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The Paladin job class is unlocked upon completing the quest A Knight's Test.
Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.
Level | Name | Recast | Duration | Effect |
---|---|---|---|---|
5 | Holy Circle | 00:10:00 | 00:03:00 | Increases the group's defense against undead. |
15 | Shield Bash | 00:05:00 | N/A | Delivers an attack that can stun the target. Shield required. |
30 | Sentinel | 00:05:00 | 00:00:30 | Reduces physical damage taken and increases enmity. |
35 | Cover | 00:10:00 | 00:00:15 | Divert attacks to a party member to yourself. |
62 | Rampart | 00:05:00 | 00:00:30 | Grants a Magic Shield effect and enhances defense for party members within area of effect. |
75 Merit | Chivalry | 00:20:00 | N/A | Converts TP to MP. |
75 Merit | Fealty | 00:20:00 | N/A | Grants a powerful resistance to enfeebling magic. |
Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.
Level | Name | Description |
---|---|---|
5 | Undead Killer | Occasionally causes intimidation in Undead type mobs. |
10 | Defense Bonus I | Increases physical defense. |
20 | Resist Sleep I | Increases resistance to sleep spells. |
25 | Shield Mastery I | Grants bonus TP when blocking an attack with a shield. Also prevents spell interruption. |
30 | Defense Bonus II | Increases physical defense. |
35 | Auto Refresh | Grants a 1MP/ tick refresh effect. |
40 | Resist Sleep II | Increases resistance to sleep spells. |
50 | Defense Bonus III | Increases physical defense. |
50 | Shield Mastery II | Grants bonus TP when blocking an attack with a shield. Also prevents spell interruption. |
60 | Resist Sleep III | Increases resistance to sleep spells. |
70 | Defense Bonus IV | Increases physical defense. |
75 | Shield Mastery III | Grants bonus TP when blocking an attack with a shield. Also prevents spell interruption. |
75 Merit | Guardian | Reduces enmity loss while using Sentinel. |
75 Merit | Iron Will | Adds a spell interruption down effect to Rampart. |
Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.
Level | Name | Recast | Duration | Effect |
---|---|---|---|---|
1 | Invincible | 02:00:00 | 00:00:30 | Physical damage (melee or ranged) inflicted on the user will be reduced to zero. Invincible also incurs a large enmity increase. |
Spells are magical effects cast by the player at the cost of MP or reagents with a multitude of results. Beneficial spells can be cast on party members to boost stats or restore health and damage dealing spells can be cast on mobs with devastating results.
Level | Name | Recast | Cast Time | Effect |
---|---|---|---|---|
5 | Cure I | 00:00:05 | 00:00:02 | Heals a small amount of HP of the target. |
7 | Banish I | 00:00:20 | 00:00:04 | Deals light elemental damage to an enemy. |
10 | Protect I | 00:00:05 | 00:00:01 | Enhances target's defense by 10. |
17 | Cure II | 00:00:05 | 00:00:02 | Restores a moderate amount of target's HP. |
20 | Shell | 00:00:05 | 00:00:01 | Small increase to target's magic defense. |
30 | Protect II | 00:00:05 | 00:00:01 | Increases the physical defense of the target. |
30 | Cure III | 00:00:05.5 | 00:00:02.5 | Heals a large amount of the target's HP. |
34 | Banish II | 00:00:21 | 00:00:04 | Deals light elemental damage to an enemy. |
37 | Flash | 00:00:40 | Instant | Temporarily blinds an enemy, greatly lowering its accuracy. |
40 | Shell II | 00:00:05 | 00:00:01 | Medium increase to target's magic defense. |
50 | Protect III | 00:00:05.5 | 00:00:01.5 | Greatly increases the physical defense of the target. |
50 | Raise I | 00:00:60 | 00:00:15 | Raises the target from dead and restores 25% of lost experience. |
55 | Cure IV | 00:00:06 | 00:00:03 | Heals a giant amount of the target's HP. |
55 | Holy | 00:00:60 | Instant | Inflicts holy damage upon the target. |
60 | Shell III | 00:00:05 | 00:00:01 | Large Increase to target's magic defense. |
61 | Reprisal | 00:03:00 | 00:00:00.5 | Increases chance of blocking with shield, and reflects portion of blocked damage back to attacker. |
70 | Protect IV | 00:00:05.5 | 00:00:01.5 | Significantly Increases the physical defense of the target. |
Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a player's skill level with the weapon as well as the weapon itself.
Combat Skill | Skill Rating | Level 37 | Level 60 | Level 75 |
---|---|---|---|---|
Sword | A+ | 114 | 203 | 276 |
Club | A- | 114 | 203 | 269 |
Staff | A- | 114 | 203 | 269 |
Great Sword | B | 109 | 196 | 250 |
Dagger | C- | 105 | 190 | 220 |
Polearm | E | 94 | 171 | 200 |
Combat Skill | Skill Rating | Level 37 | Level 60 | Level 75 |
---|---|---|---|---|
Divine | B+ | 109 | 196 | 256 |
Healing | C | 105 | 190 | 225 |
Enhancing | D | 101 | 183 | 210 |
Warrior By far, the most popular of all Paladin sub jobs. Abilities such as Provoke, Defender, Double Attack, and Warcry are essential tools for Paladins in most tanking situations while also giving them enough versatility to perform damage with the right setup.
Ninja Arguably the second most popular sub for Paladin. From a tank's perspective, /NIN is popular simply because of the spell "Utsusemi", which generates shadows that negates damage. While you no longer have access to Provoke, with a good strategy and proper gear, you can still hold your own and maintain your opponent's attention. This is combination is common while soloing and good at endgame boss fights. Dual Wield also makes this a good sub for any paladin who wishes to take a damage dealer role.
Red Mage Considered to be feared in Ballista and amazing for soloing, RDM would be the next popular sub for Paladin. With Paladins having a natural enhancing skill, it makes use of some of the defensive spells that Red Mages learn all the way up to Phalanx. They may also use some offensive spells such as En-spells and Spikes. This is a combination that, while not as popular as /WAR or /NIN, is still a force to be reckoned with.
When you reach level 75 in any job you can begin to "Merit" that job along with attributes that will carry over to all your other jobs making it possible to make yourself even more versatile through new spells abilities and upgrades on other attributes, abilities, and spells
Name | Description |
---|---|
Shield Bash Recast | Each upgrade to this skill reduces the recast timer by 10 seconds. |
Sentinel Recast | Each upgrade to this skill reduces the recast timer by 10 seconds. |
Holy Circle Recast | Each upgrade to this skill reduces the recast timer by 20 seconds. |
Rampart Recast | Each upgrade to this skill reduces the recast timer by 10 seconds. |
Cover Effect | Each upgrade to this skill increases duration of this ability by 4 seconds. |
Name | Description |
---|---|
Chivalry | Converts current TP into MP. Each additional upgrade to this ability will reduce the recast timer by 2 minutes and 30 seconds. |
Fealty | Grants a considerable resistance to most schools of Enfeebling Magic. Each additional upgrade to this ability will reduce the recast timer by 2 minutes and 30 seconds. |
Guardian | Reduces the amount of emnity lost when using Sentinel. Each additional upgrade to this skill will increase its effectiveness by 19%. |
Iron Will | While Rampart is active, Iron Will grants a spell interruption down effect. Each additional upgrade to this skill will increase its effectiveness by 19%. |