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For other uses, see Paladin.
PaladinMM7 icon

The paladin's icon

"A cross between Knight and Cleric, Paladins perform both roles well, but not as well as the more focused classes they borrow from. Like Knights, Paladins can learn to use any type of weapon or armor, although they don't have as many choices to begin with. Paladins also begin with the Spirit realm of magic, and can also learn to use the Clerical Mind and Body realms. Their skill in the greater realms of Light and Dark is sharply limited, and they may never learn any of the Elemental realms."

The Paladin is one of the nine starting classes in Might and Magic VII: For Blood and Honor. Paladins can use both weapons and magic well, but excel in neither. They start with 30 hit points and 5 spell points, and gain 4 hit points and 1 spell point per level.

Skills Edit

The default skills of the paladin class are mace and spirit magic.

Skill Basic Expert Master Grand
Weapons
Sword Yes Yes Yes No
Axe Yes Yes No No
Staff Yes No No No
Spear Yes Yes No No
Dagger Yes Yes No No
Bow Yes Yes No No
Mace Yes Yes Yes No
Unarmed Yes No No No
Armor
Leather Yes Yes No No
Chain Yes Yes No No
Plate Yes Yes Yes No
Shield Yes Yes Yes No
Dodging Yes No No No
Magic
Fire No No No No
Water No No No No
Air No No No No
Earth No No No No
Spirit Yes No No No
Mind Yes No No No
Body Yes No No No
Dark No No No No
Light No No No No
Miscellaneous
Disarm Trap No No No No
Perception Yes No No No
Merchant Yes Yes No No
Learning Yes No No No
Meditation Yes Yes No No
Body Building Yes Yes Yes No
Identify Item No No No No
Repair Item Yes Yes Yes No
Identify Monster No No No No
Armsmaster Yes Yes No No
Stealing No No No No
Alchemy No No No No

Promotion Edit

To be promoted to crusaders, paladins must seek out Sir Charles Quixote in Erathia and complete his quest to slay the dragon Wromthrax in Tatalia.