Eternity RPG Classes: The Paladin
In our last blog post about Eternity RPG Classes we covered the Assassin, which you can read here. Today we’re talking about the Paladin.
Inspiration For The Paladin
The first ever “edition” of Eternity RPG did not have a paladin class. That first edition was fondly called “FF Game,” and was our attempt at creating a primarily combat-based tabletop RPG modelled after Final Fantasy Tactics (one of my all-time favorite games, even to this day) and the rest of the Final Fantasy series.
But we wanted even that first edition of the game to be special and unique, so we left out one of the “most used” classes from all RPGs: the paladin. Instead, that first game had a samurai class, which functioned very similarly to the paladin today. In fact, the second edition of Eternity RPG just saw the samurai turn into the paladin, with some abilities moved around or added. So, we changed the name and removed the samurai. Years later, the paladin still has its place in our hearts and Eternity RPG rulebooks, looking better and more fun than ever.
The paladin class is based on the World of Warcraft paladin, specifically from the vanilla/ burning crusade era. There was a time when not all classes had exactly the same kind of “kit,” in WoW, and in my opinion, classes were more fun at that time in part because of their specialties and limitations. The paladin of that era was extremely hard to kill, could duel any class and win, had high burst damage, various utility options, and the then-rare power of self-healing. All of those elements made it into Eternity RPG’s paladin.
We also looked to Arthurian legend for the overall paladin “feel.” Figures like Lancelot and Galahad were prime subjects for study – you can even see some of the inspiration we took in the paladin “Galahad’s Brand” ability. The paladin’s “Bleeding Lily Brand” is in reference to Alfred Lord Tennyson’s “Idylls of the King” (an incredible read if you haven’t ever indulged).
The Paladin In Eternity RPG
In Eternity RPG, probably like other games, paladins are the “defenders of the light.” Whenever designing a game, it’s important to meet people’s expectations. The word “paladin” brings up certain imagery to people. So even though it’s always been our goal with Eternity RPG to create unique games and classes, we’ve still had to keep our uniqueness within certain parameters.
Like other paladins, the Eternity RPG paladin can also heal, deal high amounts of damage (especially to evil enemies – known as “shadow aura units”), take damage in place of allies, and taunt enemies into attack them. It’s the ways that the Eternity RPG paladin accomplishes each of these expected paradigms that makes them unique from other games.
Paladins are much better when played in a group. Not that they can’t function well for solo play. They certainly can, especially against “shadow aura” units. But their many heals and damage protection spells make them most potent when protecting allies, and complimenting damage dealt.
They are a massively defensive class that can still deal high damage, and bolster allies’ damage. Paladins’ most powerful spells and abilities are recharge-dependent though, making them easy targets when their most powerful spells and abilities are on cooldown. The only way to kill high-level paladins, in fact, is to make sure those abilities are on cooldown before going for the killing blow.
The paladin has two primarily attack-based abilities. “Galahad’s Brand” allows them to have a higher hit chance as the battle progresses. “Bleeding Lily Brand” allows paladins to attack an enemy when they’re about to be attacked – Instantly making their move before the enemy can finish their own initial attack. Especially if an enemy only has 1HP left, “Bleeding Lily Brand” is a game-changer.
“Alexander’s Brand” allows the paladin to increase their own, as well as allies’ damage for the next attack they make (or alternatively increases heal value). The paladin’s only other attack options are critical specializations that bolster hit chance, as well as a few other opportunities to deal damage.
The paladin is an incredible defender class because they have great defensive abilities combined with great healing (more on that below). In this case, great plus great equals incredible. Paladins primarily use “Holy Brand” to indirectly taunt enemies (causing them to take additional damage if they target anyone but you), and “Cascading Remorse” to take damage in place of allies.
“Cascading Remorse” is another game-changing spell. Oftentimes, whether fighting AI monsters or while doing PvP, enemies in Eternity RPG (like many other games/ real life) will gang up on one person – you or your allies – and try to kill them quickly. Once a character drops to 0HP, their significance in the battle all-but-disappears. If a paladin can keep an ally at even 1HP, it completely changes the battle. The more we’ve done battles in Eternity RPG, the more we’ve realized that fights are often won by 1-2HP and 1-2Wisdom. That’s hero fights, boss, epic boss, really anything. Because “Cascading Remorse” is so powerful, it has a 3turn recharge.
Paladins can heal allies when they attack enemies, using “Light’s Wrath.” They can heal allies when they’re attacked, using “Peacekeeper.” Using another of their 3turn recharge spells, “God Save The Queen,” they can instantly heal allies for +1HP. And finally, with their 3turn recharge “Heart Of Light,” they can instantly heal themselves for +1HP.
“God Save The Queen” and “Heart Of Light” are the two spells that must be on recharge in order for a paladin to be killed. So long as those two abilities are up, they, and their team, are essentially unkillable.
There is no class in Eternity RPG harder to kill than paladins. One of the most satisfying parts of playing them is buffing allies to heal from virtually every circumstance, then saving them from big attacks and set-ups using “Cascading Remorse,” or healing them with “God Save The Queen.” It’s also extremely fun to buff your whole team with “Alexander’s Brand” and watch your enemies either run away or be slain.
There’s really no end to the options you have when playing a paladin. You can play them as healers, defenders, or damage-dealers, increasing really any stat point as you level.
Like all “light aura” units, however, you have to be careful when playing against “shadow aura” units, as they deal double damage to you (as you do to them). Fighting evil will always be the paladin’s greatest challenge. Defending the light against the shadow will always be their lifelong endeavor.