt;br /&gt;
&lt;br /&gt;
== HARDCORE Adventurers Questing ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Strongest Foe&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Halier&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| 6&lt;br /&gt;
|   align=left | a lesser orc&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Rambals&lt;br /&gt;
|   align=left| Human&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mirienda&lt;br /&gt;
|   align=left| Erithian&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eskoff&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Warrior&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ardkor&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tinesia (F2P)&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis (mk 2)&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mortalite&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Anthola&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 5&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Feffiny&lt;br /&gt;
|   align=left| Burghal Gnome&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Moguchaya&lt;br /&gt;
|   align=left| Half-Krolvin&lt;br /&gt;
|   align=left| Monk&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannellen&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 4&lt;br /&gt;
|   align=left | a velnian&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Harminius&lt;br /&gt;
|   align=left| Halfling&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannae&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor       &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Isen&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left | none&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fallen Heroes ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Killed By&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left| White Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eannat&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left | Dark Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ranehd&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left | Ghoul&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://forums.elanthia.online/topic/637/gemstone-prime-hardcore-official-thread Elanthian Forums Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?112353-Gemstone-PRIME-HARDCORE-Official-Thread Player&#039;s Corner Thread]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Hardcore%20Mode/view/1 Official Forums Thread]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100135</id>
		<title>Prime HARDCORE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100135"/>
		<updated>2017-11-02T21:15:33Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* HARDCORE Adventurers Questing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GemStone IV Prime HARDCORE ==&lt;br /&gt;
&lt;br /&gt;
Welcome to GemStone IV Prime HARDCORE. This contest was created in Gemstone Platinum by Kithus/Brinret and others, and I believe there is enough interest to duplicate the even in Gemstone Prime. Much of the structure of this event will be taken directly from the Platinum instance, which is currently ongoing and can be found here: [[Platinum HARDCORE]].The basic essence of the contest is simple. You make a new character, in GemStone IV Prime, and if the character dies, you are out. With that basic premise out of the way we will get into the various rules that need to be put into place to ensure a fair competition. Please keep in mind that this contest is run primarily on an honor system and we are trusting participants to follow the rules. &lt;br /&gt;
&lt;br /&gt;
== Contest Rules ==&lt;br /&gt;
&lt;br /&gt;
*	All participants, upon creation, must post in the GemStone IV Prime HARDCORE thread to include their HARDCORE character&#039;s name, race and profession. Said characters must be created on or after November 1st, 2017.&lt;br /&gt;
&lt;br /&gt;
*	Upon death you should submit a post to the thread informing the community of the character’s death and immediately delete the character. Inventory may be transferred to a non-HARDCORE character prior to deletion. Should you wish to create a new character for the HARDCORE competition, you must select a different name than the one used previously.&lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters must be self-spelled. This means no outside spells may be used. Spells the character can activate themselves from Magic Items or Scrolls are permitted. Automatic group spells such as (but not limited to) Benediction (307), Warding Sphere (310), Kai&#039;s Triumph Song (1007), and Song of Tonis (1035) are permitted when hunting with other HARDCORE characters. Group spells that remain once the character leaves the hunting group such as (but not limited to) Mass Blurs (911), Mass Colors (611), and Mass Elemental Defense (419) are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Participation in Profession Guilds, to include giving and receiving training is permitted to include the use of both HARDCORE and Non-HARDCORE characters. MAing your training partner is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	Participation in Societies, to include tasks requiring the direct involvement of other characters is permitted, as is the use of both HARDCORE and Non-HARDCORE characters to complete said tasks. MAing the required participants is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	The Artisan Skill Fletching is permitted beginning at level 0. Crafting and Forging of no more than two weapon types is permitted once the HARDCORE character has reached level 20. Training in Cobbling and the remaining weapon types is permitted once the character reaches level 40. &lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters are not to be hunted with non-HARDCORE characters. Further, while playing more than 1 HARDCORE character at a time is permitted, MAing HARDCORE characters for group hunting purposes or any other unforseen benefits is not permitted. (No HARDCORE MA armies, please!)&lt;br /&gt;
&lt;br /&gt;
*	The use of secondary characters for the purposes of locker storage, audience repetitions, experience gain, or any other benefit is not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Items and silver may not be obtained from other characters. This means nothing may be received from another character or player shop. All silver and inventory must be earned by the HARDCORE character. NPC shop purchases are permitted. Items the HARDCORE character obtained from a merchant, including raffles and merchant services, are permitted. Use of the pawnshop is allowed. However, no attempts should be made to knowingly buy or sell items to purposefully supply HARDCORE characters. &lt;br /&gt;
&lt;br /&gt;
*	The taking or use of items left on the town bench, donation bin, or other communal containers is not permitted, though HARDCORE characters are free to donate items. HARDCORE characters may not take or make use of any items or silver found laying on the ground unless generated by the game itself (truffles, smooth stones, etc).&lt;br /&gt;
&lt;br /&gt;
*	Items from a grand auction, Duskruin, Delirium Manor or other &amp;quot;pay to play&amp;quot;, or &amp;quot;1 win per account&amp;quot; sources are not permitted. Items from Reim are permitted but only from your daily free Reim run. Prizes obtained from OOG competitions or rewards such as (but not limited to) the Premium Monthly Submission contest, Indiegogo campaigns, GM/Gamehost/Mentor rewards, and CHE/MHO rewards are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	No outside services from OTHER CHARACTERS are allowed. This includes:&lt;br /&gt;
**	Armor skills&lt;br /&gt;
**	Artisan Skills&lt;br /&gt;
**	Blessing&lt;br /&gt;
**	Enchanting/Ensorcelling/Elemental Resistance&lt;br /&gt;
**	Healing&lt;br /&gt;
**	Locksmithing&lt;br /&gt;
**	Mass spells&lt;br /&gt;
**	Society or Adventure Guild resources (Pelts, Gems, Herbs, etc)&lt;br /&gt;
&lt;br /&gt;
*	NOTE: The use of Bards for the purposes of Loresinging is permitted.&lt;br /&gt;
&lt;br /&gt;
*	Deaths resulting from PvP, direct GameMaster action, or GAME WIDE outage are exempt.  Also any death that is a required part of a task that may or may not exist for a specific society is exempt.&lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters cannot use any item purchased with Simucoins. Similar items found normally are allowed.&lt;br /&gt;
&lt;br /&gt;
