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Introduction | History | Skill(Defensive
Auras) | Skill(Offensive Auras)
| Skill(Combat Skills) | Strategies |
|
Sacrifice | Holy Bolt | Smite | Zeal
| Charge | Vengeance | Blessed Hammer
| Conversion | Holy Shield | Fist of
the Heavens |
Sacrifice
[top]
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Picture |
Contents |
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Sacrifice Required Level: 1 Prerequisites:
None
|
None
|
|
At
what price glory? By sanctifying his weapon with some of his own blood, a
Paladin of Zakarum is able to increase his efficiency in combat by forfeiting a
portion of his own physical essence. This sacrifice is a symbol of faith that
even the lowliest Paladin must submit before the Light, in order that he may
prove himself worthy of victory. |
Effect: Increased damage at the cost of health.
Sacrifice allows you to do a large amount of damage without spending any
mana. Paladins that focus in this skill and Auras (except Prayer), do not have
to spend any points in Energy for increased mana, use mana items, or worry about
using Mana Potions. This may be appealing for some Paladins.
The first thing to understand about Sacrifice is that the more damage your
weapons does, the more life will be drained from yourself. It's possible to
increase Attack Damage so high using Sacrifice, a good weapon, and Might or
Concentration, that you will be losing huge amounts of life each time you hit a
monster. If you plan on using Sacrifice as your main attack, you will have to
balance the loss of life with items or you will have to use a lot of Healing
Potions.
Items that "Steals % Life" work well with Sacrifice. Find a weapon and ring
that steals life. If you can steal enough life per hit with high life stealing
percentages or a combination of life stealing items, you can make up for the
loss of your health and actually use Sacrifice attacks to heal yourself.
Items that Replenish Life can also help make up for the loss in life when
using Sacrifice. It can, however, take a while to regain life such that
Replenish Life may not alone be enough to make up for the loss of life. However,
they can be used in combination with Prayer, Healing Potions, and Life Stealing
items to make up for the time it takes Replenish Life to work.
The Prayer Aura can be a good
skill to use with Sacrifice initially. You can use Sacrifice on the left Action
Button, and have your Prayer Aura active healing you at the same time on the
Right Action button. You will have to devote points to Energy to increase your
Mana to support Prayer or use magic items that add to Mana. Later on you will
probably want to upgrade to Redemption Aura which although
doesn't help party members, can make up for Sacrifice hit point loss much faster
and better than Prayer.
Be careful when using Combat Shrines. Combat Shines will greatly increase
your damage, which will greatly increase the life lost when using Sacrifice. You
may want to avoid Combat Shrines when using Sacrifice, or use them then switch
to another skill.
Powerful Two-handed Weapons By using Sacrifice and Might or
Conviction at the same time with a powerful two-handed weapon, you may notice
you will do a lot of damage. This looks very attractive at first glance.
You may do so much damage that you can kill many monsters including Uniques in
one or two hits. However, you may also notice that you are losing a lot of your
life with each Sacrifice hit. At first you may believe this is caused by giving
up the defense and blocking of a shield to weld a two-handed Weapon, but the
increased loss of life is really caused by the increase in damage of your new
two-handed weapon. The more damage you do, the more life you will lose. Another
problem with high damage weapons when using Sacrifice is that you may be doing
more damage to the monsters than you need to. A monster may die in one hit with
a Two-handed weapon damage of 538 but 200 damage might also be all you need to
kill the monster. The extra damage caused by your powerful weapon will cause
increased loss in your life needlessly. Try finding a less powerful weapon.
Although you will not kill the monster as quickly, you will be draining less hit
points.
To make up for the life lost when using Sacrifice you will have to find the
right balance between the damage of your weapon compared to the monsters, life
stealing items, Potions, Replenish Life items, and Prayer.
| Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Damage to Self:
8% |
|
| Attack Rating +% |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
105 |
110 |
115 |
| Damage
% |
180 |
192 |
204 |
216 |
228 |
240 |
252 |
264 |
276 |
288 |
300 |
312 |
324 |
336 |
348 |
360 |
372 |
384 |
396 |
408 |
Holy
Bolt
[top]
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Picture |
Contents |
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Holy
Bolt Required Level: 6 Prerequisites:
None
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Screen
shot
Animation
|
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The Paladin can learn to
summon bolts formed of pure, righteous energies. These projectiles are vessels
of life, bane to the undead, and succor to the faithful. At the battle of
Taelohn Bridge, the villagers feared the day was lost when an army of the
walking dead besieged them. Just as the battered militia was about to be
overwhelmed, a small band of Paladins appeared. Wading through the rotting
carcasses of the living dead and hurling spheres of pure Light that expelled the
evil controlling the battling corpses while renewing the strength of the
remaining villagers.
|
Effect: Bolt of energy that damages undead, or heals friendly units.
