Righteous defenders of the weak, Paladins use heavy shields and divine blessings to stand as a bulwark against their foes. The Paladin’s large shield not only offers protection, but affords many opportunities to launch devastating counters in close combat.
- Mechanics & Playstyle
- Gameplay Video
A Paladin excels in using a shield to turn aside incoming assaults and launch powerful counterattacks. This martial skill, and the divine blessings of their patron gods, allows Paladins to extend their protection to nearby allies.
Heavy arms and armor do not allow for quick movement, so Paladins have a hard time dealing with opponents at range, or with those who weave powerful magic, against which metal plates offer no protection.
The Paladin uses a combination of magic and physical attacks when fighting enemies, although their greatest aspect is their shield. When a paladin blocks an incoming attack he will normally respond with one of their abilities that benefits them, or unleashes an attack on their opponent. The Paladin is a very much defensive class, and their play style in general is based on reacting to being struck in combat.
The Paladins are not hybrids or front-line healers. They are aggressive tanks, a defensive Warrior calling. Paladins do have some healing abilities but these are purely for defensive purposes and self preservation. They should never be considered as “the healer” of a group. Their focus is to get the attention of the enemies, hold the attention, and survive the attention. If something goes wrong they do have a few lifesaver abilities to save the day.
When the chieftain of Clan Mathos united the scattered northmen to fight the Blood Storm Wars, he entrusted the safety of the land and people to his daughter, Amardis. But Telara’s landscape and weather patterns shifted dramatically during the wars, as planar energy confused the world’s ecology. Crops withered, game grew scarce, and famine gripped Clan Mathos, until southern merchants brought an enticing proposition.
If the traders were allowed to mine sourcestone from caverns on clan land, the northmen would have all the food they required. Weak to the well-fed merchants’ temptations, the people cried out for Amardis to accept the offer.
But the young leader felt ill-at-ease about the bargain, so she entered the caves to commune with Thedeor. She finished praying and opened her eyes, and before her lay her father’s shield, newly affixed with a pulsing piece of sourcestone.
A voice spoke to Amardis: “Take it, daughter, and reveal the truth.”
The next morning, as people gathered around the strangers’ carts, Amardis came forward, girded for battle. Without warning, she sent the caravan master sprawling with a backhand blow from the holy shield. Gold coins stamped with the glowing mark of Laethys tumbled from his robe, and the clansmen realized they had nearly turned over their holy caverns to agents of the Golden Maw.
Amardis led the charge as Clan Mathos took up arms to drive out the cultists, intercepting blows meant for others and drawing the enemy away from weaker clan members. People would later report that a glowing aura surrounded her, crackling as she downed the dragon’s agents with devastating blows from her sword and shield.
All seemed lost when one of the caravan’s Cyclops guards dealt Amardis a devastating blow to the chest with his serrated blade. In a haze of pain, she struggled back to her feet, pressing her hand to the wound. Golden light seeped from her hand and closed the gash, and this miracle caught the Cyclops off guard. Amardis cleft his hideous head from his shoulders, breaking the Golden Maw offensive in a single stroke.
The Mathosians drove the remaining cultists into the mountains. Though they claimed the food and other goods from the caravans, Amardis insisted they melt down the gold to forge an altar to Thedeor. This monument would one day stand in the heart of Caer Mathos, the home of many Mathosian paladins for centuries to come.
|Stalwart Shield||Increases your Block by 2/4/6/8/10%.|
|Defender||Increases Armor by 2/4/6/8/10%.|
|Shield of the Hero||Empowers a shield with radiant power, increasing block by 5% and hit by 10%. Does not stack with other Shield buffs. Lasts 1 hour.|
|Enduring Stamina||Increases Endurance by 3/6/9/12/15%.|
|Small Arms Specialization||Increases damage done by one-handed weapons by 2/4/6/8/10%.|
|Steely Resolve||Reduces duration of Mesmerize, Stun, Sleep, Fear, and Confuse abilities by 15/30%.|
|Light’s Hammer||Throw a hammer made from life energy at an enemy dealing 40 to 43 Life damage, and stunning them for 3 seconds. Generates additional threat. This ability grants 1 Attack Point.|
|Aggressive Guardian||Increases threat generated by 15/30%.|
|Hardened Will||Reduces incoming damage from Spells by 3/6/9%.|
|Martial Shield||Each successful block has a 25% chance of increasing Attack Points by 1.|
|Graceful Under Pressure||Increases hit chance with melee attacks by 2/4/6% while using a shield.|
|Paladin’s Devotion||Break the hold of Stun, Fear, Disarm, and Confuse effects.|
|Vengeful Wrath||Increases damage done by Retaliation, Disarming Counterblow, and Paladin’s Reprisal by 10/20/30%.|
|Reverent Protection||Surround all allies within 10 meters with a field of energy that absorbs damage for 30 seconds:
1 Point: 268 of damage.
2 Points: 469 of damage.
3 Points: 671 of damage.
|Balance of Power||Blocked attacks deal Life damage back to the attacker equal to 120/130/140% of weapon damage.|
|Karmic Resolution||Retaliation and Disarming Counterblow heal the Paladin for 15/30% of the damage dealt.
