[Apr 25th 2018] New classes have been added to the skill simulator!

The Anti-Mage (Defense/healer hybrid)

Created by Esfores on Aug 18th 2016 (Last Updated: Nov 24th 2016).
This is a private build.
0
Please note that this build was originally conceived by a YouTuber named Nerd Commando Game Studios.


I have changed the skills around a bit and updated it to rank 8. You can watch his original video here.



With that out of the way, this is a build focused around both healing and defending your allies on the front lines. Magic defense is heavily increased with certain skills such as Barrier and Increase Magic Defense, your heals are extremely potent, and your DPS, while perhaps not as substantial as other Cleric builds, is still considerable. Your PvE is comparable PvP potential at rank 8, (though dexterity builds may cause problems due to their high evasion), and you may also off-tank for your party in a pinch. Given your class abilities to reduce incoming Magic damage, and Cleric's innate healing, you'll find that this build is not only very sturdy on it's own but also provides exceptional durability to your whole party.



Stat Distribution


Contrary to popular belief, Paladin is not particularly ideal when it comes to it's scaling with strength. Much of not only Paladin's, but also Inquisitor's main damage sources come from multipliers, making strength less powerful in the long run, due to your damage already being acceptable without the strength enhancements against a wide and very common variety of targets, combined with the fact that you are a hybrid support class, not DPS (yes, even Inquisitor falls under this role).


So, if strength isn't the way to go, what is? You may ask. Where Paladin truly shines is when you invest in spirit. While it may seem strange to fully invest into a stat that you would typically get to around 50 at maximum, there are several large reasons for it.

1. It increases your SP. Often times, when in parties with strength based Paladins, I see them struggling to keep up with the rest of their party due to the high spam nature of Paladin. While it may not seem important to have mass amounts of SP, let's take Smite for example, the main reason having so much SP is important. Smite has 2 charges, costs 104 SP, and has a 9 second cooldown. In an average dungeon run that lasts 30 minutes, assuming you are casting Smite as much as possible, it will cost you a whopping 40,700 SP to use (not calculating animation times, human error, etc.). On top of all your other skills, you're going to be running out of SP extremely quick, and you will need the high SP in order to keep up with your potion cooldowns.

2. Magic defense, the heart and soul of this build. Increasing your own personal magic defense is nice for soloing and taking hits for your team, but the real use for magic defense comes from...

3. Spirit scaling. Hover over Increase Magic Defense and Barrier for a moment. Notice anything? They both increase your magic defense of course, however, that amount is increased depending on the caster's spirit. When you invest fully into spirit, it rounds up to roughly 350 (even when you count the reasonable amount of points put into constitution). Adding both of those together at the same time can increase the magic defense of you and your party up to almost 1k. That's a huge bonus, especially considering that magic cannot be mitigated except under a few special circumstances (Slithering, SZ, Ausrine, etc.).



With that explanation out of the way, what should you actually do with your stats? Here's a quick stat sheet of a level 330, rank 8 player with around 35 bonus points (from quests, statues, etc.)





This is a perfectly optimal skill build. Your HP is definitely enough considering that this is without stats from gear or buffs (such as Squire's table buffs) and your magic defense as well as magic defense based skills are both scaled up to very high amounts. These stats will allow you to tank both magical and physical damage for your team with relative ease, especially because you can heal yourself with the almighty Heal + Restoration combo, which I'll discuss in the next part...



Where to Put Skill Points?


This part is... Usually well done, however I'm still going to give a guide on it, just so you know what to do in order to be most optimal as I've seen quite a few god awful skill distributions out there for builds like this.




Cleric C2


Heal - 10/10

The best healing skill in the game. Max this out and you'll be the best friend of everyone. Not much else to be said.


Safety Zone - 4/10

A fantastic mitigation skill loved by Hoplites and Doppelsoldners everywhere. Use it to make your whole party invincible so long as they stand in it. While a great skill, at Cleric C2 we get the Safety Zone: Block Count attribute, so most of our block will come from there.


Cure - 1/10

A great damage source... For INT players. Keep it at 1 to remove annoying debuffs.


Deprotected Zone - 9/10

A very considerable debuff when paired with SPR. Entirely erases enemy defense in most cases but is mainly for bossing. Still, you'll definitely find yourself using it, so get it high to decrease having to re cast often.


Divine Might - 5/5

Pretty nice buff, very considerable on skills that scale well with level such as Retreat Shot, Rune of Giants, Pass, Haste, and Ice Wall. Contributes a decent amount of extra overall DPS in the long run.