Holy Bolt will not heal undead minions. Works on hires and on Golems and
party members. Friendly Skeletons will not take damage from Holy Bolt.
| Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Mana
Cost |
4 |
4.2 |
4.5 |
4.7 |
5 |
5.2 |
5.5 |
5.7 |
6 |
6.2 |
6.5 |
6.7 |
7 |
7.2 |
7.5 |
7.7 |
8 |
8.2 |
8.5 |
8.7 |
| Magic
Damage |
8-16 |
14-22 |
20-28 |
26-34 |
32-40 |
38-46 |
44-52 |
50-58 |
56-64 |
62-70 |
68-76 |
74-82 |
80-88 |
86-94 |
92-100 |
98-106 |
104-112 |
110-118 |
116-124 |
122-130 |
| Healing |
1-6 |
3-8 |
5-10 |
7-12 |
9-14 |
11-16 |
13-18 |
15-20 |
17-22 |
19-24 |
21-26 |
23-28 |
25-30 |
27-32 |
29-34 |
31-36 |
33-38 |
35-40 |
37-42 |
39-44 |
Smite
[top]
|
Picture |
Contents |
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Smite Required Level: 1 Prerequisites:
None
|
Screen
shot
Animation
|
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The sword of a Paladin
represents the might of righteousness and his shield symbolizes the strength of
his faith. Both are tools he uses to mete out justice. Just as righteousness can
give his spirit the fortitude to overcome the attacks of the unjust, so too can
faith be a weapon to strike back at those who work to defeat him. To this end,
the Paladin has developed several combat techniques that use the shield not only
for defense, but also as an offensive weapon.
|
Effect: Shield bash that does damage and knock back.
| Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Mana Cost:
2 |
|
| Damage +% |
15 |
30 |
45 |
60 |
75 |
90 |
105 |
120 |
135 |
150 |
165 |
180 |
195 |
210 |
225 |
240 |
255 |
270 |
285 |
300 |
| Stun
(seconds) |
0.6 |
0.8 |
1.0 |
1.2 |
1.4 |
1.6 |
1.8 |
2.0 |
2.2 |
2.4 |
2.6 |
2.8 |
3.0 |
3.2 |
3.4 |
3.6 |
3.8 |
4.0 |
4.2 |
4.4 |
Zeal
[top]
|
Picture |
Contents |
 |
Zeal Required Level: 12 Prerequisites:
Sacrifice |
Screen
shot
|
|
A noble Paladin, fervent in
his dedication to righteousness, can draw upon the spirit of that dedication to
perform seemingly impossible tasks. When surrounded by his enemies, a Paladin
versed in this skill sets upon his adversaries with the zealous fervor of many
times his number. |
Effect: Quickly attacks multiple adjacent enemies.
Zeal increases your Attack Rating, and allows you to attack multiple adjacent
monsters. Additional points into Zeal increases Attack Rating and increases the
number of swings per use of Zeal. Zeal allows you to take a lot of very quick
swings at a monster while at the same time increasing your attack rating. Be
warned, that for each point into Zeal, it will add one more swing. To retreat
from a battle you will have to wait until you are finishing swinging. As you put
more points into Zeal, this time becomes longer.
| Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Mana Cost:
2 |
|
| Attack +% |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
105 |
| Number of
Hits |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
Charge
[top]
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Picture |
Contents |
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Charge Required Level: 12 Prerequisites:
Smite |
Screen
shot
|
|
In
showing fear, a Paladin displays his lack of faith, and a faithless Paladin is
less than a man - let alone a knight. This is vital in that when all else fails,
it is faith that will carry the Paladin through to victory. Warriors of faith
never shirk from combat, but rush forward with heads down and shields up,
allowing their glory to carry them into the thick of battle to deliver the first
blow.
|
Effect: Closes the distance with an enemy, delivering a bash on
contact.
Although Charge is after Smite on the Skill Tree, Charge does not require a
Shield. You can charge without a shield with a two-handed weapon.
You can also use Charge on the Left Action Button while having Auras active
at the same time. When maxed, Charge offers more damage than Sacrifice. Consider
getting Mana Stealing Items when using Charge to offset it's mana cost.
You can only use Charge on a Monster if you are already not in melee range.
This is the one drawback when compared to Sacrifice. You will have to back away
or select another monster that is further away.
| Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Mana Cost:
9 |
|
| Damage +% |
100 |
125 |
150 |
175 |
200 |
225 |
250 |
275 |
300 |
325 |
350 |
375 |
400 |
425 |
450 |
475 |
500 |
525 |
550 |
575 |
| Attack Mod
+% |
50 |
65 |
80 |
95 |
110 |
125 |
140 |
155 |
170 |
185 |
200 |
215 |
230 |
245 |
260 |
275 |
290 |
305 |
320 |
335 |
Vengeance
[top]
|
Picture |
Contents |
 |
Vengeance Required Level: 18 Prerequisites:
Sacrifice, Zeal |
None
|
|
When a
Paladin undertakes a crusade to banish evil, he is permitted to call upon the
just souls of past crusades. Thus summoned, the spirits of the honorably
vanquished manifest themselves and lend their energies to the weapons of the
Paladin and his party.
|
Effect: Adds Elemental (Fire, Lightning and Cold) damage to all melee
attacks.
