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[[File:DQIX Paladin Male.png‎|right|border|195px]][[File:DQIX Paladin Female.png‎|right|border|240px]]
[[File:DQIX Paladin Male.png‎|right|border|195px]][[File:DQIX Paladin Female.png‎|right|border|240px]]
The '''Paladin''' is a character class in the ''[[Dragon Quest (series)|Dragon Quest]]'' series.
The '''Paladin''' is a defensively-oriented vocation in the ''[[Dragon Quest (series)|Dragon Quest]]'' series. Originally, the vocation was depicted as more of a "Holy Monk" rather than the typical heavily armored knight. Starting with ''IX'', the vocation has shifted to better reflect the popular conception.


==Description==
==Description==
The Paladin has strong Strength, Speed and Wisdom. To open this class, a character must have mastered a number of skills from both the [[Priest]] and [[Fighter]] skill sets. In ''[[Dragon Quest VI]]'' and ''[[Dragon Quest VII]]'', the paladin has a low chance of killing the enemy instantly, regardless of remaining HP. This chance rises when the higher rank the paladin is, following this formula: 1 = 1/256, 2 = 1/64, 3 = 1/48, 4 = 1/32, 5 = 1/32, 6 = 1/16, 7 = 1/16, 8 = 1/8
The Paladin increases Strength, Agility and Wisdom in ''VI'' and ''VII'', and possess a low chance of killing the enemy instantly by striking a soft spot. This chance rises when the higher rank the paladin is, following this formula: 1 = 1/256, 2 = 1/64, 3 = 1/48, 4 = 1/32, 5 = 1/32, 6 = 1/16, 7 = 1/16, 8 = 1/8
 
In ''IX'', the Paladin loses its ability to instantly slay monsters in exchange for a much more durable body, focusing the vocation's skills and spells entirely on defending the party.


==''[[Dragon Quest VI]]''==
==''[[Dragon Quest VI]]''==
A character needs skills from both the [[Martial Artist]] and [[Priest]] sets to become a Paladin.
A character needs to master both the [[Martial Artist]] and [[Priest]] vocations to become a Paladin.
===Stat Changes===
===Stat Changes===
{|width="50%" cellspacing="0" cellpadding="2" border="1" style="text-align:center"
{|width="50%" cellspacing="0" cellpadding="2" border="1" style="text-align:center"
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|1
|1
|Page
|Page
|[[Scapegoat]]
|[[Selflessness]]
|1
|1
|Self
|Self
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|2
|2
|Squire
|Squire
|[[Vacuum]]
|[[Thin Air]]
|20
|20
|All Enemies
|All Enemies
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|3
|3
|Knight
|Knight
|[[Berserker]]
|[[Double Up]]
|40
|40
|One Enemy
|One Enemy
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|4
|4
|Zealot
|Zealot
|[[Kaswoosh|Infermost]]
|[[Kaswoosh]]
|80
|80
|One Group
|One Group
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|5
|5
|Crusader
|Crusader
|[[Magic Barrier|Magic Wall]]
|[[Magic Barrier]]
|120
|120
|All Allies
|All Allies
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|6
|6
|Templar
|Templar
|[[Forbearance|Guardian]]
|[[Forbearance]]
|150
|150
|Self
|Self
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|7
|7
|Holy Knight
|Holy Knight
|[[Kerplunk|Farewell]]
|[[Kerplunk]]
|180
|180
|Self
|Self
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|8
|8
|Martyr
|Martyr
|[[Multicut]]
|[[Pearly Gates]]
|240
|240
|One Group
|One Group
|Causes ~200HP in wind damage to one group of enemies, does extra damage to undead monsters
|Causes ~200HP in wind damage to one group of enemies, does 30% extra damage to undead monsters
|20
|20
|}
|}


===Usefulness===
===Usefulness===
The Paladin's innate ability to instantly kill one enemy is unreliable. It comes very randomly and doesn't work on bosses. As for the skills, Farewell isn't a useful skill except as a last resort. Guardian and Scapegoat are sometimes useful except when it comes to attacks that hit the entire party. For example, if a party member uses Guardian and a monster cast Explodet, the party member that used Guardian will be hit four times by the spell, most likely killing them on the spot. Vacuum is a very useful skill as, like Wind Beast, it grows stronger with higher levels. Multicut is also useful but due to the fact that it only hits one group and it cost 20 MP to cast, you are better off using Vacuum.
The Paladin's innate ability to instantly kill one enemy is low even at rank 8, and will not work on bosses. As for the skills, Kerplunk isn't a useful skill except as a last resort. Forbearance and Selflessness are extremely useful, but extra care must be used when facing enemies that utilize multi-target skills and spells, as the Paladin will take up to '''four times''' the damage. Thin Air is a very useful skill as, like Wind Sickles, it grows stronger with higher levels. Pearly Gates is also useful but due to the fact that it only hits one group and it cost 20 MP to cast, you are better off using Thin Air.


