Difference between revisions of "Paladin Weapon"
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'''Sylvan''' - Increase damage against faerie races. | '''Sylvan''' - Increase damage against faerie races. | ||
− | Hero 500: Multi-step quest at the archaeologist in [[Category:Graves of Reveria]]. Once you find him, you must slay a magical presence in Necropolis, and return his trinket. Then you must scour the mausoleum in Graves of Reveria for a hidden treasure. Finally, you must single-handedly defend the archaeologist from an onslaught of wraiths. Please note that this quest should not be attempted by more than one paladin at a time, as the archaeologist changes states between turnins, and quest completion will reset him to his initial form. If the final leg of the quest is failed, it cannot be attempted again for a period of time. | + | Hero 500: Multi-step quest at the archaeologist in [[Category: Graves of Reveria]]. Once you find him, you must slay a magical presence in Necropolis, and return his trinket. Then you must scour the mausoleum in Graves of Reveria for a hidden treasure. Finally, you must single-handedly defend the archaeologist from an onslaught of wraiths. Please note that this quest should not be attempted by more than one paladin at a time, as the archaeologist changes states between turnins, and quest completion will reset him to his initial form. If the final leg of the quest is failed, it cannot be attempted again for a period of time. |
[[Category: Paladin Class Definers]] | [[Category: Paladin Class Definers]] |
Revision as of 23:33, 11 August 2011
No one is certain of the origin of the unearthly forge located within the Hall of Paladins. What is known however, is that the unique quicksilver weapons forged from it are unlike any other. In addition to their near perfect quality, these weapons can be blessed with further enhancements.
As the Paladin grows in stature and earn blessings from their crusades and quests, they will gain the ability to add different enhancements to their weapons.
While a Paladin may only own one of these weapons at any given time, they can chose to replace it or have a new weapon made, should their current weapon be lost. No one other than the Paladin can handle these weapons which are bound to the very fabric of their owner's being.
Aleryia, the Paladin Guild Weaponsmith, is in charge of crafting weapons for the most worthy of Paladins.
At level 35, Paladins can create a weapon of their own, which is a two-handed sword which has excellent statistics for its level. It can be customized with a variety of enchantments which are unlocked by completing quests for mobiles in the Hall of Paladins. These quests unlock at specific levels. "Attack" and "Defence" are available immediately.
Attack - Improved damage and chance to hit.
Defence - Improved armor class.
Piety - Chance of reduced divine spell cost. Level 35: Unlocked by following Burthelemon's directions to 5 of his friends across the realm.
Radiance - increase damage against undead. Level 35: Unlocked by slaying 30? Dwarven shades in the Iceways.
Zealot - Chance of extra attack. Hero 1: Unlocked by killing the Shadow Prince and returning traitor's Blade to the Hall of Paladins.
Severity - Chance of critical strike. Hero 1: Unlocked by killing the Magical Roc in Gorn's Anchor.
Shock - Chance of stunning strike. Hero 101: Unlocked by clearing Tainted Isle of its taint, and turning in Glowing Heart Of Tainted Isle. Multiple clears of the area might be necessary to gain credit.
Redemption - Increase efficacy of healing spells cast. Hero 250: Unlocked by killing Arcanthra, returning the dropped note, and then killing Crullius the White and returning his dagger.
Sylvan - Increase damage against faerie races. Hero 500: Multi-step quest at the archaeologist in. Once you find him, you must slay a magical presence in Necropolis, and return his trinket. Then you must scour the mausoleum in Graves of Reveria for a hidden treasure. Finally, you must single-handedly defend the archaeologist from an onslaught of wraiths. Please note that this quest should not be attempted by more than one paladin at a time, as the archaeologist changes states between turnins, and quest completion will reset him to his initial form. If the final leg of the quest is failed, it cannot be attempted again for a period of time.