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The Paladin


The Paladin is perhaps the most useful inclusion for any party, as he can extend his Auras to his allies. Skilled in melee combat, he is an effective fighter even without his magical abilities. However he does possess these talents, and should make use of them. Prayer is of considerable use, regenerating health for him and for all of his allies. It may be also wise to quickly develop Might and at sixth level Thorns. Might adds to the effect of the attack of the Paladin or party member. Thorns damages anyone who attacks the person bearing the Aura. Smite can also be of use to the Paladin, who will want to call upon the power of his righteousness to aid him and his friends. As he progresses in power, he should continue to develop, further along the skill tree, as abilities he gains later will aid him more in the deeper depths of the world.

Developing the Paladin's characteristics is still a difficult matter. He does not require as much energy as the Sorceress, as many of his skills are passive and therefore use less mana. He should develop his strength, both for donning equipment and for inflicting more damage. At the start his vitality is less of a concern, but as he faces higher level monsters, capable of delivering more damage, he must develop this as well. Meanwhile he must increase his dexterity, as this adds both to his defensive rating and his ability to successfully strike his opponents.

The Paladin is largely reliant on finding quality items. In general it is a wise idea to find a quality one-handed item, in order to carry a shield. A good shield is good both for blocking and a higher armor rating. The Paladin also possesses skills to make use of a good shield. Additionally a socketed shield can be equipped with gems, adding to its resistance. This can be of considerable use in some of the more difficult dungeons.




Once active, Auras will in most cases affect anyone in the Paladin's Party including other Players, Hirelings, and Monsters the Paladin has converted. Auras are in most cases "Free", The Defensive Aura Prayer requires Mana, however all other Auras do not require Mana as a resource. The Defensive Aura Redemption requires enemy Corpses to activate. Some Auras require monsters to be within the general area of the Paladin for Auras to activate.


Auras have a radius. As more skill points are spent, the Auras will affect a larger area. This is useful on party friends Auras because other Party members may not always be very close to you. A larger radius is also useful when using Auras that affect a Monster directly because it will allow you to stay further away from them. This is helpful especially when going up against monsters with a melee attack.

One of the biggest advantages of the Paladin is his ability to share his Auras among Party Members. The Paladin should always look at turning on an Aura when in a Party to help his group. Some Auras are more popular or useful in certain situations than others, and it's up to you to figure out which will be best for your group at the time.

Only one Aura can be used by the Paladin at a time. You can quickly switch between Auras however you can never have more than one of your own Auras active on yourself at the same time by "twisting" between them. The Aura that is active is always the last Aura that you activated. Sometimes when switching between Auras, it will take a while before the updated Aura reaches other Party members.

Multiple Auras, Multiple Paladins in a Party
When there are more than one Paladins in a Party you can have more than one different Aura active on party members at the same time. One Paladin can have use Blessed Aim to increase the party's Attack Rating, while another Paladin uses Might to increase the Party's damage.

Multiple Paladins cannot "stack" Auras by all activating the same Aura at the same time. If two Paladins in a Party both activate Might, they will not receive any extra damage or double the damage done by themselves and other party members. Because multiple copies of the same Aura cannot be stacked, it's best for Paladins in a group to communicate and decide who will use which Aura and which Auras will be best for the group. If two Paladins activate the same Aura both get cast periodically, whichever is cast last is in effect, they are not cumulative.

When do I use Auras?
Part of the skill of being a good Aura Paladin is knowing how to manage your Auras. With multiple Auras, many are useful in certain situations and not so useful in other situations. It's up to you to learn when to use each Aura and to switch between them when necessary.

Hot Key Auras
With Multiple Auras it's important to assign each Aura that you use a lot to Hot Key. You can even reconfigure the Hot Key to another button which is better positioned on your keyboard. Once you have assigned the Auras, you can quickly switch between them in battle.

Auras and Combat Skills
Auras can only be placed on the Right Action Button. Place Paladin Combat Skills on the Left Action so you can use the Paladin's Combat Skills while still having an Aura active at the same time. You don't have to rotate between Combat Skills and Auras. If you find you do not have enough mana or are otherwise unable to use a Combat Skill all of the time, you can still Hot Key "Normal" attack, and use Hot Keys to switch between your Normal Attack, and Combat Attack on the Left Action Button while still having an Aura and even switching between Auras using Hot Keys on the Right Action Button.

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