Paladin

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

## Description

Paladins are versatile units that can serve as both offensive units and support units. They possess a broadsword and high Attack to back it up. They also use light magic in battle, and so can use healing spells or ranged magic attacks to support allies and have solid Magic Attack to support it. Paladins also have solid Defense, with their main weaknesses lying in their average Agility and Magic Defense that can cause them to take considerable damage from enemy magic-users.

## Skills

Radiant Emissary: When in combat, the Paladin replenishes one TP each turn.\* Passive

Critical Light: Upon successfully landing a critical hit, heal back 10% of the damage dealt. Subsequent critical hits during the same fight will heal back an additional 10% with each instance of a critical hit.\* Passive

Courage Envoy: The Paladin emboldens his allies, increasing their Courage.\* TP Cost: 40, Courage+4

Holy Strike: The Paladin smashes their sword into the ground, sending out a shockwave that deals holy damage to any enemies within five feet.\* TP Cost: 70

Darkness Purge: The Paladin has increased stats when fighting against enemies that use dark magic.\* Passive, (Magic)Defense+3, Agility+2

Divine Barrier: The Paladin erects a barrier of holy magic that cannot be penetrated by death magic or dark magic.\* TP Cost: 40

Piercing Light: The Paladin conjures a magic light that illuminates even the darkest of places, and can cure Blindness in allies.\* TP Cost: 30

## Overview

Paladins are excellent allies to have and are useful for any campaign or battle thanks to their solid offensive and defensive stats.

Darkness Purge is only useful against enemies that use dark magic and increases the Paladin's defensive stats and Agility.

The Divine Barrier skill is great to have if facing lots of dark magic or death magic wielding enemies, as the Divine Barrier will completely block these magic attacks from hitting the Paladin and any allies that stand behind the Paladin.

Piercing Light will illuminate even the darkest of places, making it a good skill to have when entering and exploring caves, dungeons, or other dark places. The skill will also cure allies of the Blindness status ailment, allowing them to effectively participate in a battle again if they have been inflicted with it.

## Inventory

* Sword (AR: 8)

* Shield

* Small Bottle of Holy Water

* 2 Nectarines

* 300 gold

## Starting Spells

Dia: A simple light magic spell only useful against undead enemies. Targets a single undead enemy within 50 feet. MP: 10

Diaga: A powerful light magic spell that harms all undead enemies in the vicinity. Targets all undead enemies within 50 feet. MP: 30

Istari: Summons forth the light of the sun to bathe the area in sunshine. MP: 0

Mend: Can mend things that have been broken; works on injuries, but also works on severed rope or torn fabrics. MP: 20

## Notable Paladins

Isidorus is a Paladin for the kingdom of Gavainselle and is the partner of the Pegasus Knight Sir Nimbus. Together the two of them have foiled plots around the kingdom of Gavainselle, namely an underground bandit ring and an attempted assassination of the king by the royal guard Dalton. Isidorus himself proved to be a radical and reckless yet powerful warrior, tending to attack first and ask questions later. The Paladin executed a critical hit on the Guardian Dalton and sliced the nipples off of a messenger for the bandit ring, earning him titles such as 'Isidorus the Nipple-Cutter' and 'Isidorus the Savage'.

## Trivia

* Holy Strike is an ability of the Paladins in Kingdom Rush, although it alters a bit in function in TnT.