*	Gemstone IV Prime HARDCORE characters cannot use any mechanically beneficial item or service obtained via Premium Points, nor can HARDCORE characters use the free X a day Premium spell items. &lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters should toggle on the ability to view their level in their profiles.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The biggest reward is the honor and prestige from your fellow GemStone IV Prime HARDCORE players. That said, to make it interesting, I will be offering the following prizes to participants:&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 20 a GemStone IV Prime HARDCORE character can show their Lord/Lady title to Glanvis for a 1 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 2 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 40 a GemStone IV Prime HARDCORE character can show their Great Lord/Lady title to Glanvis for a 5 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 10 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 70 a GemStone IV Prime HARDCORE character can show their High Lord/Lady title to Glanvis for a 10 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 20 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 100 a GemStone IV Prime HARDCORE character can show their Grand Lord/Lady title to Glanvis for a 25 million silver reward payable to a non-HARDCORE character. The first character to achieve this level will receive a reward of 50 million silver and the adulation of his peers! Additionally the HARDCORE character is now exempt from deletion on death.&lt;br /&gt;
&lt;br /&gt;
*	F2P HARDCORE characters will be awarded the same silver prize as the first character to reach each level milestone regardless of their time to reach said level range (20, 40, 70, 100). Use of F2P only Simucoin items such as spell or society passes is allowed, though doing so disqualifies the HARDCORE character from receiving the F2P reward bonus.&lt;br /&gt;
&lt;br /&gt;
== HARDCORE Adventurers Questing ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Strongest Foe&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Halier&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Rambals&lt;br /&gt;
|   align=left| Human&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mirienda&lt;br /&gt;
|   align=left| Erithian&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eskoff&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Warrior&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ardkor&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tinesia (F2P)&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis (mk 2)&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mortalite&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Anthola&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 5&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Feffiny&lt;br /&gt;
|   align=left| Burghal Gnome&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Moguchaya&lt;br /&gt;
|   align=left| Half-Krolvin&lt;br /&gt;
|   align=left| Monk&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannellen&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Harminius&lt;br /&gt;
|   align=left| Halfling&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannae&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor       &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Isen&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fallen Heroes ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Killed By&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left| White Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eannat&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left | Dark Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ranehd&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left | Ghoul&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://forums.elanthia.online/topic/637/gemstone-prime-hardcore-official-thread Elanthian Forums Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?112353-Gemstone-PRIME-HARDCORE-Official-Thread Player&#039;s Corner Thread]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Hardcore%20Mode/view/1 Official Forums Thread]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100134</id>
		<title>Prime HARDCORE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100134"/>
		<updated>2017-11-02T21:11:28Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* HARDCORE Adventurers Questing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GemStone IV Prime HARDCORE ==&lt;br /&gt;
&lt;br /&gt;
Welcome to GemStone IV Prime HARDCORE. This contest was created in Gemstone Platinum by Kithus/Brinret and others, and I believe there is enough interest to duplicate the even in Gemstone Prime. Much of the structure of this event will be taken directly from the Platinum instance, which is currently ongoing and can be found here: [[Platinum HARDCORE]].The basic essence of the contest is simple. You make a new character, in GemStone IV Prime, and if the character dies, you are out. With that basic premise out of the way we will get into the various rules that need to be put into place to ensure a fair competition. Please keep in mind that this contest is run primarily on an honor system and we are trusting participants to follow the rules. &lt;br /&gt;
&lt;br /&gt;
== Contest Rules ==&lt;br /&gt;
&lt;br /&gt;
*	All participants, upon creation, must post in the GemStone IV Prime HARDCORE thread to include their HARDCORE character&#039;s name, race and profession. Said characters must be created on or after November 1st, 2017.&lt;br /&gt;
&lt;br /&gt;
*	Upon death you should submit a post to the thread informing the community of the character’s death and immediately delete the character. Inventory may be transferred to a non-HARDCORE character prior to deletion. Should you wish to create a new character for the HARDCORE competition, you must select a different name than the one used previously.&lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters must be self-spelled. This means no outside spells may be used. Spells the character can activate themselves from Magic Items or Scrolls are permitted. Automatic group spells such as (but not limited to) Benediction (307), Warding Sphere (310), Kai&#039;s Triumph Song (1007), and Song of Tonis (1035) are permitted when hunting with other HARDCORE characters. Group spells that remain once the character leaves the hunting group such as (but not limited to) Mass Blurs (911), Mass Colors (611), and Mass Elemental Defense (419) are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Participation in Profession Guilds, to include giving and receiving training is permitted to include the use of both HARDCORE and Non-HARDCORE characters. MAing your training partner is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	Participation in Societies, to include tasks requiring the direct involvement of other characters is permitted, as is the use of both HARDCORE and Non-HARDCORE characters to complete said tasks. MAing the required participants is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	The Artisan Skill Fletching is permitted beginning at level 0. Crafting and Forging of no more than two weapon types is permitted once the HARDCORE character has reached level 20. Training in Cobbling and the remaining weapon types is permitted once the character reaches level 40. &lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters are not to be hunted with non-HARDCORE characters. Further, while playing more than 1 HARDCORE character at a time is permitted, MAing HARDCORE characters for group hunting purposes or any other unforseen benefits is not permitted. (No HARDCORE MA armies, please!)&lt;br /&gt;
&lt;br /&gt;
*	The use of secondary characters for the purposes of locker storage, audience repetitions, experience gain, or any other benefit is not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Items and silver may not be obtained from other characters. This means nothing may be received from another character or player shop. All silver and inventory must be earned by the HARDCORE character. NPC shop purchases are permitted. Items the HARDCORE character obtained from a merchant, including raffles and merchant services, are permitted. Use of the pawnshop is allowed. However, no attempts should be made to knowingly buy or sell items to purposefully supply HARDCORE characters. &lt;br /&gt;
&lt;br /&gt;
*	The taking or use of items left on the town bench, donation bin, or other communal containers is not permitted, though HARDCORE characters are free to donate items. HARDCORE characters may not take or make use of any items or silver found laying on the ground unless generated by the game itself (truffles, smooth stones, etc).&lt;br /&gt;
&lt;br /&gt;
*	Items from a grand auction, Duskruin, Delirium Manor or other &amp;quot;pay to play&amp;quot;, or &amp;quot;1 win per account&amp;quot; sources are not permitted. Items from Reim are permitted but only from your daily free Reim run. Prizes obtained from OOG competitions or rewards such as (but not limited to) the Premium Monthly Submission contest, Indiegogo campaigns, GM/Gamehost/Mentor rewards, and CHE/MHO rewards are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	No outside services from OTHER CHARACTERS are allowed. This includes:&lt;br /&gt;
**	Armor skills&lt;br /&gt;
**	Artisan Skills&lt;br /&gt;
**	Blessing&lt;br /&gt;
**	Enchanting/Ensorcelling/Elemental Resistance&lt;br /&gt;
**	Healing&lt;br /&gt;
**	Locksmithing&lt;br /&gt;
**	Mass spells&lt;br /&gt;
**	Society or Adventure Guild resources (Pelts, Gems, Herbs, etc)&lt;br /&gt;
&lt;br /&gt;
*	NOTE: The use of Bards for the purposes of Loresinging is permitted.&lt;br /&gt;
&lt;br /&gt;
*	Deaths resulting from PvP, direct GameMaster action, or GAME WIDE outage are exempt.  Also any death that is a required part of a task that may or may not exist for a specific society is exempt.&lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters cannot use any item purchased with Simucoins. Similar items found normally are allowed.&lt;br /&gt;
