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Paladins are a melee-oriented class with an exceptional talent for divine magic. They have an excellent skillset featuring Healing, Concentration, Athletics, Dodge, Literacy, and Stealth; superior starting equipment (typically blessed); and have a variety of special powers linked to a favourable standing with their god. They start the game with higher piety than other classes. Paladins can be played well by almost any race. Drakelings, Dark Elves, Orcs, and Dwarves are notably good choices.

Basic Information[]

Base Stats[]

The base stats for male Paladins are tabulated below. Female Paladins will, on average, have -1 Strength and +1 Dexterity compared to males. Note that any value may vary from these typical values by around +/-5 due to starsigns or birth effects, and further if the question system is not employed. See Talk:Archer for details on how these tables were generated.

Race St Le Wi Dx To Ch Ap Ma Pe
Human 15 17 13 11 13 15 13 13 11
Troll 28 7 11 9 23 9 6 8 8
High Elf 15 19 12 16 10 15 18 17 17
Gray Elf 15 19 13 15 9 12 23 19 17
Dark Elf 14 14 16 16 11 11 15 20 15
Dwarf 18 16 14 10 16 14 12 13 13
Gnome 14 16 12 13 14 18 13 18 13
Hurthling 9 14 13 16 15 18 13 10 12
Orc 21 7 10 9 23 9 6 8 8
Drakeling 20 14 16 10 17 15 10 13 11
Ratling
Mist Elf

Starting Skills[]

Skill Typical Value Typical Modifier Available Ingame?
Athletics 20 4d5 No
Climbing 35 3d5 N/A
Concentration 25 4d5 No
Dodge 20 3d5 No
First Aid 40 3d4 N/A
Haggling 30 3d4 N/A
Healing 35 3d5 Yes
Law (only if lawful at the start) 30 3d5 Yes
Listening 30 3d3 N/A
Literacy 40 3d3 Yes
Stealth 30 2d4 Yes
Swimming 25 3d4 Yes
Two Weapon Combat 10 4d5 Yes

Crowning Gifts[]

In the hands of a Paladin, Justifier ideals double damage on every hit, which stacks with blessing and its slaying powers. This makes it the best weapon in terms of melee damage. The scarf, plate mail, and shield are also very strong for their respective items slots. Trusted One and the hammer are much worse, but in the case of an early crowning, the defensive bonuses from the sword can still be very helpful.

HP, PP, To-hit Growth by Level[]

HP: Medium
PP: Medium
Melee to-hit: High
Ranged to-hit: Medium

Special Abilities[]

Class Abilities[]

  • Paladins do double damage while wielding Justifier.
    • All other classes deal half damage wielding it.
  • Paladins appear to generate spellbooks more commonly than most other classes.
  • Paladins are considered a clerical caster, and receive bonuses for casting clerical spells compared to other classes.
  • Heir gift is a lawful mithril long sword of typical stats (+0, 1d8+3).
  • Paladin class powers are linked to their piety — i.e. they are unable to invoke or benefit from any acquired class powers unless their deity is "very pleased" or happier.
  • Paladins get 20% extra piety from sacrifices.
  • Paladins always have +0 dice in Necromancy, meaning they cannot increase it on level-ups or train it naturally.

Class Powers[]

  • Level 6: Cure disease once every 1000 turns.
  • Level 12: Gain the ability to turn undead without using piety or needing a holy symbol. 2000 Energy Cost.
  • Level 18: Discover alignment of monsters by looking at them.
  • Level 25: Protective aura gives +1 DV per two levels against opponents of opposite alignment.
  • Level 32: Healing touch gives (Level-24)d6 points of healing, can be used every 1000 turns.
  • Level 40: Resistance to sickness, toughness drain, strength drain, paralysis.
  • Level 50: Corruption effects reduced by 30%.

Starting Gear[]

Human Troll High Elf Grey Elf Dark Elf
Dwarf Gnome Hurthling Orc Drakeling
Mist Elf Ratling
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