Suikoman444
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Holy Armor / Champion Holy Armor / Champion Holy Arcanist / Champion Holy Avenger / Crimson Holy Armor / Crimson Holy Arcanist / Crimson Holy Avenger Light Armour. Class Armour. Especially effective against Undead. Slightly less effective against Demons Location: Halls of Honor Element: Light ClassLv 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Level 70 72 75 77 80 82 85 87 90 92 95 97 100 102 105 107 110 112 115 117 120 135 150
Price 20938 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A 10118016 48410333
Sell 10469 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A 5059008 24205167 COMBAT DEFENCE Melee 40 40 41 41 42 42 42 43 43 44 44 44 45 45 46 46 46 47 47 48 48 50 53
Ranged 35 35 36 36 37 37 37 38 38 39 39 39 40 40 41 41 41 42 42 43 43 45 48
Magic 37 37 38 38 39 39 39 40 40 41 41 41 42 42 43 43 43 44 44 45 45 47 50 ELEMENTAL MODIFIER Fire 70 70 69 68 68 67 66 66 65 65 64 64 63 63 62 62 62 61 61 60 60 54 51
Water 70 70 69 68 68 67 66 66 65 65 64 64 63 63 62 62 62 61 61 60 60 54 51
Ice 86 86 85 85 84 84 84 83 83 82 82 82 82 81 81 81 81 81 80 80 80 79 78
Wind 93 93 93 93 93 93 94 94 94 94 94 94 94 93 93 93 93 93 92 92 92 91 89
Earth 93 93 93 93 93 93 94 94 94 94 94 94 94 93 93 93 93 93 92 92 92 91 89
Energy 86 86 85 85 84 84 84 83 83 82 82 82 82 81 81 81 81 81 80 80 80 79 78
Light 62 61 60 60 59 58 57 57 56 55 54 53 53 52 52 51 50 49 48 48 47 41 39
Dark 102 102 102 101 101 101 101 101 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
Hits: 2 ATTACK Type: «As Weapon» Element: «As Weapon» BR% 155 158 162.5 165.5 170 173 177.5 180.5 185 188 192.5 195.5 200 203 207.5 210.5 215 218 222.5 225.5 230 252.5 279.5
Stat% 281 287.6 297.5 304.1 314 320.6 330.5 337.1 347 353.6 363.5 370.1 380 386.6 396.5 403.1 413 419.6 429.5 436.1 446 495.5 554.9
BTH 8 9 9 9 10 10 10 10 11 11 11 12 12 12 13 13 13 14 14 14 15 16 19 EFFECT You receive Armour Lean x1.00 The appearance is based on your hair colour and whether your face is male or female. Class Lv.21 & 22 are used to refer to the Lv.135 & 150 Variants respectively. DESCRIPTION The armor of the new Paladin Order! Enchanted to be enhanced by your new powers, its glinting metal is like a second skin to a skilled Paladin. It offers great Light protection while allowing you to focus on your new abilities! - Holy Armor The armor of the new Paladin Order! This armour is only usable by players who have properly unlocked it by completing the advanced Paladin quest. - Champion Holy Armor The armor of the new Paladin Order! This armour is only usable by players who have properly unlocked it by completing the advanced Paladin quest. It's skills have been modified to be more appealing to Adventurers who use Magic weapons and spells. - Champion Holy Arcanist The armor of the new Paladin Order! This armour is only usable by players who have properly unlocked it by completing the advanced Paladin quest. It's skills have been modified to be more appealing to Adventurers who use Melee and Ranged weaponry - Champion Holy Avenger [img][/img]
Skills Resonant Interference Title Ability Your spiritual power applies a destructive interference to the anima of undead, improving your defenses against their attacks while increasing your damage against them! +5% weapon/spell damage and +3 blocking vs undead +3.33% weapon/spell damage and +2 blocking vs demons Level 1: Paladin Armaments Summon your personal radiant armory, a weapon and shield bound to your Light powers! Equips you with the Radiant Edge weapon and Resonant Bulwark shield. Gains MC at ClassLv.12: No Downtrigger Radiant Edge: Standard 0 Proc Melee sword / Ranged spear / Magic sword. Gains +10% damage against undead, +6.67% damage against demons, and -5% damage against anything else. Resonant Bulwark: Light shield. Gains +6 blocking against undead, +4 against demons, and -3 against anything else. PowLvl 70 95 120 135 150G
Melee 11 13 15 16 17