&lt;br /&gt;
*	Gemstone IV Prime HARDCORE characters cannot use any mechanically beneficial item or service obtained via Premium Points, nor can HARDCORE characters use the free X a day Premium spell items. &lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters should toggle on the ability to view their level in their profiles.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The biggest reward is the honor and prestige from your fellow GemStone IV Prime HARDCORE players. That said, to make it interesting, I will be offering the following prizes to participants:&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 20 a GemStone IV Prime HARDCORE character can show their Lord/Lady title to Glanvis for a 1 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 2 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 40 a GemStone IV Prime HARDCORE character can show their Great Lord/Lady title to Glanvis for a 5 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 10 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 70 a GemStone IV Prime HARDCORE character can show their High Lord/Lady title to Glanvis for a 10 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 20 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 100 a GemStone IV Prime HARDCORE character can show their Grand Lord/Lady title to Glanvis for a 25 million silver reward payable to a non-HARDCORE character. The first character to achieve this level will receive a reward of 50 million silver and the adulation of his peers! Additionally the HARDCORE character is now exempt from deletion on death.&lt;br /&gt;
&lt;br /&gt;
*	F2P HARDCORE characters will be awarded the same silver prize as the first character to reach each level milestone regardless of their time to reach said level range (20, 40, 70, 100). Use of F2P only Simucoin items such as spell or society passes is allowed, though doing so disqualifies the HARDCORE character from receiving the F2P reward bonus.&lt;br /&gt;
&lt;br /&gt;
== HARDCORE Adventurers Questing ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Strongest Foe&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Halier&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Rambals&lt;br /&gt;
|   align=left| Human&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mirienda&lt;br /&gt;
|   align=left| Erithian&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eskoff&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Warrior&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ardkor&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tinesia (F2P)&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis (mk 2)&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mortalite&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Anthola&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 4&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Feffiny&lt;br /&gt;
|   align=left| Burghal Gnome&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Moguchaya&lt;br /&gt;
|   align=left| Half-Krolvin&lt;br /&gt;
|   align=left| Monk&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannellen&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Harminius&lt;br /&gt;
|   align=left| Halfling&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannae&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor       &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Isen&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fallen Heroes ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Killed By&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left| White Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eannat&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left | Dark Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ranehd&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left | Ghoul&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://forums.elanthia.online/topic/637/gemstone-prime-hardcore-official-thread Elanthian Forums Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?112353-Gemstone-PRIME-HARDCORE-Official-Thread Player&#039;s Corner Thread]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Hardcore%20Mode/view/1 Official Forums Thread]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100133</id>
		<title>Prime HARDCORE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100133"/>
		<updated>2017-11-02T21:11:01Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* HARDCORE Adventurers Questing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GemStone IV Prime HARDCORE ==&lt;br /&gt;
&lt;br /&gt;
Welcome to GemStone IV Prime HARDCORE. This contest was created in Gemstone Platinum by Kithus/Brinret and others, and I believe there is enough interest to duplicate the even in Gemstone Prime. Much of the structure of this event will be taken directly from the Platinum instance, which is currently ongoing and can be found here: [[Platinum HARDCORE]].The basic essence of the contest is simple. You make a new character, in GemStone IV Prime, and if the character dies, you are out. With that basic premise out of the way we will get into the various rules that need to be put into place to ensure a fair competition. Please keep in mind that this contest is run primarily on an honor system and we are trusting participants to follow the rules. &lt;br /&gt;
&lt;br /&gt;
== Contest Rules ==&lt;br /&gt;
&lt;br /&gt;
*	All participants, upon creation, must post in the GemStone IV Prime HARDCORE thread to include their HARDCORE character&#039;s name, race and profession. Said characters must be created on or after November 1st, 2017.&lt;br /&gt;
&lt;br /&gt;
*	Upon death you should submit a post to the thread informing the community of the character’s death and immediately delete the character. Inventory may be transferred to a non-HARDCORE character prior to deletion. Should you wish to create a new character for the HARDCORE competition, you must select a different name than the one used previously.&lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters must be self-spelled. This means no outside spells may be used. Spells the character can activate themselves from Magic Items or Scrolls are permitted. Automatic group spells such as (but not limited to) Benediction (307), Warding Sphere (310), Kai&#039;s Triumph Song (1007), and Song of Tonis (1035) are permitted when hunting with other HARDCORE characters. Group spells that remain once the character leaves the hunting group such as (but not limited to) Mass Blurs (911), Mass Colors (611), and Mass Elemental Defense (419) are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Participation in Profession Guilds, to include giving and receiving training is permitted to include the use of both HARDCORE and Non-HARDCORE characters. MAing your training partner is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	Participation in Societies, to include tasks requiring the direct involvement of other characters is permitted, as is the use of both HARDCORE and Non-HARDCORE characters to complete said tasks. MAing the required participants is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	The Artisan Skill Fletching is permitted beginning at level 0. Crafting and Forging of no more than two weapon types is permitted once the HARDCORE character has reached level 20. Training in Cobbling and the remaining weapon types is permitted once the character reaches level 40. &lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters are not to be hunted with non-HARDCORE characters. Further, while playing more than 1 HARDCORE character at a time is permitted, MAing HARDCORE characters for group hunting purposes or any other unforseen benefits is not permitted. (No HARDCORE MA armies, please!)&lt;br /&gt;
&lt;br /&gt;
*	The use of secondary characters for the purposes of locker storage, audience repetitions, experience gain, or any other benefit is not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Items and silver may not be obtained from other characters. This means nothing may be received from another character or player shop. All silver and inventory must be earned by the HARDCORE character. NPC shop purchases are permitted. Items the HARDCORE character obtained from a merchant, including raffles and merchant services, are permitted. Use of the pawnshop is allowed. However, no attempts should be made to knowingly buy or sell items to purposefully supply HARDCORE characters. &lt;br /&gt;
&lt;br /&gt;
*	The taking or use of items left on the town bench, donation bin, or other communal containers is not permitted, though HARDCORE characters are free to donate items. HARDCORE characters may not take or make use of any items or silver found laying on the ground unless generated by the game itself (truffles, smooth stones, etc).&lt;br /&gt;
&lt;br /&gt;
