Paladin Mousepad

Paladin Mousepad

Paladins are masters of long-range combat, well-balanced between weapons and magic. They utilize bows, crossbows and spears to a deadly effect. They advance very fast in distance fighting and are quite capable in magic as well.

Paladins are not severely lacking in any area, but destroying enemies from afar with ranged weapons is what they do best.


  • Arguably the best single target damage capabilities out of all classes
  • Paladins can often hunt certain monsters at a lower level than other classes because of their high damage and long range
  • Paladins are cost-efficient and tend to be easy to profit with
  • Paladins advance very quickly in distance fighting, even faster than knights do in melee skills
  • Paladins advance quickly in shielding (at the same rate as knights)
  • Paladins advance quite fast in melee skills (slower than knights, but faster than sorcerers and druids), making melee combat a possible alternative when out of ammunition, though it's likely viable only at a lower level
  • More capacity than sorcerers and druids
  • More hitpoints and faster regeneration than sorcerers and druids
  • More mana and faster regeneration than knights
  • Faster advancement in magic level than knights
  • Access to a robust set of spells and two types of support runes
  • They can use potions that restore both health and mana simultaneously


  • Paladins focus on single target damage and have a limited ability to deal damage to multiple targets at once
  • Paladins are long-range fighters, but, unlike sorcerers and druids, they suffer from decreased accuracy when attacking enemies within melee range. Because of that, their fighting style consists of running around and shooting. Depending on the environment that might be problematic and also not to everyone's liking
  • Paladins cannot hunt without ammunition and large amounts of it take up a lot of carrying capacity
  • Paladins have trouble hunting creatures resistant to physical damage. Even though they have access to holy damage abilities, most of their damage dealt is physical
  • Less capacity than knights
  • Less mana and slower regeneration than sorcerers and druids
  • Less hitpoints and slower regeneration than knights
  • Slower advancement in magic level than sorcerers and druids

Advancement and regeneration

Stat increase per level

After advancing to the next level, every player receives an increase in capacity, maximum hitpoints and maximum mana.

Paladins gain:


As time passes, every player will regenerate lost hitpoints and mana, as long as they have eaten recently (see the page on Regeneration for more information).

Paladins regenerate:

Royal paladins regenerate:


When a paladin reaches level 20, they can purchase a promotion and become a royal paladin with certain benefits.



The most important spells to a paladin are:

Other useful spells every paladin should learn are:

Lesser useful spells:

Most other spells are never used. Paladins can create ammunition, but the preferred way to get it is from NPCs.


See also: Paladin Set

Paladins generally look for as much distance fighting boosts as possible.

Paladins do not get access to magic level or melee boosting equipment (except for melee skill rings which are applicable to all vocations).

As for resistances, the high-end paladin equipment contains a lot of death resistance. Otherwise, paladins are limited to very few pieces of armor that resist elements. These items are usually very expensive and not available to the average paladin. They have a few pieces of physical resistance (most notably Zaoan and Dwarven pieces) which can be used for blocking.


Hunting as a paladin is simple in comparison to other vocations.

  • Paladins are distance fighters. Paladins do not stand in close combat. They use the environment and run from their enemies. Fighting in melee reduces their hit rate and makes them more vulnerable. They may make use of Field Runes to help distance themselves from enemies.
  • Paladins are single-target fighters. Paladins have no efficient area attacks to use and for this reason they usually do not do well in dense hunting grounds. One of the main drawbacks of paladins.
  • Paladins are physical fighters. Paladins have elemental arrows and their main spell element is holy, but they are primarily physical fighters.
  • Paladins are efficient. Paladins have decent healing/gp ratios and high damage/gp ratios.
  • Paladins are decent blockers. Although they lack the ability to challenge, many monsters' retargeting behaviors permit a paladin to substitute a knight. Paladins have less health than knights but can also heal more efficiently than knights where druids are not present. Paladins also miss out on some knight-only blocking equipment.
  • Paladins have strong healing capabilities. Although not nearly as strong as a druid's, paladins can combine Strong Health Potion (or Great Spirit Potion) (200-400hp) and Salvation (varying with level and magic level, but usually 400-700hp) in the same turn.


Do not train on Rookgaard. A common mistake by new paladins. When on the mainland, skills will go up faster. It is much more efficient to use melee on Rookgaard to get to the mainland as quick as possible. It is a good idea to train at the Isle of Destiny because you will gain the skill rate increase when you receive a vocation, the trolls drop spears and the cave is usually empty.