Ranged 2 8 10 10 10
Magic 8 10 13 13 13
Light -21 -23 -25 -25 -26 Level 2: Resplendent Surge Guardian Only Focus a concentrated surge of magical light into a blinding attack! Spell-like Light Skill that inflicts Blind. Follows your equipped Weapon type. Has an MP Cost if a Weapon type is Magic. Deals -50% damage. Arcanist: Standard MP Cost, locked to Magic Avenger: Standard SP Cost, locked to Melee Level: PowLvl vs MonsterLvl Major: YourMAINSTAT vs MonsterEND Minor: YourLUK vs MonsterLUK Hits: 2 Type: «As Weapon»
Element: Light
ClassLv 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Powerlv 75 77 80 82 85 87 90 92 95 97 100 102 105 107 110 112 115 117 120 135 150
SP 166 171 178 183 191 196 204 209 217 222 231 236 245 250 259 265 273 279 288 335 392
MP 55 57 59 61 64 65 68 70 72 74 77 79 82 83 86 88 91 93 96 112 131 Level 3: Searing Radiance - Toggle Infuse the Light of your spirit into your body, giving weapon attacks a chance to cause Light-element burns (X SP), make your foe flee in Panic (X SP), or both (Z SP)! Attempts Burn, Panic (ClassLv.7 and above) or Both (ClassLv.7 and above) at the listed SP cost per turn. Light Element Burn: (2 rounds, 2.5*[hits connected]/[hits attempted] power), monster can resist with +0 save Panic: Causes monster to take -(20/1.4)% damage. Automatically inflicted, but monster can recover with +0 save.
Burn | Panic
[b]Level[/b]: PowLvl vs MonsterLvl | [b]Level[/b]: PowLvl vs MonsterLvl
[b]Major[/b]: YourMAINSTAT vs MonsterDEX | [b]Major[/b]: YourMAINSTAT vs MonsterCHA
[b]Minor[/b]: YourLUK vs MonsterLUK | [b]Minor[/b]: YourLUK vs MonsterLUK
ClassLv 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
PowerLv 77 80 82 85 87 90 92 95 97 100 102 105 107 110 112 115 117 120 135 150
X 43 45 46 48 49 51 52 54 56 58 59 61 63 65 66 68 70 72 84 96
Y N/A N/A N/A N/A 49 51 52 54 56 58 59 61 63 65 66 68 70 72 84 96
Z N/A N/A N/A N/A 98 102 105 109 111 115 118 122 125 129 132 137 140 144 168 193 Level 4: Redeemer's Conviction - Passive Guardian Only Your vigilance has increased your blocking, and your spiritual resonance further increases this effect against Undead! Passive. Lowers BTH on incoming attacks based on your DEX against undead and demons. Against undead it's +9*[(1 + YourDEX/ExpectedDEX)/2], and against demons it's +6*[(1 + (YourDEX/ExpectedDEX)/2], with the part in [] to a max of 1.1. Level 5: Resonant Smite - Active Resonate with the power of your allies and your heroic legacy, channeling its overwhelming Light into your weapon! This compounds with your other powers to do extra damage to Blinded or Burning foes. Weapon-based skill. Starts off doing 160% damage. Deals +50% damage if the monster is Burning, and +50% damage if the monster is Blind (for a grand total of 260% Melee damage if the monster has both statuses.) ClassLv 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
PowerLv 82 85 87 90 92 95 97 100 102 105 107 110 112 115 117 120 135 150
SPCost 152 157 158 160 160 161 157 161 156 170 162 158 168 163 166 167 189 202 Level 6: Paladin Reinforcements - Active Guardian Only Call for help from your allies in the new Paladin Order! More allies are unlocked as you level up! Summon Daimyo (Lv6), a Celestial Manifestation (Lv11), or a Paladin Recruit (Lv16) as a guest. You can toggle between spending SP or MP as upkeep. Cast again to dismiss. Does not require a turn. Level 7: Harmonic Might - Toggle You have achieved a greater harmony with the will of the spirits you have brought peace to. You can concentrate on this bond to further empower your mind and body.Holy Armor: Boost STR & INT Holy Avenger: Boost STR & DEX ClassLv =21 22
PowerLv =135 150
SPCost 30 35
SPCost 42 49 Holy Arcanist: +50 INT for 35 SP per turn. Level 8: Lay on Hands - Active Guardian Only Receive healing power from your spirit allies, gaining multiple charges of a swift mending ability! Spend one turn casting a spell to gain 3 Charges. Consume Charges to heal self. May only use 1 Charge per turn. ClassLv 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