In regards to evolution, the Paladin can combine the mastered [[Dragoon]] class to become a [[Godhand]] and have access to some of the best skills in the game.
In regards to career advancement, the Paladin can combine the mastered [[Gladiator]] class to become a [[Godhand]] and have access to some of the best offensive skills in the game.


==''Dragon Quest IX''==
==''Dragon Quest IX''==
The Paladin vocation is late in the game after completing Quest 114. Paladins have the unique skillset "Virtue", and can also use skill points to learn [[Hammer]], [[Spear]], [[Wand]], and [[Shield]] skills. Their [[Coup-de-Grace]] is "Knight's Watch," which prevents all damage and enrages all enemies.
The Paladin vocation is late in the game after completing Quest 114. Paladins have the unique skillset "Virtue", and can also use skill points to learn [[Hammer]], [[Spear]], [[Wand]], and [[Shield]] skills. Their [[Coup-de-Grace]] is "Knight's Watch," which prevents all damage and enrages all enemies.
Many players consider the vocation to be a [[Rubiss|Goddess-send]] when facing Legacy Bosses, as the beasts can very easily obliterate an unguarded party even at high levels. Due to elemental resisting equipment now working off of percentages rather than static numbers, it is slightly easier to keep a Paladin alive when he or she bears the brunt of a multi-striking ability.


===Virtue===
===Virtue===
{| cellspacing="0" cellpadding="2" border="1"
{| cellspacing="0" cellpadding="2" border="1"
!style="background:#4682B4; color:white;"|Accolade
!style="background:#4682B4; color:white;"|Required points
!style="background:#4682B4; color:white;"|Required points
!style="background:#4682B4; color: white;"|Name
!style="background:#4682B4; color: white;"|Name
!style="background:#4682B4; color: white;"|Effects
!style="background:#4682B4; color: white;"|Effects
|-
|-
|4||[[Pincushion]]||Defends and adds recoil damage to attacker
|Slight Knight||4||[[Pincushion]]||Defends and adds recoil damage to attacker
|-
|-
|10||Natural Resilience +10||Permanently adds 10 to resilience
|Alright Knight||10||Natural Resilience +10||Permanently adds 10 to resilience
|-
|-
|16||[[H-Pathy]]||Transfers HP to party member
|Polite Knight||16||[[H-Pathy]]||Transfers HP to party member
|-
|-
|22||Natural Magical Mending +30||Permanently adds 30 to magical mending
|Light Knight||22||Natural Magical Mending +30||Permanently adds 30 to magical mending
|-
|-
|32||[[M-Pathy]]||Transfers MP to party member
|Bright Knight||32||[[M-Pathy]]||Transfers MP to party member
|-
|-
|42||Natural Resilience +30||Permanently adds 30 to resilience
|White Knight||42||Natural Resilience +30||Permanently adds 30 to resilience
|-
|-
|55||[[Selflessness]]||Shields any party member in critical condition
|Right Knight||55||[[Selflessness]]||Shields any party member in critical condition
|-
|-
|68||Natural Resilience +60||Permanently adds 60 to resilience
|Upright Knight||68||Natural Resilience +60||Permanently adds 60 to resilience
|-
|-
|82||[[Forbearance]]||Shields all party members
|Outright Knight||82||[[Forbearance]]||Shields all party members
|-
|-
|100||Natural Max HP +80||Permanently adds 80 to max HP
|Out of Sight Knight||100||Natural Max HP +80||Permanently adds 80 to max HP
|}
|}


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[[Category:Dragon Quest VI classes]]
[[Category:Dragon Quest VI classes]]
[[Category:Dragon Quest VII classes]]
[[Category:Dragon Quest VII classes]]
[[Category:Dragon Quest IX classes]]{{Wikia}}
[[Category:Dragon Quest IX classes]]

Revision as of 14:44, 17 August 2016

The Paladin is a defensively-oriented vocation in the Dragon Quest series. Originally, the vocation was depicted as more of a "Holy Monk" rather than the typical heavily armored knight. Starting with IX, the vocation has shifted to better reflect the popular conception.

Description

The Paladin increases Strength, Agility and Wisdom in VI and VII, and possess a low chance of killing the enemy instantly by striking a soft spot. This chance rises when the higher rank the paladin is, following this formula: 1 = 1/256, 2 = 1/64, 3 = 1/48, 4 = 1/32, 5 = 1/32, 6 = 1/16, 7 = 1/16, 8 = 1/8

In IX, the Paladin loses its ability to instantly slay monsters in exchange for a much more durable body, focusing the vocation's skills and spells entirely on defending the party.

Dragon Quest VI

A character needs to master both the Martial Artist and Priest vocations to become a Paladin.