Fade - 1/5

Good solo skill, especially for quests. Use it when you need breathing room, but do note that it will remove damage rankings in world bosses, so be careful. One point is all that's needed due to poor scaling and your overall tankiness




Krivis C1


Aukuras - 1/5

Not a particularly good skill, but can help reduce debuff duration if your Cure is on CD or you're frozen/sleeping.


Zalciai - 4/5

The bread and butter skill of Krivis C1 for an SPR build. Completely annihilates enemy critical resistance, making your DEX users thankful. Due note that because of recent nerfs, this skill will no longer reduce into negative values, but it is still useful.


Daino - 5/5

Helps remedy one of the dumbest features of ToS, buff limits. Helps out greatly for physical fighters since they usually have a lot of buffs and is a good money making source because it can be scrolled.


Zaibas - 5/5

Pretty good grinding skill. You'll use it less and less as you level, but what else are you going to put points into? It's a fun skill and one that helps you through the early game very well when all else you have is a super weak Cure and auto attacks.




Paladin C3


Smite - 15/15

Awesome damage source even without STR as previously mentioned. Double damage to demon types, decent knockdown CC, and your best grinding skill.


Restoration - 1/15

A god tier skill, which for some reason causes all Heal tiles to restore significantly more HP. The HP Restoration (stat) is negligible and the Heal bonus/duration don't scale with level, so 1 point is all we need.


Resist Elements - 15/15

The ultimate anti magic skill. An 18% chance to nullify any elemental magic with the attribute, the worst enemy for 99% of magic enemies and Elementalists, if you wish to PvP. It does not have full uptime, so be careful.


Turn Undead - 4/15

Super fun skill, especially for dungeon play and grinding, where mobs have extremely high HP. Chance increases based on SPR with the attribute enabled. Kept low because we need more points in other things.


Conversion - 0/10

Not really that good. Allows you to turn an enemy into a "summon" of sorts, but it's not that powerful and is often times difficult to do. Doesn't contribute much to overall success so we skip it.


Barrier - 5/5

Do I even need to say anything? Amazing money making skill with Simony, increases magic defense, and mitigates melee mobs assuming they don't glitch through. Must love, must max.


Conviction - 5/5

A very powerful skill. I'm not sure of the exact mechanics behind it, but it causes elemental damage to be EXTREMELY powerful for its duration, which is quite high considering the overheat. The bigger deal for you is that it causes your God Smash to deal double damage, allowing for some of the most insane physical AoE burst in the game right now.




Pardoner C1


Simony - 5/5

Great economic skill. Allows for the creation of Barrier and Daino scrolls, which don't exactly rake in stacks of cash but they definitely help out. Useful to give to people if you've got a guild or an ET group.


Indulgentia - 1/5

Helps out with rank 2 statuses, which we were previously unable to cure. Not much else to be said.


Discerning Evil - 4/5

Pretty nice extra skill. Helps out in parties with classes that have short debuffs, ex. Dragoon.


Increase Magic Defense - 5/5

The skill that allows you to reach crazy high amounts of magic defense. Scales with SPR and doesn't require you to stay in place to receive it. Does not have full uptime, so be careful.




Inquisitor C1


God Smash - 5/5

Crazy high damage with good AoE, gains additional bonuses from the previously mentioned Conviction combo.


Pear of Anguish - 5/5

Annihilates magic enemies due to the triple damage. Place this down and dare anyone to try and hit you. Definitely your best PvP skill.


Breaking Wheel - 4/5

Mainly for the melee range increase, as it spreads the full damage as well as any debuffs they apply to the entire radius of the circle which is quite large. Helps out on classes like Barbarian and spreads your own God Smash and Smite. Deals nice extra damage to bosses.


Malleus Maleficarum - 1/5

Mainly for the debuff. Deals okay magic damage but you'll likely only use it for damage in PvP. Can be extended with Discerning Evil.
Copy Build
Rank 1
circle 1
Cleric
5 / 5
2
Heal
Cleric12 Cleric3 Cleric10 Cleric20 Cleric21
Heal: Enhance
Type: Passive
* Increases the damage and heal factor of [Heal] by 0.5% per attribute level
* +10% added bonus at maximum level

Cleric 1st Circle required
Heal: Creating Extra
Type: Active
* Adds a 2% chance per attribute level of being automatically healed when using [Heal]
* Increases SP consumption by 20%

Cleric 1st Circle required
Heal: Remove Damage
Type: Active
* [Heal] will not inflict damage nor react to enemies
* Increases SP consumption by 10%

Cleric 1st Circle required
Heal: Open Sanctuary
Type: Active
* Extends the effects of [Heal] to neutral characters.

