From Soloralwiki
Paladin
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Tier
| Third
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Requirements
| Soldier, Medic
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Weapons
| {{{wep}}}
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Good Stats
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Bad Stats
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A highly defensive melee combatant skilled in soaking up damage.
Job Origin Background
Stats
- Good stats: Defense, Max HP
- Bad stats: Evasion, Speed
Equip-able Weapons
Skill Tree
Abilities
- Defensive Skills
- Tense Up - (0 MP, personal) Raises defense 20% until next move.
- Shield Guard - (0 MP, personal) Shield effectiveness increases, susceptibility to magic increases, until next move.
- Ready Counter - (0 MP, personal) Defense decreases, chance to counter attack increases(enables counter attack if skill not learned).
- Healing Skills
- Field Aid - (0 MP, range 1) Bandages wound and heals allies or self up to 50% of max HP.
- Holy Touch - (10 MP, range 2) Heal allies (decent amount).
- Purifying Touch - (5 MP, range 2) Remove bad status from allies (Poison, Blind, Silence, Confuse, etc.)
- Holy Intervention - (25 MP, range 3, radius 1) Heal allies and remove bad status.
- Knight Skills
- Swordspin - (0 MP, personal, radius 1) Deals 60% damage to all tiles surrounding the user. Requires sword or Knight Sword.
- Impale - (0 MP, range 1, radius 2 straight line) Stab through one enemy to do 70% damage to space behind enemy.
Support
- Equip Knight Sword - Can Equip Knight Sword regardless of job.
- Shield Skill - Effectiveness of shields increases.
Reaction
- Counter - Chance to counter attack after being attack by enemy.
- Ally Protect - If ally is attacked in adjacent square, chance for Paladin to take damage instead.
Masters
Notes
A paladin's main purpose is to wade into enemy fire and soak up damage in place of other characters. He can also support distressed allies with healing abilities. Obviously a Paladin can't defend his enemies to death so this job is rather limited without some sort of offense from a subjob or levels in a more martial job. Using magic to incapacitate the paladin can quickly turn the tide against his side.
Paladin as Main Job
Paladin as Sub Job