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Sword Mastery
20
Core passive. Increases accuracy and damage stability with swords.
2
Sword Booster
20
Increases attack speed. Essential for any warrior build.
3
Final Attack: Sword
30
Extra attacks proc after each hit. Good passive DPS boost.
4
Threaten
20
Reduces enemy ATK and DEF. Great utility for bossing and training.
5
Power Guard
30
Reflects damage and reduces incoming damage. Staple survivability skill.
Charged Blow
30
Main attack skill. Hits with your current elemental charge applied.
2
Fire Charge: Sword
30
Adds fire damage. Effective against ice-weak mobs.
3
Ice Charge: Sword
30
Adds ice damage and freezes enemies. Great for crowd control.
4
Thunder Charge: Sword
30
Adds lightning damage. Effective against many boss monsters.
5
Magic Crash
20
Cancels enemy magic buffs. Very useful in boss fights (Zakum, HT).
Blast
30
Your main 4th job attack. Strong single-target with charge element.
2
Holy Charge: Sword
30
Best charge for bossing. Effective against undead and most bosses.
3
Heaven's Hammer
30
Massive AoE that hits all mobs on screen. Long cooldown.
4
Advanced Charge
30
Boosts charge skill damage and adds extra effects.
5
Maple Warrior
30
15% all stats party buff. Essential.
6
Power Stance
30
Anti-knockback. Mandatory for bossing.
7
Achilles
30
15% damage reduction passive. Stacks with Guardian.
8
Guardian
30
Chance to reduce damage to 1. Makes Paladin incredibly tanky.
9
Rush
30
Charge forward pushing mobs. Mobility and utility.
10
Monster Magnet
30
Pulls monsters toward you. Group mobs for AoE.
11
Hero's Will
5
Anti-seduce. Essential for Horntail.
Pros
- Tankiest class in the game — Guardian + Achilles makes you nearly unkillable
- Elemental charges exploit boss weaknesses for big damage boosts
- Heaven's Hammer deals massive fixed AoE damage to all on-screen mobs
- Holy Charge is effective against undead mobs (huge training advantage)
- Threaten debuff reduces enemy attack and defense, great party utility
Cons
- Lower raw DPS than Hero and Dark Knight in most situations
- Elemental charge management requires knowledge of monster weaknesses
- Heaven's Hammer has a long cooldown and can miss (annoying for grinding)
- Blast is weaker than Brandish in raw damage output
- Slower clear speed in training compared to other warrior paths
AP Distribution
Lv. 1-10
All AP into STR. You can start 4 STR / 5 DEX but pure STR is viable with funded DEX gear.
Lv. 10-30
DEX to 35 for weapon requirements. Everything else into STR.
Lv. 30-70
DEX to ~60 for mid-level swords. Rest into STR. Consider saving AP resets for later.
Lv. 70-120
With Zakum Helmet and other DEX gear, keep base DEX minimal. Pump STR aggressively.
Lv. 120-200
Endgame Paladins want lots of HP for their tanking role. Consider HP washing with AP resets. Minimize DEX, maximize STR.
SP Allocation (Level by Level)
2nd Job Page Lv. 30-70
Lv 30: +4 Sword Mastery, +1 Sword Booster
Lv 31-33: Sword Mastery to 10, Sword Booster to 6 (usable duration)
Lv 34-38: Threaten to 20 (max, great DEF/ATK debuff)
Lv 39-43: Sword Mastery to 20 (max)
Lv 44-53: Power Guard to 30 (max, survivability)
Lv 54-59: Sword Booster to 20 (max)
Lv 60-70: Final Attack: Sword to 30 (max, fill remaining SP)
3rd Job White Knight Lv. 70-120
Lv 70: +1 Charged Blow (unlocks charge-based attacking)
Lv 71-79: Charged Blow to 30 (max, main attack skill)
Lv 80-86: Fire Charge: Sword to 21 (good damage boost)
Lv 87-93: Ice Charge: Sword to 21 (freeze utility)
Lv 94-100: Thunder Charge: Sword to 21 (lightning element)
Lv 101-106: Magic Crash to 20 (max, boss utility)
Lv 107-112: Top off remaining charge points to 30
4th Job Paladin Lv. 120-200
Lv 120: +1 Blast, +1 Holy Charge: Sword, +1 Advanced Charge
Lv 121-130: Blast to 30 (max, your primary attack)
Lv 131-140: Holy Charge: Sword to 30 (max, best charge for bossing)
Lv 141-150: Advanced Charge to 30 (max, boost charge damage)
Lv 151-160: Maple Warrior to 30 (max, party buff)
Lv 161-170: Power Stance to 30 (max, anti-knockback)
Lv 171-180: Guardian to 30 (max, insane survivability)
Lv 181-188: Achilles to 30 (max, stacks with Guardian)
1st Job Page
#
Skill
Max
Notes
1
Sword Mastery
20
Core passive. Increases accuracy and damage stability with swords.