Cleric 1st Circle required
Heal: Exclude Summons
Type: Active
* Keeps [Heal] effects from applying to summons.

Cleric 1st Circle required
Heal: Linger
Type: Active
* Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal
* The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat
* Increases SP consumption by 30%

Cleric 3rd Circle required
Heal

[Magic] - [Holy]
Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR.

Level 5:
Attack 228%
Heal factor 228%
Magic circle duration 40 sec
No. of heal circles 5
SP: 38

Type: Magic / Buff
Cooldown: 22s
Element: Holy
1 / 5
Cure
Cleric11
Cure: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level
* +10% added damage at maximum level

Cleric 1st Circle required
Cure: Damage Interval
Type: Active
* Decreases the interval of [Cure]'s magic circle by 0.2 seconds
* Increases SP consumption by 20%

Cleric 2nd Circle required
Cure

[Magic] - [Holy]
Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies.

Level 1:
0.4 second attack 103%
No. of Hits: 10
Magic Circle Duration: 6 seconds
SP: 15

Type: Magic / Buff
Cooldown: 27s
Element: Holy
4 / 5
Safety Zone
Cleric8
Safety Zone: Increased Range
Type: Active
* Increases range applied by [Safety Zone] to 15
* Increases SP consumption by 80%

Cleric 1st Circle required
Safety Zone: Block Count
Type: Active
* Increases block count of [Safety Zone] by 1 per attribute level
* Increases SP consumption by 10%

Cleric 2nd Circle required
Safety Zone

Creates a magic circle that blocks incoming attacks.

Level 4:
Blocks: 8 times
Magic Circle Duration: 20 seconds
SP: 40

Type: Magic / Buff
Cooldown: 48s
Element: Holy
4 / 5
Deprotected Zone
Cleric13 Cleric5 Cleric7
Deprotected Zone: Enhance
Type: Passive
* Adds to the defense decrease effect of [Deprotected Zone] by 1 per attribute level
* This attribute applies after the stack calculation

Lv3 Deprotected Zone required
Deprotected Zone: Retention Time
Type: Active
* Increases duration of [Deprotected Zone]'s magic circle by 1 second per attribute level
* Increases SP consumption by 10%

Cleric 1st Circle required
Deprotected Zone: Sword Attack
Type: Active
* Using basic sword attacks on enemies with [Deprotected Zone] will inflict [Weakened Defense]
* [Weakened Defense] can be stacked up to 10 times
Increases SP consumption by 10%

Cleric 1st Circle required
Deprotected Zone

Creates a magic circle that decreases the defense of enemies over time.

Level 4:
Reduces 0.3% per stack
Magic Circle Duration: 12 seconds
SP: 37

Type: Magic / Buff
Cooldown: 13s
Element: Holy
Rank 2
circle 1
Krivis
1 / 5
Aukuras
Kriwi14 Kriwi6
Aukuras: Enhance
Type: Passive
* Increases the heal factor of [Aukuras] by 0.5% per attribute level
* +10% added bonus at maximum level

Krivis 1st Circle required
Aukuras: Fire Property Resistance
Type: Active
* Increases Fire property resistance by 14 per attribute level when [Aukuras] is active
* Increases SP consumption by 10%

Krivis 1st Circle required
Aukuras: Goddess of Fire
Type: Active
* Ally magic attacks within range of [Aukuras] deal additional Fire property damage
* Decreases torch duration by 10 seconds
* Eliminates the amount of HP recovered
* Increases SP consumption by 20%
* Decreases cooldown by 30 seconds

Krivis 2nd Circle required
Aukuras

Summons a holy torch, constantly restoring the HP of nearby allies while reducing the accuracy of nearby enemies. While nearby the torch, the duration of harmful effects will constantly be reduced.

Level 1:
Heal factor 30%
Torch duration 30 sec
Add. Fire property damage per magic attack 0
SP: 28

Type: Magic / Buff
Cooldown: 60s
Element: Fire
4 / 5
Zalciai
Kriwi7 Kriwi8 Kriwi17
Zalciai: Duration
Type: Active
* Increases duration of [Zalciai] by 3 seconds per attribute level
* Increases SP consumption by 20%

Krivis 1st Circle required
Zalciai: Magic Amplification
Type: Active
Increases magic amplification by 12 per attribute level when [Zalciai] is active
* Increases SP consumption by 10%

Krivis 1st Circle required
Zalciai: Enhance
Type: Passive
* Increases critical attack of [Zalciai] by 1% per attribute level

Lv. 3 Zalciai required
Zalciai

Creates a magic circle that increases the critical abilities of allies or decreases the critical abilities of enemies.

