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Key perks are just ranks in Enchanter and Soul Squeezer. Key perks depend on your equipment set - see the Paladin's Path section below.Įnchanting:A Paladin can also bless his own equipment by offering the souls of the wicked as proof of his worth to further improve their effectiveness. Smithing:A Paladin is able to create his own equipment, and improve it to the highest quality to better combat evil. Key perks are up to Adept, Respite and Regeneration. Paladins in the Dawnguard are also able to learn spells to damage undead creatures. In addition, he can turn the undead, or even whole groups at once with sufficient training.
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SKYRIM AURIEL SHIELD FULL
Restoration:Restoration magic ensures the Paladin is always at full fighting strength, able to both heal his own wounds and replenish stamina. Key perks are up to Expert and Magic Resistance.
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Furthermore, it offers great utility in the form of Detect Dead, Waterbreathing, and Transmute. Key perks are all the way up the left side to Shield Charge.Īlteration:Protective spells can further improve the Paladin's toughness, and the protection perks in Alteration make it an invaluable skill. As the Paladin gains more experience, the shield can defend against any attack, and can even be used as an effective weapon in its own right. I think using a circlet looks very Paladin-y, so I only take ranks in Juggernaut (you can still reach the armor cap with Steel Plate this way).īlock:A strong shield arm is essential to avoid being overwhelmed by powerful or numerous foes. Heavy Armour:Heavy armor such as Steel or Ebony plate, or the coat of plates of the Dawnguard protect the Paladin from blows that make it past his shield. Key perks are pretty much everything except the dual-wield perks and only the weapon perks in your weapon of choice. Using a sword allows for quick blows between defending with a shield, and skill with a distinctly Paladin weapon, Dawnbreaker. Many Paladins adopt the sword as their favoured weapon, while some prefer the deep cuts of the axe, or the slow crushing blows of the mace. One-Handed: Your primary offensive ability. This gives the Paladin a much stronger defense against all enemies. Recommended Quests: The Break of Dawn, Dawnguard, Civil War (Imperials), Dragon Crisis, Destroy the Dark Brotherhood, Companions (up to joining the Circle), The Black Star (Black Star path). Paladins can gain additional abilities depending on their patron (See the A Paladin's Path section, below). They are also skilled in creating, improving, and blessing their own armor with various enchantments. All Paladins are skilled in use of one-handed weapons, heavy armor, shields, as well as protective and restorative magicks. But with the protection and strength of the Paladin's patron, he is sure to triumph over them all. His enemies are numerous - Dragons, Necromancers, Vampires, the undead, or the common bandit just to name a few. A holy warrior devoted to rooting out evil and injustice in Tamriel, he wields significant martial and magical prowess. The Paladin is probably my favourite character. A very fun and fast paced playthrough with some frantic sword&board action, especially on higher difficulties! A great well balanced fighter that I usually experience the main quest, most side quests and Fighters and Mages factions with. This sort of character is who I usually play first in TES games.
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