*	Items from a grand auction, Duskruin, Delirium Manor or other &amp;quot;pay to play&amp;quot;, or &amp;quot;1 win per account&amp;quot; sources are not permitted. Items from Reim are permitted but only from your daily free Reim run. Prizes obtained from OOG competitions or rewards such as (but not limited to) the Premium Monthly Submission contest, Indiegogo campaigns, GM/Gamehost/Mentor rewards, and CHE/MHO rewards are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	No outside services from OTHER CHARACTERS are allowed. This includes:&lt;br /&gt;
**	Armor skills&lt;br /&gt;
**	Artisan Skills&lt;br /&gt;
**	Blessing&lt;br /&gt;
**	Enchanting/Ensorcelling/Elemental Resistance&lt;br /&gt;
**	Healing&lt;br /&gt;
**	Locksmithing&lt;br /&gt;
**	Mass spells&lt;br /&gt;
**	Society or Adventure Guild resources (Pelts, Gems, Herbs, etc)&lt;br /&gt;
&lt;br /&gt;
*	NOTE: The use of Bards for the purposes of Loresinging is permitted.&lt;br /&gt;
&lt;br /&gt;
*	Deaths resulting from PvP, direct GameMaster action, or GAME WIDE outage are exempt.  Also any death that is a required part of a task that may or may not exist for a specific society is exempt.&lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters cannot use any item purchased with Simucoins. Similar items found normally are allowed.&lt;br /&gt;
&lt;br /&gt;
*	Gemstone IV Prime HARDCORE characters cannot use any mechanically beneficial item or service obtained via Premium Points, nor can HARDCORE characters use the free X a day Premium spell items. &lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters should toggle on the ability to view their level in their profiles.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The biggest reward is the honor and prestige from your fellow GemStone IV Prime HARDCORE players. That said, to make it interesting, I will be offering the following prizes to participants:&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 20 a GemStone IV Prime HARDCORE character can show their Lord/Lady title to Glanvis for a 1 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 2 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 40 a GemStone IV Prime HARDCORE character can show their Great Lord/Lady title to Glanvis for a 5 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 10 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 70 a GemStone IV Prime HARDCORE character can show their High Lord/Lady title to Glanvis for a 10 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 20 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 100 a GemStone IV Prime HARDCORE character can show their Grand Lord/Lady title to Glanvis for a 25 million silver reward payable to a non-HARDCORE character. The first character to achieve this level will receive a reward of 50 million silver and the adulation of his peers! Additionally the HARDCORE character is now exempt from deletion on death.&lt;br /&gt;
&lt;br /&gt;
*	F2P HARDCORE characters will be awarded the same silver prize as the first character to reach each level milestone regardless of their time to reach said level range (20, 40, 70, 100). Use of F2P only Simucoin items such as spell or society passes is allowed, though doing so disqualifies the HARDCORE character from receiving the F2P reward bonus.&lt;br /&gt;
&lt;br /&gt;
== HARDCORE Adventurers Questing ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Strongest Foe&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Halier&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Rambals&lt;br /&gt;
|   align=left| Human&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mirienda&lt;br /&gt;
|   align=left| Erithian&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eskoff&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Warrior&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ardkor&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tinesia (F2P)&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis (mk 2)&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mortalite&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Anthola&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 4&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Feffiny&lt;br /&gt;
|   align=left| Burghal Gnome&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Moguchaya&lt;br /&gt;
|   align=left| Half-Krolvin&lt;br /&gt;
|   align=left| Monk&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannellen&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Harminius&lt;br /&gt;
|   align=left| Halfling&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannae&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor       &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Isen&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fallen Heroes ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Killed By&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left| White Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eannat&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left | Dark Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ranehd&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left | Ghoul&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://forums.elanthia.online/topic/637/gemstone-prime-hardcore-official-thread Elanthian Forums Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?112353-Gemstone-PRIME-HARDCORE-Official-Thread Player&#039;s Corner Thread]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Hardcore%20Mode/view/1 Official Forums Thread]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100132</id>
		<title>Prime HARDCORE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Prime_HARDCORE&amp;diff=100132"/>
		<updated>2017-11-02T21:10:41Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* HARDCORE Adventurers Questing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GemStone IV Prime HARDCORE ==&lt;br /&gt;
&lt;br /&gt;
Welcome to GemStone IV Prime HARDCORE. This contest was created in Gemstone Platinum by Kithus/Brinret and others, and I believe there is enough interest to duplicate the even in Gemstone Prime. Much of the structure of this event will be taken directly from the Platinum instance, which is currently ongoing and can be found here: [[Platinum HARDCORE]].The basic essence of the contest is simple. You make a new character, in GemStone IV Prime, and if the character dies, you are out. With that basic premise out of the way we will get into the various rules that need to be put into place to ensure a fair competition. Please keep in mind that this contest is run primarily on an honor system and we are trusting participants to follow the rules. &lt;br /&gt;
&lt;br /&gt;
== Contest Rules ==&lt;br /&gt;
&lt;br /&gt;
*	All participants, upon creation, must post in the GemStone IV Prime HARDCORE thread to include their HARDCORE character&#039;s name, race and profession. Said characters must be created on or after November 1st, 2017.&lt;br /&gt;
&lt;br /&gt;
*	Upon death you should submit a post to the thread informing the community of the character’s death and immediately delete the character. Inventory may be transferred to a non-HARDCORE character prior to deletion. Should you wish to create a new character for the HARDCORE competition, you must select a different name than the one used previously.&lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters must be self-spelled. This means no outside spells may be used. Spells the character can activate themselves from Magic Items or Scrolls are permitted. Automatic group spells such as (but not limited to) Benediction (307), Warding Sphere (310), Kai&#039;s Triumph Song (1007), and Song of Tonis (1035) are permitted when hunting with other HARDCORE characters. Group spells that remain once the character leaves the hunting group such as (but not limited to) Mass Blurs (911), Mass Colors (611), and Mass Elemental Defense (419) are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Participation in Profession Guilds, to include giving and receiving training is permitted to include the use of both HARDCORE and Non-HARDCORE characters. MAing your training partner is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	Participation in Societies, to include tasks requiring the direct involvement of other characters is permitted, as is the use of both HARDCORE and Non-HARDCORE characters to complete said tasks. MAing the required participants is not permitted. &lt;br /&gt;
&lt;br /&gt;
*	The Artisan Skill Fletching is permitted beginning at level 0. Crafting and Forging of no more than two weapon types is permitted once the HARDCORE character has reached level 20. Training in Cobbling and the remaining weapon types is permitted once the character reaches level 40. &lt;br /&gt;
&lt;br /&gt;
*	HARDCORE characters are not to be hunted with non-HARDCORE characters. Further, while playing more than 1 HARDCORE character at a time is permitted, MAing HARDCORE characters for group hunting purposes or any other unforseen benefits is not permitted. (No HARDCORE MA armies, please!)&lt;br /&gt;
&lt;br /&gt;
*	The use of secondary characters for the purposes of locker storage, audience repetitions, experience gain, or any other benefit is not permitted.&lt;br /&gt;
&lt;br /&gt;