PowerLv 90 92 95 97 100 102 105 107 110 112 115 117 120 135 150
SPCost 306 314 326 334 346 354 367 375 388 397 410 419 433 503 578 Level 9: Unwavering Title Ability While using your Paladin powers, your spirit's resilience now overlaps your body. Your armor and flesh will use their best resistance against all Undead attacks, and weather Demonic forces better! This modifies your elemental resists against undead and demons. Against undead, use your armour's Light resist for all eight elements. This doesn't modify your shield and misc resists, except for the shield from the Level 1 ability. Against demons, you use [armour Light Res]*2/3 + [armour element res]*1/3. Again, it doesn't modify shields/miscs other than the Lv1 shield. Level 10: Defiance - Toggle Guardian Only Title Ability Your Paladin abilities imbue your body and soul with a reserve of power to unleash at critical times! If you would die with this skill prepared, you will resist death with the aid of luminous spirits, and use your choice of effect instead! Each turn, you gain one charge. You can gain +2 additional charges by paying SP equal to 10% of a Melee skill. You don't gain any charges at all against monsters that are 20 levels or lower beneath the armour's Power Level. You can hold up to 50 charges. Once you have 10 charges, you can recover from death once. This locks your HP at 1 until the start of your next turn, and disables all turn-skipping effects for one turn. You may only have one of the four choices active at any one time. Seeing Appendix for specific numbers for healing. Glorious Healing - Toggle Unlocked at Lv.10 If you would be killed while this is charged, you instead resist death until the start of your next turn, then heal yourself! After resisting Death, Heal HP and MP based on the following HP Uses END for Stat bonus to damage. Deals (-100+(10*ExtraCharges)%) damage MP Restore 4% of standard MP Spell Cost Heroic Blaze - Toggle Unlocked at Lv.13 When you resist death, you will release an enormous blaze of power that will burn Undead with their weakest element and hurt Demons more intensely! Inflicts Burn (2 Rounds, Power: [ExtraCharges]/0.7, Light). Enemy takes -20 to their save. On Undead, Seeks between the Standard 8 Elements & Harm On Demons, Seeks between Light and Harm Level: PowLvl vs MonsterLvl Major: YourMAINSTAT vs MonsterDEX Minor: YourLUK vs MonsterLUK Heroic Burst - Toggle Unlocked at Lv.17 When you resist death, you will release an enormous blaze of power that will burn Undead with their weakest element and hurt Demons more intensely! After resisting Death, launches a Spell. Gets EleComp to damage. Deals +(3.75*[Extra Charges]-100)% damage. On Undead, deals +(7.5*[Extra Charges] -100)% damage. Seeks Standard 8 Elements + Harm On Demons, deal +(20/3 *[Extra Charges] -100)% damage and seeks Light+Harm Luminous Abjuation - Toggle Unlocked at Lv.20 When you resist death, you will radiate your stored power in a flare of blinding radiance, becoming much more resistant to damage! The first 21 extra charges give you 2 statuses: 1) Element Shield: Shields against 8 standard elements with the following damage reduction (-[Extra Charges]/21 *13.5/14 damage, 2 rounds) 2) Empowerment: Standard 8 Elements (+[Extra Charges]/21 *75% damage, 1 additional round) Any charges beyond those go into healing, the same as the first option. On Undead, deals +(7.5*[Extra Charges] -100)% damage. Seeks Standard 8 Elements + Harm On Demons, deal +(20/3 *[Extra Charges] -100)% damage and seeks Light+Harm Level 11: Overwhelming Aura - Passive Having achieved a greater harmony with the many souls you've positively influenced, your very presence increases the potency of your status attacks versus Undead and Demons! Gain Status Potence against demons and undead. Against Undead: +10 +10*[Your CHA]/[Expected CHA], to a max of +22. Against Demons: [+10+10[Your