Level 4:
Ally's Critical Attack: +36
Enemy's Critical Resistance: -40
SP: 50

Type: Magic / Buff
Cooldown: 20s
Element: Holy
5 / 5
Daino
Kriwi5
Daino: Duration
Type: Active
* Increases the duration of [Daino]'s effect by 4 seconds per attribute level
* Increases SP consumption by 20%

Krivis 1st Circle required
Daino: Additional Attack
Type: Active
* Increases attack speed by 10 per skill level while [Daino] is active
Adds an additional attack to basic attacks while active
* Increases SP consumption by 50%

Krivis 3rd Circle required
Daino

Change your basic attack to a magic attack.

Level 5:
Duration: 30 seconds
SP: 53

Type: Magic / Buff
Cooldown: 60s
Element: Holy
5 / 5
2
Zaibas
Kriwi11
Zaibas: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Zaibas] by 0.5% per attribute level
* +10% added damage at maximum level

Krivis 1st Circle required
Zaibas: Splash
Type: Active
* [Zaibas] deals damage to multiple enemies
* Max. targets: 7
* Total count is maintained
* Increases SP consumption by 30%

Krivis 2nd Circle required
Zaibas

[Magic] - [Lightning]
Creates a magic circle that calls down bolts of lightning on an enemy using the God of Thunder's power.

Level 5:
0.3 second attack 82%
No. of Hits: 9
Magic Circle Duration: 30 seconds
SP: 66

Type: Magic / Attack
Cooldown: 20s
Element: Lightning
Rank 3
circle 2
Cleric
10 / 10
2
Heal
Cleric12 Cleric3 Cleric10 Cleric20 Cleric21
Heal: Enhance
Type: Passive
* Increases the damage and heal factor of [Heal] by 0.5% per attribute level
* +10% added bonus at maximum level

Cleric 1st Circle required
Heal: Creating Extra
Type: Active
* Adds a 2% chance per attribute level of being automatically healed when using [Heal]
* Increases SP consumption by 20%

Cleric 1st Circle required
Heal: Remove Damage
Type: Active
* [Heal] will not inflict damage nor react to enemies
* Increases SP consumption by 10%

Cleric 1st Circle required
Heal: Open Sanctuary
Type: Active
* Extends the effects of [Heal] to neutral characters.

Cleric 1st Circle required
Heal: Exclude Summons
Type: Active
* Keeps [Heal] effects from applying to summons.

Cleric 1st Circle required
Heal: Linger
Type: Active
* Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal
* The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat
* Increases SP consumption by 30%

Cleric 3rd Circle required
Heal

[Magic] - [Holy]
Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR.

Level 10:
Attack 228%
Heal factor 228%
Magic circle duration 40 sec
No. of heal circles 10
SP: 68

Type: Magic / Buff
Cooldown: 22s
Element: Holy
1 / 10
Cure
Cleric11 Cleric1
Cure: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level
* +10% added damage at maximum level

Cleric 1st Circle required
Cure: Damage Interval
Type: Active
* Decreases the interval of [Cure]'s magic circle by 0.2 seconds
* Increases SP consumption by 20%

Cleric 2nd Circle required
Cure

[Magic] - [Holy]
Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies.

Level 1:
0.4 second attack 103%
No. of Hits: 10
Magic Circle Duration: 6 seconds
SP: 15

Type: Magic / Buff
Cooldown: 27s
Element: Holy
4 / 10
Safety Zone
Cleric8 Cleric18
Safety Zone: Increased Range
Type: Active
* Increases range applied by [Safety Zone] to 15
* Increases SP consumption by 80%

Cleric 1st Circle required
Safety Zone: Block Count
Type: Active
* Increases block count of [Safety Zone] by 1 per attribute level
* Increases SP consumption by 10%

Cleric 2nd Circle required
Safety Zone

Creates a magic circle that blocks incoming attacks.

