Paladin

Starter Quest

A Knight’s Test

Quest works as per retail.

Abilities

Provoke 🆕

Paladins no longer need a /WAR subjob to have Provoke. This is not class locked, allowing players to use Paladin as a subjob and acquire Provoke.

  • Acquired at level 5

Cover

Unlike retail, Cover does not act as an intercept, simply a hate transfer and enmity increase–similar to a “Rescue” ability found in other games.

  • Cover transfers 45% of the targeted player’s total enmity to the Paladin.
  • For the duration of Cover, the Paladin’s base enmity is increased by 20% and enmity loss reduction is reduced by -10%.

Divine Emblem

Works similar to retail in providing additional magic accuracy and enmity; however, this buff has been modified to sustain for its full duration and provide the following bonuses:

  • Magic Accuracy +10
  • Magic Attack Bonus +10
  • Divine Magic +20
  • Enmity +250

Palisade

Increases chance of blocking with a shield and eliminates enmity loss for the duration of the effect. This works similar to retail, but with a higher effect amount.

  • Enmity Loss Reduction: -100%
  • Shield Block Rate: +15%

Focus 🆕

Paladins focus their thoughts and gain more accuracy and chance of critical hit.

  • Acquired at level 25
  • Same as Monk’s focus ability.

Fealty

The merit ability Fealty has been updated to provide paladins a more server-scaled evasion to deterimental effects.

  • Magic Evasion +500
  • “Resist All” +20

Holy Circle

  • CUSTOM Provides the group +50 defense, +3% Cure Potency received, +15 Divine magic skill, +15 healing magic skill and +10 to virus and paralyze resistance.

Main Job Only

The following abilities are only available when paladin is the character’s main job.

  • Divine Emblem
  • Majesty
  • Intervene

Non-working Abilities / Traits

All abilities are wired up and working at this time.