CHA]/[Expected CHA]*2/3] to a max of +15 Level 12: Mantra of Alignment - Active Guardian Only Title Ability Once per battle, you can prime the enchantments on your armor to resonate with your powers in an offensive, defensive, or balanced combination! You can change your armour lean once per battle. Neutral (1.0 Lean) is the default lean of the armour Fully-Defensive (0.8 Lean) is unlocked upon reaching Class Lv.12 Fully-Offensive (1.25x Lean) is unlocked upon reaching Class Lv.17 Level 13: Summon Steed - Active Summon your trusty steed and charge through enemy lines! Deal additional damage or effects depending on your riding skills (CHA). Options unlock as you level. Weapon-like skill, 2 hits, gets EleComp to reduce its SP cost, locked to Light. Has additional options ClassLv 13 14 15 16 17 18 19 20 21 22
SP Mag 156 170 162 158 168 163 166 167 189 202
Mel/Ran 97 109 100 93 102 95 96 95 105 104 Summon Steed: Charge! - Active Unlocked at Lv.13 Sure, it's a horsepower of one, but a Paladin's steed will deal plenty of damage to an unsuspecting enemy! Standard skill. Uses CHA in place of STR/INT for Stat Damage and BTH Summon Steed: Trample! - Active Unlocked at Lv.13 A Paladin faces many tough foes, but not many that can't be Dazed by a good hoof to the face! Or four, for that matter. Deals -35% damage & Dazes the monster (2 rounds, 50*[hits connected]/[hits attempted] *[mon Light resist]% chance of stun) Level: PowLvl vs MonsterLvl Major: YourCHA vs MonsterEND Minor: YourLUK vs MonsterLUK Summon Steed: Chase! - Active Unlocked at Lv.19 This ain't your first Holy Rodeo. Round up your enemies and knock them into the perfect position for follow-up strikes on your next two turns! Deals -35% damage & Inflicts Element Vulnerable (2 rounds, 50*[hits connected]/[hits attempted] *[mon Light resist]% chance of stun) Level: PowLvl vs MonsterLvl Major: YourCHA vs MonsterEND Minor: YourLUK vs MonsterLUK Level 14: Righteous Surge - Active Guardian Only A Paladin must always strike true, especially when pushed to the brink. Draw from your deepest reserves, then strike with a bonus to hit! Weapon-like skill, gets EleComp to reduce its SP cost, locked to Light. For the following effects, it records your HP when you use the skill and calculates damage modifiers based on it. ClassLv 14 15 16 17 18 19 20 21 22
SP Mag 170 162 158 168 163 166 167 189 202
Mel/Ran 109 100 93 102 95 96 95 105 104 Righteous Inspiration - Active Unlocked at Lv.13 Recover more health the less that you currently have, then strike with bonus accuracy! (One use every three turns.) Hits: 1 Element: HP Heal Heals for 0.5x standard healing spell. Has an additive damage modifier that scales from -100% at full health to +150% at 0% health. Hits: 1 Element: Light Attacks for 0.5x Weapon-like Skill, +10 BtH Lean Righteous Renewal - Active Unlocked at Lv.17 Recover more mana the less health that you currently have, then strike with bonus accuracy! (One use every three turns.) Hits: 1 Element: MP Heal Heals for 0.8x standard Magic Spell to MP. Has an additive damage modifier that scales from -100% at full health to +150% at 0% health. Hits: 1 Element: Light Attacks for 0.5x Weapon-like Skill, +10 BtH Lean Righteous Retribution - Active Unlocked at Lv.20 Hits: 1 Element: Light Standard Weapon-like Skill, +10 BtH Lean. Has an additive damage modifier that scales from -50% at full health to +75% at 0% health. Level 15: Inner Light - Active Title Ability A signature Light spell of Paladins, your power gives you a particular advantage for learning it. Spell like skill, locked to Light, gets EleComp to damage. You can toggle between MP and SP. Harmonic Light - Active Unlocked at Lv.15 Cast the spell with standard cost and damage output. Standard Light Skill. Classlv 15 16 17 18 19 20 21 22
MPMag 417 431 441 456 466 481 559 653
SPMag 313 324 331 342 349 360 419 490
MPRan 334 345 353 365 373 385 447 522
