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Paladins: Misc


DC Comics

Up to date as of February 01, 2010
(Redirected to Paladins (Earth-50) article)

From DC Database

Team Template Team Template
The Paladins

Official Name
The Paladins

Team Identity


Base Of Operations
somewhere in the American southwest

Team Leader(s)

Former Members


Doctor Sin; the Crime Corps

Formed in the United States after American entry into WWII

Place of Formation

First appearance



As the 1940s dawned over America, men and women began discovering incredible skills and abilities. When their moral strength inspired them to be heroes, these humans and posthumans were brought together to assist the American government against the Nazis. The hope was to turn a group of iconoclasts into a team of champions... of Paladins.

However, as the Second World War began winding down, a Daemonite flying saucer crashed in the American Southwest. General Zebulon McCandless looked at the teleportation, virtual reality and suspended animation technology of the saucer, and an impossible idea occurred to him. He began drafting a plan to capture the heroes and train them to fight off the End of Days.

The Paladins were sent to observe the Hiroshima bombing, but were teleported into the facility built around the saucer. Their allies and enemies were similarly captured and placed in suspended animation, and so almost sixty years, the Paladins protected "the City" (the name of the simulation) from the portents of Christian eschatology, while around them the world suffered from the lack of their moral fortitude.

Eventually, the greatest hero of their generation, the High, was collected after he smashed against Stormwatch's force-shield, and placed in the City. Despite being clinically dead before being placed in the system, the regenerative technology of the saucer brought him back, and with his assistance, the Paladins and their enemies and allies were able to escape. The breach of the program led the American government to launch the Reaper Initiative, an army of engineered superhumans designed to exterminate superhumans. However, before the Reapers arrived, the Authority arrived and collected the newly awakened heroes. Frustrated from their prime directive, the Reapers spread out across the world, attacking all the superhumans they could find. Despite the best efforts of Earth's heroes, including the Paladins, the Reapers ultimately exploded in the upper atmosphere, creating a catastrophic Extinction Level Event. Now, as their new world is destroyed, the surviving Paladins agree on one thing... this is a world that needs them.



  • Black Anvil - a street-level hero, apparently made of stone. Considered indestructible.
  • Engine Joe - a cyborg who appears to be made from car parts.
  • Honeybee - has bee-like wings and a natural 'stinger'. Dresses in a very 50s-style.
  • Mago - the team's magician. Gained magical knowledge by 'renting his soul' to various occult powers. Served as a mentor to Jeremiah Caine.
  • the Midnight Rider - a motorcycle-riding urban vigilante. In a lesbian relationship with the heroine known as Seafarer. She is supposed to be an inspiration for the Midnighter.
  • Mite - a heroine with the power to shrink herself
  • Neandra - a vigilante who acts like a cavewoman. Armed with a club. Uses "caveman speech" to frighten her opponents. May be mentally ill.
  • Redeemer - current leader of the Paladins. Little is known as yet about his powers and abilities. One of the greatest heroes of his age.
  • Thrush - a legacy hero. Considered a 'winged fury'.
  • Falconette - Thrush's sidekick. Surprisingly skilled.
  • Tumbleweed - a former US Army lieutenant, turned into a being made of desert flora by radiation testing. Speaks in an educated fashion.



  • The Paladins use radio communications devices called "Speak-E-Zees"


  • The team were placed in their current state in the Number of The Beast facility sometime in 1947.


  • No trivia.

See Also

Links and References

  • None.


This article uses material from the "Paladins (Earth-50)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 01, 2010
(Redirected to Paladin article)

From The Vault

This disambiguation page lists articles that might otherwise share the same title.
If an article link led you here, please change the link to point directly to the intended page.

Paladin can refer to:

This article uses material from the "Paladin" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Paladin article)

From the RuneScape Wiki, the wiki for all things RuneScape

Paladins are found in Ardougne commonly found wandering near the castle and market. Players can pickpocket Paladins at level 70 Thieving, giving 151.75 experience, 80 coins and 2 chaos runes. Not many people train Combat on them, as they have mediocre drops, probably the most notable of the drops being level 2 clue scrolls, and can hit up to 8, and often.

