Paladins are masters of distance weapons. They are particularly skilled in the use of Bows and Crossbows. Overall, paladins are balanced between physical abilities and magical abilities. They advance at an acceptable rate in Melee and Shielding skills, and are not totally inept concerning magical skills, either.

Paladins are not severely lacking in any area of ability, but only stand out in their use of distance weapons.


  • Fastest advancement in Distance skills.
  • Fast advancement in Shielding skill.
  • Only vocation able to conjure ammunition using magic.
  • More Capacity and Hitpoints than Mages
  • More Mana than Knights
  • Faster Hitpoint regeneration than Mages
  • Faster Mana regeneration than Knights
  • Faster advancement in Magic Level than Knights
  • Can learn some Spells, and make 2 types of support Runes


  • Can only learn a few Spells and make 2 types of Runes
  • Less Capacity than Knights
  • Less Mana than Mages
  • Less Hitpoints than Knights
  • Slower Hitpoint regeneration than Knights
  • Slower Mana regeneration than Mages
  • Slower advancement in Magic Level than Mages
  • Cannot make as many different Runes as Mages

Gains and Regeneration

Gains by level

With each level, every player recieves an increase in Capacity, Maximum Hitpoints, and Maximum Mana.

With each level, a paladin will gain:

  • 20 oz of Capacity
  • 10 Hitpoints
  • 15 Mana


As time passes, every player will regenerate lost Hitpoints and Mana, as long as they have eaten recently (see page on Regeneration for more information).

A paladin will regenerate:

  • 10 Hitpoint every 4 seconds
  • 10 Mana every 4 seconds

a Royal Paladin will regenerate:

  • 15 Hitpoint every 3 seconds
  • 15 Mana every 3 seconds


When a paladin reaches level 20, he can purchase a Promotion and become a Royal Paladin with certain benefits.

See the page on Promotion for more information.

Tips and Tricks

All vocations should use their strengths to their own benefit. For example, it would be useless for a knight to try and make money selling runes. Instead, use the unique aspects of the vocation to your advantage.

Making Money

  • Sell Ammunition. Using the Conjure Arrow, Conjure Bolt and Enchant Spear spells, you can make ammunition to either use yourself, or sell. After the summer update 2007 the demand is lower, but there are still lots of people buying backpacks of bolts and arrows and there are a lot of people that buy Enchanted Spears.
  • Use Your Melee Skills. Although knights are the best vocation for melee, an advantage to paladins is that they have good shielding skill and acceptable melee skill advancement. When low on cash for ammunition, get a shield and melee weapon and hunt some weaker creatures. This will train your shielding skill, give a little exp, and also give some gold to pay for more ammunition!
  • Use Your Capacity. Since Paladins have the second best capacity after knights, you can also make some money by looting dead corpses of monsters and sell items that have been left behind by other players.

Gaining Experience

  • "Run" large creatures. Running a creature involves attacking them from a distance while staying far enough away from them that they cannot attack you. This is best done in large open areas, but can also be effective in caves if you are careful. It may help to keep a steady distance of 3-4 squares from the monster, depending on your weapon, and to stop for a slight second every 2-3 paces.
  • Hunt with a Blocker. You can usually find a knight that is willing to block for you. This way, the knight will absorb most of the damage from the creature(s), and you will gain most of the experience. Depending upon your prior arrangements, you will usually split the loot with everyone in the hunting party. But it is also possible to block with a paladin as well using spears and a shield. The risk of dying is slightly higher than with a knight, but with good skills and equipment it becomes less wasteful and faster.
  • Hunt with Convinced Creatures. The most valuable way for a paladin to use a summon, is to make the summoned creature block for you. Either convince a creature where you are hunting, or get a mage to summon a creature for you to convince. At level 47 a paladin can convince a Demon Skeleton, which works very well to block most creatures with Poison or Fire attacks.

Advancing Your Skills


  • Hunt with Small Stones. When your distance skill advances, you will kill creatures very quickly with your Bolts, Arrows, and even Spears. Since Small Stones have a much lower attack, it will take longer to kill the creature you are attacking. Since more time is spent attacking a creature, your distance skill will advance more rapidly than hunting normally.
  • Use Balanced Fighting or Defensive Fighting. When using Balanced or Defensive fighting mode you will cause less damage to your opponent and "breakable" weapons (Spears, Throwing Stars, Small Stones, etc.) will not break as frequently.
  • Do not train on Rookgaard, this is one common mistake people make, because those few skill points you get will be obtained much easier and quicker in main.


  • Use a one-handed weapon and a shield. When you are hunting less-dangerous creatures, or if you are hunting in a place that you cannot "run" your opponents, use a shield, and one-handed weapons like Small Stones, Throwing Stars, Spears, etc. You can still do substantial damage with some of these weapons, but you will be advancing your shielding skill and your distance skill.

