Paladin
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Hit Points 1D12
Health Die rolled every level up.
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Base Speed 6
The number added to your turn order roll at the start of battle.
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Movement 3 Cells
The number of spaces you can move each turn
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Jump 3 Cells
The number of spaces you can jump vertical each turn. Horizontal jumps are halved.
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Proficient Weapons 4
Mace, Shield, 2-H Axe, Hammer
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Deity Bonds Proterius
Only certain races can become a Paladin. These races include Angelarian, Dragon, Egualoze, Fairy, Fragment, Goblin, Halfling, Jellyglower, Nagaid, Penguelz, Rattakin, Shapeshifter, and Zytecer.
Chose Your Specialty Class For Your Initial Skills and Bonuses!
Defender paladins are known to protect their allies while taking minimal damage in the process. These paladins specialize in not only reducing damage, but outright negating some melee and elemental damage; they can resist spirit attacks as well. As a defender paladin, you are a ranged unit’s best friend; your immense defensive techniques can allow them to carefully deal damage from the front row with confidence, as you are there to protect them. But be careful not to overdo it, since you are meant to bear the burden and take the damage they receive. Though mighty, even you can only take so much punishment.
Class Specialty Bonuses:
- Specialty Skill: Light Wall
- Signature Move: Light Link [Unlocks: Level 20]
- Stat Point Upgrade: +1 Vitality at Levels 2, 8, 14, 20, and 26.
- Strategy Guide: Outeran Self-Defense Guide
- Talent Upgrade: Belief (Plus Charge: Lvl 4; Super Charge: Lvl 17)
Digital particles clash into the ‘real world’ as the very being of reality shifts from Light’s power. As one who can bend and shape Light to do your bidding, you are able to deal damage, heal, and even change the space around you in order to benefit from.
Class Specialty Bonuses:
- Specialty Skill: Digital Weather
- Signature Move: Fountain of Life [Unlocks: Level 20]
- Stat Point Upgrade: +1 Vitality at Levels 2, 8, 14, 20, and 26.
- Strategy Guide: Outeran Self-Defense Guide
- Talent Upgrade: Belief (Plus Charge: Lvl 4; Super Charge: Lvl 17)
While others use bows for range attacks, and swords for close combat, you know a great defense is a great offense. Without losing your most important tool you have, the shield, paladins use it to smite enemies near and throw it like a boomerang to attack far away. The greater a paladin’s shield weight is, the more damage a paladin can do. Strength for an improvised weaponry paladin is an important factor to not only carry heavier shields, but also to deal heavier damage with other improvised weapons.
Class Specialty Bonuses:
- Specialty Skill: Improvisation
- Signature Move: Stop Hitting Yourself [Unlocks: Level 20]
- Stat Point Upgrade: +1 Intelligence at Levels 2, 8, 14, 20, and 26.
- Strategy Guide: Outeran Anatomy Guide
- Talent Upgrade: Belief (Plus Charge: Lvl 4; Super Charge: Lvl 17)
You are the righteous hammer unleashed upon the unfaithful. By using the power granted to you by your god, you uphold the law by any means necessary. You specialize at casting offensive holy magic and your powers are highly effective against summoned units. As a caster with heavy gear, you are able to take some punishment while casting from up close.
Class Specialty Bonuses:
- Specialty Skill: Holy Seal
- Signature Move: Verdict [Unlocks: Level 20]
- Stat Point Upgrade: +1 Charisma at Levels 2, 8, 14, 20, and 26.
- Strategy Guide: Outeran Cursing Guide
- Talent Upgrade: Belief (Plus Charge: Lvl 4; Super Charge: Lvl 17)
You have trained in both offensive battles as well as supporting their allies and themselves with magic. As a crusader you are able to fight on the frontlines and even beckon enemies to focus on you solely! With your offensive training and a bit of support, you are certain you can claim victory against any foe and prove that their cause is not the righteous one.
Class Specialty Bonuses:
- Specialty Skill: Light of the Core
- Signature Move: To Glory! [Unlocks: Level 20]
- Stat Point Upgrade: +1 Strength at Levels 2, 8, 14, 20, and 26.
- Strategy Guide: Outeran Veterinarian Guide
- Talent Upgrade: Belief (Plus Charge: Lvl 4; Super Charge: Lvl 17)
- Prime (Lvl 1)
- Trademark (Lvl 1)
- Specialty (Lvl 1)
- Signature (Lvl 20)
Job Points are obtainable at Levels 3, 6, 9, 12, 15, 18, 21, 24, 27, 31, 34, and 37. Players may choose any skill they wish with a Job Point from the next highest Tier, starting at Tier 1. Example: At Level 6 you can pick from the Tier 2 skill of the column you’ve already accessed your Tier 1 skill from, or pick another Tier 1 skill in a different column.
- Tier 1
- Tier 2
- Tier 3
- Tier 4
- Tier 5
- Tier 6