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 Post subject: William's Paladin Spell Guide
Unread postPosted: Fri Sep 22, 2017 3:30 pm 
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This guide is influenced by Karond's caster guides.

Hi guys, I have decided to create this guide to the Paladin Spells, giving you my thoughts and opinions on each spell and whether or not they are worth memorizing. Remember these are just my Opinion.


Note: This guide is assuming you will have Divine Might and Divine Shield

Guide to colour scheme:
Red= This is a bad spell, don't use it. Are you using this spell? Take 1d4 emotional damage.
Green= This is an okay spell, use if there is not a better option
Blue= This is a very good spell you should definitely consider.
Purple= This is an absolute must.

Level 1 spells

Bless Lasts a 60 seconds per level, increases your AB and increases saves against fear (only useful for the Paladins allies). This is a good spell for a level one, all additions to your attack bonus will be very useful. Can recommend.

Bless Water Use your hard earned gold to create a common, rarely used item. Don't even bother with this one, unless you really need holy water for RP.

Bless Weapon OoOh shiny. But seriously, this is actually a very useful spell, not just for fighting undead but also for overcoming damage reduction on evil enemies. A must if you are fighting undead. Plus who doesn't want a Shiny sword? Edit: For some reason the visual effect does not stay on the weapon for long, The spell is still great but you may not have the visual :cry:

Blessed Aim A good spell for bow users. Although it states it is only for allies, this spell also affects the caster, can be stacked with bless for a +2 AB.

Cure Light Wounds Considering you will have Lay on Hands, which will heal more health in general. There is little point in using this spell. Leave the healing to the Clerics.

Deafening Clang Increase your damage by 1d4 with a chance to deafen your opponents. If you make an opponent deaf they will have a 20% spell failure and bard songs won't buff them. This spell is really worth using. Note: Due to this spells low duration, it is best to cast it just before a large fight.

Detect Poison Only useful for RP. otherwise it is just a slot waste.

Detect Undead No real value, sure you can see undead on the mini-map which could be useful for certain DM events. Otherwise it is just a waste of a slot (which you have very few of)

Disrupting Strike A "Feat" spell. In order to use this spell you need to use the feat to activate it. Edit: After further testing, this does indeed work. It has a very interesting animation to it. However, the damage is not spectacular. I stand with my Original view. Stick with bless weapon.

Divine FavorA favorite of Clerics and Paladins alike. This spell with give you 3 AB and 3 magical damage (is very good on servers with persistent spell). Its only downside is its very short duration. But this spell is useful for boss battles.

Endure Elements Actually surprisingly useful. Its duration is great and it actually deters certain creatures from using elemental attacks on you (they cheat). It will reduce all element damage done to you by 10 but vanishes after you take 20 points worth. However, it is still worth considering.

Exorcism More for RP if anything. Can be used against spirits or Incorporeal creatures, but only for 1d6 damage. Really not worth the slot, unless you are Exorcising a player for an Event (even then that is best left to a Cleric).

Lesser Energized Shield Reduces damage from a chosen element by 5 and will inflict 1d4 damage to an attacker. Honestly not worth it, the duration is poor, the damage is pitiful and the resistance is next to useless. Save the slot

Lesser Restoration Always handy to have one available should you get hit by attribute reducing spell. Of course you could just buy lesser restoration potions if you want to save the slot. It depends which you favor more, your spell slot or your gold.

Lionheart Make someone immune to fear (those cowards). Doesn't last long and most player characters will be fairly resistant to fear anyway. Being a Paladin you are already Immune and give your allies additional saving throw against fear. Little real value, avoid.

Magic Weapon Useful only to the brand new Paladins who are too poor to afford a better weapon. This spell will be made Redundant very quickly. Use it only until you get a +2 or better weapon, Then use the slot for something else.

Omen of Peril Gives you an indicator of an areas difficulty. Handy for RP and that is about it. Best to just ask about the areas rather than wasting your spell slot.

Protection from Alignment Always useful to have. Give you +2 (deflection) AC, +2 to all saving throws, immunity to mind effecting spells and spell like abilities from chosen alignment. As the bulk of the creatures on this server are evil, this is worth having.

