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Paladin

Paladin

40Spells
11RetributionEarth
10ProtectionAir
11HolyWater

Common spells are available whatever the specialization; each specialization adds its own, from level 10. The level shown is the one at which the spell unlocks.

The essentials

Seal

A charge you build up (3 at most) by casting the spells below; the spells that consume them spend them all at once. The exact bonus is on each spell's card.

Built byTemplar BladeDivine StormCrusader StrikeHammer of WrathBurning Ashes

Used byVerdictFinal Judgment

AP and MP removal

Each point removed is rolled on its own: your Removal against the target's Dodge, with Wisdom counting on both sides. A dodged point is not removed.

Avenging ShieldRighteous ShieldHammer of Justice

Specialization passives

Retribution

Zeal: your Earth critical hits restore 1 AP (1/turn).

Protection

Guard: adjacent allies gain +10% resistance.

Holy

Grace: your healing can critically strike.

The numbers are each spell's base at level 100, before your characteristics and the target's resistances. The base grows with your level (×0.55 at level 1); every cast varies by ±15%, a critical hit does ×1.5. Click a spell's effect to open its full card.

Common spells

LevelSpellAP RangeElementEffect
1 Judgment 3 1–4 Earth
20 to 28 (Earth damage)Pulls 1 cell
  • On a critical hit: 30 to 42
  • Cells in range
  • Line of sight required
  • 2 casts per turn
1 Radiant Hammer 2 3–7 Earth
13 to 17 (Earth damage)+50% damage on a target inside your Consecration
  • On a critical hit: 20 to 26
  • Cells in range
  • No line of sight needed
  • 2 casts per turn
1 Crusader's Prayer 3 0–3 Water
Heals 24 HP
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
2 Blessing 2 0–4 Water
+10% resistance to every element (2 turns)
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
4 Consecration 4 0–0 Earth
Leaves a ground zone dealing 11 damage per turn (2 turns)Circle of radius 2 around you
  • Cooldown: 1 turn
6 Lay on Hands 4 0–1 Water
Heals 40 HP
  • Cooldown: 3 turns
9 Steed 2 0–0 Neutral
+5% resistance to every element (1 turn)+2 MP (1 turn)
  • Cooldown: 3 turns
13 Divine Shield 4 0–0 Neutral
Immune (1 turn)
  • Cannot act
  • Cooldown: 6 turns

Retribution

LevelSpellAP RangeElementEffect
10 Templar Blade 3 1–1 Earth
27 to 37 (Earth damage)+1 Seal (max 3)
  • On a critical hit: 41 to 56
  • Charges spent by: Verdict, Final Judgment
  • Cells in range
10 Verdict 4 1–1 Earth
26 to 35 (Earth damage)Heals the allies in your Consecration for 6 HP per charge (Seal) consumedConsumes all charges (Seal): +35% damage per charge
  • On a critical hit: 39 to 53
  • Charges built by: Templar Blade, Divine Storm, Crusader Strike, Hammer of Wrath, Burning Ashes
  • Cells in range
  • Cooldown: 2 turns
10 Crusader Strike 2 1–1 Earth
12 to 16 (Earth damage)+1 Seal (max 3)
  • On a critical hit: 18 to 24
  • Charges spent by: Verdict, Final Judgment
  • Cells in range
20 Divine Storm 4 0–0 Earth
26 to 35 (Earth damage)+1 Seal (max 3)Circle of radius 1 around you
  • On a critical hit: 39 to 53
  • Charges spent by: Verdict, Final Judgment
  • Cooldown: 1 turn
20 Winged Wrath 3 2–4 Earth
15 to 21 (Earth damage)Teleports the caster to the target cell
  • On a critical hit: 23 to 32
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
20 Mark of Judgment 2 1–4 Water
Mark: if the target ends its turn farther from you than it started, it takes 18 damage (2 turns)
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
35 Final Judgment 5 1–3 Earth
36 to 48 (Earth damage)+50% damage on a target below 25% HPConsumes all charges (Seal): +20% damage per charge
  • On a critical hit: 54 to 72
  • Charges built by: Templar Blade, Divine Storm, Crusader Strike, Hammer of Wrath, Burning Ashes
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
50 Avenging Wings 3 0–0 Earth
+20% damage (3 turns)
  • Cooldown: 5 turns
50 Hammer of Wrath 3 1–5 Earth
20 to 28 (Earth damage)+120% damage on a target below 20% HP+1 Seal (max 3)
  • On a critical hit: 30 to 42
  • Charges spent by: Verdict, Final Judgment
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
65 Burning Ashes 4 1–2 Earth
26 to 35 (Earth damage)+2 Seal (max 3)Cone of 2 cells
  • On a critical hit: 39 to 53
  • Charges spent by: Verdict, Final Judgment
  • Cells in range
  • No line of sight needed
  • Cooldown: 4 turns
80 Hammer of Justice 2 1–4 Earth
9 to 12 (Earth damage)Removes 3 APRooted (1 turn)
  • On a critical hit: 14 to 18
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns

