Paladin
A holy warrior sworn to a god who summons weapons of light, smites and judges foes, and holds a party together with auras, shields and heals.
Paladins combine armored combat with divine protection and healing. Their god decides some of their abilities and the look of their summoned equipment. A paladin can summon a weapon and shield, draw an enemy's attention with accuse, and support companions with auras and healing.
The weapon in hand decides the attacks. With a one-handed weapon and shield you have judge and dawnstrike; with a two-handed weapon, smite and divinestorm. Only one aura can be active at a time.
Paladin is a legendary remort class. It needs finished Cleric and Warrior lives and one more of any class, 10 remort points, two years in service to their religion, 2500 hours played, the Vigil and the oath from their faith's High Priest, and begins at level 1. See Remorting for the route. Paladins wear plate and mail.
Resources#
The paladin spends SP. Every working ability is either free or costs SP, and sacrifice trades half your current health for half your maximum SP.
The class also has Conviction, a 0 to 100 bar shown by the conviction command. It decays on its own timer and can be checked, but no ability spends it yet.
| Conviction | Behavior |
|---|---|
| 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 |
You also carry a pouch of divine reagents from level 1, shown by supplies: soulseeking stones, consecration oil, holy water, holy scrolls, divine shackles and holy relics. How many of each you can carry rises with your level, from a handful at level 1 to a few dozen of the commonest at level 100, and you restock at the supply altar at the Wellspring of Longing with list and buy. Like Conviction, the pouch is groundwork: no ability spends any of it yet.
The paladin has no passives of its own yet, so both passives slots stay empty. Talents give you a point every ten guild levels, ten at most and ten at most in one tree, spent with talents spend <tree>. Each point in a tree makes every skill in it 2% better: it strikes and heals 2% harder and comes back 2% sooner, so ten points give 20% of each. Passives are untouched, and each point in Retribution also makes your own weapon blows 2% stronger.
Talent Trees#
Retribution#
Weapons and judgment. smite and judge are the main weapon strikes, split by weapon type, and the tree escalates through divinestorm to handofgod. It also holds accuse, the paladin taunt, the fatigue drains, silence, shackle and repentance for control, the fire of exorcize and eradicate, which burns only the undead, and consecrate, which burns everything fighting you.
Holy#
Divine magic and the summoned weapon. It holds your reagent pouch, the summoned holyweapon and the holyfire that wreathes it, the heals holylight and lightburst, resurrect, and the utility of rightofpassage and soulseek.
Protection#
Auras, shields and support. The summoned holyshield, the healing blessing grace, bless for one ally, the rally embolden for everyone in the room, sacrifice, which trades health for SP, the sacredshield barrier, the Bulwark style, and the whole aura line. Only one aura may be active at a time, so much of this tree is choosing the aura the fight needs.
Zeal#
The heavy plays and the deity signatures. wrath, dawnstrike and apotheosis live here, the Reaver style unlocks here, and so do the four abilities restricted by which god you serve. Changing religion swaps these over automatically: a paladin who converts loses the old god's ability while serving the new one, and gets it back on returning.
| Deity | Locked ability |
|---|---|
| Sivaine | Unblinking Eye |
| Kranos | Warhorn |
| Thalos | Decree |
| Morbis | Last Rites |
Skills#
The paladin skill list is still being built. The abilities in the game are listed first, by tree; the planned ones follow.
Retribution#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 4 | Smite | Combat | 8 SP | 12s | Heavy BLUNT blow; requires a two-handed weapon. |
| 5 | Judge | Combat | 8 SP | 12s | Swift HOLY blow; requires a one-handed weapon. |
| 6 | Silence | Debuff | 20 SP | 45s | Seal a target's voice, interrupting its channel and stopping spellcasting. |
| 8 | Exorcize | Attack | 40 SP | 30s | Ring of divine fire damaging and stunning every undead in the room. |
| 12 | Accuse | Combat | 15 SP | 20s | The paladin taunt; puts you at the top of the target's threat list. |
| 22 | Fatigue: Energy | Debuff | 20 SP | 1m | Drain the target's stamina; the amount scales with your level. |
| 29 | Eradicate | Combat | 35 SP | 20s | Focused column of divine fire on a single undead target, with a stun. |
| 33 | Repentance | Debuff | 25 SP | 3m | Column of holy light that knocks the target down for several rounds. |
| 34 | Shackle | Debuff | 25 SP | 1m | Chains of divine iron root the target for 6 rounds, or 12 seconds; they can still attack and cast, but they cannot move. |
| 36 | Fatigue: Mind | Debuff | 25 SP | 1m | Drain the target's SP; the amount scales with your level. |
| 38 | Divine Storm | Combat | 30 SP | 15s | A storm of holy energy gathers and breaks a couple of rounds later on every living creature in the room, and part of what it deals heals you. Needs a two-handed weapon. |
| 48 | Consecrate | Attack | 35 SP | 1s | Wreathe every enemy fighting you in consecrated fire each round; strong threat. |
