The balance between good and evil is a tenuous one. Without this balance, there can only be chaos. So where there is evil, there must be good. Where there is dark, there must be light. And on Malas, that light is the Paladin.
As a holy warrior, a Paladin uses divine power to heal wounds, cure poison and disease, lift curses, improve his fighting abilities, and assist fellow adventurers in the fight against darkness and evil. Even in the heat of battle, a Paladin's ability to invoke these powers can be the deciding factor between life and death. So, whether mage or warrior, those that seek a noble path will be well rewarded by devoting their life to this profession.
Through the use of a special silver-inlaid book containing knowledge passed
down through the ages, a Paladin will be able to access 10 new abilities that will
increase his prowess on the battlefield. (click picture of book for inside view)
To use these special powers effectively, a Paladin must develop his or her skill in the art of Chivalry, and like any skill in one's repertoire, Chivalry requires the availability of skill points. Diligence and hard work are the keys to being a successful Paladin - the more proficient one is in Chivalry, the more powers one will be able to tap into and use against the dark powers that threaten the balance of the world.
Chivalry Abilities:
| Ability | Details |
|---|---|
![]() Cleanse by Fire |
With this power, the Paladin raises his sword or gauntleted fist to the sky and summons flames to engulf his body, cleansing himself of all poison and disease. This fire is not without consequence, however, as it does a fair amount of damage to the Paladin. When used on someone else, it will first absorb the poison into the Paladin's body before cleansing it by fire. |
![]() Close Wounds |
This ability allows a Paladin to heal a medium amount of damage done to himself or his allies. |
![]() Holy Light |
Upon invoking this ability, a shaft of holy light surrounds the Paladin, damaging all enemies around him with divine energy. |
![]() Consecrate Weapon |
The Paladin can take a weapon and sanctify it for a short duration. The consecrated weapon is temporarily imbued with a power that specifically targets an enemy's weakest resistance. |
![]() Enemy of One |
This enchantment allows a Paladin to declare the next creature he strikes as his mortal enemy for a period of time, which gives him the ability to inflict massive melee damage to all creatures of the same type. However, by using this ability, the Paladin's defenses against all other creatures will become lessened. |
![]() Dispel Evil |
Through an act of pure will, the Paladin can summon the power of good to disrupt all evil in the area. This ability attempts to dispel all summoned creatures of an evil nature, as well as causes all other evil creatures to flee from combat. The disrupting nature of this holy ability can also drain a transformed Necromancer of mana and stamina! |
![]() Remove Curse |
This ability allows the Paladin to transfer some of his divine power into another, cleansing the person of any curses laid upon them. Curses include Necromancer curses, Clumsy, Weaken, Feeblemind, Paralyze, and the Curse spell used by mages (which is Clumsy, Weaken, and Feeblemind in one effect). |
![]() Divine Fury |
Invoking this power is normally only done by zealots of the Paladin faith, as it is as dangerous to the Paladin as it is to his enemies. The Paladin will immediately enter a berserk frenzy, with an unquenchable desire to destroy evil, causing him to swing faster and with more accuracy, while lowering his defenses to attacks against him. |
![]() Sacred Journey |
The Paladin can tap into magical pathways of a divine nature that riddle the spectral realm. Using these passages, he can travel instantaneously to a marked location, as per the Recall spell. However, in order to use this ability the Paladin must not be in combat, as he cannot summon the divine power needed if his purpose is of a cowardly or unchivalrous nature. |
![]() Noble Sacrifice |
As a sign of his utmost devotion to the preservation of life, a Paladin may sacrifice himself for the good of others. The Paladin loses all but the most tenuous hold on his mana, stamina, and hit points in order to resurrect all valid targets in a radius around him. Each target is also cleansed of poison, healed by Close Wounds, and receives the benefits of Remove Curse. |
Tithing:
Each ability a Paladin wishes to invoke will require a certain amount of "tithing points" to use. A Paladin can earn these tithing points by donating gold at a shrine or holy place. And while he is free to be generous and tithe as much as he likes, there will be a limit as to how many points a Paladin can have at any one time. You receive 1 tithing point per gold piece donated. Use the context menu on the Shrine's ankh to get the tithing dialog where you can enter how much gold you want to donate.
Karma:
Karma is an integral part of a Paladin's way of life, as it affects all of his abilities. As his karma increases, the effectiveness of his abilities will also increase. So, a Paladin who is a Glorious Lord would have a greater advantage over one that was merely Admirable.










