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Specialty Divisions
[Paladins] [Gaining Paladin Rank] [Wizards] [Gaining Wizard Ranks]


Specialty Divisions

Paladin - A Paladin is a member who has much experience in the guild and has spent quite some time in the Knight/Cleric Divisions. This special section of the guild are for those who wish to test their guild pride and honor and devote their characters to the doing of good and upholding not only the guild's morals and behavior but to fight for a specific Virtue in Britannia.

Becoming a K*S Paladin takes a little time for it requires:

1. Obtain the rank of Might in either the Knight/Cleric
2. Grandmaster of a melee weapon/anatomy/tactics, or melee weapon/tactics/focus
3. Over 80 in healing (ability to resurrect), or 80 chivalry
4. Approval of 75% the Senate, The Paladin Lord, and The Guild Master.
  1. The applicant does not use foul language as part of everyday conversation.
  2. The applicant treats all people with dignity and respect at all times.
  3. Has already shown a history of risking personal safety to save/resurrect follow members, or people in general.

5. The applicant must also make their character visible to the world on the uo.com website. This allows verification of your skills. The paladin must keep their information must be shown at all times.

The following are the directions for you to show your data on the uo.com character profile page.
  1. Open your browser, and in the address bar (where you type "http://www....") type in: http://www.uo.com
  2. Now that you are looking at the uo.com main page (address: http://www.uo.com), on the left side of the screen, click on the link called "MyUO" (address: https://my.uo.com/cgi-bin/myuoreg.pl)
  3. Type in your MyUO.com account name, and password, then clicking okay.
  4. Once you are there, click on the "My Characters" button, located near the top of the white-text box.
  5. You show now be looking at a box that says "Select the shard." Click on the text bar, and drop it down until you find the shard of Lake Superior.
  6. After doing this, you should be looking at a screen with the list of your characters names on that shard, select the name of your paladin, by clicking on the name
  7. By now, you should be looking at what your character was last wearing. You should see a blue button (Located near the backpack), with the words of "status" on it, click on it.
  8. Once you've done that, you should been looking at a list of your characters' skills. Scroll down to the bottom, and check the box that says "Make my skills available for the world to see." This doesn't have to done for each of your characters (unless you want to), but this box should be checked for your paladin at all times.
  9. Once the box is checked, you click the box of "change," and you are set!

Paladins will follow the K*S code and uphold another:
"I shall not aid myself in battle until those I am with are free from injury."

Obviously this is not the easiest thing to uphold, no one expects 100 percent, but a try is expected. A K*S Paladin is given the most scrutiny in cases that involve dismissal and may be stripped of his/her Paladinship if the Senate or Paladin Champion decides his/her conduct is not to the Paladin division's liking.

Paladins also have a different title system:
Virtue Level 2 Level 3 Level 4 Level 5 Level 6
Compassion Paladin of Pity Paladin of Heart Paladin of Empathy Paladin of Mercy Paladin of Love
Honesty Paladin of Faith Paladin of Purity Paladin of Truth Paladin of Verity Paladin of Virtue
Honor Paladin of Ethics Paladin of Merit Paladin of Order Paladin of Glory Paladin of Honor
Justice Paladin of Equity Paladin of Scales Paladin of Disarm Paladin of Just Paladin of Law
Sacrifice Paladin of Yield Paladin of Tithe Paladin of Giving Paladin of Pride Paladin of Piety
Spirituality Paladin of Wind Paladin of Belief Paladin of Soul Paladin of Prayer Paladin of Spirit
Valor Paladin of Mettle Paladin of Nerve Paladin of Bone Paladin of Swords Paladin of Valor


Each level a Paladin reaches will be preceded by a quest to be chosen by the Senate and/or the Paladin Champion. The Paladin Champion is in fact a 'Lord' position and helps organize the Paladin division. The rank itself is a level 7 rank.