Resistance Vive la resistance!. But seriously, It gives you +1 to Universal saves. But its duration is rather rubbish. Best just to get an Item if you are that desperate for saving throws.

Second Wind gives you "Toughness" feat for an hour per level, effectively giving you 1hp per level, which really stacks up. Health is always important so I can recommend this spell. Warning: Always ensure that your health is above the extra hit points before resting. Just in case it kills you.

Silverbeard If a Paladin became a Pirate that would be his nickname. But being serious: This spell will give you a +2 sacred bonus to your AC (meaning it stacks with anything). Useful before going into a boss fight, but its low duration makes it worthless during prolonged battles or grinding. Edit: Due to new information from Chad. This spell is being upgraded to Blue. If you can spare the slot of Extended as well as the level 1 slot you can get 27 minutes duration out of this.

Strategic Charge Grants you the Mobility feat for the duration of the spell. Only really useful if you move in and out of combat taking attacks of opportunity like a crazy fool (In which case you'd probably have Mobility anyway). Has a low Duration, really isn't worth it.

Virtue Amazing, a grand total of ONE extra hit point for 60 seconds per level, feel its might. Seriously, avoid this one. Just use second wind if you need the HP (you get more and it lasts longer)

_________________
Current Character List:
William Sunblade-Senior Knight Counselor, OSR
Penny Quickfeet- Little Miss Hyper
Wendy Sky-The Healing Wonder
Usborne Brightward-Blessed of the Divines
Mercer Chapman- Merry Merchant
Jade Arcane-Walking Inferno


Last edited by William Sunblade on Tue Sep 26, 2017 1:04 pm, edited 5 times in total.

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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Fri Sep 22, 2017 5:10 pm 
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Posts: 87
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Colour Guide:
Red=This is a bad spell, don't use it. Are you using this spell? Take 1d4 emotional damage.
Green= This is an okay spell, use if there is not a better option
Blue= This is a very good spell you should definitely consider
Purple= This is an absolute must

Level 2 spells

Aid The classic. This will give you temporary hit points, additional attack bonus and saving throws vs fear with a good duration. Do not neglect this spell.

Angel Skin Make evil itch when they look at you. But in all honesty this spell just isn't worth the slot, The damage reduction is okay but the duration is rather...meh. Best to save the slot.

Aura of Glory Pretty much an upgrade to eagles splendor and it looks pretty when you cast it, It gives you +4 charisma as well as giving your allies +5 to their saving throws against fear. CHA is very useful for those who use Divine Might and Divine Shield, effectively giving you an additional 2 AC and Damage (4 with Epic Divine Might)

Awaken Sin As Paladins are more Melee combatants over casters, there is really little point in using this spell. Besides the DC will be too low to affect anything. Save your slot

Bulls Strength All Melee combatants can use more Strength. +4 STR for 60 seconds per level. There is really no Excuse for not taking this one (Unless you are a caster paladin, in which case, can I have some of whatever you are smoking?)

Burning Strike Like Disrupting Strike. To use this you need to use the "Feat", it has a cool-down of 60 seconds after use before it can be used again. A pain in the butt to get to work, but it does have one use which is why it is green. And that use is for the trolls, If you don't have a fire sword this can be very useful. However once you get a fire sword, avoid this.

Cloak of Bravery Like Aura Glory, but without the CHA. So its useless. There really is no point in using this. Save your slot.

Consecrate Fun for RP, But useless in reality. Sure it makes undead easier to turn (in a small area), but you'll want your turn undead uses for Divine Shield and Divine Might. Leave the turnings to the Morninglords

Eagle's Splendor Normally would be a very good spell. BUT and its a big but and i cannot lie. This spell has been made Redundant by Aura of Glory. Use Aura of Glory instead

Energized Shield The upgraded version of the lesser. And still just as worthless. Again, sure you can damage Melee attackers for a tiny bit of damage and have some resistance to an element. But the round per level spells are rather limited in use and there are far better options than this one. Avoid

Flame of Faith More damage for your sword!. This will give your sword 1d4 fire damage for one round per level. Again the duration is quite short so you may want to extend it or only cast it when you really need it. However, this is a good alternative to Burning Strike for troll slaying (Bare in mind burning Strike is Permanent technically).

