TorilMUD Anti-Paladin Guide

By: Delmair

Anti-Paladin Guide


Contents

  1. Starting Out
  2. Class Abilities
  3. Zoning
  4. Tips & Tricks

1 - STARTING OUT

Please see the Newbie Guide for this portion of the tutorial. It is a great tool and applies to each and every class.

1.1 - CHOOSING A RACE

This step is pretty simple. The only race that can currently be an Anti-Paladin is Human. Humans, as in most muds and fantasy settings, are the staple race that are the least restricted in what gear they can wear and what classes they can be. As a human Anti-Paladin, you will be restricted to Baldur's Gate as your hometown. This hometown is expansive and easy to get lost in, but mostly harmless, and the most open city to visitors of other races, including the evil races.

Anti-Paladins, as a class, receive certain "innate," or given, abilities. This is not a product of the race, but of the class. I will include these abilities here for lack of a better place to include them.

1.2 - ROLLING AN ANTI-PALADIN

Rolling an Anti-Paladin can be quite tricky. As warriors, they have needs for good Strength, Agility, Dexterity, and Constitution. As the priestly casters they are, they also benefit from a good wisdom, and also a decent intelligence. Although Anti-Paladins do not REQUIRE a high wisdom or intelligence, having a decent score in these categories will make spellcasting quicker, easier, and more efficient. The minimum stat requirements for an Anti-Paladin are:

STR: 65 DEX: 65 AGI: 75 CON: 75
POW: 0 INT: 40 WIS: 50 CHA: 0

As a recommendation, I would roll for at LEAST:
STR: Mighty or better
AGI: Good or better
DEX: Good or better
CON: Heroic or better
WIS: Good or better
INT: Fair or better

Note: An Anti-Paladin would be playable with stats below these, as these are just a suggestion.

2 - CLASS ABILITIES

An Anti-Paladin benefits from both skills AND spells. They gain skills, much like a warrior, but also gain spells of a divine nature. Some of these spells are the same as those cast by clerics, and the Anti-Paladins have some of their own.

2.1 - SKILLS

Note: I have marked the skills that are core to the class. These skills are either very important or very advantageous to the class as a whole.

1st Level
5th Level
10th Level
12th Level
15th Level
20th Level
22nd Level
25th Level
30th Level
2.2 - SPELLS

Spells are divided up into "Circles." See the Newbie Guide for help on which levels these circles are attained at, and how to use spells in general. As above, the spells that are marked are the most commonly used by Anti-Paladins.

1st Circle
2nd Circle
3rd Circle
4th Circle
5th Circle
6th Circle
7th Circle
8th Circle
9th Circle
10th Circle
3 - ZONING

The purpose of an Anti-Paladin is not quite as easy to define as that of a warrior or cleric. The anti-paladin fills a multitude of roles, depending on what is needed. The anti-paladin, if in a group with a warrior, is rarely the "main tank" (the person who takes the hits from the majority of the enemies). The anti-paladin is usually used as a secondary or tertiary tank, an additional basher to keep multiple casting mobs from casting, or as a rescuer, assisting the tank in taking the hits instead of the spellcasting types when the enemies attempt to switch to the casters.

Depending on which role is played, the focus of equipment worn changes. If I am a primary tank for a group, I tend to wear a set of gear that offers high armor class, and high hitpoint bonuses. When tanking, generally an Anti-Paladin is mounted, making use of his mounted combat skill. Without this skill, your tanking ability goes down significantly. (ie when not mounted on your mount!)

If bashing, I wield a one-handed weapon and a shield instead of wielding a two-handed weapon and remaining mounted like I would otherwise. When bashing, it is best to use the heaviest shield you can find. The heavier, the lesser the chance of missing.

If I am solely responsible for rescuing, I usually try to blend into a mixture of decent +hitpoint gear and +damroll gear. This way I can take a few more hits, and at the same time deal out some damage, all while focusing on rescuing the caster-types and rogues.

When not filling any of these roles, being immediately able to jump in and cover any of them is best. There really never is a point where you're not going to be rescuing casters and rogues if they're switched to. The only exception to this rule, thus far, is when specifically instructed not to do so in fights versus dragons and other enemies that have special reactions to rescuing.

Anti-Paladins are far from required for a group to have in order to zone. The best way to get invited to these groups is to do the best you can at whatever task is requested of you. If you perform well, you will most likely be asked back another time. Don't feel bad if you're not asked often, as everything an Anti-Paladin is capable of doing, another class can do just as well if not better. This makes the class of Anti-Paladin more for flavor than necessity. Keep that in mind when looking for groups. An Anti-Paladin is a more than capable tank, and rescuer, but the warriors tend to get preference in these situations, as they generally have higher hitpoint totals and don't require a mount to be a magnificent tank.

4 - TIPS & TRICKS

As an Anti-Paladin, I found the first levels easiest to solo, or fight by myself. I used very little spells and focused on using my combat skills. The first few levels were spent with a one-handed weapon and a shield, using the increased armor class of the shield to my advantage. Once I reached tenth level I always fought mounted. This helped increase this skill to a higher level more quickly. Yes it was a long and boring process, I did less damage to an enemy using a one-handed weapon (wielding two-handed weapons while mounted isn't possible until your skill level is 75+) but they did less damage to me. I leveled by myself mostly, occasionally with a bard or a shaman, using unholy water that I created and the innate lifetap ability to heal myself.

The spells Bless, Armor, and Dark Wrath are invaluable. The additional 30 armor class offered by the armor spell more than makes up for a shield when wielding a two-handed weapon, and bless/dark wrath both help save versus spells and increase hit and damage.

Of all the skills offered to an Anti-Paladin, none is more devastating than apply poison. The variety of poisons available allow you to cause damage, blindness, paralysis, or my favorite, slow an opponent. An opponent that is slowed essentially has it's attacks reduced, in most cases by half. This, paired with cursing and blinding an opponent is, often enough to give you an edge over enemies you couldn't otherwise defeat.

Have several different items available for each slot. Sometimes the situation will warrant +hitpoint equipment, sometimes savespell gear is required. Other times, straight hit and damage is warranted.

Remember to remove weapons that don't float when you are fighting over water. Countless weapons have been lost to carelessness.

Always carry a shield. The heavier the better. You never know when you are going to need it.

When soloing, use your skills often, like kick, hitall, and especially bash. Also when not required to rescue or bash, use all of these extra abilities to increase your skill level and give that extra edge for damage. It beats needing to practice them later.

Weapons that "proc," or have special abilities at random or when you land a critical hit, are always nice to have. A weapon that proc's blindness is invaluable. It keeps you from missing rounds of combat while you are casting it at a target.

At lower levels you will need a hitroll of at least 20, recommended 25. At the higher levels, when using a two-handed weapon, this need will decrease to about 15-18.

Be flexible! Adapt to the situation as best you can.

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