Karma Requirements:
There are 5 levels above base level, for 6 levels A Paladins' level of karma must be equal to or greater than their Paladin Level. (For example: Level 1 Rank - no title (*base*). Level 3 Rank - Kind, etc.)

Time in Grade:
This is the Time in Grade (TiG) required to be eligible for promotion.

Transfer in from Knight or Cleric: Must meet requirements stated above
Level 1 - 1 month
Level 2 - 1 month
Level 3 - 1 month
Level 4 - 1 month
Level 5 - 1 month
Level 6 - 2 months
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Level 1:
To become a Paladin of "X" virtue (Level 1), you must complete the requirements to obtain 1st level (seeker) of that virtue. For inactive virtues the substitutions are:
  1. Spirituality - replace with Compassion until active
  2. Humility - replace with Sacrifice until active
  3. Honesty - replace with Justice until active
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Level 2:
Take a party of no more than 4 on a Level 3 T-hunt. During this hunt, no more than one death (excluding yourself). No pets and no barding effects upon the spawn. You share of the gold is donated to the guild fund.
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Level 3:
To advance to level 3, the paladin must assemble a group of 4 warriors and 1 mage to defeat a titan. The mage is allowed to cast offensive spells upon the other spawn, but not on the titan that the paladin is killing. Also, no barding effects are allowed. The paladin must be targeted by the titan at all times, as well as staying within 1/2 a screen of the titan. The paladin can only heal the warriors, and the warriors can only heal the paladin.

If any other spawn should interfere the warriors are allowed to take out the spawn, but they are unable to heal themselves. If the paladin is killed during this quest they are allowed to self resurrect once (if they have the ability) and continue the fight. A max of 2 deaths on the warriors is allowed, if the paladin resurrects the warrior, they are allowed to get back into battle. The paladins share of the gold is donated to the guild. No pets and no barding effects upon the spawn.
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Level 4:
To reach the fourth (4th) level of Rank, you need to obtain and maintain the 2nd level (Follower) in the virtue path.
In addition to reaching the 2nd level in the virtue path, you need to take a party of 5 warriors, and 1 mage and defeat a dragon. The mage is allowed to cast offensive spells upon the other spawn, but not on the dragon that the paladin is killing.

The paladin must be targeted by the dragon at all times, as well as staying within 1/2 a screen of the dragon. The paladin can only heal the warriors, and the warriors can only heal the paladin. If any other spawn should interfere the warriors are allowed to take out the spawn, but they are unable to heal themselves. If the paladin is killed during this quest they are allowed to self resurrect twice (if they have the ability) and continue the fight. A max of 2 deaths on the warriors is allowed, if the paladin resurrects the warrior, they are allowed to get back into battle. The paladins share of the gold is donated to the guild. No pets and no barding effects upon the spawn.
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Level 5:
For this level, this requires to do the Power Section on the Organization page Found
here. You will need to scroll down to "Advancement to Power and Vanq."
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Level 6:
To reach the sixth (6th) level of Rank, you need to obtain and maintain the 3rd level (Knight) in the virtue path.
For this level, this requires to do the Vanquishing Section on the Organization page Found here. You will need to scroll down to "Advancement to Power and Vanq."

[TOP]


Wizards - (by Elton) A Wizard in K*S is a Mage of the guild that has decided to focus on his/her magical abilities in a certain category. The K*S Wizard is very powerful in a certain UO arena and has devoted their character's life to improving it. In battle the Wizard maintains the same roll as a Mage with the exception of using his specialty skills to greatly increase the combat ability of the hunting group. Some Wizards choose to use their magic abilities towards healing, some poisoning and others.

