Healing, control, light damage
Paladin
- You heal the group and shut down whatever threatens it: fear, sleep, stun, madness, one spell per element.
- Less health than the Warrior, more than the Mage; you strike from mid range, 10 to 12 m, and your blows land hard.
- Your heals carry the element of their spell: the armour you wear decides which ones it strengthens.
Class overhaul in progress: these spells and numbers may still change.
Health and resistances
- Health
- ×0.92
- Damage
- ×1.20
- Cooldowns
- ×0.90
- Melee resistance
- 0%
- Ranged resistance
- +10%
Health, damage and cooldowns are measured against the Warrior, at ×1.00. A resistance removes its share of the hits taken in melee or at range; when it is negative, the class takes more.
Gauge
Fervour: 100. It comes back at 4 per second, in and out of combat, and sets the pace of your spells.
Weapons and armour
Sword and shield, or staff; cloth and leather armour.
Class effects
- Presence: allies within 10 m take −5% damage (only one Presence counts).
- Elemental heals: fed by the stat of their element (Fire: Intellect, Frost: Spirit, Earth: Strength, Air: Agility) and by the armour’s element bonus.
In a group
- Strengths
- The group’s only healer, four controls, strikes from mid range
- Weaknesses
- Kills slowly alone; less health than the Warrior
- Brings
- Heals everyone; puts to sleep, frightens, stuns or maddens whatever breaks through; takes a share of an ally’s blows (Aegis).
- Needs
- Damage (Marksman, Mage, Warrior); a tank against bosses, which the Paladin’s controls do not touch.
Signature spells
Three Paladin spells
Air · Level 20
Mad wind
Madness for 3 s, 4 s at rank 2, 5 s at rank 3: the creature strikes itself.
Fire · Level 73
Watchfire
An 8 m area for 8 s: heals allies for 8 per second and burns enemies for as much.
Air · Level 100
Wind of grace
Heals the group within 15 m for 100, frees it from fear, sleep, stun and freeze, and makes it immune to them for 6 s.
Spellbook
All 25 spells
Each spell is learned at its level, then rises to rank 2 and rank 3. The power shown is rank 1’s, before stats and armour; the cost comes out of the class gauge.
Level 1
RebukeBasic attack
Neutral · Damage
Automatic attack: a blow of force at 10 m.
Ranged, 10 m · Cooldown 1.4 s · Power 11
Level 1
Heal
Neutral · Healing
Heals the targeted ally, or the Paladin if there is none.
One ally, 30 m · 20 Fervour · Cooldown 8 s · Heals 30
Level 3
Ember mark
Fire · Damage
Burns the target for 4 s.
Ranged, 10 m · 10 Fervour · Cooldown 6 s · Power 14
Level 5
Frost balm
Frost · Protection
An ally, or yourself, absorbs 30 damage for 8 s.
One ally, 30 m · 15 Fervour · Cooldown 12 s · Absorbs 30
Level 7
Stone seal
Earth · Damage
Weakens the target: −20% damage for 8 s.
Ranged, 10 m · 10 Fervour · Cooldown 8 s · Power 14
Level 9
Zephyr
Air · Healing
A small, quick heal.
One ally, 30 m · 8 Fervour · Cooldown 3 s · Heals 14
Level 12
Aegis
Neutral · Protection
10 s: the Paladin takes 30% of the ally’s damage.
One ally, 30 m · 15 Fervour · Cooldown 30 s
Level 14
Dread
Fire · Control
Fear for 3 s, 4 s at rank 2, 5 s at rank 3: the creature runs from the Paladin.
Ranged, 10 m · 15 Fervour · Cooldown 25 s
Level 16
Torpor
Frost · Control
Sleep for 3 s, 4.5 s at rank 2, 6 s at rank 3, broken by the first damage.
Ranged, 12 m · 15 Fervour · Cooldown 20 s
Level 18
Concuss
Earth · Control
A stone stuns the target for 1.5 s, 2 s at rank 2, 2.5 s at rank 3.
Ranged, 10 m · 15 Fervour · Cooldown 20 s · Power 8
Level 20
Mad wind
Air · Control
Madness for 3 s, 4 s at rank 2, 5 s at rank 3: the creature strikes itself.
Ranged, 12 m · 20 Fervour · Cooldown 30 s
Level 24
Group heal
Neutral · Healing
Heals allies within 10 m of the chosen spot.
Ground, 20 m · 35 Fervour · Cooldown 15 s · Heals 45
Level 28
Life ember
Fire · Healing
Heal over time: 48 over 8 s.
One ally, 30 m · 15 Fervour · Cooldown 6 s · Heals 48
Level 32
Composure
Frost · Utility
Frees an ally from fear, sleep, stun or freeze, and shields them from it for 4 s.
One ally, 30 m · 10 Fervour · Cooldown 20 s
Level 36
Sap
Earth · Healing
A 1.5 s wind-up, then a big heal.
One ally, 30 m · 30 Fervour · Cooldown 12 s · Heals 90
Level 40
Fair wind
Air · Healing
Jumps to 2 more allies within 10 m (−20% per jump).
One ally, 30 m · 20 Fervour · Cooldown 8 s · Heals 30
Level 45
Sentence
Fire · Damage
×1.5 if the target is attacking someone other than the Paladin.
Ranged, 12 m · 20 Fervour · Cooldown 10 s · Power 40
Level 50
Wound frost
Frost · Healing
Heals and removes burning, poison and bleeding.
One ally, 30 m · 20 Fervour · Cooldown 9 s · Heals 45
Level 55
Firm ground
Earth · Protection
A 6 m area for 8 s: allies inside take −15%.
Ground, 20 m · 30 Fervour · Cooldown 40 s
Level 60
Rescue
Air · Mobility
Leaps to an ally and heals them for 20.
One ally, 20 m · 10 Fervour · Cooldown 20 s · Heals 20
Level 66
Devotion
Neutral · Protection
6 s: the Paladin takes half the damage dealt to allies within 10 m.
Group, 10 m · 30 Fervour · Cooldown 90 s
Level 73
Watchfire
Fire · Healing
An 8 m area for 8 s: heals allies for 8 per second and burns enemies for as much.
Ground, 20 m · 40 Fervour · Cooldown 40 s · Heals 64 · damage 64
Level 82
Winter veil
Frost · Protection
The group within 10 m absorbs 50 damage for 8 s.
Group, 10 m · 40 Fervour · Cooldown 60 s · Absorbs 50
Level 91
Uplift
Earth · Healing
Heals the group within 10 m and gives +20% protection for 6 s.
Group, 10 m · 50 Fervour · Cooldown 45 s · Heals 80
Level 100
Wind of grace
Air · Healing
Heals the group within 15 m for 100, frees it from fear, sleep, stun and freeze, and makes it immune to them for 6 s.
Group, 15 m · 50 Fervour · Cooldown 90 s · Heals 100