The Damage bonus applies to all three elemental damages. At level 1, it would
be +35% Fire, +35% Cold, and +35% Lightning (not Poison).
Poison is not included in the Vengeance Skill.
Monster resistances have the ability to reduce the additional elemental
damage.
| Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Mana
Cost |
4 |
4.5 |
5 |
5.5 |
6 |
6.5 |
7 |
7.5 |
8 |
8.5 |
9 |
9.5 |
10 |
10.5 |
11 |
11.5 |
12 |
12 |
13 |
13 |
| Cold
Length |
1.2 |
1.8 |
2.4 |
3.0 |
3.6 |
4.2 |
4.8 |
5.4 |
6.0 |
6.6 |
7.2 |
7.8 |
8.4 |
9.0 |
9.6 |
10.2 |
10.8 |
11.4 |
12.0 |
12.6 |
| Elem Damage
+% |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
105 |
110 |
115 |
120 |
125 |
130 |
| Attack +20% |
|
Blessed
Hammer
[top]
|
Picture |
Contents |
 |
Blessed
Hammer Required Level: 18 Prerequisites:
Holy Bolt |
Screen
shot
|
|
The Visions of Akarat tell of
a hopeless battle. Legions of the undead had laid siege to a small convent of
nuns who were the keepers of a sacred relic, the Hammer of Ghrab Thaar.
Suspended over a fiery chasm within the convent, the sisters knew the Hammer to
be a powerful vessel of the Light and vowed never to allow it to fall into the
hands of evil. With no weapons of their own, and no one to defend them, the nuns
sacrificed themselves to destroy the hammer. Rather than let the undead despoil
the church and the relic, they took the hammer and plunged themselves into the
fiery chasm. At that moment, a powerful force of Light washed over the undead
legion, striking them down where they stood. Since that time a well-trained
Paladin is able to tap the remnants of this released energy, whirling a magical
hammer to strike down his adversaries, especially the forces of the walking
dead.
|
Effect: A magical Hammer spirals outward, damaging enemies. The Undead
take additional damage.
This sends out a little glowing Hammer. The Hammers spins around you making a
wider and wider turn until it disappears. Blessed Hammer has the ability to
damage multiple enemies if it hits them.
| Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Mana
Cost |
5 |
5.2 |
5.5 |
5.7 |
6 |
6.2 |
6.5 |
6.7 |
7 |
7.2 |
7.5 |
7.7 |
8 |
8.2 |
8.5 |
8.7 |
9 |
9.2 |
9.5 |
9.7 |
| Damage |
12-16 |
20-24 |
28-32 |
36-40 |
44-48 |
52-56 |
60-64 |
68-72 |
76-80 |
84-88 |
92-96 |
100-104 |
108-112 |
116-120 |
124-128 |
132-136 |
140-144 |
148-152 |
156-160 |
164-168 |
Conversion
[top]
|
Picture |
Contents |
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Conversion Required Level: 24 Prerequisites:
Sacrifice, Vengeance |
Screen
shot
|
|
Through force of will and
strength of steel, a noble Paladin with this skill is able to blind his enemies
with the glory of the Light. After trading blows with the Paladin and facing the
fire of righteousness burning in his eyes, an enemy will sometimes be struck
with a divine epiphany and momentarily repent his past undertakings. So complete
is the transformation, that the converted will turn to slay its former comrades.
|
Effect: A successful attack has a chance to convert the target to
fight evil.
Player vs Player - This will not work on other Players.
This skill will not work on Super Unique Monsters and Bosses.
Conversion allows you to steal Monsters and use against other Monsters in the
area. Consider stealing Monsters with special attacks like Lightning or
Blizzard, to help you fight. Be warned that eventually conversion will wear off
and you will be forced to destroy your new friend.
You get experience for kills made by monsters you have converted.
| Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Mana Cost:
4 |
|
| Chance to Convert % |
7 |
13 |
18 |
22 |
25 |
27 |
29 |
31 |
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
40 |
41 |
41 |
42 |
| Duration
(seconds) |
20 |
30 |
40 |
50 |
60 |
70 |
80 |
90 |
100 |
110 |
120 |
130 |
140 |
150 |
160 |
170 |
180 |
190 |
200 |
210 |
Holy
Shield
[top]
|
Picture |
Contents |
 |
Holy
Shield Required Level: 24 Prerequisites:
Smite, Holy Bolt, Charge, Blessed Hammer |
Screen
shot
|
|
To a Paladin, the shield is
a symbol of his faith. Particularly devout Paladins can channel their faith into
their shields, bolstering its defensive value with holy energy. The purer his
faith, the greater his defense. |
Effect: |