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

  1. Air · Level 20

    Mad wind

    Madness for 3 s, 4 s at rank 2, 5 s at rank 3: the creature strikes itself.

  2. Fire · Level 73

    Watchfire

    An 8 m area for 8 s: heals allies for 8 per second and burns enemies for as much.

  3. 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.

  1. Level 1

    RebukeBasic attack

    Neutral · Damage

    Automatic attack: a blow of force at 10 m.

    Ranged, 10 m · Cooldown 1.4 s · Power 11

  2. 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

  3. Level 3

    Ember mark

    Fire · Damage

    Burns the target for 4 s.

    Ranged, 10 m · 10 Fervour · Cooldown 6 s · Power 14

  4. 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

  5. Level 7

    Stone seal

    Earth · Damage

    Weakens the target: −20% damage for 8 s.

    Ranged, 10 m · 10 Fervour · Cooldown 8 s · Power 14

  6. Level 9

    Zephyr

    Air · Healing

    A small, quick heal.

    One ally, 30 m · 8 Fervour · Cooldown 3 s · Heals 14

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. Level 28

    Life ember

    Fire · Healing

    Heal over time: 48 over 8 s.

    One ally, 30 m · 15 Fervour · Cooldown 6 s · Heals 48

  14. 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

  15. 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

  16. 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

  17. 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

  18. Level 50

    Wound frost

    Frost · Healing

    Heals and removes burning, poison and bleeding.

    One ally, 30 m · 20 Fervour · Cooldown 9 s · Heals 45

  19. 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

  20. 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

  21. 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

  22. 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

  23. 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

  24. 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

  25. 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