*	Items and silver may not be obtained from other characters. This means nothing may be received from another character or player shop. All silver and inventory must be earned by the HARDCORE character. NPC shop purchases are permitted. Items the HARDCORE character obtained from a merchant, including raffles and merchant services, are permitted. Use of the pawnshop is allowed. However, no attempts should be made to knowingly buy or sell items to purposefully supply HARDCORE characters. &lt;br /&gt;
&lt;br /&gt;
*	The taking or use of items left on the town bench, donation bin, or other communal containers is not permitted, though HARDCORE characters are free to donate items. HARDCORE characters may not take or make use of any items or silver found laying on the ground unless generated by the game itself (truffles, smooth stones, etc).&lt;br /&gt;
&lt;br /&gt;
*	Items from a grand auction, Duskruin, Delirium Manor or other &amp;quot;pay to play&amp;quot;, or &amp;quot;1 win per account&amp;quot; sources are not permitted. Items from Reim are permitted but only from your daily free Reim run. Prizes obtained from OOG competitions or rewards such as (but not limited to) the Premium Monthly Submission contest, Indiegogo campaigns, GM/Gamehost/Mentor rewards, and CHE/MHO rewards are not permitted.&lt;br /&gt;
&lt;br /&gt;
*	No outside services from OTHER CHARACTERS are allowed. This includes:&lt;br /&gt;
**	Armor skills&lt;br /&gt;
**	Artisan Skills&lt;br /&gt;
**	Blessing&lt;br /&gt;
**	Enchanting/Ensorcelling/Elemental Resistance&lt;br /&gt;
**	Healing&lt;br /&gt;
**	Locksmithing&lt;br /&gt;
**	Mass spells&lt;br /&gt;
**	Society or Adventure Guild resources (Pelts, Gems, Herbs, etc)&lt;br /&gt;
&lt;br /&gt;
*	NOTE: The use of Bards for the purposes of Loresinging is permitted.&lt;br /&gt;
&lt;br /&gt;
*	Deaths resulting from PvP, direct GameMaster action, or GAME WIDE outage are exempt.  Also any death that is a required part of a task that may or may not exist for a specific society is exempt.&lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters cannot use any item purchased with Simucoins. Similar items found normally are allowed.&lt;br /&gt;
&lt;br /&gt;
*	Gemstone IV Prime HARDCORE characters cannot use any mechanically beneficial item or service obtained via Premium Points, nor can HARDCORE characters use the free X a day Premium spell items. &lt;br /&gt;
&lt;br /&gt;
*       GemStone IV Prime HARDCORE characters should toggle on the ability to view their level in their profiles.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The biggest reward is the honor and prestige from your fellow GemStone IV Prime HARDCORE players. That said, to make it interesting, I will be offering the following prizes to participants:&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 20 a GemStone IV Prime HARDCORE character can show their Lord/Lady title to Glanvis for a 1 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 2 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 40 a GemStone IV Prime HARDCORE character can show their Great Lord/Lady title to Glanvis for a 5 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 10 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 70 a GemStone IV Prime HARDCORE character can show their High Lord/Lady title to Glanvis for a 10 million silver reward payable to a non-HARDCORE character of their choice. The first character to achieve this level will receive a reward of 20 million silver.&lt;br /&gt;
&lt;br /&gt;
*	Upon reaching level 100 a GemStone IV Prime HARDCORE character can show their Grand Lord/Lady title to Glanvis for a 25 million silver reward payable to a non-HARDCORE character. The first character to achieve this level will receive a reward of 50 million silver and the adulation of his peers! Additionally the HARDCORE character is now exempt from deletion on death.&lt;br /&gt;
&lt;br /&gt;
*	F2P HARDCORE characters will be awarded the same silver prize as the first character to reach each level milestone regardless of their time to reach said level range (20, 40, 70, 100). Use of F2P only Simucoin items such as spell or society passes is allowed, though doing so disqualifies the HARDCORE character from receiving the F2P reward bonus.&lt;br /&gt;
&lt;br /&gt;
== HARDCORE Adventurers Questing ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Strongest Foe&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Halier&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Rambals&lt;br /&gt;
|   align=left| Human&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mirienda&lt;br /&gt;
|   align=left| Erithian&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eskoff&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Warrior&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ardkor&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Cleric&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tinesia (F2P)&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis (mk 2)&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Mortalite&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Anthola&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 4&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left |&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Feffiny&lt;br /&gt;
|   align=left| Burghal Gnome&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Icemule&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Moguchaya&lt;br /&gt;
|   align=left| Half-Krolvin&lt;br /&gt;
|   align=left| Monk&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannellen&lt;br /&gt;
|   align=left| Elf&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Harminius&lt;br /&gt;
|   align=left| Halfling&lt;br /&gt;
|   align=left| Rogue&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Tannae&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Ta&#039;Vaalor       &lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Isen&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| &lt;br /&gt;
|   align=left |&lt;br /&gt;
|   align=left | Landing&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fallen Heroes ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Name&lt;br /&gt;
!Race&lt;br /&gt;
!Profession&lt;br /&gt;
!Level&lt;br /&gt;
!Killed By&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Caitis&lt;br /&gt;
|   align=left| Dwarf&lt;br /&gt;
|   align=left| Ranger&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left| White Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Eannat&lt;br /&gt;
|   align=left| Giantkin&lt;br /&gt;
|   align=left| Paladin&lt;br /&gt;
|   align=center| 2&lt;br /&gt;
|   align=left | Dark Vysan&lt;br /&gt;
|-&lt;br /&gt;
|   align=left| Ranehd&lt;br /&gt;
|   align=left| Dark Elf&lt;br /&gt;
|   align=left| Sorcerer&lt;br /&gt;
|   align=center| 3&lt;br /&gt;
|   align=left | Ghoul&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[https://forums.elanthia.online/topic/637/gemstone-prime-hardcore-official-thread Elanthian Forums Thread]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?112353-Gemstone-PRIME-HARDCORE-Official-Thread Player&#039;s Corner Thread]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Hardcore%20Mode/view/1 Official Forums Thread]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ghezyte&amp;diff=99716</id>
		<title>Ghezyte</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ghezyte&amp;diff=99716"/>
		<updated>2017-10-27T13:02:02Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|use = Weapon&lt;br /&gt;
|bonus = +25&lt;br /&gt;
|str=85&lt;br /&gt;
|dur=200&lt;br /&gt;
|weight=?&lt;br /&gt;
|lvl=13&lt;br /&gt;
|rarity = Extremely Rare&lt;br /&gt;
|special = Unique flare, Ghezresh&#039;s Intimidation.&lt;br /&gt;
|color=onyx at first glance, but actually indigo on closer inspection.&lt;br /&gt;
|dye=?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Found only near the most active and violent of undersea volcanos, ghezyte is a substance of extreme rarity as it is only laid bare once the originating eruption site rises above the water&#039;s surface. Within the earthen crucible, liquefied shale and glass, sea salt, and minerals combine in the creation of the metal. As it is formed by rapidly cooling magma flows, its base composition is much like obsidian in hardness and application, capable of fracturing into shards possessing and keeping a supremely sharp edge. &lt;br /&gt;
&lt;br /&gt;
In appearance, the metal is glossy and smooth, and while it at first glance appears as black as any onyx, a closer inspection finds that it is actually a deep indigo with an iridescence that creates visual depth. Smoke grey striations are typical and, along with its unique composition, create within the material an impression of a fluid substance, the movement like that of an eel languidly stirring in a night black sea. The only known location to harvest ghezyte is [[Caligos Isle]], and like some of its inhabitants, it holds a dark mystique. It is believed the mists shrouding the isle have infected the metal and that those who carry it will eventually fall prey to its sibilant whispers. &lt;br /&gt;
&lt;br /&gt;
It is assumed that Ghezyte carries a natural enchantment of 5x and has a unique [[flare]] inherent to this mysterious metal, since only one weapon is known to exist at this time, this is only speculation.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