Becoming a K*S Wizard is difficult for it requires:
1. First becoming Mage of Might
2. Skill requirements per class
3. Quests for advancement


Wizard Paths Associated Virtues
Mind Honor
Body   Honor  
Scribe/Alchemist Sacrifice
Warrior Valor
Spirit   Spirituality  
Healer Compassion


Level 2 Level 3 Level 4 Level 5 Level 6
Comjurer of Mind Magus of Mind Magus of Mind Wizard/Witch of Mind Wizard/Witch of Mind
Conjurer of The Quill Magus of The Quill Magus of Scrolls Wizard of Scrolls Wizard of Honesty/Compassion
Conjurer of Arms Magus of Arms Magus of Combat Wizard of Combat Wizard of Honor/Valor
Conjurer of Healing Magus of Healing Magus of Life Wizard of Life Wizard of Spirituality/Compassion

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Promotion For Conjuror of Mind/Body/Spirit:
Restrictions Apply to all unless stated otherwise:

  1. Armor GM crafted, non runic, barbed leather. Hat and shield of your choice.
  2. Spells - No summoning. No invisibility upon anyone else except witness.
  3. Items - No weapons, including mage weapons. No vet rewards cloaks or robes, quest items, artifacts or potions.
  4. Other - Once the target is spotted, the questing mage must stay on screen with it at all times. Failure to stay on screen with the target will result in failure of the quest.
  5. FC/FCR will be restricted to no more than 2/4.
Conjurer of Spirit (or Mind or Body...just "Conjurer" if undecided):
You must find and slay an acid elemental
Skill requirements: 80 Meditation, 70 Magery, and 70 Evaluating Intelligence.
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Scribe Mage Quests (Conjurer to Witch/Wizard of Scrolls):
Restrictions Apply to all unless stated otherwise:

  1. Armor GM crafted, non runic, barbed leather. Hat and shield of your choice.
  2. Spells - No summoning. No invisibility upon anyone else except witness.
  3. Items - No weapons, including mage weapons. No vet rewards cloaks or robes, quest items, artifacts or potions.
  4. Other - Once the target is spotted, the questing mage must stay on screen with it at all times. Failure to stay on screen with the target will result in failure of the quest.
  5. Spell casting must be casted off the scrolls that you've made before the quest. Scrolls must be made by you. There is a five (5) scroll limit per each spell, and the scrolls must be made before the date of the quest.

Conjurer of Quills: Find and Slay one acid elemental and one titan.
Skill Requirements: 80 Meditation, 70 Magery, and 70 Evaluating Intelligence. Obtain and maintain one path in honor or sacrifice.

Magnus of Quills: Make and donate 100 recall scrolls to the guild. Also find and slay an elder gazer.
Skill Requirements: 90 Meditation, 85 Magery, and 80 Evaluating Intelligence

Magnus of Scrolls: Make and donate 100 summon daemon scrolls to the guild. Enter Wind and slay two drakes and one daemon.
Skill requirements: 90 Meditation, 85 Magery, and 80 Evaluating Intelligence. Obtain and maintain a total of two paths in honor and/or sacrifice.

Witch/Wizard of Scrolls: Make and donate 100 resurrection scrolls to the guild. Enter Wind and kill two daemons and one lich.
Skill requirements: 100 Meditation, 95 Inscription, 90 Magery, and 90 Evaluating Intelligence.

Witch/Wizard of Honor & Sacrifice: Make and donate an additional 200 resurrection scrolls to the guild, and also donate an additional 200 summon daemon scrolls to the guild. You must also enter Wind and slay one drake, one dragon, and one daemon.
Skill requirements: 100 Inscription, 100 Meditation, 100 Magery and 100 Evaluating Intelligence. Obtain and maintain a total of three paths in honor and/or sacrifice.
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Tank Mage Quest (Conjurer to Witch/Wizard of Honor & Valor):
Restrictions Apply to all unless stated otherwise:
  1. Armor GM crafted, non runic, barbed leather. Hat and shield of your choice.
  2. Spells - No summoning. No invisibility upon anyone else except witness.
  3. Items - No weapons, including mage weapons. No vet rewards cloaks or robes, quest items, artifacts or potions.
  4. Other - Once the target is spotted, the questing mage must stay on screen with it at all times. Failure to stay on screen with the target will result in failure of the quest.
  5. Time limit: 10 Minutes to kill the creature. Time starts when you first arrive in the dungeon.
Conjurer of Arms: Enter Despise and kill one lizard man, one ettin, one earth elemental, one troll and one acid elemental. You have one five (5) minutes to complete the Quest.
Skill Requirements: 80 Meditation, 70 Magery, and 70 Evaluating Intelligence