Guided Shot You get one round with an Extra +20 to your AB. Useful only for a really hard to hit target. Duration is pitiful. A better idea is to not go up against something you can't hit in the first place. Also only Archer Paladins would get a use out of it.

Hand of Divinity Despite the fact it says you need to target another creature, you can self target. This spell with give you +2 on your saves for a Minute per level, which is quite useful in theory. However, as a Paladin your spell slots are very limited. Making this spell much less useful.

Owl's Wisdom +4 Wisdom. Only really useful if you are some kind of Monk/Paladin Hybrid. Only use it if you Really need to up your Wisdom, but most Paladins will have little use for it.

Remove Paralysis Paralysis sucks, but it wears off and you have precious few spell slots. Don't waste them. Just whack you ally upside the head for being daft enough to trigger that trap.

Resist Energy The upgrade of Endure Elements. If you have a spare slot and don't want anything else, sure use this. But you'll be better off using the slot for something else.

Shield OtherThe magical way of taking a bullet for someone. If you have a ton of health and are an absolute masochist then sure, use this spell on your allies. But remember, you have precious few spell slots. This spell is best left to Clerics or Favored souls. it is good for RP though.

Shield of Warding Magic "Shield" Vestment. A obvious pick for shield users as you can give your shield +5 AC and +5 to your Reflex saves. However, if you don't use a shield, obviously use this slot for something else.

StabilizeThis spell was Originally to use on the Storm of Zehir campaign, to bring back people who were bleeding out around you and technically could do the same on BG. However, it was rubbish in the Campaign and Rubbish here. Just use a heal kit or lay on hands and save your spell slot.

Strength of Stone Hulk Smash!. Gives you +8 strength. But for only 3 rounds. Really not worth it. I'll reveal a much better way to get 8 strength (for much longer) later on. Save your slot.

Turn Anthema You're not a turning cleric, leave it. Just whack the git with your weapon and save your slot.

Warning. Warning: This spell is rubbish. +4 to your spot and Listen for a shortish duration. And you have to be a faithful of Helm. Sure use it if you really need that little extra spot and listen. But your slot would be better used for something else.

Zeal Gives you Spring attack and Uncanny Dodge for a relatively short duration. Useful if you are shifting around in combat a lot, but i personally think the slot is best used for something else.

_________________
Current Character List:
William Sunblade-Senior Knight Counselor, OSR
Penny Quickfeet- Little Miss Hyper
Wendy Sky-The Healing Wonder
Usborne Brightward-Blessed of the Divines
Mercer Chapman- Merry Merchant
Jade Arcane-Walking Inferno


Last edited by William Sunblade on Tue Sep 26, 2017 1:10 pm, edited 2 times in total.

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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Fri Sep 22, 2017 5:43 pm 
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Colour Guide:
Red=This is a bad spell, don't use it. Are you using this spell? Take 1d4 emotional damage
Green= This is an okay spell, use if there is not a better option
Blue= This is a very good spell you should definitely consider
Purple= This is an Absolute must

Level 3 spells

Blessed Strike Another "Feat" Spell and another pain in the butt to get to work. To use this you need to use the feat. You get a higher attack bonus and a flashy animation. But personally this "spell" is about as much use as a Chocolate tea pot. Save your slot.

Blessing of Bahumut Pretty much upgraded Angelskin. Gives you damage reduction for quite a short period. But honestly, your slot is best used for a different spell.

Cure Moderate Wounds Leave the healing to Clerics or use "Lay on hands" save your slot.

Dispel Magic Also known as: Dispel nothing. Seriously, don't even bother with this one unless you are facing a magically enchanted pig.

Disrupting Weapon Don't bother. You'll get the same effect from using Bless Weapon with Greater Magic Weapon, plus they last longer. Save your slot

Greater Magic Weapon Do bears poop in the woods? of course you should take this spell. +5 to your weapon for an hour per level. if you don't take this hang your head in shame. (if you're an archer then look at your bow and cry).

Magic Circle against Alignment Don't get me wrong, this is a good spell. But!, the same effect can be achieved with protection against alignment and you need that spell slot.

