
¶ Paladin — Class Overview

¶ Introduction
The Paladin class on The Heroes' Journey (THJ) features several unique changes compared to Live servers. With customized spells, expanded AAs, and enhanced defensive abilities, Paladins serve as tank and support hybrids, excelling in damage mitigation and healing. This guide covers key differences, auto-granted AAs, skill progression, and class disciplines.
¶ Key Differences from Live
- Modified Spells and Skills: Several abilities and mechanics have been customized for better balance.
- Expanded AAs: Many out-of-era AAs are available in every expansion but tuned for THJ.
- Level 1 Auto-Granted AAs — see table below.
- Custom Paladin Epic 1.0 available upon Kunark’s release.
¶ Paladin Level 1 Auto-Granted AAs
AA | Cooldown / Cost | Description |
---|---|---|
Divine Stun | 30 s | Fast-casting stun; interrupts NPCs up to level 68. |
Blessing of Life | Passive | Chance to self-heal on every melee swing. |
Bazaar & Back Gate | 10 min | Teleports you to the Bazaar while out of combat. |
Eyes Wide Open VIII | Passive | Expands the extended target window capacity. |
Mystical Attuning V | Passive | Raises simultaneous mystical-effect limit. |
Consume Item | Passive | Converts select items into mana or endurance. |
¶ Paladin Skills
Paladins receive all class skills automatically at level 1, increasing them through use. Some skills (e.g., Kick) may appear due to the server’s multiclassing system, but they cannot be used unless assigned at least one skill point.
¶ Combat-Specific
Skill | Level | Cap @ 60 |
---|---|---|
1H Blunt | 1 | 280 |
1H Piercing | 1 | 280 |
1H Slashing | 1 | 280 |
2H Blunt | 1 | 280 |
2H Slashing | 1 | 280 |
Bind Wound | 1 | 325 |
Defense | 1 | 270 |
Hand to Hand | 1 | 225 |
Offense | 1 | 225 |
Throwing | 1 | 280 |
Dodge | 10 | 255 |
Disarm | 10 | 305 |
Parry | 15 | 230 |
Riposte | 20 | 205 |
Double Attack | 20 | 240 |
Triple Attack | 56 | 50 |
¶ Ancillary
Skill | Level | Cap @ 60 |
---|---|---|
Alcohol Tolerance | 1 | 325 |
Begging | 1 | 300 |
Bind Wound | 1 | 325 |
Fishing | 1 | 200 |
Swimming | 1 | 300 |
Meditate | 1 | 300 |
Safe Fall | 20 | 270 |
Research | 25 | 200 |
Hide | 35 | 75 |
¶ Paladin Disciplines
Disciplines are activated abilities that consume endurance instead of mana. They can be purchased via Tomes from class merchants in East Commonlands Tunnel and later in Plane of Knowledge.
¶ Discipline List
Discipline | Effect |
---|---|
Fear Immunity | Grants temporary immunity to fear effects. |
Holy Weapon | Bathes weapon in holy light, increasing damage against undead targets. |
Shield Mastery | Boosts block chance with shields, reducing melee damage. |
Aura of Sanctification | Creates a defensive aura, turning aside most detrimental spells. |
¶ Conclusion
Paladins on THJ benefit from customized tanking abilities, expanded AAs, and enhanced support mechanics. Mastering these features will allow players to optimize their damage mitigation, healing, and group support roles for maximum effectiveness.