As of October 2017, the only known weapon is a mist-edged ghezyte moon axe.&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ghezyte&amp;diff=99715</id>
		<title>Ghezyte</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ghezyte&amp;diff=99715"/>
		<updated>2017-10-27T13:00:19Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|use = Weapon&lt;br /&gt;
|bonus = +25&lt;br /&gt;
|str=85&lt;br /&gt;
|dur=200&lt;br /&gt;
|weight=?&lt;br /&gt;
|lvl=13&lt;br /&gt;
|rarity = Extremely Rare&lt;br /&gt;
|special = Unique flare, Ghezresh&#039;s Intimidation.&lt;br /&gt;
|color=?&lt;br /&gt;
|dye=?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Found only near the most active and violent of undersea volcanos, ghezyte is a substance of extreme rarity as it is only laid bare once the originating eruption site rises above the water&#039;s surface. Within the earthen crucible, liquefied shale and glass, sea salt, and minerals combine in the creation of the metal. As it is formed by rapidly cooling magma flows, its base composition is much like obsidian in hardness and application, capable of fracturing into shards possessing and keeping a supremely sharp edge. &lt;br /&gt;
&lt;br /&gt;
In appearance, the metal is glossy and smooth, and while it at first glance appears as black as any onyx, a closer inspection finds that it is actually a deep indigo with an iridescence that creates visual depth. Smoke grey striations are typical and, along with its unique composition, create within the material an impression of a fluid substance, the movement like that of an eel languidly stirring in a night black sea. The only known location to harvest ghezyte is [[Caligos Isle]], and like some of its inhabitants, it holds a dark mystique. It is believed the mists shrouding the isle have infected the metal and that those who carry it will eventually fall prey to its sibilant whispers. &lt;br /&gt;
&lt;br /&gt;
It is assumed that Ghezyte carries a natural enchantment of 5x and has a unique [[flare]] inherent to this mysterious metal, since only one weapon is known to exist at this time, this is only speculation.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
As of October 2017, the only known weapon is a mist-edged ghezyte moon axe.&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99537</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99537"/>
		<updated>2017-10-25T22:00:34Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Spells to Keep Up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap. This skill is supposedly used in more different areas than any other single skill.&lt;br /&gt;
&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;d better be in plate or you&#039;re gonna die. A lot. With Two handers it&#039;s either HCP chain armor and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
so it would look like this...&lt;br /&gt;
lvl 5, 7 cman ranks.&lt;br /&gt;
lvl 15, 17 cman ranks&lt;br /&gt;
lvl 25, 27 cman ranks, 4-5 ambushing&lt;br /&gt;
lvl 35, 37 cman ranks, 10-15 ambushing&lt;br /&gt;
lvl 45, 47 cman ranks, 20-25 ambushing (this is the point where you start aiming your shots! before here, you&#039;re pretty much wasting RT trying to aim.)&lt;br /&gt;
lvl 55, 57 cman ranks, 30-35 ambushing (here&#039;s where you start hitting your targetted shot almost every time)&lt;br /&gt;
lvl 65, 67 cman ranks, 40-45 ambushing (here&#039;s where a paladin makes a choice.  Is chain working for me? or am i getting blasted and need plate? If you&#039;re dying from crits and need the plate, here&#039;s where you get extra TP&#039;s to push to that goal because you&#039;re done with spells and can lay off ambushing a bit.)&lt;br /&gt;
lvl 80, 82 cman ranks, 60 ambushing.&lt;br /&gt;
lvl 100+, once you have achieved the goal of 202 physical fitness, you can start migrating that 60 ranks of ambushing down to 24 ranks, and throw all your next TP&#039;s in to cman until that is 2x.  once your PF is 2x and cman is 2x, with 24 ranks ambushing life for a paladin is cake. you rarely miss your target, and stuff just seems to crumble with all that extra DF, damage weighting and flares!  HAVE FUN!&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
See: arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... If you&#039;re not UAC, Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus 1 per 30 blessings lore skill to your strikes(except UAC, at this time.). Lasts 1 minute, has no cooldown and can be recast or refreshed.&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis. also great to use in the scatter vs liches.&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99536</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99536"/>
		<updated>2017-10-25T21:57:33Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap. This skill is supposedly used in more different areas than any other single skill.&lt;br /&gt;
&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;d better be in plate or you&#039;re gonna die. A lot. With Two handers it&#039;s either HCP chain armor and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
so it would look like this...&lt;br /&gt;
lvl 5, 7 cman ranks.&lt;br /&gt;
lvl 15, 17 cman ranks&lt;br /&gt;
lvl 25, 27 cman ranks, 4-5 ambushing&lt;br /&gt;
lvl 35, 37 cman ranks, 10-15 ambushing&lt;br /&gt;
lvl 45, 47 cman ranks, 20-25 ambushing (this is the point where you start aiming your shots! before here, you&#039;re pretty much wasting RT trying to aim.)&lt;br /&gt;
lvl 55, 57 cman ranks, 30-35 ambushing (here&#039;s where you start hitting your targetted shot almost every time)&lt;br /&gt;
lvl 65, 67 cman ranks, 40-45 ambushing (here&#039;s where a paladin makes a choice.  Is chain working for me? or am i getting blasted and need plate? If you&#039;re dying from crits and need the plate, here&#039;s where you get extra TP&#039;s to push to that goal because you&#039;re done with spells and can lay off ambushing a bit.)&lt;br /&gt;
lvl 80, 82 cman ranks, 60 ambushing.&lt;br /&gt;
lvl 100+, once you have achieved the goal of 202 physical fitness, you can start migrating that 60 ranks of ambushing down to 24 ranks, and throw all your next TP&#039;s in to cman until that is 2x.  once your PF is 2x and cman is 2x, with 24 ranks ambushing life for a paladin is cake. you rarely miss your target, and stuff just seems to crumble with all that extra DF, damage weighting and flares!  HAVE FUN!&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
See: arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... If you&#039;re not UAC, Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99535</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99535"/>
		<updated>2017-10-25T21:56:58Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Magic Item Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap. This skill is supposedly used in more different areas than any other single skill.&lt;br /&gt;
&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;d better be in plate or you&#039;re gonna die. A lot. With Two handers it&#039;s either HCP chain armor and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
so it would look like this...&lt;br /&gt;
lvl 5, 7 cman ranks.&lt;br /&gt;
lvl 15, 17 cman ranks&lt;br /&gt;
lvl 25, 27 cman ranks, 4-5 ambushing&lt;br /&gt;
lvl 35, 37 cman ranks, 10-15 ambushing&lt;br /&gt;
lvl 45, 47 cman ranks, 20-25 ambushing (this is the point where you start aiming your shots! before here, you&#039;re pretty much wasting RT trying to aim.)&lt;br /&gt;
lvl 55, 57 cman ranks, 30-35 ambushing (here&#039;s where you start hitting your targetted shot almost every time)&lt;br /&gt;
lvl 65, 67 cman ranks, 40-45 ambushing (here&#039;s where a paladin makes a choice.  Is chain working for me? or am i getting blasted and need plate? If you&#039;re dying from crits and need the plate, here&#039;s where you get extra TP&#039;s to push to that goal because you&#039;re done with spells and can lay off ambushing a bit.)&lt;br /&gt;
lvl 80, 82 cman ranks, 60 ambushing.&lt;br /&gt;
lvl 100+, once you have achieved the goal of 202 physical fitness, you can start migrating that 60 ranks of ambushing down to 24 ranks, and throw all your next TP&#039;s in to cman until that is 2x.  once your PF is 2x and cman is 2x, with 24 ranks ambushing life for a paladin is cake. you rarely miss your target, and stuff just seems to crumble with all that extra DF, damage weighting and flares!  HAVE FUN!&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
See: arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99534</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99534"/>
		<updated>2017-10-25T21:56:25Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Ambush */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap. This skill is supposedly used in more different areas than any other single skill.&lt;br /&gt;
&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;d better be in plate or you&#039;re gonna die. A lot. With Two handers it&#039;s either HCP chain armor and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
so it would look like this...&lt;br /&gt;
lvl 5, 7 cman ranks.&lt;br /&gt;
lvl 15, 17 cman ranks&lt;br /&gt;
lvl 25, 27 cman ranks, 4-5 ambushing&lt;br /&gt;
lvl 35, 37 cman ranks, 10-15 ambushing&lt;br /&gt;
