This page does not have a complete listing of all abilities that are available. Look for more once our database section is active.
Auras
You can only have one aura active at a time. You'll have to decide what is best for the situation. Other players can also let you know what is best to use. If there are multiple Paladins in the same group, they can each have a different aura active, but multiple Paladins cannot stack the effects of the same aura. If you find yourself in a party with another Paladin, ask him or her what aura he or she is going to use, then use a different one that will complement it.
Devotion Aura - Gives additional armor to nearby party members. Use this when multiple party members are taking damage during battle.
Retribution Aura - Causes holy damage to any creature that strikes a party member.
Fire Resistance Aura - Increases nearby group member's fire resistance X. Players may only have one Aura on them per Paladin at any one time.
Shadow Resistance Aura - Increases nearby group member's shadow resistance X. Players may only have one Aura on them per Paladin at any one time.
Frost Resistance Aura - Increases nearby group member's frost resistance X. Players may only have one Aura on them per Paladin at any one time.
Blessings
A Blessing is a short buff. The Paladin can only have one Blessing active on a player at a time. The intention is for players to decide what Blessing is best for the situation and change Blessings depending on what is happening. If there are multiple Paladins in a group, the limit is one Blessing per person per Paladin. Thus, with two Paladins each party member can have two Blessings.
Blessing of Might - Increases damage. Use this on party members who are focused on damaging the enemy with physical attacks.
Blessing of Wisdom - Increases mana regeneration. Use this on spellcasters like Priests, Mages, etc. You can also use this on yourself after battle to regenerate mana.
Blessing of Protection - Protects the target from all physical attacks. This Blessing is only usable on party members. While this is active the targeted player is unable to attack or use physical abilities.
Blessing of Salvation - Reduces the amount of threat generated. This is useful to cast on casters such as Priests or Mages to make their lives easier against the monsters. Monsters will often stop targeting them and this Blessing will allow the casters to do more without being a monster's primary focus.
Blessing of Light - Places a Blessing on the friendly target, increasing the effects of Holy Light spells used on the target by X and the effect Flash of Light spells used on the target by Y. Lasts Z min. Players may only have one Blessing on them per Paladin at any one time.
Blessing of Freedom - Places a Blessing on the party member, granting immunity to movement impairing effects for X sec. Will counter the movement impairing effects of Frostbolt, Cone of Cold, Frost Shock. It will not prevent the damage taken by Frost Nova, Hamstring, Wing Clip, Mind Flay, Counterattack, or Blast Wave or the melee and ranged attack speed slowing effects of Cripple. Players may only have one Blessing on them per Paladin at any one time.
Blessing of Sacrifice - Places a Blessing on the party member, transferring X damage taken per hit to the caster. Lasts Y sec. Players may only have one Blessing on them per Paladin at any one time.
Greater Blessings
Paladins can learn Greater Blessings for the following spells:
- Blessing of Might
- Blessing of Wisdom
- Blessing of Kings
- Blessing of Sanctuary
- Blessing of Salvation
Greater Blessings will cast the associated blessing on all raid members that share the same class as the target. For example, if you cast Greater Blessing of Might on a warrior in your raid, all warriors in the raid party will receive Blessing of Might from you. Additionally, Greater Blessings have an increased duration of 15 minutes. These blessings require twice as much mana as the single target version, as well as a reagent. Paladins can purchase these new Greater Blessing spells from their class trainers.
Holy
Flash of Light - Heals a friendly target for X to Y. The Paladin is also good at keeping players alive. Use Flash of Light to keep party members alive.
Holy Light (Healing) - The Paladin is a good healer with Holy Light.
Divine Protection - You are protected from all physical attacks and spells for X seconds, but during that time you cannot attack or use physical abilities on yourself.
Divine Shield - Protects the Paladin from all damage and spells for X seconds, but reduces attack speed by X%. This replaces Divine Protection because it allows you to attack while active, unlike Divine Protection. You can heal yourself while using Divine Shield! This ability slows the Paladin's attack speed.
Divine Intervention - Sacrifices the caster to remove the party member from battle, shielding him from all harm but preventing him from taking any action for X sec.
Seal of Righteousness - Fills the Paladin with holy spirit for 30 sec, giving each melee attack a chance to cause X to Y additional Holy damage. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will cause Z Holy damage to an enemy. Does holy damage on every swing. The Judgement effect is "Judgement of Righteousness" to differentiate it from the Seal damage in the combat log.
Seal of Light - Fills the Paladin with divine light for 30 sec, giving each melee attack a chance to heal the Paladin for Y. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will judge an enemy for XX seconds granting melee attacks made against the judged enemy a chance of healing the attacker for Z. Only one Judgement per Paladin can be active at any one time.
Seal of Wisdom - Fills the Paladin with divine wisdom for 30 sec, giving each melee attack a chance to restore X of the Paladin's mana. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will judge an enemy for 30 sec. granting attacks and spells used against the judged enemy a chance to restore Y mana to the attacker. Only one Judgement per Paladin can be active at any one time.
Consecration - Consecrates the land beneath the Paladin, doing X Holy damage over Y sec. to enemies who enter the area.
Retribution
Seal of the Crusader - Fills the Paladin with the spirit of a crusader for X sec. granting Y attack power. The Paladin also attacks Z% faster, but deals less damage with each attack. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will judge an enemy for A sec. increasing Holy damage taken by up to B. Only one judgement can be active at any one time.
Judgement - Unleashes the energy of a Seal spell upon an enemy. Refer to individual Seals for Judgement effect. Judgements that place a debuff on their victim have their duration refreshed when the judging paladin strikes the victim with his or her melee swings. In addition, Judgements that place debuffs cannot be resisted. Using Judgement will initiate melee combat.
Protection
Seal of Justice - Fills the Paladin with the spirit of justice for X sec. giving each melee attack a chance to stun for Y sec. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will judge an enemy for Y sec. preventing them from fleeing. Only one judgement per Paladin can be active at any one time.
Righteous Fury - Increases the threat generated by the Paladin's Holy attacks by X%. Lasts Y mins.
Undead Tools
Once you start seeing Undead monsters, make use of all the skills that specifically target them. These skills are available at the trainer. Ask around to find out where you can find Undead monsters.
Exorcism (DD) - This direct damage spell is good for finishing off Undead monsters or for "pulling" them. Also works on Demons.
Turn Undead - This causes the monster to run away. This is good for multiple monster pulls. Pick one of the monsters that isn't being attacked and send it running away. You can then focus on the remaining monsters. This is also a good escape ability. Another use could be to send the monster running away and then heal yourself while the monster is gone. This has an increased chance of breaking early.
Lay on Hands (very long cooldown)
Uses 100% Mana. Heals a friendly target for an amount equal to the Paladin's maximum amount of health and restores X of their mana. Drains all of the Paladin's remaining mana when used. This is one of the Paladin's best abilities. Use this in special cases when you're about to die or to save a party member. Make sure you don't waste it; save it for when you really need it. Nevertheless, if you never use it, you're also wasting it.
Other Information
Divine Protection, Divine Shield and Blessing of Protection - Targets of these spells will receive the "Forbearance" effect, preventing another of these three spells from being applied to that target for one minute