Paladin

**Paladin** is the first Necropolis class. It is unlocked by turning in 1 Undead Slayer Badge to Artix in the Necropolis. It costs an additional 14 Undead Slayer Badges to fully train this class. Fully training this class and Necromancer is required to unlock DeathKnight.

Paladin uses 2 main mechanics: **Inner Light**, a stacking HoT that can be spent to power up attacks and remove their Light element locks, and **Radiance**, a stacking buff that increases the effectiveness of Paladin's skills. Additionally, Paladin gains +10% base damage to all skills when fighting Undead enemies.

## Skills

* Prismatic Strike
	+ 20 MP, 4 CD
	+ Attacks for 3 hits of 40% Light damage (120% total).
	+ Inflicts 'Refraction' for 6 turns inclusive.
		- -(10 + 5X) All.
		- +(10 + 5X) Health.
		- -50 Crit.
		- X is equal to stacks of Radiance.

* Dawn's Light
	+ 20 MP, 8 CD
	+ Attacks for 1 hit of 120% Light damage.
	+ Inflicts 'Dawn's Light' for 3 turns.
		- -(40 + 20X) Bonus.
		- -50 Crit.
		- X is equal to stacks of Radiance.

* Crushing Light
	+ 25 MP, 12 CD
	+ Automatically inflicts 'Reckoning' for 1 turn inclusive.
		- -(30 + 15X) Immobility.
		- X is equal to stacks of Radiance.
	+ Attacks for 7 hits of 20% Light damage (140% total).
	+ Inflicts 'Crushing Light' for 3 turns, a stun.

* Swords of Eternity
	+ 15 MP, 1 CD
	+ Attacks all enemies for 1 hit of 150% damage.

* Holy Wasabi
	+ 25 MP, 7 CD
	+ Purges the player of all DoTs.
	+ Heals the player for (6 + 3X)% of their maximum HP.
		- X is equal to stacks of Radiance.
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Holy Spice' for 1 turn, a 25% DoT.

* Radiant Armaments
	+ 10 MP, 1 CD (5 CD after Radiant Oath/Spirit expires or Radiant Purpose is applied)
	+ At 0 stacks of Radiance:
		- Applies 'Radiant Oath' for 7 turns inclusive.
			* +30 Bonus.
			* +60 Block/Parry/Dodge.
			* -400 Crit.
			* Increases base damage of all class skills by 60%.
		- Sets Radiance stacks to 1.
		- Attacks for 1 hit of 120% damage.
	+ At 1 stack of Radiance:
		- Replaces 'Radiant Oath' with 'Radiant Spirit' for 5 turns inclusive.
			* +45 Bonus.
			* +90 Block/Parry/Dodge.
			* -400 Crit.
			* Increases base damage of all class skills by 90%.
		- Sets Radiance stacks to 2.
		- Attacks for 2 hits of 90% damage (180% total).
	+ At 2 stacks of Radiance:
		- Replaces 'Radiant Spirit' with 'Radiant Purpose' for 3 turns inclusive.
			* +60 Bonus.
			* +120 Block/Parry/Dodge.
			* -400 Crit.
			* Increases base damage of all class skills by 120%.
		- Sets Radiance stacks to 3.
		- Attacks for 3 hits of 80% damage (240% total).

* Holy Aegis
	+ 20 MP, 8 CD
	+ Applies 'Holy Aegis' for 1 turn inclusive.
		- +(160 + 20X) Melee/Pierce/Magic.
		- X is equal to stacks of Radiance.

* Attack
	+ 0 MP, 0 CD
	+ Heals the player for 15 MP.
	+ Heals the player for 1% of their maximum HP.
	+ Attacks for 1 hit of 100% damage.

* Greater Heal **(DA-locked)**
	+ 0 MP, 14 CD
	+ Heals the player for (10 + 5X)% of their maximum MP.
	+ Heals the player for (15 + 7.5X)% of their maximum HP.
	+ Purges the player of all effects besides 'Stuffed', permanent effects, and any Paladin effects, such as 'Sealed Courage'.
	+ X is equal to stacks of Radiance.