Requires: Vengeful Wrath Rank 3
|Improved Reverent Protection||Increases the duration of Reverent Protection by 4/8 seconds.
Requires: Reverent Protection Rank 1
|Tip the Balance||Balance of Power also heals you for 50/100% of the damage done by Balance of Power.
Requires: Balance of Power Rank 3
|Improved Paladin’s Devotion||Reduces cooldown on Paladin’s Devotion by 15/30 seconds.|
|Shield of the Chosen||Empowers a shield with virtuous strength, increasing block by 5%, and armor by 317. Does not stack with other Shield buffs. Lasts 1 hour.|
|Paladin’s Reprisal||Follow a successful Block with a sweeping melee attack against all enemies within range, dealing 120% of weapon plus 105 to 109 Physical damage, in addition to stunning opponents for 3 seconds. Generates additional threat. This ability is not affected by the global cooldown. This ability grants 1 Attack Point.|
|Righteous Blow||Using an opening in an enemy’s defenses, hit them with a powerful strike for weapon plus Physical damage:
1 Point: 100% of weapon plus 41 damage.
2 Points: 120% of weapon plus 71 damage.
3 Points: 140% of weapon plus 103 damage.
|Aggressive Block||Strike the enemy with a shield for 65 to 69 Physical damage, modified by Strength, in addition to increasing block by 20% for 15 seconds. Requires an equipped shield. Generates additional threat. This ability grants 1 Attack Point.|
|Pacifying Strike||Strike an enemy to force them off balance and deal weapon plus 34 to 36 Physical damage, in addition to reducing the amount of damage they do in melee combat by 5% for 15 seconds. Generates additional threat. This ability grants 1 Attack Point.|
|Retaliation||Follow a successful block with a devastating blow dealing 120% of weapon plus 87 to 91 Physical damage. Generates additional threat. This ability is not affected by the global cooldown. This ability grants 1 Attack Point.|
|Aegis of Vitality||Binds the power of Life into the body of the selected ally, increasing their Endurance by 10. Lasts 1 hour.|
|Face Slam||Slam a shield into an enemy’s face for 55 to 60 Physical damage, modified by Strength, in addition to interrupting casting. Requires an equipped shield. This ability is not affected by the global cooldown. This ability grants 1 Attack Point.|
|Touch of Life||Heals an ally the equivalent of 100% of the Warrior’s health.|
|Shield Throw||Hurl a shield at an enemy dealing 62 to 65 Physical damage and forcing them to attack the Warrior for 3 seconds. Requires an equipped shield. This ability grants 1 Attack Point.|
|Sweeping Strike||Strike up to three targets for weapon plus 24 to 27 Physical damage, in addition to 60 Life damage. This ability grants 1 Attack Point.|
|Judgment||Lash out with a wave of energy, dealing 35 to 38 damage to all nearby enemies. Affected enemies are forced to attack the Warrior for 3 seconds.|
|Life’s Grace||Bring a selected ally back from the dead. Cannot be used in combat.|
|Shield Charge||Charge an enemy leading with a shield, dealing 58 to 61 damage and rooting them for 2 seconds. Requires an equipped shield. Generates additional threat. This ability grants 1 Attack Point.|
|Disarming Counterblow||Follow a successful block with a strike to an enemy’s weapon arm, dealing 120% of weapon plus 46 to 49 Physical damage, and disarming them for 5 seconds. Generates additional threat. This ability cannot miss, or be dodged, or parried. This ability is not affected by the global cooldown. This ability grants 1 Attack Point.|
|Aegis of Salvation||Grants the power of life to all party members within 25 meters, increasing their Endurance by 10. Only 1 Aegis spell may be active at a time. Lasts 1 hour.|
|Scales of Justice||Unleash energy on every nearby enemy, the next time an affected enemy attacks anyone they will take weapon plus Life damage:
1 Point: 100% of weapon plus 36 damage.
2 Points: 120% of weapon plus 63 damage.
3 Points: 140% of weapon plus 90 damage.
|Light’s Decree||Throw a hammer made from life energy at an enemy dealing 89 Life damage to up to 5 enemies, in addition to causing all non damage over time ability attacks by the Paladin against the targeted enemy to deal 60 Life damage to up to 5 additional enemies for the next 12 seconds. Generates additional threat. This ability grants 1 Attack Point.|
|Preservation||A single ally becomes protected by the energies of life. Any time they take damage they heal 10% of their maximum health. Cannot be cast on the Warrior.|
|Impassable Guard||The Warrior blocks all incoming attacks:
1 Point: 2 seconds.
2 Points: 5 seconds.
3 Points: 10 seconds.
|Life’s Rapture||Fill an area with Life energy. All party member within the area heal 100% of the Warrior’s maximum health over 10 seconds. During this time the Warrior cannot do anything else without interrupting the spell, but cannot be interrupted with attacks.|