Magic Level

  • Never have full mana. Your Magic Level is advanced by using mana. Every second that you have full mana, you are losing potential magic level advancement.
  • Spend as little time as possible in Protection Zones. You cannot use mana that you do not generate, so spend as little time as possible in situations where you do not regenerate mana.
  • Always eat. Make sure you have access to Food at all times. If you run out of food, then you will not be able to regenerate mana for using.
  • Carry Mana Potions. Not only is this a good idea if you get in a jam, but using Mana Potions will help you advance your Magic Level faster.
  • Use your mana shield. As a paladin, you do not need mana points to attack creatures and thus, if you are jammed, or just as training, you can cast the mana shield spell.

Additional Information

Related Pages

Pages of Particular Interest to Paladins


  • Creatures: Full list of creatures organized by type.
  • Convince Creature


  • Loot
  • Offensive Fighting
  • Balanced Fighting
  • Defensive Fighting
  • Melee
  • Shielding


  • Promotion
  • Royal Paladin


  • Armor
  • Helmets
  • Legs
  • Shields
  • Distance Weapons
  • Ammunition


  • Paladin Guild Leader NPCs
  • Armor Shopkeeper NPCs
  • Magic Shopkeeper NPCs
  • Fletcher NPCs
  • Equipment Shopkeeper NPCs

Instant Spells

Name ↓ Words ↓ Prem ↓ Mana ↓ Level ↓ Price ↓ Type ↓ Effect ↓
Antidote exana pox no 30 10 150 Healing Cures poison.
Conjure Arrow exevo con no 100 13 450 Supply Creates 10 Arrows.
Conjure Bolt exevo con mort yes 140 17 750 Supply Creates 5 Bolts.
Conjure Explosive Arrow exevo con flam no 290 25 1000 Supply Creates 8 Burst Arrows.
Conjure Piercing Bolt exevo con grav yes 180 33 850 Supply Creates 5 Piercing Bolts.
Conjure Poisoned Arrow exevo con pox no 130 16 700 Supply Creates 7 Poison Arrows.
Conjure Power Bolt exevo con vis yes 700 59 2000 Supply Creates 10 Power Bolts.
Conjure Sniper Arrow exevo con hur yes 160 24 800 Supply Creates 5 Sniper Arrows.
Divine Caldera exevo mas san Yes 160 50 3000 Attack Instant area spell (like Groundshaker) with holy damage.

Divine Healing exura san Yes 210 35 2100 Healing Heals the user with holy powers.
Divine Missile exori san Yes 20 40 1800 Attack Strike spell with holy damage. Can be used when the monster is some squaremeters away from you (maximum of 4 sqm).

Enchant Spear exeta con yes 350 45 2000 Supply Turns one ordinary Spear into an Enchanted Spear. You need to have 1 spear in your hand to make it work (not more than 1).
Ethereal Spear exori con yes 25 23 1100 Attack Image:Physical Damage Icon.gif Attacks the monster targeted with an Ethereal Spear.
Find Person exiva "NAME" no 20 8 80 Support Tells you which direction a certain player is, relative to you, and a rough idea of the distance.
Food (Spell) exevo pan no 120 14 300 Supply Creates various kinds of food.
Great Light utevo gran lux no 60 13 500 Support Has greater illumination range compared to Light.
Haste utani hur yes 60 14 600 Support Increases your Speed for 33 seconds, can also cure paralysis To determine your speed with this spell, go to the Formula page.
Intense Healing exura gran no 70 11 350 Healing Heals you more than light healing.
Invisible utana vid no 440 35 2000 Support Makes you Invisible for 200 seconds (3 min, 20 sec).
Levitate exani hur up
exani hur down yes 50 12 500 Support Allows you to magically levitate up or down a level.
Light utevo lux no 20 8 100 Support Makes the screen brighter.
Light Healing exura no 20 9 170 Healing Heals a small amount of HP, can also cure paralysis.
Magic Rope exani tera yes 20 9 200 Support Teleports you up through a hole when you are standing in a rope spot.
Magic Shield utamo vita no 50 14 450 Support All damage received after casting this spell reduces your Mana instead of your Hit Points. The effect will last for 200 seconds (3 minutes 20 seconds).
Ultimate Healing exura vita no 160 20 1000 Healing Heals a large amount of HP.

Note: These spells were buyable in the past from spell scrolls, some older paladins still have them.
Energy Beam exevo vis lux Unknown 40 mana lvl 23 1000 gp Image:Electrified Icon.gif Shoots a 6 tile long beam in front of the caster.

Summon Creature utevo res "creature name" Unknown varies mana lvl 25 2000 gp Summons a creature to help you.
[edit] Rune Spells
Name ↓ ↓ Words ↓ Subclass ↓ Dmg. Type ↓ Voc ↓ Prem ↓ Spell Price ↓ Mana to Make ↓ Lvl to Make ↓ Rune Price ↓ SP ↓ ML to Use ↓ Charges ↓ Effect ↓
Desintegrate Image:Desintegrate.gif adito tera Support Druids, Sorcerers, Paladins. yes 900 200 21 80 3 4 3 Destroys moveable objects.
Destroy Field Image:Destroy Field.gif adito grav Support Druids, Sorcerers, Paladins. no 700 120 17 45 2 3 3 Destroys fire, poison and energy fields, from any distance as long theres nothing blocking the path.

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