Prayer Pray, to whatever gods you worship. This is a very good buffing/Enemy debuffing spell. Best cast before large battles, even better if you can extend it. If you can spare the slot, use this.

Remove Blindness/Deafness Nope. Limited use and those effects eventually ware off. Save your slot

Remove Curse You should kick any cleric/FS who does not have this spell on BG due to the stupid amount of cursed items. However, you need your spell slots. Either use a scroll, wand, your friendly neighborhood priest or temporarily put this is your book to use and then wait to rest again.

Righteous Fury "What's this? A spell that does the same effect as bulls strength but at a later spell level and you put it as a must? William you're mad!" I hear you say. But here's the thing. Remember when i said you can get +8 strength for longer?. This is how. If you cast bulls Strength first and then this spell, they stack. Because this spell is a "sacred" bonus to strength which stacks with anything. So that is a +8 STR bonus. Also, More HP! Yay!

Weapon of the Deity Basically Greater Magic Weapon but with the added bonus of keen and a shorter duration. If you do not have a Keen weapon already or lack the Improved Critical feat, then use this spell instead of GMW. However if you already have keen then use GMW instead for that prolonged duration.

_________________
Current Character List:
William Sunblade-Senior Knight Counselor, OSR
Penny Quickfeet- Little Miss Hyper
Wendy Sky-The Healing Wonder
Usborne Brightward-Blessed of the Divines
Mercer Chapman- Merry Merchant
Jade Arcane-Walking Inferno


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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Fri Sep 22, 2017 6:19 pm 
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Posts: 87
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Colour Guide:
Red=This is a bad spell, don't use it. Are you using this spell? Take 1d4 emotional damage
This is an okay spell, use if there is not a better option
Blue= This is a very good spell you should definitely consider
Purple= This is an Absolute must

Level 4 spells

Blessing of the Righteous A handy spell for boss battles. It will make everyone's weapon good aligned (for overcoming DR) and give you and allies a little extra damage. The duration is something to be aware of however. Use this spell if you have a spare slot.

Blood of the Martyr "Your pain is my Pain". Okay, this spell is great for Ilmatari players or those who like the "sacrifice myself for you" RP. However, game-play wise you are better off using lay on hands. You have limited spell slots and it should be you getting in the thick of things. I personally wouldn't bother with this spell.

Castigate Deal Damage depending on the alignment. Really not worth losing a spell slot for this. Besides, most Paladins wouldn't have the DC.

Cure Serious Wounds Again, leave the healing to the Clerics or use lay on Hands.

Death Ward Make those pesky Necromancers regret facing you. This spell lasts a long time and makes you immune to energy drain, negative energy or death spells, spell like abilities and effects. Basically you want this spell.

Divine Retribution Another one of those pesky feat spells but they get a save against it to negate its effect. And lets face it, they will succeed. Save your slot for something else.

Draconic Might This is a good one. +4 to STR, CON and CHA. Also +4 EB to natural armour and Immunity to sleep and Paralasis. Okay, so its good...so why is it only in green. That is because of the STR and CHA bonus. The duration of this spell is relatively short and if it wares off when you are using Bulls Strength, Righteous Fury, Aura of Glory and Righteous Glory, guess what? It knocks off that bonus, so no more +8. Something to be aware of.

Freedom of Movement Bye Bye annoying slow traps. A handy spell to have which lasts a good duration if you have a spare slot.

Holy Sword Now this spell used to be completely OP as its effect would stick to your weapon permanently even when the spell wore off. However BG fixed this (Thanks Code Monkeys). Do not be discouraged however. This spell can still be useful for boss battles/PvP, giving you that extra damage. Just be aware that it doesn't last as long as it used to.

Lawful Sword Pretty much exactly the same as Holy Sword, but it does the extra damage to Chaotic opponents instead of evil. I personally prefer Holy Sword as far more creatures are evil, but it is situational. Edit: According to information provided by mrm3entalist, the duration of this spell is in fact 10 minutes per level. Hence I am upgrading this spell to a Must.

Lesser Aura of Cold Chill out. This spell will deal 1d6 cold damage to people around you per round. It really isn't worth it. There are better spells available.