2
Sword Booster
20
Increases attack speed. Essential for any warrior build.
3
Final Attack: Sword
30
Extra attacks proc after each hit. Good passive DPS boost.
4
Threaten
20
Reduces enemy ATK and DEF. Great utility for bossing and training.
5
Power Guard
30
Reflects damage and reduces incoming damage. Staple survivability skill.
2nd Job White Knight
#
Skill
Max
Notes
1
Charged Blow
30
Main attack skill. Hits with your current elemental charge applied.
2
Fire Charge: Sword
30
Adds fire damage. Effective against ice-weak mobs.
3
Ice Charge: Sword
30
Adds ice damage and freezes enemies. Great for crowd control.
4
Thunder Charge: Sword
30
Adds lightning damage. Effective against many boss monsters.
5
Magic Crash
20
Cancels enemy magic buffs. Very useful in boss fights (Zakum, HT).
3rd Job Paladin
#
Skill
Max
Notes
1
Blast
30
Your main 4th job attack. Strong single-target with charge element.
2
Holy Charge: Sword
30
Best charge for bossing. Effective against undead and most bosses.
3
Heaven's Hammer
30
Massive AoE that hits all mobs on screen. Long cooldown.
4
Advanced Charge
30
Boosts charge skill damage and adds extra effects.
5
Maple Warrior
30
15% all stats party buff. Essential.
6
Power Stance
30
Anti-knockback. Mandatory for bossing.
7
Achilles
30
15% damage reduction passive. Stacks with Guardian.
8
Guardian
30
Chance to reduce damage to 1. Makes Paladin incredibly tanky.
9
Rush
30
Charge forward pushing mobs. Mobility and utility.
10
Monster Magnet
30
Pulls monsters toward you. Group mobs for AoE.
11
Hero's Will
5
Anti-seduce. Essential for Horntail.
Training Spots
Lv. 1-10
Lv. 10-21
Lv. 21-30
Lv. 30-40
Lv. 40-55
Lv. 55-70
Lv. 70-85
Lv. 85-100
Lv. 100-120
Lv. 120-200
Equipment Progression
Level
Weapon
Armor
Notes
1-10
Beginner Sword
Beginner equipment from Maple Island
10-30
Yellow Umbrella or Red Katana
Full Steel armor set
Look for STR scrolled gear in the FM.
30-60
Doombringer (Lv 35) / Jeweled Katar (Lv 50)
Mithril Platine set, DEX earrings
Start getting a Zakum Helmet run.
60-90
Dragon Claymore (Lv 60)
Gold Platine / Orientican set
Aim for a good shield — Paladin benefits from shield DEF.
90-120
Stonetooth Sword (Lv 100)
Scrolled Henesys set or bathrobe
Zakum Helmet, HTP, Deputy Star.
120-200
Dragon Carabella (Lv 130) or scrolled Stonetooth
Full endgame scrolled gear
Paladin Shield is key — use high DEF shields for Guardian synergy.
- Match your elemental charge to mob weaknesses — Fire for ice mobs, Ice for fire mobs, Holy for undead.
- Guardian makes you nearly invincible when combined with Achilles and Power Guard — Paladins can tank Horntail body easily.
- Heaven's Hammer has a long cooldown but deals fixed damage — great for clearing entire maps of mobs regardless of your ATK.
- Magic Crash is invaluable in boss fights — it cancels Zakum's weapon/magic cancel and other boss buffs.
- Paladins are highly sought after for boss parties due to their tankiness and Threaten/Magic Crash utility.