Level 4:
Blocks: 8 times
Magic Circle Duration: 20 seconds
SP: 40

Type: Magic / Buff
Cooldown: 48s
Element: Holy
9 / 10
Deprotected Zone
Cleric13 Cleric5 Cleric7
Deprotected Zone: Enhance
Type: Passive
* Adds to the defense decrease effect of [Deprotected Zone] by 1 per attribute level
* This attribute applies after the stack calculation

Lv3 Deprotected Zone required
Deprotected Zone: Retention Time
Type: Active
* Increases duration of [Deprotected Zone]'s magic circle by 1 second per attribute level
* Increases SP consumption by 10%

Cleric 1st Circle required
Deprotected Zone: Sword Attack
Type: Active
* Using basic sword attacks on enemies with [Deprotected Zone] will inflict [Weakened Defense]
* [Weakened Defense] can be stacked up to 10 times
Increases SP consumption by 10%

Cleric 1st Circle required
Deprotected Zone

Creates a magic circle that decreases the defense of enemies over time.

Level 9:
Reduces 0.3% per stack
Magic Circle Duration: 22 seconds
SP: 70

Type: Magic / Buff
Cooldown: 13s
Element: Holy
5 / 5
Divine Might
Cleric6
Divine Might: Devil-type Damage
Type: Active
* Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might]
* Increases SP consumption by 10%

Cleric 2nd Circle required
Divine Might

Temporarily increases the skill levels of you and your party members by 1.

Level 5:
Applies 5 times
Duration: 60 seconds
SP: 45

Type: Magic / Buff
Cooldown: 27s
1 / 5
Fade
Fade

Erases the threat of monsters making them stop any attacks on you.

Level 1:
Duration: 12 seconds
SP: 24

Type: Magic / Buff
Cooldown: 40s
Element: Holy
Rank 4
circle 1
Paladin
5 / 5
3
Smite
Paladin14 Paladin4
Smite: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level
* +10% added damage at maximum level

Paladin 1st Circle required
Smite: Knockdown Damage
Type: Active
* Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing
* Effect only activates when attribute is ON
* Increases SP consumption by 10%

Paladin 1st Circle required
Smite

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies.

Level 5:
Attack: 342%
AoE Attack Ratio: 4
SP: 80

Type: Melee / Attack
Cooldown: 9s
1 / 5
Restoration
Paladin11 Paladin7
Restoration: Enhance
Type: Passive
* Increases HP recovery effect of [Restoration] by 1 per attribute level

Lv3 Restoration required
Restoration: SP Recovery
Type: Active
* Increases SP recovery while [Restoration] is active
* Increases SP recovery by 10 per attribute level
* Increases SP consumption by 20%

Paladin 1st Circle required
Restoration

Activate aura and increase HP recovery of allies nearby.

Level 1:
HP Recovery: +300
Aura Duration: 300 seconds
SP: 42

Type: Magic / Buff
Cooldown: 60s
Element: Holy
5 / 5
Resist Elements
Paladin1 Paladin18
Resist Elements: Resistance
Type: Active
* Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active
* Increases SP consumption by 10%

Paladin 1st Circle required
Resist Elements: Enhance
Type: Passive
* Increases property resistance of [Resist Elements] by 1 per attribute level

Lv3 Resist Elements required
Resist Elements

Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast.

Level 5:
Property Resistance +49
Property Damage Reduction: +12.5%
Nullification Chance 5%
Enemy Magic Defense: -8%
Duration: 85 seconds
SP: 90

Type: Magic / Buff
Cooldown: 180s
Element: Holy
4 / 5
2
Turn Undead
Paladin5
Turn Undead: Spirit
Type: Active
* Increases instant death chance of [Turn Undead] in proportion to the character's SPR
* Increases SP consumption by 10%

Lv2 Turn Undead required
Turn Undead: Conversion
Type: Active
* [Turn Undead] can convert up to a maximum 5 enemies
* Increases the monster's physical attack converted with [Turn Undead] equal to 50% of the character's STR
* Increases SP Consumption by 20%

Paladin 2nd Circle required
Turn Undead

[Magic] - [Holy]
Inflicts Holy property magic damage to enemies all around, with a chance of defeating Mutant or Demon enemies instantly (does not apply to characters or boss monsters).

Level 4:
Attack: 342%
AoE Attack Ratio: 9
SP: 80

Type: Magic / Attack
Cooldown: 50s
Element: Holy
Rank 5
circle 2
Paladin
10 / 10
3
Smite
Paladin14 Paladin4
Smite: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level
* +10% added damage at maximum level

Paladin 1st Circle required
Smite: Knockdown Damage
Type: Active
* Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing
* Effect only activates when attribute is ON
* Increases SP consumption by 10%

Paladin 1st Circle required
Smite

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies.