Distance fighting increases faster than a knight's melee skills because hitting creatures ("bloodhits") contribute as well. However, training distance can be expensive as ammunition is required to train distance. Small Stones are generally used for their low attack value.

Many paladins choose to not train at all, and this has lesser consequences than a knight because a paladin will gain more skills by hunting than a knight will.


Although paladins are distance fighters, shielding can help in the case that melee cannot be avoided. Training shielding is the same as for knights (see Shielding).

Paladins may have problems training shielding at higher distance levels. In this case, paladins can either try a new creature or a different means of attacking (melee).

Note that your shielding does not apply if you are wielding a two-handed weapon, such as a crossbow.


While magic level is not as important to a Paladin as it would be to a Druid or Sorcerer, a Paladin with a good magic level can deal a fair amount of damage with a relatively low cooldown time, especially to creatures who are weak to Holy damage.  A paladin will gain from magic level in all healing spells and in holy-based attack spells Divine Missile and Divine Caldera. Most other spells will not receive a substantial boost, including Ethereal Spear (mostly dependent on distance fighting).

Manasitting is generally a waste of time (for any vocation). Paladins cannot create any useful runes. They can Enchant Spears but for the time spent it is not worth manasitting.

The best way to train magic level for paladins (indeed for any vocation) is to hunt. Use Divine Missile or Ethereal Spear every turn in a battle; not only are they efficient but they increase your experience rates and may count for 20-50% of your spent mana. Experiment with different creatures to determine which are not wasteful to hunt and which of those contributes the most to magic level.

Additional Information

Related Pages

Pages of Particular Interest to Paladins






Instant Spells

Name Words Prem Level Mana Price Group Effect
Arrow Call Arrow Call exevo infir con 1 10 0 Support Creates 3 Simple Arrows.
Cancel Invisibility Cancel Invisibility exana ina 26 200 1600 Support Makes invisible creatures/players visible again.
Conjure Arrow Conjure Arrow exevo con 13 100 450 Support Creates 10 Arrows.
Conjure Diamond Arrow Conjure Diamond Arrow exevo gran con hur 150 1000 15000 Support Creates 100 Diamond Arrows.
Conjure Explosive Arrow Conjure Explosive Arrow exevo con flam 25 290 1000 Support Creates 8 Burst Arrows.
Conjure Spectral Bolt Conjure Spectral Bolt exevo gran con vis 150 1000 15000 Support Creates 100 Spectral Bolts.
Cure Curse Cure Curse exana mort 80 40 6000 Healing Cures the Cursed condition.
Cure Poison Cure Poison exana pox 10 30 150 Healing Cures the status of being poisoned.
Divine Caldera Divine Caldera exevo mas san 50 160 3000 Attack Holy Damage Icon Causes Holy Damage in a 3 tile radius from the caster (area effect).
Divine Healing Divine Healing exura san 35 160 3000 Healing Restores a great amount of health to the target. This spell when used will also cure paralysis.
Divine Missile Divine Missile exori san 40 20 1800 Attack Holy Damage Icon Causes Holy Damage focused on the square directly in front of the caster, or hits a target at a distance of up to 4 square meters away.
Enchant Spear Enchant Spear exeta con 45 350 2000 Support Turns one ordinary Spear into an Enchanted Spear. You need to have at least one ordinary spear in your backpack to make one.
Ethereal Spear Ethereal Spear exori con 23 25 1100 Attack Physical Damage Icon Attacks the target causing Physical Damage.
Find Person Find Person exiva "NAME" 8 20 80 Support Tells you which direction a certain player is, relative to you, and a rough idea of the distance.
Great Light Great Light utevo gran lux 13 60 500 Support Provides illumination in a 4 tile radius around the caster (area effect). Duration is 11 minutes, 35 seconds.
Haste Haste utani hur 14 60 600 Support Increases Speed. (Consult the Formula page to determine the enhancement.) Duration is 31 seconds. Cures paralysis.
Holy Flash Holy Flash utori san 70 30 7500 Attack It deals Holy Damage over time.
Intense Healing Intense Healing exura gran 20 70 350 Healing Restores a medium amount of health to the target. (Cures paralysis.)
Intense Recovery Intense Recovery utura gran 100 165 10000 Healing A healing effect in intervals over time that heals 40 health points every 3 seconds for 60 seconds (total of 800 health points).
Levitate Levitate exani hur up
exani hur down
12 50 500 Support Permits vertical movement via levitation, up or down one level.
Light Light utevo lux 8 20 0 Support Provides illumination in a 3 tile radius around the caster (area effect). Duration is 6 minutes, 10 seconds.
Light Healing Light Healing exura 8 20 0 Healing Restores a small amount of health. (Cures paralysis.)
Magic Patch Magic Patch exura infir 1 6 0 Healing Restores a small amount of health. (Cures paralysis)
Magic Rope Magic Rope exani tera 9 20 200 Support Teleports you up through a hole when you are standing in a rope spot.
Protect Party Protect Party utamo mas sio 32 Varies 4000 Support The Protect Party spell will raise the shielding by 3 for 2 minutes for every party member standing on one of these fields.
Recovery Recovery utura 50 75 4000 Healing A healing effect in intervals over time. that heals 20 health points every 3 seconds for 60 seconds (total of 400 health points).
Salvation Salvation exura gran san 60 210 8000 Healing Heals a huge amount of hitpoints.
Sharpshooter Sharpshooter utito tempo san 60 450 8000 Support Increases the distance skill of the paladin by 50% for 10 seconds. While the spell is in effect, the paladin's speed is reduced by 70%, they cannot cast healing, support or supply spells.
Strong Ethereal Spear Strong Ethereal Spear exori gran con 90 55 10000 Attack A strong version of the Ethereal Spear spell.
Summon Emberwing Summon Emberwing utevo gran res sac 200 2000 50000 Support Summons an Emberwing which lasts 15 minutes.
Swift Foot Swift Foot utamo tempo san 55 400 6000 Support Increases the paladin's speed by 80% for 10 seconds, they however can not attack or use attack spells during this time.