Magnus of Arms: Enter Despise and slay one ogre lord. You have one five (5) minutes to complete the Quest.
Skill requirements: 90 Meditation, 85 Magery, 80 Evaluating Intelligence, 75 in any weapon skill, and 75 Tactics. Obtain and maintain one path in honor or valor.

Magnus of Combat: Enter Deceit and slay one poison elemental.
Skill requirements: 90 Meditation, 85 Magery, 80 Evaluating Intelligence, 75 in any weapon skill, and 75 Tactics. Obtain and maintain a total of two paths in honor and/or valor.

Witch/Wizard of Combat: Slay one blood elemental. You are allowed to use only GM, non-runic weapons.
Skill requirements: 100 Tactics, 100 in any weapon skill, 90 Magery, and 90 Evaluating Intelligence.

Witch/Wizard of Honor & Valor: Enter Wind and slay two dragons. You are allowed to use only GM, non-runic weapons.
Skill requirements: 100 Tactics, 100 in any weapon skill, 100 Magery, 100 Evaluating Intelligence. Obtain and maintain a total of three paths in honor and/or valor.
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Promotions for Healer Mage (Conjurer of Healing to Witch/Wizard of Spirituality & Compassion:
Restrictions Apply to all unless stated otherwise:

  1. Armor GM crafted, non runic, barbed leather. Hat and shield of your choice.
  2. Spells - No summoning. No invisibility upon anyone else except witness.
  3. Items - No weapons, including mage weapons. No vet rewards cloaks or robes, quest items, artifacts or potions.
  4. Other - Once the target is spotted, the questing mage must stay on screen with it at all times. Failure to stay on screen with the target will result in failure of the quest.
  5. Time limit: 15 Minutes to kill the creature. Time starts when you first arrive in the duengon.
* = you cannot be AFK (Away from Keyboard) for that event.

Conjurer of Healing: Take one K*S knight, cleric or paladin into Despise and keep him/her alive while s/he slays two acid elementals. All Healing must be done by the Mage using only bandages.
Skill requirements: 80 Meditation, 70 Magery, and 70 Evaluating Intelligence.

Magus of Healing: Be a ghost* for other guild members working healing for two hours.
Skill requirements: 90 Meditation, 85 Magery, and 80 Evaluating Intelligence. Obtain and maintain one path in spirituality or compassion.

Magus of Life: Be a ghost* for other guild members working healing for one hour. Also, take one K*S knight, cleric, or paladin and kill two dragons. The mage must make sure that the fighter does not die more than once. If the mage dies, she/he can self-rez and continue, but if the mage is resurrected by someone else the quest is failed.
Skill requirements: 100 Meditation, 90 Healing, 90 Anatomy, 90 Magery, and 90 Evaluating Intelligence.

Witch/Wizard of Life: Enter Despise with any K*S knight, cleric, or paladin and keep the fighter alive while s/he slays an ogre lord.
Skill requirements: 100 Meditation, 90 Healing, 90 Anatomy, 90 Magery, and 90 Evaluating Intelligence.

Witch/Wizard of Spirituality & Compassion: Enter Ice and slay one white wyrm.
Skill requirements: 100 Healing, 100 Anatomy, 100 Meditation, 100 Magery, 100 Evaluating Intelligence. Obtain and maintain a total of three paths in spirituality and/or compassion.
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