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[Paladins] [Gaining Paladin Rank] [Wizards] [Gaining Wizard Ranks] 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.
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"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:
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 -------------------------------------------------------------------------------- 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:
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. -------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- 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." -------------------------------------------------------------------------------- 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
------------------------------------------------------------------------------------------- Promotion For Conjuror of Mind/Body/Spirit: Restrictions Apply to all unless stated otherwise:
You must find and slay an acid elemental Skill requirements: 80 Meditation, 70 Magery, and 70 Evaluating Intelligence. ------------------------------------------------------------------------------------------- Scribe Mage Quests (Conjurer to Witch/Wizard of Scrolls): Restrictions Apply to all unless stated otherwise:
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. ------------------------------------------------------------------------------------------- Tank Mage Quest (Conjurer to Witch/Wizard of Honor & Valor): Restrictions Apply to all unless stated otherwise:
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. ------------------------------------------------------------------------------------------- Promotions for Healer Mage (Conjurer of Healing to Witch/Wizard of Spirituality & Compassion: Restrictions Apply to all unless stated otherwise:
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. ------------------------------------------------------------------------------------------- | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||