Protection

LevelSpellAP RangeElementEffect
10 Avenging Shield 3 1–4 Air
17 to 23 (Air damage)Removes 1 AP
  • On a critical hit: 26 to 35
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
10 Righteous Shield 2 1–1 Air
10 to 14 (Air damage)Shield of 10% of your max HPRemoves 1 AP
  • On a critical hit: 15 to 21
  • Stacked shields: at most 50% of the target’s max HP
  • Cells in range
10 Oath of Protection 2 0–4 Neutral
The ally takes −25% damage while within 2 cells of you (2 turns)
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
20 Crusader's Guard 2 1–3 Neutral
30% of the damage the ally takes is redirected to you (2 turns)
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
20 Devotion Aura 3 0–0 Neutral
Your Consecration also protects the allies standing in it (2 turns)
  • Your Consecration lasts 1 more turn
  • Cooldown: 3 turns
35 Bulwark of Light 3 1–4 Neutral
Wall of light: enemies cannot enter it, your allies pass through (2 turns)Wall of 3 cells across the aim
  • Cells in range
  • Line of sight required
  • Cooldown: 4 turns
50 Blessing of Protection 3 0–5 Neutral
Immune (1 turn)
  • Cells in range
  • Line of sight required
  • Cooldown: 6 turns
50 Word of Glory 3 0–4 Water
Heals 30 HP+50% healing on a target below 40% HP
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
65 Blinding Light 3 0–0 Water
Mark: if the target ends its turn farther from you than it started, it takes 14 damage (1 turn)Circle of radius 2 around you
  • Cooldown: 4 turns
80 Guardian of Ancient Kings 3 0–0 Neutral
−50% damage taken (2 turns)
  • Cooldown: 6 turns

Holy

LevelSpellAP RangeElementEffect
10 Holy Light 4 0–5 Water
Heals 55 HP
  • Cells in range
  • Line of sight required
10 Judgment of Light 2 1–5 Water
Each hit an ally lands on the target heals that ally for 8 HP, 5 times at most (2 turns)
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
10 Beacon of Light 2 1–5 Water
Beacon: the target ally also receives 40% of the healing you cast on others (3 turns)
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
20 Dawn 4 0–4 Water
Heals 42 HPCircle of radius 2
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
20 Light of Dawn 3 1–1 Water
Heals 26 HPCone of 3 cells
  • Cells in range
  • Cooldown: 1 turn
35 Protector's Hand 3 0–4 Water
Shield of 25 HP
  • Stacked shields: at most 50% of the target’s max HP
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
35 Light Aura 4 0–0 Water
Heals 10 HP per turn (2 turns)Circle of radius 3 around you
  • Recast on the same target, it refreshes your effect
  • Cooldown: 2 turns
50 Crusade 3 0–0 Water
+20% damage (3 turns)+20% healing done (3 turns)
  • Cooldown: 5 turns
50 Holy Shock 3 1–5 Water
19 to 25 (Water damage)On an ally: heals 26 HP
  • On a critical hit: 29 to 38
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
65 Purification 2 1–5 Water
Heals 10 HPRemoves 2 debuffs from an ally
  • Cells in range
  • Line of sight required
80 Aura Mastery 4 0–0 Neutral
−40% damage taken (2 turns)Circle of radius 3 around you
  • Cooldown: 6 turns