Level 10:
Attack: 419%
AoE Attack Ratio: 4
SP: 132

Type: Melee / Attack
Cooldown: 9s
1 / 10
Restoration
Paladin11 Paladin7
Restoration: Enhance
Type: Passive
* Increases HP recovery effect of [Restoration] by 1 per attribute level

Lv3 Restoration required
Restoration: SP Recovery
Type: Active
* Increases SP recovery while [Restoration] is active
* Increases SP recovery by 10 per attribute level
* Increases SP consumption by 20%

Paladin 1st Circle required
Restoration

Activate aura and increase HP recovery of allies nearby.

Level 1:
HP Recovery: +300
Aura Duration: 300 seconds
SP: 42

Type: Magic / Buff
Cooldown: 60s
Element: Holy
10 / 10
Resist Elements
Paladin1 Paladin18
Resist Elements: Resistance
Type: Active
* Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active
* Increases SP consumption by 10%

Paladin 1st Circle required
Resist Elements: Enhance
Type: Passive
* Increases property resistance of [Resist Elements] by 1 per attribute level

Lv3 Resist Elements required
Resist Elements

Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast.

Level 10:
Property Resistance +80
Property Damage Reduction: +25%
Nullification Chance 10%
Enemy Magic Defense: -8%
Duration: 110 seconds
SP: 147

Type: Magic / Buff
Cooldown: 180s
Element: Holy
4 / 10
2
Turn Undead
Paladin5 Paladin6
Turn Undead: Spirit
Type: Active
* Increases instant death chance of [Turn Undead] in proportion to the character's SPR
* Increases SP consumption by 10%

Lv2 Turn Undead required
Turn Undead: Conversion
Type: Active
* [Turn Undead] can convert up to a maximum 5 enemies
* Increases the monster's physical attack converted with [Turn Undead] equal to 50% of the character's STR
* Increases SP Consumption by 20%

Paladin 2nd Circle required
Turn Undead

[Magic] - [Holy]
Inflicts Holy property magic damage to enemies all around, with a chance of defeating Mutant or Demon enemies instantly (does not apply to characters or boss monsters).

Level 4:
Attack: 342%
AoE Attack Ratio: 9
SP: 80

Type: Magic / Attack
Cooldown: 50s
Element: Holy
0 / 5
Sanctuary
Sanctuary

Increases allies' physical defense and magic defense within the range. Also deals additional Holy property damage equivalent to the increased defense value.

Level 1:
Physical Defense: +0
Magic Defense: +0
Duration: 10 seconds
Consumes #{SpendItemCount}# Holy Water
Consumes 10 SP per second
SP: 0

Type: Magic / Buff
Cooldown: 30s
Element: Holy
Required Stance: OneHandSwordShield, OneHandMaceShield,
0 / 5
2
Demolition
Paladin21 Paladin22
Demolition: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Demolition] by 0.5% per attribute level
* +10% added damage at maximum level

Paladin 2nd Circle required
Demolition: Stun
Type: Active
* Enemies hit by [Demolition] have a 1% chance per attribute level to be afflicted with [Stun]

Paladin 2nd Circle required
Demolition

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Strike the enemy hard with a two-handed blunt weapon.

Level 1:
Attack: 192% x 7
AoE Attack Ratio: 12
SP: 42

Type: Melee / Attack
Cooldown: 25s
Required Stance: TwoHandMace
Rank 6
circle 3
Paladin
15 / 15
3
Smite
Paladin14 Paladin4
Smite: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level
* +10% added damage at maximum level

Paladin 1st Circle required
Smite: Knockdown Damage
Type: Active
* Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing
* Effect only activates when attribute is ON
* Increases SP consumption by 10%

Paladin 1st Circle required
Smite

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies.

Level 15:
Attack: 496%
AoE Attack Ratio: 4
SP: 184

Type: Melee / Attack
Cooldown: 9s
1 / 15
Restoration
Paladin11 Paladin7
Restoration: Enhance
Type: Passive
* Increases HP recovery effect of [Restoration] by 1 per attribute level

Lv3 Restoration required
Restoration: SP Recovery
Type: Active
* Increases SP recovery while [Restoration] is active
* Increases SP recovery by 10 per attribute level
* Increases SP consumption by 20%

Paladin 1st Circle required
Restoration

Activate aura and increase HP recovery of allies nearby.