SPRan 250 259 265 274 279 288 335 392 Focused Light - Active Unlocked at Lv.15 Concentrate your magical power to cast the spell efficiently, dealing slightly less damage for a significant discount. Efficient Skill. -60% Cost and -37.5% damage.Classlv 15 16 17 18 19 20 21 22
MPMag 167 173 176 182 186 192 223 261
SPMag 125 129 132 137 140 144 168 196
MPRan 84 87 88 91 93 96 112 131
SPRan 63 65 66 69 70 72 84 98 Overwhelming Light - Active Unlocked at Lv.20 Focus on damage over efficiency, overchaging your spell! Overcharged skill. +40% cost and +25% damage. Classlv 20 21 22
MPMag 673 782 915
SPMag 505 587 686
MPRan 577 670 784
SPRan 433 503 588 Level 16: Resilient Aura - Passive Guardian Only Your bond with the spirits who lend their power to you has become so clear that your spirit permeates your armor, fortifying its protective enchantments against status effects. Passive: Gain Status Resistance against Demons and Undead. Against Undead: +10 +10*[Your END]/[Expected END], to a max of +22. Against demons, 2/3 * [+10 +10*[Your END]/[Expected END]], to a max of +15 Level 17: Inspiring Radiance Concentrate on projecting your protective powers, reducing your offensive abilities to cover for your allies! Pets and guests will be able to deal greater damage under your inspiring leadership! Toggle, costs SP per round equal to 1/8 of a standard Melee skill. Weapon attacks and spells that target the monster deal *0.75 damage, all pet/guest attacks deal *1.25 damage, and incoming attacks do *7/8 damage. Level 18: Redeemer's Might Guardian Only Your body and armor have become uniquely attuned to channeling the power of spirits - enough that you can briefly embody it instead. Grow into a physical vessel of their faith in you and overwhelm your foe with staggering might! Overcharged weapon skill. Locked to Light and gets eleComp to SP cost. Gets +25.625% damage. Uses hybrid stats (STR/INT/LUK). Deals +25% damage to undead, +16.7% damage to demons, and -12.5% damage to everything else. If it connects, the monster is Dazed (5 turns, 25*[mon Light res]% chance of stun). The monster can resist with a save; the save is at a -20 penalty (undead), or a -13.3 penalty (demons), or a +10 bonus (anything else) (inflcit with [weapon Mainstat]/LUK, resist with CHA/LUK). Level 19: Sunscale's Legacy Title Ability Once upon a time, the Paladin Order could call on the protection of the Great Dragon Sunscale. During your efforts to rebuild its legacy, you've gained the ability to call on the radiant, burning breath of his last descendant! Overcharged spell-like skill. 5 hits, seeks between Light and Fire, and gets eleComp to damage (whichever is higher between Light and Fire). Against undead it deals +25% damage and also seeks Harm/Void, against demons it deals +16.7% damage and also seeks between Harm, and against anything else it deals -12.5% damage. Leaves the monster Burnt ([hits connected] rounds, same element as the skill). The monster can resist with a save (inflict with [weapon Mainstat]/LUK, resist with DEX/LUK). Against undead the Burn power is 7.5*eleComp and the save is at a -20 penalty, against demon it's power:7*eleComp and a -13.3 penalty, and against anything else it's power:5.25*eleComp and a +10 bonus. Level 20: Righteous Judgment Guardian Only Title Ability You have all been through a long journey together. Yourself, your protected spirits, and the fallen Paladins of the past. Gradually take the power of your shared experiences into your body (XX SP per turn), then attack as one! (Y/5 charges) Requires you to charge it up for 4 turns before use. You pay [15% of a standard Magic skill] = [18.75% of a Melee skill] per turn. Attack is an overcharged weapon-like skill, +100% damage. There's also a trigger if the monster is Burnt, Blinded, Panicked, and/or Dazed. If so, the attack does +(20*[# of statuses]/3)% damage. If not, the attack takes -10% damage.
< Message edited by Ward_Point -- 4/17/2022 8:35:53 >
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