Paladins will attack players that they catch trying to steal from the silver stall, gem stall, and spice stall. They are from Ardougne's Holy Order of Paladins.

A good strategy when training on Paladins is by using Protect from Melee then restoring your prayer points by the nearby altar. Keep repeating the process to prevent any excessive health loss. Healing using food stolen from nearby stalls is also an alternative. Paladins are weak to magic and stab attacks, the latter being unusual for a platebody and square shield wearing NPC.



100% drop: Bones


Armour, Weapons and Ammunition


Wikipedia has an article about:

This article uses material from the "Paladin" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010
(Redirected to Paladin article)

From TibiaWiki



Paladin Mousepad

Paladins are masters of distance weapons, e.g. Bows, Crossbows, Spears and Stars. Paladins are balanced between physical and magical abilities. They advance very fast in Distance and aren't totally inept concerning magical skills. Compared to Knights, Paladins increase at the same rate in Shielding and advance slightly slower in Melee.

Paladins are not severely lacking in any ability, but their forte is the use of distance weapons.



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:


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:

a Royal Paladin will regenerate:


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.
  • Train with players. On Pvp worlds and Pvp-Enforced worlds you can train with people by using Small Stones or Spears at lower levels to advance in skills without increasing your level.
  • 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. Keep in mind that mana lost from taking damage while wearing mana shield will not count towards your magic level.
  • Use exori spells. Really useful for their range and damage, Divine Missile and Ethereal Spear are a really good ways to spend mana especially hunting Undead.

Additional Information

Related Pages

Pages of Particular Interest to Paladins






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 Image:Holy Damage Icon.gif Instant area spell (like Groundshaker) dealing 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 Image:Holy Damage Icon.gif Causes Holy Damage focused on the square directly in front of the caster, or hits a target at a distance of up to 4 square meters away.
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 (to some creatures, not players) 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).
Protect Party utamo mas sio yes Varies 32 4000 Support The Protect Party spell will raise the shielding by 3 for 2 minutes for every party member standing on one of these fields.
Sharpshooter utito tempo san yes 450 60 8000 Support Increases the distance skill of Paladins by approximately 50% for 10 seconds.
While this spell is in effect, the paladin's speed is reduced by 70%, they cannot cast any healing, support or supply spells, and they cannot block attacks.
Swift Foot utamo tempo san yes 400 55 6000 Support Increases the paladin's speed by 80% for 10 seconds, they however can not attack or use attack spells during this time.
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 5 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.

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 movable 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 there's nothing blocking the path.
Holy Missile Image:Holy Missile.gif adori san Attack Holy Paladins yes 1600 300 27 80 3 4 5 Image:Dazzled Icon.gif Shoots an attack that inflicts Holy Damage.

Possible Hotkey Assignments

If you are having trouble with too many hotkeys to remember, then the following table may be useful for you. It provides an organized set of hotkey assignments for the most commonly used spells for this vocation.

This table is only an idea to help you build your own set of hotkeys, you obviously do not need to use these key assignments if you do not want to. See the page on Hotkeys for a blank template.

You can also print this table out and place it above your keyboard as a quick-reference. Make sure you print "landscape" instead of "profile", or you will not print the entire table.

Healing/Support Attack Support
F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12
Health Mana Intense Healing. Ultimate Healing. Divine Missile. Divine Caldera. Ethereal Spear. Sharpshooter Haste. Levitate Up. Invisible. Magic Shield. Standard
SHIFT+ Light Healing Antidote. Find Person Divine Healing. Explosive Arrow. Power Bolt. Enchant Spear Swift Foot Levitate Down. Magic Rope. Protect Party Powerful
CTRL+ Destroy Field. Desintegrate. Holy Missile Food Runes
Missing Spells:
Missing Runes: None

See also: Paladin Template

Concept Art

Pwetty Pwetty Pally

Click here for a printable version.

This article uses material from the "Paladin" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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