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Wiki Classes Paladin

Paladin

A deity-sworn holy warrior who summons weapons of light, smites and judges foes, and holds a party together with auras, shields and heals.

The Paladin is a hybrid: not quite the warrior's equal at raw damage, not quite the cleric's equal at healing, but able to do enough of both that a party can survive without either. You swear to one of the five gods, and that oath is mechanical rather than decorative. Your deity gates part of your kit, colours your summoned gear and determines which of the exclusive signature abilities you can ever learn.

In practice the paladin plays as a durable front-liner who converts SP into holy damage and party support. You summon your own weapon and shield rather than hunting for them, taunt with accuse, keep one aura running at all times, and top allies up with grace and holylight between swings. The class splits cleanly on weapon choice: one-handed and shield paladins run judge and dawnstrike and lean defensive, while two-handed paladins run smite and divinestorm and lean into damage.

Resources#

The paladin spends SP. Every live ability is either free or costs spellpoints, and sacrifice exists precisely because you will run dry: it converts half your current health into half your maximum SP.

The class also has Conviction, a 0 to 100 bar viewed with the conviction command. Conviction is designed to be the paladin's answer to the cleric's Faith: it builds through faithful action rather than through healing, and decays more slowly. At present the bar exists, decays on its own timer and can be inspected, but no live ability spends it yet. Treat it as flavour that will become mechanical later rather than as something to plan around.

Conviction Behaviour
Range 0 to 100
Intended sources Smiting, being struck while shielded, avenging a fallen ally, praying
Decay 1 point roughly every 15 seconds, beginning after about 2 minutes idle
Viewed with conviction

Two shared systems matter as well. Passives are equipped with passives, two slots at a time, and only equipped passives fire. Talents give you one point every ten levels up to a maximum of ten, spent with talents spend <tree>.

Talent Trees#

Holy#

The support and divine-magic half of the class, and the larger of the two main trees. It holds the summoned holyweapon and holyshield, the aura line, the heals, the shields, the anti-undead abilities, and the utility from silence through to resurrect. Only one aura may be active at a time, so much of playing this tree well is choosing which aura the current fight wants.

Retribution#

The weapon half. smite and judge are your bread-and-butter strikes, split by weapon type, and the tree escalates through divinestorm and dawnstrike to handofgod. It also holds the party buffs bless and embolden, the fatigue drains, and most of the deity-locked signatures.

Zeal#

Currently a single ability, warhorn, locked to worshippers of Kranos. The tree exists to hold the war-god material and will grow.

Deity Locks#

Four live abilities are restricted by which god you serve. Changing religion swaps the available skills automatically, so a paladin who converts does not lose access permanently, but does lose it while they worship elsewhere.

Deity Locked ability
Sivaine Unblinking Eye
Kranos Warhorn
Thalos Decree
Morbis Last Rites

Skills#

The paladin catalogue is still being built out. Live abilities are listed first by tree; a large planned roadmap follows.

Holy#

Level Skill Type Cost Cooldown Effect
2 Holy Shield Summon - - Summon a shield of divine light that grows with your level.
2 Holy Weapon Summon - - Summon a one-handed or two-handed weapon of light bound to you.
10 Silence Debuff 20 SP 45s Seal a target's voice, interrupting its channel and stopping spellcasting.
12 Grace Heal 20 SP 30s Sustaining blessing that heals the target over time.
14 Exorcize Attack 40 SP 30s Ring of divine fire damaging and stunning every undead in the room.
20 Accuse Combat 15 SP 20s The paladin taunt; puts you at the top of the target's threat list.
22 Aura of Radiance Aura - - Aura healing you and every party ally in the room on a recurring pulse.
31 Aura of Might Aura - - Aura granting you and your allies increased damage.
35 Holy Fire Buff 10 SP - Wreathe your weapon so hits sear the target and mend your own wounds.
43 Right of Passage Utility - - Plant your shield at an exit and demand a tithe from anyone passing.
48 Eradicate Combat 35 SP 20s Focused column of divine fire on a single undead target, with a stun.
51 Resurrect Utility 500 SP - Long ritual that returns a fallen ally to life at full health.
54 Shackle Debuff 25 SP 1m Chains of divine iron knock the target down and interrupt channelling.
58 Aura of Sanctum Aura - - Aura reducing damage taken by you and every ally in the room.
60 Wrath Combat 50 SP 1m Channelled pillar of holy light for massive damage and a knockdown.
69 Holy Light Heal 30 SP - Channelled heal on yourself or an ally, scaling with level and Wisdom.
73 Sacred Shield Buff 30 SP 3m Barrier absorbing a share of incoming physical damage from a pool sized to your health.
80 Consecrate Attack 35 SP 1s Wreathe every enemy fighting you in consecrated fire each round; strong threat.
84 Aura of Fortitude Aura - - Aura granting you and your allies extra maximum health and armour.
88 Apotheosis Buff 75 SP 10s Briefly become divine: heal, strip debuffs, gain full immunity and fire extra attacks.
91 Soulseek Utility 100 SP 10s Focus divine senses on a connected player and see through their eyes.
95 Lightburst Heal - 10s Pour your entire SP pool into a channelled miracle that fully restores a distant target.