Stat Changes

Statistics Change
Battles to Master 260
Strength +15%
Agility +15%
Wisdom +15%
Trait Chance to instantly kill enemies with melee attacks
Mastery Bonus +20 Max HP

Abilities

Level Title Learns Battles Needed Target Info MP
1 Bronze Knight Selflessness 1 One Ally Step in to take a blow for a party member in peril. 0
2 Iron Knight Thin Air 25 All enemies Conjures a vacuum-vortex that tears enemies to shreds. 0
3 Steel Knight Double Up 50 One enemy Ditches defence to increase attack an impressive amount. 0
4 Silver Knight Kaswoosh 80 One group Slices through a group of enemies with a ferocious whirlwind. 8
5 Gold Knight Magic Barrier 115 Party Forms a protective barrier that reduces the efficacy of enemy spells. 3
6 Crystal Knight Forbearance 155 Party Stand steadfast in order to protect allies from attack. 0
7 Royal Knight Kerplunk 200 Party Sacrifice caster's life to resurrect all other party members. All
8 Holy Knight Pearly Gates 260 All enemies Opens heaven's door to unleash divine judgement on a group of enemies. 20

Dragon Quest VII

Stat Changes

Statistics Change
Battles to Master 240
Strength +10 Percent
Agility +15 Percent
Guard Null
Intelligence +15 Percent
Appearance Null
Max HP Null
Max MP Null
Mastery Bonus +20 Bonus to HP

Abilities

Level Title Learns Battles Needed Target Info MP
1 Page Selflessness 1 Self User will intercept all attacks directed to one ally for one turn 0
2 Squire Thin Air 20 All Enemies Causes wind damage to all enemies. Its power grows as the user gains levels 0
3 Knight Double Up 40 One Enemy Instantly does a critical hit but lowers the user's defense to zero for the remainder of the turn 0
4 Zealot Kaswoosh 80 One Group Causes ~150HP in wind damage to one group of enemies 8
5 Crusader Magic Barrier 120 All Allies Reduces magic damage to all allies 3
6 Templar Forbearance 150 Self Intercepts all attacks to all allies for one turn 0
7 Holy Knight Kerplunk 180 Self All allies are healed but the caster is killed All
8 Martyr Pearly Gates 240 One Group Causes ~200HP in wind damage to one group of enemies, does 30% extra damage to undead monsters 20

Usefulness

The Paladin's innate ability to instantly kill one enemy is low even at rank 8, and will not work on bosses. As for the skills, Kerplunk isn't a useful skill except as a last resort. Forbearance and Selflessness are extremely useful, but extra care must be used when facing enemies that utilize multi-target skills and spells, as the Paladin will take up to four times the damage. Thin Air is a very useful skill as, like Wind Sickles, it grows stronger with higher levels. Pearly Gates is also useful but due to the fact that it only hits one group and it cost 20 MP to cast, you are better off using Thin Air.

In regards to career advancement, the Paladin can combine the mastered Gladiator class to become a Godhand and have access to some of the best offensive skills in the game.

Dragon Quest IX

The Paladin vocation is late in the game after completing Quest 114. Paladins have the unique skillset "Virtue", and can also use skill points to learn Hammer, Spear, Wand, and Shield skills. Their Coup-de-Grace is "Knight's Watch," which prevents all damage and enrages all enemies.

Many players consider the vocation to be a Goddess-send when facing Legacy Bosses, as the beasts can very easily obliterate an unguarded party even at high levels. Due to elemental resisting equipment now working off of percentages rather than static numbers, it is slightly easier to keep a Paladin alive when he or she bears the brunt of a multi-striking ability.

Virtue

Accolade Required points Name Effects
Slight Knight 4 Pincushion Defends and adds recoil damage to attacker
Alright Knight 10 Natural Resilience +10 Permanently adds 10 to resilience
Polite Knight 16 H-Pathy Transfers HP to party member
Light Knight 22 Natural Magical Mending +30 Permanently adds 30 to magical mending
Bright Knight 32 M-Pathy Transfers MP to party member
White Knight 42 Natural Resilience +30 Permanently adds 30 to resilience
Right Knight 55 Selflessness Shields any party member in critical condition
Upright Knight 68 Natural Resilience +60 Permanently adds 60 to resilience
Outright Knight 82 Forbearance Shields all party members
Out of Sight Knight 100 Natural Max HP +80 Permanently adds 80 to max HP

Spells

Name Level MP Description
Buff 2 3 Raises the defence of a single party member.
Heal 7 2 Restores at least 30 HP to a single ally.
Spell Checker 10 3
Midheal 20 4 Restores at least 75 HP to a single ally.
Kabuff 26 6 Raises the defence of all party members.
Magic Barrier 28 6 Protects the whole party from attack spells.
Kamikazee 33 1
Kerplunk 46 All Caster dies, but all other party members return to life or full health.