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Chivalry is the main ability of the Paladin. With it, and the Book of Chivalry, a Paladin can evoke a number of abilities that can improve his prowess on the battlefield.

To use these special powers effectively, you must develop your 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 you are in Chivalry, the more powers you will be able to tap into and use against the dark powers that threaten the balance of the world.

Because Chivalry is by nature aligned with the forces of good, a Paladin who has performed many good deeds (and thus has higher karma) will find her chivalrous powers more effective than one who is not so devoted to the ideals of the profession. Karma can affect both the duration and power of various of the Chivalry abilities.
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.
Cleanse by Fire
Tithing Cost: 10
Mana Cost: 10
Minimum Skill: 5
Effect: Cleanses the target of poison and disease, but at a cost. Deals between 13-55 points of damage to the caster. This ability will never kill the Paladin that uses it, even if their health is very low. At most, it will lower their hit points to 0, but they will remain alive.

Close Wounds
Tithing Cost: 10
Mana Cost: 10
Minimum Skill: 0
Effect: This ability allows a Paladin to heal between 7-39 points of damage done to himself or his allies.

Consecrate Weapon
Tithing Cost: 10
Mana Cost: 10
Minimum Skill: 15
Effect: Allows a Paladin to sanctify a weapon for a short duration. The consecrated weapon is temporarily imbued with a power that specifically targets an enemy's weakest resistance. The effect can last from anywhere between 1-11 seconds, depending on skill and karma.

Dispel Evil
Tithing Cost: 10
Mana Cost: 10
Minimum Skill: 35
Effect: 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.

Divine Fury
Tithing Cost: 10
Mana Cost: 15
Minimum Skill: 25
Effect: Increases the caster's swing rate and accuracy while, at the same time, lowers his defenses. Duration of the effect lasts anywhere from 5-22 seconds, depending on skill and karma.

Enemy of One
Tithing Cost: 10
Mana Cost: 20
Minimum Skill: 45
Effect: 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 50% more melee damage to all creatures of the same type. However, by using this ability, the Paladin's defenses against all other creatures will be reduced by 100%. Duration of the effect lasts approximately 1-3.5 minutes, depending on skill and karma.

Holy Light
Tithing Cost: 10
Mana Cost: 15
Minimum Skill: 55
Effect: Upon invoking this ability, a shaft of holy light surrounds the Paladin, damaging all enemies around him with divine energy. Deals approximately 8-24 points of damage to each enemy.

Noble Sacrifice
Tithing Cost: 30
Mana Cost: 20
Minimum Skill: 65
Effect: Caster loses all but one 1 point in HP, Mana, and Stamina in exchange for the ability to resurrect all valid targets next to him. Also cleanses the targets of all poison and heals between 9-24 points of damage.

Remove Curse
Tithing Points: 10
Mana Cost: 20
Minimum Skill: 5
Effect: 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).

Sacred Journey
Tithing Points: 15
Mana Cost: 10
Minimum Skill: 15
Effect: Allows a Paladin to 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.

Chivalry and the Fast Cast Property
The Fast Cast property is capped at 4 for the use of Chivalry skills, unless the player also has a Magery skill of 70.0 or higher - then the cap is 2.
Additional Information:
Professional Title: Paladin
Trained by: Paladins
Improve by: Using Paladin abilities
Primary Stat: Strength
Secondary Stat: Intelligence
Complementary Skills: Anatomy, Healing, Parrying, Tactics, Battle Focus, Weapon skill (Swordsmanship, Fencing, Mace Fighting, Archery)
Best Location: Luna

Last Updated: Thu, 26 Mar 2009 15:15:50 +0000
Ultima Online ESRB Rating
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