Shields the party (scaling with Toughness) and intercepts a share of damage aimed at allies — until its own guard is nearly broken.
"Stand behind me. I will not fall."
When a Warrior reaches level 10 and you select Paladin, three things change permanently:
Sacred Guard: Grants a [level × 2 + AP × 1 + TOU × 0.8] HP shield to all living allies and taunts enemies to draw fire away from them; while the guard holds, the Paladin takes 20% reduced damage.
Paladin grants the following ability score bonuses on top of the Warrior base scores:
These bonuses stack with ability score points allocated from levelling. They cannot be removed without retiring the hero.
Intercepts 25% of damage aimed at allies, taking the hit instead. Stops intercepting below 30% HP.
This passive is always active during combat — no gear or skill tree investment required to trigger it.
Defense (Iron Wall, Living Fortress, Immovable), Vitality (Juggernaut, Resilience).
See the Skill Tree deep dive for the full 119-node reference and routing advice, or the Warrior build guide for a complete path recommendation for this class.
Both subclasses unlock at level 10. Compare them to choose:
| Paladin | Berserker | |
|---|---|---|
| Identity | Shields the party (scaling with Toughness) and intercepts a share of damage aimed at allies — until its own guard is nearly broken. | Every wound — taken or self-inflicted — builds rage. Rage hardens him against damage and throttles the missing-HP attack engine, so the longer the brawl drags on, the stronger he gets. Fragile until the pain piles up. |
| Stat Bonus | +2 Toughness, +1 Spirit | +2 Strength, +1 Agility |
| Details | This page | Berserker page → |
The choice is permanent — use a Scroll of Divergence consumable to re-select without retiring the hero.