lvl 45, 47 cman ranks, 20-25 ambushing (this is the point where you start aiming your shots! before here, you&#039;re pretty much wasting RT trying to aim.)&lt;br /&gt;
lvl 55, 57 cman ranks, 30-35 ambushing (here&#039;s where you start hitting your targetted shot almost every time)&lt;br /&gt;
lvl 65, 67 cman ranks, 40-45 ambushing (here&#039;s where a paladin makes a choice.  Is chain working for me? or am i getting blasted and need plate? If you&#039;re dying from crits and need the plate, here&#039;s where you get extra TP&#039;s to push to that goal because you&#039;re done with spells and can lay off ambushing a bit.)&lt;br /&gt;
lvl 80, 82 cman ranks, 60 ambushing.&lt;br /&gt;
lvl 100+, once you have achieved the goal of 202 physical fitness, you can start migrating that 60 ranks of ambushing down to 24 ranks, and throw all your next TP&#039;s in to cman until that is 2x.  once your PF is 2x and cman is 2x, with 24 ranks ambushing life for a paladin is cake. you rarely miss your target, and stuff just seems to crumble with all that extra DF, damage weighting and flares!  HAVE FUN!&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99533</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99533"/>
		<updated>2017-10-25T21:47:34Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Armor Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap. This skill is supposedly used in more different areas than any other single skill.&lt;br /&gt;
&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;d better be in plate or you&#039;re gonna die. A lot. With Two handers it&#039;s either HCP chain armor and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99532</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99532"/>
		<updated>2017-10-25T21:46:04Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Physical Fitness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap. This skill is supposedly used in more different areas than any other single skill.&lt;br /&gt;
&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;re probably gonna die. A lot. With Two handers it&#039;s either HCP chain and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99531</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99531"/>
		<updated>2017-10-25T21:44:42Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Summoning Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;re probably gonna die. A lot. With Two handers it&#039;s either HCP chain and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99530</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99530"/>
		<updated>2017-10-25T21:44:09Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;re probably gonna die. A lot. With Two handers it&#039;s either HCP chain and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99529</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99529"/>
		<updated>2017-10-25T21:42:05Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Arcane Symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;re probably gonna die. A lot. With Two handers it&#039;s either HCP chain and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99528</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99528"/>
		<updated>2017-10-25T21:40:59Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Ambush */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;re probably gonna die. A lot. With Two handers it&#039;s either HCP chain and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99527</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99527"/>
		<updated>2017-10-25T21:36:41Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;re probably gonna die. A lot. With Two handers it&#039;s either HCP chain and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
40 ranks&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99526</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99526"/>
		<updated>2017-10-25T21:33:16Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Climbing and Swimming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;re probably gonna die. A lot. With Two handers it&#039;s either HCP chain and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
40 ranks&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99525</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99525"/>
		<updated>2017-10-25T21:32:37Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Dodging and Shield Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;re probably gonna die. A lot. With Two handers it&#039;s either HCP chain and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 60-65 depending on your preference.&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
40 ranks&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99524</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99524"/>
		<updated>2017-10-25T21:31:23Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Armor Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;re probably gonna die. A lot. With Two handers it&#039;s either HCP chain and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
Train one or the other 2x, you can train the other post-cap.&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 60-65 depending on your preference.&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
40 ranks&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99523</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99523"/>
		<updated>2017-10-25T21:27:22Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Summoning Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. &lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in plate, you&#039;re probably dead. (Probably dead on a regular basis anyway, unless trained perfectly. What was that phrase again? &amp;quot;Glass cannon&amp;quot;?)&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
Train one or the other 2x, you can train the other post-cap.&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 60-65 depending on your preference.&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
40 ranks&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99522</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99522"/>
		<updated>2017-10-25T21:24:46Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Religion Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Easy. Specifically, 15 ranks because I like to be able to cast [[Web (118)]] without having to stance down first. Once you get 20 ranks of summoning lore web becomes a [[bolt spell]]. Paladins don&#039;t bolt. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;(Editor&#039;s note: the Web spell has been updated since this guide was written and Paladins can cast the warding version from any stance.)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use (gainst defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without given them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. &lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in plate, you&#039;re probably dead. (Probably dead on a regular basis anyway, unless trained perfectly. What was that phrase again? &amp;quot;Glass cannon&amp;quot;?)&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
Train one or the other 2x, you can train the other post-cap.&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 60-65 depending on your preference.&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
40 ranks&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99521</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99521"/>
		<updated>2017-10-25T21:20:13Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Blessings Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds an unknown chance of potential for flares.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Easy. Specifically, 15 ranks because I like to be able to cast [[Web (118)]] without having to stance down first. Once you get 20 ranks of summoning lore web becomes a [[bolt spell]]. Paladins don&#039;t bolt. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;(Editor&#039;s note: the Web spell has been updated since this guide was written and Paladins can cast the warding version from any stance.)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use (gainst defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without given them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. &lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in plate, you&#039;re probably dead. (Probably dead on a regular basis anyway, unless trained perfectly. What was that phrase again? &amp;quot;Glass cannon&amp;quot;?)&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
Train one or the other 2x, you can train the other post-cap.&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 60-65 depending on your preference.&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
40 ranks&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99519</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99519"/>