Lesser Visage of the Deity another rubbish one. the only useful thing is the +4 CHA and that is covered by your other spells. Avoid

Neutralize Poison Nope. Just serves as a waste of a fourth spell slot. Use a potion if you or someone else gets poisoned.

Restoration Handy for getting rid of things that lesser can't (like level drain). But only take it if you have a spare slot.

Revenance Now this is one Bad-ass Summon. And they last a little longer than stated (not a huge duration though). This summon can be helpful during a boss battle or PvP. But I would only recommend taking it if you have a spare slot.

Righteous Glory The CHA equivalent of Righteous Fury. Remember when i told you Bulls stacks with Righteous Fury?. Well this one stacks with Aura of Glory. Remember to cast Aura of Glory first and then this one and that will give you +8 to your CHA (great for Divine Might and Divine Shield).


/// okay that is the end of the guide. I hope it will be useful and just ask if you have any questions

_________________
Current Character List:
William Sunblade-Senior Knight Counselor, OSR
Penny Quickfeet- Little Miss Hyper
Wendy Sky-The Healing Wonder
Usborne Brightward-Blessed of the Divines
Mercer Chapman- Merry Merchant
Jade Arcane-Walking Inferno


Last edited by William Sunblade on Sun Sep 24, 2017 7:05 pm, edited 3 times in total.

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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Fri Sep 22, 2017 7:50 pm 
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I want to sticky this but I don't have permissions. Weird huh?

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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Sat Sep 23, 2017 12:59 am 
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Maximum number of stickied threads acquired? If that is not the cause, you just lack permissions. Makes me wonder if these spell guides could be compiled into just one master thread. First post would have links to class spell levels...

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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Sat Sep 23, 2017 9:34 am 
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Nice job William, thanks for your effort. It should help lots of new players.


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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Sat Sep 23, 2017 9:56 am 
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Excellent guide William. Just a small correction, lawful sword lasts 10minutes per level

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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Sat Sep 23, 2017 10:21 am 
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Very nice, almost wants me to make a paladin...almost.

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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Sat Sep 23, 2017 7:14 pm 
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Lawful Sword lasts 10 mins per level?...The spell descriptor needs updating then as it still says it is a round per level spell.

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Current Character List:
William Sunblade-Senior Knight Counselor, OSR
Penny Quickfeet- Little Miss Hyper
Wendy Sky-The Healing Wonder
Usborne Brightward-Blessed of the Divines
Mercer Chapman- Merry Merchant
Jade Arcane-Walking Inferno


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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Thu Apr 12, 2018 6:24 pm 
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*Return of the bump*

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Current Character List:
William Sunblade-Senior Knight Counselor, OSR
Penny Quickfeet- Little Miss Hyper
Wendy Sky-The Healing Wonder
Usborne Brightward-Blessed of the Divines
Mercer Chapman- Merry Merchant
Jade Arcane-Walking Inferno


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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Fri Apr 13, 2018 12:33 am 
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Super useful!

Question.. if lawful sword lasts 10min/level why doesn't holy sword?

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 Post subject: Re: William's Paladin Spell Guide
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This topic is now sticked (thanks Barney). No need to bump it any more. 8-)

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[BGTSCC Complete Arcane Spell List]

Zella - Hedge Witch [Active]
Mae yr Machshikhah - ???? [Hiatus]
Schezalle - The Black Claws Baeqeshel [Black Claws Emporium] [Hiatus]
Aeili Azenci - Baelnorn of Mystra [Deceased]


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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Sat May 12, 2018 10:11 am 
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Akroma666 wrote:
Super useful!

Question.. if lawful sword lasts 10min/level why doesn't holy sword?


Any update or reason for the above or was it answered already somewhere else?

Got a level 30 smiter and I never really tested either much as Smiting does the trick for me, but curious to know for some boss fights/dm encounters.

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 Post subject: Re: William's Paladin Spell Guide
Unread postPosted: Sat May 12, 2018 3:46 pm 
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Lawful Sword only works against chaotic enemies.

Holy Sword only works against evil enemies and makes your weapon good aligned to break some DR.

Holy Sword is far more useful than Lawful Sword,tough there are some chaotic enemies which you can discover and make good use of Lawful Sword (e.g. Trolls,many evil Dragons in game)


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