Level 1:
HP Recovery: +300
Aura Duration: 300 seconds
SP: 42

Type: Magic / Buff
Cooldown: 60s
Element: Holy
15 / 15
Resist Elements
Paladin1 Paladin18
Resist Elements: Resistance
Type: Active
* Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active
* Increases SP consumption by 10%

Paladin 1st Circle required
Resist Elements: Enhance
Type: Passive
* Increases property resistance of [Resist Elements] by 1 per attribute level

Lv3 Resist Elements required
Resist Elements

Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast.

Level 15:
Property Resistance +112
Property Damage Reduction: +37.5%
Nullification Chance 15%
Enemy Magic Defense: -8%
Duration: 135 seconds
SP: 204

Type: Magic / Buff
Cooldown: 180s
Element: Holy
4 / 15
2
Turn Undead
Paladin5 Paladin6
Turn Undead: Spirit
Type: Active
* Increases instant death chance of [Turn Undead] in proportion to the character's SPR
* Increases SP consumption by 10%

Lv2 Turn Undead required
Turn Undead: Conversion
Type: Active
* [Turn Undead] can convert up to a maximum 5 enemies
* Increases the monster's physical attack converted with [Turn Undead] equal to 50% of the character's STR
* Increases SP Consumption by 20%

Paladin 2nd Circle required
Turn Undead

[Magic] - [Holy]
Inflicts Holy property magic damage to enemies all around, with a chance of defeating Mutant or Demon enemies instantly (does not apply to characters or boss monsters).

Level 4:
Attack: 342%
AoE Attack Ratio: 9
SP: 80

Type: Magic / Attack
Cooldown: 50s
Element: Holy
0 / 10
Sanctuary
Sanctuary

Increases allies' physical defense and magic defense within the range. Also deals additional Holy property damage equivalent to the increased defense value.

Level 1:
Physical Defense: +0
Magic Defense: +0
Duration: 10 seconds
Consumes #{SpendItemCount}# Holy Water
Consumes 10 SP per second
SP: 0

Type: Magic / Buff
Cooldown: 30s
Element: Holy
Required Stance: OneHandSwordShield, OneHandMaceShield,
0 / 10
2
Demolition
Paladin21 Paladin22
Demolition: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Demolition] by 0.5% per attribute level
* +10% added damage at maximum level

Paladin 2nd Circle required
Demolition: Stun
Type: Active
* Enemies hit by [Demolition] have a 1% chance per attribute level to be afflicted with [Stun]

Paladin 2nd Circle required
Demolition

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Strike the enemy hard with a two-handed blunt weapon.

Level 1:
Attack: 192% x 7
AoE Attack Ratio: 12
SP: 42

Type: Melee / Attack
Cooldown: 25s
Required Stance: TwoHandMace
5 / 5
Barrier
Paladin3 Paladin9 Paladin19 Paladin20
Barrier: Holy Damage
Type: Active
* Deals damage equal to 20% magic attack per attribute level to enemies hit with [Barrier]
* Increases SP consumption by 10%

Paladin 3rd Circle required
Barrier: Distant Defense
Type: Active
* While inside [Barrier], damage received from missile or force attacks decreases by 10% per attribute level
* Increases SP consumption by 20%

Paladin 3rd Circle required
Barrier: Increased Range
Type: Active
* Increases the range of Barrier by 2 times
* Increases SP consumption by 10%

Paladin 3rd Circle required
Barrier: Devotion
Type: Active
* Directs damage inflicted to party members inside [Barrier] to the casting Paladin
* Increases physical defense by 4% per attribute level when the casting Paladin is inside [Barrier]
* Increases SP consumption by 30%

Paladin 3rd Circle required
Barrier

Push enemies away and create a barrier of protection which doesn't allow others to enter for some time. Increases the magic defense of allies who are inside the barrier.

Level 5:
Magic defense +130
Duration 60 sec
Consumes Holy Water x10
SP: 107

Type: Magic / Buff
Cooldown: 40s
Element: Holy
5 / 5
3
Conviction
Paladin17
Conviction: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Conviction] by 0.5% per attribute level
* +10% added damage at maximum level

Paladin 3rd Circle required
Conviction

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Attacks an enemy marking them as a traitor. Reduces resistance to Fire, Ice, Lightning and Poison of an enemy that receives the attack. Deals additional damage to a stunned enemy.

Level 5:
Attack: 526% x 2
AoE Attack Ratio: 4
Property Resistance: -100
SP: 98

Type: Melee / Attack
Cooldown: 26s
Rank 7
circle 1
Pardoner
5 / 5
Simony
Simony

Craft your skill into a scroll that anyone can use.