* Solemn Vow **(DA-locked)**
	+ 30 MP, 14 CD
	+ If the player is above 50% HP, applies 'Solemn Vow of Justice' for 15 turns inclusive.
		- +[(Z/4) + (Z/8)X] STR (+(20 + 10X) at Level 90).
		- +[(Z/4) + (Z/8)X] DEX (+(20 + 10X) at Level 90).
		- +[(Z/4) + (Z/8)X] INT (+(20 + 10X) at Level 90).
	+ If the player is at or below 50% HP, and above 25% HP, applies 'Solemn Vow of Protection' for 15 turns inclusive.
		- +[(Z/2) + (Z/4)X] END (+(40 + 20X) at Level 90).
		- Adjusts the player's HP by the amount of health gained by this effect ((200 + 100X) at level 90).
	+ If the player is at or below 25% HP:
		- Adjusts the player's HP by 5[(Z/2) + (Z/4)X] ((200 + 100X) at level 90).
	+ If an instance of damage brings the player below 25% HP while a 'Solemn Vow' effect is active, or a 'Solemn Vow' effect expires, or the player is already at or below 25% HP when using Solemn Vow, any active 'Solemn Vow' effects are automatically purged, and heals the player for (10 + 5X)% of their maximum HP.
		- *Your Solemn Vow triggers, recovering your health.*
	+ Attacks for 1 hit of 200% damage.
	+ Z is equal to Player Level, floored at 20 and capped at 80.
	+ X is equal to stacks of Radiance.

* Aura of Light **(DA-locked)**
	+ 20 MP, 4 CD
	+ Applies 'Aura of Light' for 6 turns inclusive.
		- +(10 + 5X) Boost.
		- +(10 + 5X) Damage Reduction.
		- X is equal to stacks of Radiance.
	+ Attacks for 1 hit of 120% Light damage.

* Seal of Courage **(DA-locked)**
	+ 30 MP, 7 CD
	+ Attacks for 3 hits of 80% Light damage (240% total).
	+ Inflicts 'Sealed Courage' for 4 turns.
		- -(40 + 20X) Boost.
		- -50 Crit.
		- X is equal to stacks of Radiance.
	+ If a hit connects and the target is still alive, applies 'Sealed Courage' for the next 3 turns.
		- -40 Boost.
		- -50 Crit.

* Seal of Celerity **(DA-locked)**
	+ 30 MP, 9 CD
	+ Attacks for 2 hits of 120% Light damage with +100 Bonus (240% total).
	+ Inflicts 'Sealed Celerity' for 5 turns.
		- -(100 + 50X) Melee/Pierce/Magic.
		- -(100 + 50X) Block/Parry/Dodge.
		- -50 Crit.
		- X is equal to stacks of Radiance.
	+ If a hit connects and the target is still alive, applies 'Sealed Celerity' for 5 turns inclusive.
		- -100 Melee/Pierce/Magic.
		- -100 Block/Parry/Dodge
		- -50 Crit.

* Seal of Salvation **(DA-locked)**
	+ 200 MP, 29 CD
	+ Can only be used if the player has at least 10 stacks of Inner Light, and consumes 10 stacks of Inner Light on use.
	+ Purges the player of all effects besides 'Stuffed', permanent effects, and any Paladin effects, such as 'Sealed Courage'.
	+ Sets the player's HP to 100% of their maximum HP.
	+ Automatically inflicts 'Sealed Salvation' for 7 turns inclusive.
		- +(50 + 25X) Health.
		- -50 Crit.
		- X is equal to stacks of Radiance.
	+ Applies 'Sealed Salvation' for 7 turns inclusive.
		- +50 Health.
		- -50 Crit.

* Channeling Spirit **(DA-locked)**
	+ 30 MP, 14 CD
	+ Attacks for 10 hits of 24% Light damage with -400 Crit (240% total).
	+ Heals the player for 0.5Y% of their maximum HP.
		- Y is equal to stacks of Inner Light after the attack finishes.