		<updated>2017-10-25T21:14:41Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Training Dilemma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... an unknown addition to the Heavy [[damage weighting|Damage Weighting]] already given by [[Crusade (1618)]]. &lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds an unknown chance of potential for flares.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Easy. Specifically, 15 ranks because I like to be able to cast [[Web (118)]] without having to stance down first. Once you get 20 ranks of summoning lore web becomes a [[bolt spell]]. Paladins don&#039;t bolt. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;(Editor&#039;s note: the Web spell has been updated since this guide was written and Paladins can cast the warding version from any stance.)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use (gainst defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without given them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. &lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in plate, you&#039;re probably dead. (Probably dead on a regular basis anyway, unless trained perfectly. What was that phrase again? &amp;quot;Glass cannon&amp;quot;?)&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
Train one or the other 2x, you can train the other post-cap.&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 60-65 depending on your preference.&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
40 ranks&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99518</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99518"/>
		<updated>2017-10-25T21:11:24Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Weapon Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... an unknown addition to the Heavy [[damage weighting|Damage Weighting]] already given by [[Crusade (1618)]]. &lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds an unknown chance of potential for flares.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Easy. Specifically, 15 ranks because I like to be able to cast [[Web (118)]] without having to stance down first. Once you get 20 ranks of summoning lore web becomes a [[bolt spell]]. Paladins don&#039;t bolt. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;(Editor&#039;s note: the Web spell has been updated since this guide was written and Paladins can cast the warding version from any stance.)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use (gainst defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without given them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. &lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in plate, you&#039;re probably dead. (Probably dead on a regular basis anyway, unless trained perfectly. What was that phrase again? &amp;quot;Glass cannon&amp;quot;?)&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
Train one or the other 2x, you can train the other post-cap.&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 60-65 depending on your preference.&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
40 ranks&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99517</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=99517"/>
		<updated>2017-10-25T21:09:02Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: /* Weapon Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, we&#039;re referring to paladin training for pre cap to cap. (lvl 100)&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + knuckle-blade + 1618 a paladin can get 5 offensive flares on a single punch, and webbing your foe can tier you up automagically on your second punch! our spells that add DF from [[Arm of the Arkati (1605)]] and at least Heavy damage weighting from 1608 make this a viable hunting style), to using a maul or lance. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I am a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I can. (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield and now THW maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... an unknown addition to the Heavy [[damage weighting|Damage Weighting]] already given by [[Crusade (1618)]]. &lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds an unknown chance of potential for flares.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
Why 15 ranks of Summoning Lore?&lt;br /&gt;
&lt;br /&gt;
Easy. Specifically, 15 ranks because I like to be able to cast [[Web (118)]] without having to stance down first. Once you get 20 ranks of summoning lore web becomes a [[bolt spell]]. Paladins don&#039;t bolt. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;(Editor&#039;s note: the Web spell has been updated since this guide was written and Paladins can cast the warding version from any stance.)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks also gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases damage done by plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use (gainst defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without given them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap.&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. &lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in plate, you&#039;re probably dead. (Probably dead on a regular basis anyway, unless trained perfectly. What was that phrase again? &amp;quot;Glass cannon&amp;quot;?)&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
Train one or the other 2x, you can train the other post-cap.&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 60-65 depending on your preference.&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
40 ranks&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols is a good idea to put ALL remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. 101 is a good goal but hard to reach.&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
MIU: Same as arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
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Armor skills: [[Armored Fluidity]]. &lt;br /&gt;
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==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
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At cap... Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
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===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
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Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus an unknown blessings lore bonus to the weighting. Lasts 1 minute, has a total 3 minute cooldown. 1 minute on, 2 off. If cast before the cooldown the mana cost increases by 9 for each subsequent cast (18, 27, 36, etc.)&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis&lt;br /&gt;
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Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
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Yes, I know I didn&#039;t cover everything. It&#039;s after midnight and I&#039;ve gotta be at work in 2 hours!&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ghezyte&amp;diff=99502</id>
		<title>Ghezyte</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ghezyte&amp;diff=99502"/>
		<updated>2017-10-25T18:44:09Z</updated>

		<summary type="html">&lt;p&gt;TALONIAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|use = Weapon&lt;br /&gt;
|bonus = +25&lt;br /&gt;
|str=85&lt;br /&gt;
|dur=200&lt;br /&gt;
|weight=?&lt;br /&gt;
|lvl=13&lt;br /&gt;
|rarity = Extremely Rare&lt;br /&gt;
|special = Unique flare, Ghezresh&#039;s Intimidation.&lt;br /&gt;
|color=?&lt;br /&gt;
|dye=?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Found only near the most active and violent of undersea volcanos, ghezyte is a substance of extreme rarity as it is only laid bare once the originating eruption site rises above the water&#039;s surface. Within the earthen crucible, liquefied shale and glass, sea salt, and minerals combine in the creation of the metal. As it is formed by rapidly cooling magma flows, its base composition is much like obsidian in hardness and application, capable of fracturing into shards possessing and keeping a supremely sharp edge. &lt;br /&gt;
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In appearance, the metal is glossy and smooth, and while it at first glance appears as black as any onyx, a closer inspection finds that it is actually a deep indigo with an iridescence that creates visual depth. Smoke grey striations are typical and, along with its unique composition, create within the material an impression of a fluid substance, the movement like that of an eel languidly stirring in a night black sea. The only known location to harvest ghezyte is [[Caligos Isle]], and like some of its inhabitants, it holds a dark mystique. It is believed the mists shrouding the isle have infected the metal and that those who carry it will eventually fall prey to its sibilant whispers. &lt;br /&gt;
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Ghezyte carries a natural enchantment of 5x and has a unique [[flare]] inherent to this mysterious metal.&lt;br /&gt;
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The only known Ghezyte weapon as of now is a mist-edged ghezyte moon axe.&lt;br /&gt;
More info to come on this weapon as the metal properties are discovered...&lt;/div&gt;</summary>
		<author><name>TALONIAS</name></author>
	</entry>
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