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Paladin Glyphs and Abilities


Glyphs

Paladin glyphs are akin to ranger beseeches, or to a lesser extent, mage cantrips, in that they're not strictly a magical ability, but of a more innate nature. In place of mana, they draw on the paladin's soul, so one cannot glyph too often for risk of hurting their soul - which is required to be at a certain level in order to glyph to begin with.
Each of the glyphs requires the paladin go on a quest in order to receive it. In addition they each have a minimum circle requirement.

Glyph of Warding
Circle: 5th Usage: trace ward <deader/assailant>

Attained at 5th circle, it allows a paladin to protect a deader's items when they must depart. The duration of the glyph is based on the paladin's circle and charisma.
When cast on a living person, it prevents that person from aiming with a ranged weapon.

Glyph of Bonding
Circle: 10th Usage: trace bond <item>

At 10th circle a paladin is entitled to receive the glyph of bonding, which is fairly similar to the glyph of warding, in that its primary focus is on helping a dead adventurer. When this glyph is traced, the weapon of the fallen is drawn magically into their grasp so that they may depart and not lose it.

Glyph of Light
Circle: 15th Usage: trace light <person>

15th circle brings the glyph of light. The glyphs main purpose is to act as a sort of magical torch, much like divine radiance, to light a dark area. The soul drain seems to be fairly high, so it shouldn't be considered an alternative to a lantern for extended periods of time.

Glyph of Mana
Circle: 20th Usage: trace mana <person>

A glyph somewhat similar to the Raise Power empath spell, this increases the mana in the room traced. As with the RP, the glyph also fades after a while.

Glyph of Ease
Circle: 25th Usage: trace ease <person/deader>

The original, and most common, usage of glyph of ease is to help in the dragging of deaders, thus making them easier to drag if heavy, etc. In addition to that, glyph of ease can be traced either on the glypher, or on another, to help restore fatigue. As with most glyphs, the ability is impacted by both the circle and charisma of the glypher.

Glyph of Renewal
Circle: 50th Usage: trace renew <holy weapon>

Used to restore power to a paladin's holy weapon. Must be in the proper place to trace this glyph or else you can't trace it.

Other Abilities

Stance

Paladins receive an extra STANCE point per 10 levels.

Soulstones

Paladins can check their soul pool by EXHALE SOULSTONE.

Smite

Paladins of Elanthia will now realize a potential they never knew they had -- the power to draw upon the insights of their patron Chadatru and deliver a devastating attack known as a SMITE upon their foes!

Bear in mind that you will be limited to how many times you may smite in a given time, and this limitation is based on what I like to call "a smite pool." Much like harness behaves, this smite pool restores over time and decrements with each use of the SMITE attack.

SMITE itself, as well as the size of your pool, is directly related to your Charisma. Those Paladins who forsake their Charisma will likely not reap the potent benefits of this new ability. A Paladin's soulstate also factors significantly into how often he or she may SMITE foes.

The SMITE attack is not designed to be used in lieu of other attacks or attack routines, but as a supplement to turn the tide of a battle at a crucial point. It is, however, entirely possible to use up your entire smiteyness upon only a few foes, if you so desire.

-- GM Rigby

In addition, PERC will show your smite pool.

Protect

While not technically a Paladin only skill, Paladins do receive some added features when using this ability:

PROTECT SYNTAX

  PROTECT COIN [#] [TYPE] [KRONAR|LIRUM|DOKORA]
    PROTECT COIN 3 GOLD DOKORAS
    PROTECT COIN 1 PLATINUM KRONARS
    PROTECT COIN 1 SIL LIR

  PROTECT COIN
    Displays the maximum number of coins you can protect.

  PROTECT COIN STOP
    Stop protecting all coins and return them to your coin purse.

  PROTECT [TARGET] DEFLECT or PROTECT [TARGET]
    Attempt to parry and/or block physical attacks made against another player.

  PROTECT [TARGET] COVER
    Attempt to take on physical attacks made against another player.

  PROTECT ASSESS [DEFLECT | COVER]
    Scan your current room for players who are in need of protection.

  PROTECT SELF
    Clear your character of negative effects.

  PROTECT STOP
    Stop any active protect.

  ASSESS PROTECT
    Display Paladin protection status in current room.

A paladin can assess a room to protect those in need. Be careful of this during invasions and other times when you may not want to try and protect every person in the room.