Level 5:
Scrolls disappear after use.
SP: 0

Type: Magic / Buff
Cooldown: 0s
1 / 5
Indulgentia
Pardoner1 Pardoner3
Indulgentia: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Indulgentia] by 0.5% per attribute level
* +10% added damage at maximum level

Pardoner 1st Circle required
Oblation: Indulgentia Speciality
Type: Active
* Increases damage of Indulgentia proportionally to the no. of items in the Offering Box (max. 30%)
* Increases SP consumption by 20%

Lv6 Indulgentia required
Indulgentia

Use a ritual to cure allies with a Lv2 status ailment or to inflict damage on enemies.

Level 1:
Attack: 306%
Target 4
Heal all party members
Heal 4 allies
Uses 500 silver
SP: 54

Type: Magic / Buff
Cooldown: 30s
Element: Holy
4 / 5
Discerning Evil
Pardoner2
Discerning Evil: Increased Targets
Type: Active
* Adds 1 target per attribute level to the applied effects of [Discerning Evil]
* Increases SP consumption by 30%

Pardoner 1st Circle required
Discerning Evil

Extend the duration of harmful effects applied to the enemy forcibly. Once the duration has been increased, the debuff doesn't increase again.

Level 4:
Extends the remaining duration of debuffs by 45%
SP: 90

Type: Magic / Buff
Cooldown: 25s
Element: Holy
5 / 5
Increase Magic Defense
Pardoner6
Increase Magic Defense: Duration
Type: Active
* Increases duration of [Increase Magic Defense] by 20 seconds per attribute level
* Increases SP consumption by 20%

Pardoner 1st Circle required
Increase Magic Defense

Temporarily increases the magic defense of you and your party members.

Level 5:
Magic Defense: +560
Duration: 300 seconds
Consumes #{SpendItemCount}# Holy Water
SP: 110

Type: Magic / Buff
Cooldown: 87s
Element: Holy
Rank 8
circle 1
Inquisitor
5 / 5
2
God Smash
Inquisitor10
God Smash: Enhance
Type: Active
* Increases the damage dealt on an enemy with [God Smash] by 0.5% per attribute level
* +10% added damage at maximum level

Inquisitor 1st Circle Required
God Smash: Demon Punisher
Type: Active
* Increases God Smash damage on Demon enemies by 10% per attribute level
* Increases SP consumption by 10%

Inquisitor Circle 2 Required
God Smash

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Lifts the weapon high up in the air above the head and smash it down. If Blunt weapon (one- or two-handed), deals additional damage.

Level 5:
Attack: 1537%
AoE Attack Ratio: 4
SP: 180

Type: Melee / Attack
Cooldown: 20s
5 / 5
2
Pear of Anguish
Inquisitor6
Pear of Anguish: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Pear of Anguish] by 0.5% per attribute level
* +10% added damage at maximum level

Inquisitor 1st Circle Required
Pear of Anguish

[Physical] - [Strike]
Install Pear of Anguish on the ground that deals damage to incoming enemies. If a magic-using enemy is detected, it flies over to it and deals even greater damage.

Level 5:
Attack: 547%
Maximum Installations: 5
SP: 238

Type: Melee / Buff
Cooldown: 24s
4 / 5
Breaking Wheel
Inquisitor8
Breaking Wheel: Additional Damage
Type: Active
* While [Breaking Wheel] is active, attacking the wheel physically increases its range temporarily to attack enemies outside its range
* Increases SP consumption by 50%

Inquisitor 1st Circle Required
Breaking Wheel

[Physical] - [Slash]
Summon a wheel that inflicts damage to surrounding enemies. Attacking the wheel causes its attack range to expand, striking enemies that are further away.

Level 4:
Attack per 0.3 sec 102%
Duration 10 sec
Consumes Torture Tools x3
SP: 112

Type: Melee / Buff
Cooldown: 50s
1 / 5
Malleus Maleficarum
Inquisitor11
Malleus Maleficarum: Mana Burn
Type: Active
* In PvP, [Malleus Maleficarum] reduces the SP of an enemy by 5% of its current amount per attribute level. In PvE, it silences the monster
* Increases SP consumption by 10%

Inquisitor 1st Circle Required
Malleus Maleficarum

[Magic]
Release the power of the spellbook to attack. The attacked enemy will have its INT and SPR halved and SP consumption doubled.

Level 1:
Attack: 175% x 7
Duration: 10 seconds
Maximum Targets: 7
SP: 126

Type: Magic / Attack
Cooldown: 28s
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