Retribution#

Level Skill Type Cost Cooldown Effect
5 Smite Combat 8 SP 12s Heavy BLUNT blow; requires a two-handed weapon.
9 Judge Combat 8 SP 12s Swift HOLY blow; requires a one-handed weapon.
10 Guardian Stance Passive - - Take reduced damage while a shield is equipped.
16 Bless Buff 10 SP 1m Slightly increase a target's damage for a time.
24 Sacrifice Utility - 3m Lose half your current health to regain half your maximum SP.
27 Embolden Buff 35 SP 1m Every ally in the room lands bonus attacks against their target.
37 Fatigue: Energy Debuff 20 SP 1m Drain the target's stamina; the amount scales with your level.
39 Unblinking Eye Utility 25 SP 45s Sivaine only. You cannot be blinded, charmed or feared for 30 seconds.
46 Decree Debuff 25 SP 30s Thalos only. Reduce the target's accuracy and dodge for 20 seconds.
50 Last Rites Combat 25 SP 30s Morbis only. Bonus HOLY damage against targets below a third health.
54 Repentance Debuff 25 SP 3m Column of holy light that knocks the target down for several rounds.
59 Fatigue: Mind Debuff 25 SP 1m Drain the target's SP; the amount scales with your level.
61 Divine Storm Combat 30 SP 15s Two-handed whirlwind hitting every creature in the room and healing you for part of it.
65 Dawnstrike Combat 30 SP 15s One-handed burst of judgment that heals you for part of the damage dealt.
99 Hand of God Combat 50 SP 3s Divine lightning stuns the target, then a giant hand crashes down on it.

Zeal#

Level Skill Type Cost Cooldown Effect
42 Warhorn Buff 30 SP 1m Kranos only. Every party ally in the room gains bonus damage for 30 seconds.

Planned#

These are on the paladin design roadmap but are not yet in game. Levels are the design levels and are likely to shift when the abilities are built, in the same way the live abilities were re-tiered across the full level range.

Level Skill Effect
3 Reagents (planned) Crafting components for consecration, holy water, shackles and relics.
6 Divine Meditation (planned) Improved regeneration while resting.
7 True Sight (planned) See in the dark and through invisibility.
12 Hardened Resolve (planned) Bonus armour from all worn items.
13 Recall (planned) Return to your church.
16 Holy Relic of Restoration (planned) Relic improving health, SP and stamina regeneration.
21 Pacify (planned) Stop all fighting in a room.
23 Holy Verdict (planned) Weapon buff making auto-attacks strike everything in the room.
24 Cleanse (planned) Remove all debuffs from yourself or a target.
26 Holy Relic of Hardened Resolve (planned) Relic improving armour class.
28 Reckoning Strikes (planned) Increased two-handed weapon damage.
28 Shield of Faith (planned) Increased armour on your summoned shield.
30 Bloodtithe (planned) Drop to half health to strike the target for half of theirs.
31 Scroll of Restoration (planned) A scroll that heals.
32 Vow (planned) Swear a path in the sanctum: Mender, Leader or Combatant.
33 Purity (planned) Your next spell costs nothing.
34 Crash (planned) Crash into an adjacent room, stunning and damaging everyone there.
35 Church (planned) Found and manage a church, with induction, armoury, cloister and proclamation.
36 Holy Relic of Blind Rage (planned) Relic granting a chance at extra strikes.
38 Symbol of your God (planned) Mark a forehead in blood; the mark shows in the room description.
40 Crownbreak (planned) Halve the target's armour for a duration and deal moderate damage.
41 Holy Water (planned) Brew a potion that heals and grants extra attacks when drunk.
42 Feast (planned) Conjure a feast for everyone in the room.
44 Death Ledger (planned) Report who is currently dead, how they died and where.
46 Denounce (planned) Once a day, denounce a sin in the sanctum of the gods.
47 Force Tithe (planned) Tax a target.
49 Mirror of Sanctity (planned) Briefly reflect magic back at attackers while using a shield.
49 Vengeful Strikes (planned) Frequently return blows while using a two-handed weapon.
50 Divine Endurance (planned) Stop losing stamina while active.
52 Absolve (planned) The target suffers no penalties on their next death.
52 Damn (planned) The target suffers extra penalties on their next death.
53 Scroll of Righteous Sanctions (planned) Fine a player the next time they visit a bank.
55 Divine Right (planned) Prevent death and heal to half health instead, on a long cooldown.
57 Shroud of Obscurity (planned) Nothing about you can be discerned by looking, and you move in silence.
58 Beacon (planned) Locate and heal an ally at any range while you remain in your church.
58 Rebuke (planned) Rebuke corrupt actors for a reward.
59 Condemn (planned) Prevent the target from acting for a period.

Playing a Paladin#

The first thing to do at level 2 is summon your kit. holyweapon gives you a weapon that scales with you and gains blessings as you level, and holyshield does the same for your off-hand, which means paladins effectively never have a gear gap in those slots. Decide early whether you want one-handed and shield or two-handed, because that decision picks half your rotation: one-handed paladins get judge at 9 and dawnstrike at 65, two-handed paladins get smite at 5 and divinestorm at 61, and each requires the correct weapon in hand.

The moment-to-moment loop is simple. Keep one aura running at all times, since they cost nothing and only one may be active. accuse holds threat. Your weapon strike goes on cooldown, holyfire sits on your weapon as a passive leech, and grace is cast on whoever needs it before you go back to swinging. When SP runs low and the fight is going well, sacrifice trades health you can heal back for SP you cannot otherwise get. When SP runs low and the fight is going badly, disengage instead.

Aura choice is the main tactical decision the class asks you to make. Aura of Might when the party needs to kill something faster, Aura of Sanctum when incoming damage is the problem, Aura of Radiance when the healer is struggling with sustained chip damage, and Aura of Fortitude at higher levels when the party simply needs to be bigger. Swap between pulls rather than mid-fight.

In a group you are the off-tank and the safety net. You will rarely out-heal a cleric or healer, but you can cover for one that is out of range or out of SP, and resurrect means a party with a paladin does not have to walk back from a wipe. Against undead you are far stronger than your level suggests: exorcize and eradicate both hit undead disproportionately hard, so volunteer for the crypt runs. Solo, you are one of the safer levelling classes precisely because you never have to stop and find a healer.