The Paladin is the Page branch of the Warrior class, specializing in elemental charges and strong defensive capabilities. Paladins bring
Blast for bossing,
Heaven's Hammer for mob clearing, and elemental versatility for exploiting weaknesses.
Overview
| Property | Value |
| Main Stat | STR |
| Secondary Stat | DEX |
| Weapon | Sword (recommended) / Blunt Weapon |
| 1st Job - Warrior | Level 10 |
| 2nd Job - Page | Level 30 |
| 3rd Job - White Knight | Level 70 |
| 4th Job - Paladin | Level 120 |
Strengths
- Elemental charges - Fire, Ice, Thunder charges exploit monster weaknesses for massive damage
- Heaven's Hammer -
Heaven's Hammer reduces all mobs to 1 HP, enabling easy grinding
- Tanky -
Guardian blocks attacks, high defense,
Achilles (Guardian) reduces damage with shield
- Party utility - Threaten debuffs mobs, elemental charges provide flexibility
Weaknesses
- Slow 2nd job - Uses Power Strike/Slash Blast like all warriors until 3rd job
- Charge management - Must swap charges based on monster elements, more active play
- Lower raw DPS - Compared to Hero, single-target damage is lower
AP Build
Same as all warriors: STR 13 start, +4 STR / +1 DEX, cap DEX ~50-60.
1st Job - Warrior (Level 10-29)
Skill Build
Explanation
Same build as all warriors.
Improved MaxHP Increase first for permanent HP, then Slash Blast for mobbing, Power Strike for single target. Skip Iron Body and Endure.
2nd Job - Page (Level 30-69)
Skill Build
Explanation
Skip Final Attack (same reasoning as Fighter - animation disruption).
Power Guard returns damage to attackers (40% at max).
Threaten debuffs monster attack/defense - useful for bossing. Sword is recommended for stable damage.
3rd Job - White Knight (Level 70-119)
Skill Build
Explanation
Fire Charge first because it has the highest raw damage multiplier. Ice Charge second for freeze crowd-control. Thunder Charge third (useful at Ghost Ship).
Charged Blow needs all three charges to be effective. Choose charge order based on your training location - if you're fighting fire-weak mobs, prioritize Fire. Skip
Shield Mastery (Shield Mastery).
4th Job - Paladin (Level 120-200)
Skill Build
Explanation
Advanced Charge first - it removes the Charged Blow cooldown, which is game-changing. Then
Blast for bossing single-target DPS.
Heaven's Hammer is incredible for grinding - it reduces every mob on screen to 1 HP.
Holy Charge : Sword is excellent for undead training maps (Skelegons, etc.).