## Mechanics

### Inner Light

* Paladin permanently applies 'Inner Light'.
	+ A 0.2X% HoT.
	+ -X Health.
	+ X is equal to stacks of Inner Light.
	+ This starts at a 0.2% HoT, and maxes as a 4% HoT.
* 1 stack of Inner Light is gained at the start of each turn, to a maximum of 20.
* 1 additional stack of Inner Light is gained if Paladin uses a skill that is locked to the Light element.
* Current stacks of Inner Light can be checked by clicking the widget above the Attack button.
	+ *Inner Light at X.*
	+ The arcs in the widget light up for every 5 stacks of Inner Light, adding a sigil on top at 20 stacks.

### Smites

* Clicking the hand on the left of the widget above the Attack button allows the player to toggle **Smites**.
	+ *You harness your Inner Light to smite your foe!*
	+ *You recollect the Light from your smite.*
* While Smites are toggled on, consumes 5 stacks of Inner Light each turn to make all class skills gain +100% base damage and -400 Crit.
* The current state of Smites can be checked with the hand on the left of the widget above the Attack button.
	+ If there are enough stacks of Inner Light to Smite, a lightning bolt appears in the hand.
	+ While Smites are toggled on, the hand grasps the lightning bolt.

### Unlocks

* Clicking the hand on the right of the widget above the Attack button allows the player to toggle **Unlocks**.
	+ *You hold back your Inner Light to unlock your Light-element skills.*
	+ *You restore your Inner Light, allowing it to grow again.*
* While Unlocks are toggled on, consumes 1 stack of Inner Light each turn to remove the Light-element lock on certain skills.
	+ If the skill used that turn does not have a Light-element lock, no Inner Light stacks are consumed.
	+ Skills that have their Light-element locks removed still generate an additional stack of Inner Light (for a net gain of 1).
* The following skills are affected by Unlocks:
	+ Prismatic Strike
	+ Dawn's Light
	+ Crushing Light
	+ Aura of Light
	+ Seal of Courage
	+ Seal of Celerity
	+ Channeling Spirit
* The current state of Unlocks can be checked with the hand on the right of the widget above the Attack button.
	+ While Unlocks are toggled off, the hand generates 3 large sparks.
	+ While Unlocks are toggled on, the hand generates 6 sparks (3 large, 3 small).

### Radiance

* The Radiant Armaments skill applies 1 stack of **Radiance** and a corresponding Radiance effect (Oath, Spirit, or Purpose), up to a maximum of 3 stacks.
	+ Depending on its level, the Radiance effect applies +30/45/60 Bonus, +60/90/120 Block/Parry/Dodge, and all class skills gain +60/90/120% base damage, but also applies -400 Crit.
	+ Stronger Radiance effects have a shorter duration.
* A popup appears when the effect is about to expire.
	+ *Your Radiant Oath/Spirit/Purpose is about to fade.*
* After the Radiance effect expires, Radiance stacks are reset to 0.
* The effects of Paladin skills are enhanced for each stack of Radiance.

## Rotation

As Paladin is a defensive class that focuses on tanking damage and healing, its rotation doesn't focus on maximizing burst damage.

### Short Rotation

The following rotation aims to make the most out of full uptime from Radiant Armaments:

1. Radiant Armaments (Oath)
2. Filler
3. Aura of Light
4. Prismatic Strike
5. Filler x2
6. Radiant Armaments (Spirit)
7. Solemn Vow
8. Aura of Light
9. Prismatic Strike
10. sRadiant Armaments (Purpose)
11. sChanneling Spirit
12. sSwords of Eternity/sSeal of Courage

Smites are saved for the last skills as they will benefit the most from Aura of Light and Prismatic Strike.

### Long Rotation

The following rotation does more damage overall, but minimizes the durations of the Radiance buffs, primarily using them to maximize damage with smites + Aura of Light + Prismatic Strike.

