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Paladin

Warrior Paladin

Paladins are holy warriors who wield elemental charges to exploit enemy weaknesses. With unmatched survivability through Guardian and Achilles, plus Heaven's Hammer for devastating AoE, Paladins are the tankiest class in the game. They trade raw DPS for incredible utility and near-invincibility.

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)

Training Spots

Lv. 1-10
Lv. 21-30
Land of Wild Boar
Solid EXP, Power Guard keeps you safe.
Lv. 30-40
Lv. 40-55
Lv. 55-70
Cold Field I
Undead mobs — Fire Charge is very effective here.
Lv. 70-85
Ice Valley II
Fire Charge devastates ice-weak mobs.
Lv. 85-100
The Nightmarish Last Days
Great EXP. Undead mobs weak to Holy Charge.
Lv. 100-120
Ghost Ship 5
Holy Charge shreds undead mobs here.
Lv. 120-200
Road to Oblivion 3
Endgame grinding. Heaven's Hammer + Blast rotation.

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.