Template:Paladin Base buff spells: Difference between revisions

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*[[Arm of the Arkati (1605)]]: +10% [[Damage Factor|DF]] on weapons, group.
*[[Arm of the Arkati (1605)]]: +10% [[Damage Factor|DF]] on weapons, group.
*[[Dauntless (1606)]]: +10 AS, maneuver defense, phantom levels against sheer fear.
*[[Dauntless (1606)]]: +10 AS, maneuver defense, phantom levels against sheer fear.
*[[Defense of the Faithful (1608)]]: +20 enhancive [[Armor Use|Armor]] ranks.
*[[Divine Shield (1609)]]: +10% chance to block (requires shield), group.
*[[Divine Shield (1609)]]: +15 melee DS, +10% chance to block (requires shield), group, aura.
*[[Higher Vision (1610)]]: +10 DS.
*[[Higher Vision (1610)]]: +10 DS.
*[[Patron's Blessing (1611)]]: +10 effective [[Combat maneuver|CMAN]] ranks.
*[[Patron's Blessing (1611)]]: +10 effective [[Combat maneuver|CMAN]] ranks.
*[[Champion's Might (1612)]]: +15 spiritual CS.
*[[Faith's Clarity (1612)]]: Armor hindrance reduction, not stackable with [[Armored Fluidity]].
*[[Guard the Meek (1613)]]: +15 DS, group.
*[[Vigor (1616)]]: +4 [[Constitution|CON]].
*[[Vigor (1616)]]: +4 [[Constitution|CON]].
*[[Zealot (1617)]]: +30 AS, -30 DS, group, force to offensive stance, refreshable (5 minute duration). Can be stopped.
*[[Zealot (1617)]]: +30 AS, group, aura.
*[[Crusade (1618)]]: Adds heavy [[Damage weighting|damage weighting]] to physical and bolt AS, group. Lasts 60 seconds.
*[[Fervor (1618)]]: Adds heavy [[Damage weighting|damage weighting]] to physical and bolt AS, chance of deity-specific flare, group, aura.
*[[Faith Shield (1619)]]:: +50 spiritual TD, 30 second duration, refreshable.
*[[Faith Shield (1619)]]:: +50 spiritual TD, 30 second duration, 210 second cooldown.


'''If these spells are known to you:'''
'''If these spells are known to you:'''


*It is typically useful to stack 1601, 1605, 1606, 1610, 1611, 1612, 1613 and 1616 on yourself while resting and prior to going out for a hunt.
*It is typically useful to stack 1601, 1605, 1606, 1608, 1610, 1611, 1612, and 1616 on yourself while resting and prior to going out for a hunt.
*1605 is only useful for melee weapon users, so if you do not use melee attacks, you can forgo this one.
*1605 is only useful for melee and thrown weapon users, so if you do not use these attacks, you can forgo this one.
*1609, 1617, and 1618 are a part of the [[Aura system]], and a paladin can only have a single aura active at a time.
*1609 is useful for those who hunt with a shield.
*1617 might not be the best choice in all situations due to the decreased DS and inability to stance dance.
*1605, 1609, and 1613 all offer group effects, so if you or anyone in your group has interest in these spells, be sure to refresh before leaving town so your friends also get the benefits. (If the paladin is not leading the group, cast them at the group leader.)

Latest revision as of 15:59, 8 July 2023

Paladins received an update in December 2020. Until this article is updated, be sure to read the saved posts.

The following buff spells are self-cast limited and can be stacked, unless otherwise noted.

If these spells are known to you:

  • It is typically useful to stack 1601, 1605, 1606, 1608, 1610, 1611, 1612, and 1616 on yourself while resting and prior to going out for a hunt.
  • 1605 is only useful for melee and thrown weapon users, so if you do not use these attacks, you can forgo this one.
  • 1609, 1617, and 1618 are a part of the Aura system, and a paladin can only have a single aura active at a time.