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Paladin

General description

Paladins are an extremely powerful and versatile class that, given enough time, can create powerful ready-to-use enchantments made by carving runes into things that can be attached onto characters, items, and even locations to produce a wide array of effects, serving as healing, damage enhancements, defense enhancements, traps, shields, etc. Because of this, as long as a paladin is given enough time to prepare enchantments, they can serve as support, a tank, or even as a damage dealer for their party. The power of the enchantments they make vary based on the experience they have, meaning that a paladin’s skills scale entirely off of their levels, making them especially weak during the early game, where they should mostly rely on indirect ways of fighting like creating traps or causing physical injuries with their enchantments.

Unique mechanic(s)

Paladins can produce ready-to-use elemental enchantments that can do essentially anything and stack with themselves additively without wasting turns to use these effects as long as they were prepared in advance.

Paladins usually build similarly to knight but with a larger focus on intelligence and magic. They can use any type of weapons and armor.

Social status

Can readYes
Can writeAlways
Social statusOutside of opinions based on the relationship between the elements, nothing much.
Knowledge of the worldIgnorant
Political understandingUnknowledgeable for humanoid politics
Very knowledgeable for divine politics
Geographical knowledgeIgnorant
Known forSpending all their times drawing runes or trying to invent new ones alone
Being patient

Starting items

Budget : 100 pts

  • 0 pts Quick-draw bracelets1 (x2)

  • 0 pts Script paper (x10)

  • 50 pts Claymore 1d4/2 * (8 * STR + LVL * 20) (Takes two turns to swing)

  • 25 pts Short sword 1d4/2 * (4 * STR + LVL * 25)

  • 25 pts Great shield (150 defense)

  • 20 pts Round shield (100 defense)

  • 15 pts Buckler (50 defense)

  • 25 pts Iron helm (100 defense)

  • 30 pts Iron chest piece (100 defense)

  • 25 pts Iron leggings (100 defense)

  • 15 pts Chainmail hood (50 defense)

  • 20 pts Chainmail body armor (100 defense)

  • 15 pts Chainmail leggings (50 defense)

  • 10 pts Leather hood (50 defense)

  • 15 pts Leather body armor (50 defense)

  • 10 pts Leather pants (50 defense)

  • 5 pts Iron carving knife (used to carve runes)

  • 25 pts Living wood carving knife (used to carve runes)

  • 50 pts Abyssal Steel carving knife (used to carve runes)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 1 pts Coins (x2)

Multi-classing

Criterions

  • Having experience with the use of some kind of elemental magic, this can come from having used elemental skills, enchantments, or items in the past, or having experienced on multiple occasion the feeling of elemental magic.
  • Knowing how to read and write.
  • Having magic and crafting be amongst your 5 highest stats.

Process

  • Studying runes2 for 20 non-consecutive turns. This unlocks Runic Literacy.
  • Practicing writing down singular runes for 10 non-consecutive turns. This unlocks Experience 1.
  • Practicing writing rune sequences for 10 non-consecutive turns. This unlocks all the other paladin skills except Papermaking.
  • Optionally, practicing making script paper for 5 turns. This unlocks Papermaking.

  1. Bracelets worn on your forearm made specifically to hold onto scripts, making them keep skin contact with the whoever drew them to keep the runes from activating, allowing for the safe storage of enchantments. These also allow you to pull scripts out without wasting a turn, allowing you to effectively apply them instantly. Each bracelet (generally, only 1-2 of them are worn) can hold up to 5 scripts at most.

  2. This can be done in a main elemental temple or with books.