Paladin Base/saved posts

The official GemStone IV encyclopedia.
< Paladin Base
Revision as of 13:34, 20 August 2014 by SPYRIDONM1 (talk | contribs) (Paladin spell updates saved post)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Category: Paladins
Topic: Paladin Spells
Message #: 592
Author: GS4-ESTILD
Date: 08/19/2014 08:48 PM EDT
Subject: Paladin Spell Updates


The following updates are now live for Paladin spells:

Mantle of Faith (1601) - No change.

Pious Trial (1602) - Every 10 ranks of Spiritual Lore, Blessings lore allows for the spell to affect one additional target when the spell is open cast (cast without specifying a target).

Faith's Clarity (1603) - The spell will no longer end early when a subsequent spell is cast; it remains active for 30 seconds.

Consecrate (1604) - Renamed spell that combines the previous Purify (1604) and Guiding Light (1608) spells into one. Training in Spiritual Lore, Spirit Summoning increases the potency of the the flares.

Arm of the Arkati (1605) - No change.

Dauntless (1606) - No change.

Rejuvenation (1607) - The full hit point recovery amount is healed even when the spell is on cooldown (with the same increased mana cost).

Beacon of Courage (1608) - New spell. For 60 seconds, the Paladin glows brightly as he becomes the sanctioned target of his foes. All creatures in the area are subject to a warding roll and if they fail, will only target the Paladin and not other characters when attacking. The Paladin also will ignore Force on Force mechanics for 1 additional target + additional targets for every seed 10 summation of their Spiritual Lore, Blessing while under this effect.

Divine Shield (1609) - No change.

Higher Vision (1610) - No change.

Patron's Blessing (1611) - No change.

Champion's Might (1612) - No change.

Guard the Meek (1613) - Moved from spell slot 1618. No other changes.

Aura of the Arkati (1614) - This spell, along with Song of Holding's (1101), -DS calculation was updated to take into account the full melee DS of a target (including Evade, Block, Parry bonuses). Players should notice a significant difference vs. the old formula. In addition, the spell will no longer cause targets to kneel, but instead applies a penalty to Evade, Block, and Parry chances. The base amount is -5%, with an additional -1% per seed 4 summation of Spiritual Lore, Religion.

Divine Strike (1615) - No change.

Vigor (1616) - No change.

Zealot (1617) - No change.

Crusade (1618) - New spell. Not yet implemented. You embolden yourself and your allies with the fervor of your righteous cause! The damage from your group's physical and magical bolt attacks increases significantly (damage weighting). This bonus is increased with training in Spiritual Lore, Blessings. Additionally, training in Spiritual Lore, Religion adds the chance of a potential deity-specific flare to occur after the attack.

Faith Shield (1619) - No change.

Aid the Fallen (1620) - Preservation is no longer a requirement for a corpse to be considered a valid target for the spell. In addition, Paladins may now anchor to any in-town Spirit Fog (130) destination, in addition to the previous shrine locations. Lastly, once a Paladin has learned 40 ranks of Spiritual Lore, Spirit Summoning, they may use this ability when dead to return their corpse to their anchored location. 20 mana is still required to use the ability via BESEECH when dead.

Sanctify (1625) - Spell infusion flares no longer require mana from the Paladin when they trigger. Instead, the bonded weapon may hold a finite amount of mana worth of spells, starting at 25 mana + 1 per rank of Spiritual Lore, Spirit Summoning. When infusing the weapon, it will hold a set amount of charges based upon the spell level and maximum mana capacity of the weapon. E.g. You weapon can hold 50 mana and you infuse Divine Strike (1615) into it. This will allow it to hold 3 charges of the spell. Infusing a spell from a scroll only allows for 1 charge. In addition, infusion flares no longer randomly trigger when attacking. Instead, the Paladin can BESEECH their weapon which will force it to automatically flare on their next attack. Finally, spell infusion flares now trigger before the actual attack resolves.

Judgment (1630) - No change.

Divine Intervention (1635) - No change.

Divine Word (1640) - This spell will now function as a battle resurrection. When cast, the corpse will be brought back to life with a single cast of all of their known defensive spells, plus up to 20 levels of outside spells that were active upon death. They will no longer lose health due to bleeding, and their actions will not be hindered by wounds. Their health, stamina, mana, and spirit will be returned to full. Finally, they will be jolted into a prone position in defensive stance, and be stunned for 5 seconds with 5 seconds of roundtime. After 10 minutes, all active spells will fall, and they will begin to bleed again. Their health will be reduced to 25 hit points, and stamina, mana, and spirit will be reduced to 1.

The Paladin will gain the same amount of experience as a Cleric would, but will not pay the spirit cost until the 10-minute effect has expired. The target player may end the effect prematurely and the Paladin can independently end the effect on themselves to pay the spirit cost via UNLINK. The Paladin may not perform another resurrection until they've paid for any pending spirit costs. The same restrictions on casts per day remain (base 1, with additional uses per day based upon lore training).

Divine Vengeance - Not yet implemented. An innate ability for all Paladins that triggers upon their death. In a show of divine vengeance, a spiritual shock wave is sent out from the Paladin's corpse, affecting all creatures in the area. This ability can only be triggered once every 4 hours.

GameMaster Estild

See Also