
Paladin
Holy warrior. Shield + heals.
Paladins fight on faith. They wear plate, they swing maces, they heal allies, they bless ground. Heaven-favored to a fault — the harder you lean into the Light branch, the more your visual aura intensifies.
Signature Abilities
The three moves that define this class.
Holy Strike
Melee strike infused with holy light.
Lay on Hands
Heal a single ally for 30% max HP.
Divine Shield
Primary Skill Tree
✝️ Paladin — The one who carries the light grows weary but never lets go.
Defense +5 per level.
Resting fully restores HP.
+25 bonus holy damage every 10 strikes.
HP regeneration activates during combat.
Reduces all damage by 50% when HP is below 20%.
All Abilities
8 from Paladin · 8 from Warrior · 8 from Judge · 8 from Anchor
✝️ Paladin— 8 abilities
Melee strike infused with holy light.
Heal a single ally for 30% max HP.
Sanctify ground — 5m AoE, undead/demons take extra 40% damage.
Buff ally — +20% damage and resist for 10s.
AoE — all allies in 8m take 20% less damage 6s.
Heavy holy strike — +50% vs corrupted targets.
Revive a fallen ally with 50% HP.
Passive: +15% healing output; 5% chance heals reflect to nearby ally.
⚔️ Warrior— 8 abilities
Deliver a powerful melee blow.
Raise shield — take 40% less damage for 4s.
Taunt all enemies in 6m; boost threat by 80%.
Wide arc strike hitting up to 3 targets.
When HP < 25%, attack +35% for 8s (auto-triggers).
Bonus damage +60% against targets below 20% HP.
Heal self for 15% max HP; remove 1 debuff.
Passive: +10% max HP and +5 armor permanently.
⚖️ Judge— 8 abilities
Mark enemy — +15% damage taken from all sources.
Justice-infused melee — extra +30% vs chaotic enemies.
Silence an enemy for 2s; any damage breaks it.
Remove all debuffs from an ally; small heal 8% HP.
Challenge single enemy — both parties deal +30% damage, immune to outside interference 6s.
Enemies with Verdict debuff receive +80% damage from next hit.
AoE — all enemies are Judged for 10s.
Passive: +12% damage against debuffed targets.
⚓ Anchor— 8 abilities
Heavy melee hit — root self & target 1s.
Taunt nearby enemies — cannot be moved for 4s.
Pull a distant target to melee range.
Allies in 6m take 15% less damage for 8s.
Chain 3 enemies together — if one moves, all are stunned.
Become immune to all CC for 8s; reflect 50% CC to attacker.
5m AoE — all enemies are rooted for 3s.
Passive: Knockback resistance +100%; +8 armor.




