pholders of the Holy Light and defenders of the Alliance, the Paladins can be found from the northern forests of the Tirisfal Glades, fighting back the advance of the Forsaken, to the southern reaches of the Blasted Lands, ceaselessly upholding their vigil against demonic forces from beyond the Dark Portal. Wielding their mighty hammers and the strength of the Light, these holy warriors command forces in battle, continuously throwing themselves into the fray wherever the fighting is the thickest.

The Paladin is a mix of a melee fighter and a secondary spell caster. The Paladin is ideal for groups due to the Paladin's healing, Blessings, and other abilities. Paladins can have one active aura per Paladin on each party member and use specific Blessings for specific players. Paladins are pretty hard to kill, thanks to their assortment of defensive abilities. The Paladin can also heal with Holy Light, unlike other combat classes. The Paladin is an Undead specific fighter as well, with several abilities designed to be used against the Undead.

Class Role
Paladins are the consummate knights in shining armor, meant to be in the thick of things. Their defensive abilities allow them to stand toe to toe with monsters and take a beating. This is not the sole purpose of a Paladin, of course; their auras, seals, heals and resurrection spells give them the chance to act as a support healer.

Strengths Weaknesses

Can wear the heaviest of armors and use most weapons Heavily dependant on mana for offense and defense abilities
Can heal party members and resurrect others after battle No ranged capabilities, except to stop wounded opponents from fleeing
Can cast Auras and Blessings that provide useful buffs for other players Limited abilities with which to draw enemy attacks
Can summon a Warhorse mount
Can sacrifice self for the sake of the party to prevent a total group wipe

Challenges

Learning the proper Blessings and aura type for each battle
Remembering to use Blessings on everyone as needed
Mastering healing techniques
Allowable Races: Human, Dwarf
Standard Bars: Health/Mana

Allowable Equipment: Mail, Leather, Cloth, Shields, and Plate (with training)
Allowable Weapons: One- and Two-handed Maces, One- and Two-handed Swords (with training), One- and Two-handed Axes, Polearms (with training)

Starting Stats

Race Strength Agility Stamina Intellect Spirit Armor Health Mana

Human 22 20 22 20 22 42 58 80
Dwarf 24 16 25 19 20 34 88 79

Racial Traits
Check out the racial traits before deciding which race you are going to pick.