1. Radiant Armaments (Oath)
2. Filler
3. Radiant Armaments (Spirit)
4. Aura of Light
5. Prismatic Strike
6. Radiant Armaments (Purpose)
7. sSolemn Vow
8. sChanneling Spirit
9. Filler
10. Aura of Light
11. Prismatic Strike
12. Radiant Armaments (Oath)
13. Filler
14. Radiant Armaments (Spirit)
15. Filler
16. Radiant Armaments (Purpose)
17. Aura of Light
18. sPrismatic Strike
19. sFiller x3

This rotation is loopable and has lots of flexibility for defensive skills.

## Strategy

Paladin is a tank class that takes advantage of its powerful defensive buffs, debuffs, and strong healing to defeat enemies in a battle of attrition.

* Radiant Armaments is 3-step skill which increases Bonus, Block/Parry/Dodge, and increases the base damage of all class skills, at the cost of making them unable to crit. Additionally, the effectiveness of many Paladin skills grow stronger depending on the current stacks of Radiant Armaments.
	+ However, stronger levels of Radiant Armaments don't last as long, particularly the 3rd level which effectively only lasts for 2 turns, so the strongest attacks should be saved after stacking necessary buffs during previous levels.
	+ The Block/Parry/Dodge buffs become much more reliable as many Paladin skills inflict -50 Crit, meaning there is no chance of getting hit with a glancing crit.
* Aura of Light and Prismatic Strike are the key skills of the class, and constantly reapplying their effects as Radiance stacks increase is important for both dealing damage and reducing damage taken. Aura of Light applies +Boost and +Damage Resistance, while Prismatic Strike inflicts -All.
	+ It is typically better to lead with Aura of Light to benefit from its Damage Resistance buff, but as both skills have a duration longer than the skill's own cooldown, this doesn't matter too much over time.
* Paladin has numerous ways to maintain high HP; on top of its passive healing and -Health from Inner Light, Holy Wasabi purges DoTs in addition to its heal, Greater Heal also heals MP and purges status effects on the player, Solemn Vow provides strong buffs and automatically heals the player if they fall below 25% HP, and Seal of Salvation is a full heal, though it has heavy drawbacks.
* Holy Aegis provides a more conventional shield when it is needed, as well as Dawn's Light providing a strong Bonus debuff, to deal with attacks that need to be avoided.
* Paladin has 3 skills with sealing effects, which inflict strong debuffs on the enemy, but also apply a similar debuff on the player. While these debuffs are powerful, their demerits can also be debilitating for the player, so they should be timed properly.
	+ The sealing debuffs on the enemy scale with Radiance stacks, while the debuffs on the player use only their base values.
	+ Seal of Courage inflicts -Boost, and should be inflicted at the end of a Radiant Armaments cycle, leaving the enemy functionally harmless for 4 turns.
	+ Seal of Celerity inflicts -MPM/BPD and the attack itself has +Bonus, so it can be inflicted at almost any time, but should only be used if there aren't any upcoming attacks that must be shielded.
	+ While Seal of Salvation applies a +Health debuff, it also provides a full heal on use, so you will have to choose between the healing or reducing enemy healing due to its very long cooldown and prohibitively high MP cost.
* By spending stacks of Inner Light, Paladin can empower its attacks by removing the Light element lock on certain skills (unlocks), or increasing their base damage at the cost of making them unable to crit (smites). Unlocks should only be used if the enemy has a resistance to Light, while smites should be used when Paladin has its offense maxed from Prismatic Strike and Aura of Light and can afford to lose stacks, especially when already at maximum stacks of Inner Light.

While Paladin has several tools to increase its damage output, it still has below-average damage output and will usually need to slowly grind down the enemy's health. This can be an issue against bosses that can heal themselves often, and though Paladin can slow them down with Seal of Salvation, it is also a big commitment to use aggressively. Additionally, its shield only lasts for a single turn, which makes it susceptible to multiple attacks in a row that need to be dodged, though its purges help offset any debilitating debuffs it might get.

STR/END is recommended for bossing, as the nature of Radiant Armaments and smites means that almost all damage dealt will be through non-critical hits.