| 60 | Hand of God | Combat | 50 SP | 2m | Divine lightning strikes for holy damage and knocks the target down, then three rounds later a giant hand crashes down for far heavier damage and knocks them down again. |
Holy#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 1 | Supplies | Utility | None | None | Review the divine reagents you carry and the caps on each. |
| 3 | Holy Weapon | Summon | None | None | Summon a one-handed or two-handed weapon of light bound to you. |
| 21 | Holy Fire | Buff | 10 SP | None | Wreathe your weapon so hits sear the target and mend your own wounds. |
| 26 | Right of Passage | Utility | None | None | Plant your shield at an exit and demand a tithe from every player who does not share your faith. |
| 31 | Resurrect | Utility | 500 SP | None | Long ritual that returns a fallen ally to life at full health. |
| 42 | Holy Light | Heal | 30 SP | None | A heal on yourself or an ally that takes a few seconds to channel, scaling with level and Wisdom. |
| 55 | Soulseek | Utility | 100 SP | 30s | Look through the eyes of a named player anywhere in the world, seeing their room and everyone in it. If they are dead you learn only that; the SP is spent either way. |
| 58 | Lightburst | Heal | None | 15m | Pour your entire SP pool into a long prayer that fully restores a player wherever they are. |
Protection#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 2 | Holy Shield | Summon | None | None | Summon a shield of divine light that grows with your level. |
| 7 | Grace | Heal | 20 SP | 30s | Sustaining blessing that heals the target over time. |
| 10 | Bless | Buff | 10 SP | 1m | Slightly increase a target's damage for a time. |
| 13 | Aura of Radiance | Aura | None | None | Aura healing you and every party ally in the room on a recurring pulse. |
| 15 | Sacrifice | Utility | None | 3m | Lose half your current health to regain half your maximum SP. |
| 16 | Embolden | Buff | 35 SP | 1m | Every ally in the room lands bonus attacks against their target. |
| 19 | Aura of Might | Aura | None | None | Aura granting you and your allies increased damage. |
| 20 | Bulwark Style | Utility | None | None | Unlocks style bulwark. |
| 35 | Aura of Sanctum | Aura | None | None | Aura reducing damage taken by you and every ally in the room. |
| 44 | Sacred Shield | Buff | 30 SP | 3m | Barrier absorbing a share of incoming physical damage from a pool sized to your health. |
| 51 | Aura of Fortitude | Aura | None | None | Aura granting you and your allies extra maximum health and armor. |
Zeal#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 24 | Unblinking Eye | Utility | 25 SP | 45s | Sivaine only. You cannot be blinded, charmed or feared for 30 seconds. |
| 25 | Warhorn | Buff | 30 SP | 1m | Kranos only. Every party ally in the room gains bonus damage for 30 seconds. |
| 28 | Decree | Debuff | 25 SP | 30s | Thalos only. Marks the target as decreed for 20 seconds. At present nothing in combat reads the mark, so it has no effect. |
| 30 | Last Rites | Combat | 25 SP | 30s | Morbis only. HOLY damage that hits 75% harder against targets below 30% health. |
| 37 | Wrath | Combat | 50 SP | 1m | A pillar of holy light that lands a few rounds after you call it, for massive damage and a knockdown. |
| 39 | Dawnstrike | Combat | 30 SP | 15s | One-handed burst of judgment that heals you for part of the damage dealt. |
| 40 | Reaver Style | Utility | None | None | Unlocks style reaver. |
| 53 | Apotheosis | Buff | 75 SP | 5m | Briefly become divine: heal, strip debuffs, gain full immunity and fire extra attacks. |
Planned#
These are on the paladin design list but are not in the game. The levels are design levels and may change when the abilities are built.
| 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 armor 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 ordinary 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 armor class. |
| 28 | Reckoning Strikes (planned) | Increased two-handed weapon damage. |
| 28 | Shield of Faith (planned) | Increased armor 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, armory, 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 armor for a time 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#
Summoned equipment comes early: holyshield at level 2 and holyweapon at level 3, and both grow with you. The weapon decides your attacks. smite and divinestorm need a two-handed weapon, while judge and dawnstrike need a one-handed one, so check before changing weapons on an expedition.
One aura can be active at a time. Might adds damage, Sanctum cuts the damage you all take, Radiance heals, and Fortitude adds health and armor at higher levels. Choose by the encounter and by what support the group already has.
accuse pulls an enemy's attention onto you. grace and holylight heal, and sacredshield gives you a barrier against physical blows. The same SP pays for attacks and support, whether you are the one taking the hits or helping another defender.
sacrifice turns half your current health into half your maximum SP. It refills your casting, but leaves less health for the next hit, so think twice before using it under attack.
Some abilities depend on your faith, and several work only on the undead; read their targets before relying on them. resurrect brings back one fallen ally where its conditions are met.