Paladin
What this profession is
Section titled “What this profession is”The paladin is a melee fighter with a holy spellbook bolted on. At its core it’s a warrior — weapon, Tactics, bandages — but Chivalry layers on self-buffs, light healing, curse removal, and free travel. Chivalry on this shard is real (the expansion stack includes AOS-era skills), and it costs no mana: its power runs on tithing points.
Core skills
Section titled “Core skills”- Chivalry — the holy school. Higher Chivalry means stronger, more reliable spell effects and longer buff durations.
- A weapon skill — Swordsmanship, Fencing, or Mace Fighting. Chivalry is support; your weapon does the killing.
- Tactics and Anatomy — the two damage multipliers, exactly as for a warrior; Anatomy also powers bandage healing.
- Healing — bandages remain your bread-and-butter recovery; Close Wounds only tops it up.
- Optional Focus or Resisting Spells for survivability against hostile casters.
Tithing points, not mana
Section titled “Tithing points, not mana”Chivalry spells are paid for in tithing points, not mana. You earn them by donating gold
at a shrine (use the shrine and choose to tithe). Each cast spends points from that pool;
when it’s empty, re-tithe. This is confirmed in the emulator — PaladinSpell.cs checks and
deducts Caster.TithingPoints rather than mana (servuo: Scripts/Spells/Chivalry/PaladinSpell.cs).
Keep a few thousand gold tithed so buffs are always available.
The build
Section titled “The build”There is no dedicated paladin template page on the wiki yet. Build it as a dexxer with a Chivalry slot: start from the Warrior Template for stats, weapon-skill order, and a hunting route, then swap one utility slot for Chivalry. A typical endgame spread is weapon + Tactics + Anatomy + Healing + Chivalry + Parrying + one more. For fitting seven skills under the 700-point cap see 7x GM Templates. (If you also want dark magic and life-leech, see the sampire, which fuses Chivalry with Necromancy and Bushido.)
How to play it
Section titled “How to play it”Read Magic Schools for where Chivalry sits among the casting schools, and Spellcasting for the cast mechanics. For the melee half, Combat Basics then Combat Advanced cover the swing loop and weapon special moves; Healing covers bandage timing.
The loop: tithe gold first. Before a fight, cast Consecrate Weapon (matches your damage
type to the target’s weakest resist) and Enemy of One (big damage bonus versus a single
creature type — but you take extra from everything else). Divine Fury adds swing speed at
the cost of defense. In a pinch, Close Wounds heals and Cleanse by Fire / Remove
Curse strip poison and curses; Holy Light is an area nuke; Dispel Evil scatters
summons; Sacred Journey is the paladin’s Recall and gate. All of these are confirmed files
under servuo: Scripts/Spells/Chivalry/.
- Weapons and the weapon catalog — pick to match your weapon skill; mods that help dexxers (hit-leech, swing speed) apply normally.
- Armor — favor balanced resists; a shield enables Parrying.
- Magic item properties — Faster Casting matters little here (few casts), so prioritize melee and survivability mods. Carry bandages.
Making a living
Section titled “Making a living”Paladins farm like warriors: clear dungeon rooms and loot corpses. The Chivalry kit makes undead and “evil” content especially profitable — Consecrate plus Enemy of One shreds a graveyard or undead dungeon, and the holy buffs cost only the gold you tithe. Sell surplus loot via Vendors & Banking.
See also
Section titled “See also”- Warrior — the dexxer base this build sits on
- Sampire — the leech-melee hybrid that also uses a little Chivalry
- Chivalry skill · Magic Schools