The Paladin:

As opposed to the Shadow knight, the Paladin excels in defense. Paladins may inflict less damage but they can take more hits. Paladins do very well in long fights, in which they will be at an advantage due to their superior resources and their unique regeneration. Paladins are also very appreciated in a group where they act as a counterpart to healers. Paladins also provide good support to warriors by being able to hold back some enemies when they are overrun.

The first path permits the paladin to inflict magical and physical damage but without being as powerful as his/her offensives counterparts. On the other hand, paladins can use various effects that can make the enemy dizzy, slow down their attack speed, or even knock them out for a moment. A Paladin’s strikes can break the most solid armor and keep back the incoming enemies. Paladins are also very efficient against the Undead. Finally, Paladins can revive an ally who fell during a fight but not as easily as healers.

His/her second path is magic-oriented, mainly favorable auras that can quicken regeneration. Paladins can also give some of their health to heal their friends. The paladin can reinforce his/her allies’ defensive capacities, as well as his/her own defense, but will always remain less hardy than a warrior.

With advanced training, the paladin who efficiently manipulates one-handed weapons is able to maximize the use of his/her armor and can add some points to his/her own resources. Paladins are also naturally more resistant to holy magic.

Paladins are the most defensive fighters and even though they can use two-handed weapons, they are not very efficient at using them. Paladins prefer to make the battle last longer and exhaust their opponent instead of relying solely upon his/her strength. The Paladin is an excellent supporting fighter, but is less efficient as a main fighter since he/she has more difficulty in drawing the enemies’ attention than the other classes in this archetype.