Old Spells

Note: These spells could be learned in the past from spell scrolls, some older paladins had them until Update 10.55 when vocation requirement was also applied while casting spells, not just while buying them.

Name Words Prem Level Mana Price Group Effect
Energy Beam Energy Beam exevo vis lux 23 40 1000 Attack Electrified Icon Shoots a 5 tile long beam in front of the caster.
Great Energy Beam Great Energy Beam exevo gran vis lux 29 110 1800 Attack Electrified Icon Shoots a strong beam 8 squares infront of caster.
Summon Creature Summon Creature utevo res "creature name" 25 varies 2000 Support Summons a creature to help you.

Rune Spells

Name Words Prem Level Mana Price Group Effect
Destroy Field Destroy Field adito grav 17 120 700 Support Makes 3 Destroy Field Runes (requiring 1 Blank Rune). Destroys fire, poison and energy fields, from any distance as long there's nothing blocking the path.
Disintegrate Disintegrate adito tera 21 200 900 Support Makes 3 Disintegrate Runes (requiring 1 Blank Rune). Destroys movable objects.
Holy Missile Holy Missile adori san 27 300 1600 Support Makes 5 Holy Missile Runes (requiring 1 Blank Rune). Dazzled Icon Shoots an attack that inflicts Holy Damage.

Possible Hotkey Assignments

If you are having trouble with too many hotkeys to remember, then the following table may be useful for you. It provides an organized set of hotkey assignments for the most commonly used spells for this vocation.

This table is only an idea to help you build your own set of hotkeys, you obviously do not need to use these key assignments if you do not want to. See the page on Hotkeys for a blank template.

You can also print this table out and place it above your keyboard as a quick-reference. Make sure you print "landscape" instead of "profile", or you will not print the entire table.

  Healing/Support   Attack   Support  
  F1 F2 F3 F4   F5 F6 F7 F8   F9 F10 F11 F12  
  exura gran san exura san

exura gran

exura   utito tempo san exori san exori con exori gran con   Great Spirit Potion Strong Mana Potion Utani hur

Exevo mas san

SHIFT+ Great Light. Antidote. Food. Find Person.   Explosive Arrow. Power Bolt.         Levitate Down. Magic Rope.   Powerful
CTRL+  Destroy Field. Desintegrate.       LMM. HMM. Fireball.             Runes
Missing Spells: A lot.
Missing Runes: A lot.

See also: Paladin Template

Concept Art

Pwetty Pwetty Pally

Click here for a printable version.