Paladin
Paladins are holy warriors who use blessed spells and strength of arms to fight the evil and undead of Norrath. Paladins are primarily a melee class, able to wear plate armor and wield many kinds of weapons. Paladins are able fighters and battlefield healers whose combat spells focus on stunning enemies and smiting undead. They also have several spells that increase the health and armor of their allies. Every so often, paladins can lay hands on themselves or their friends to instantly grant a powerful heal. Paladins are the greatest force against undead. At higher levels they gain special abilities to smite these foes. Paladins also gain a limited ability to resurrect their fallen friends with lessened penalties for death. Paladins can sometimes work alone, healing themselves with magic, but in a group a paladin really shines, going head to head with his enemies and occasionally falling back to heal. Players who like to engage in melee fights but want the options spells provide will find paladins a great class to play.
In EverQuest Legends every character combines three classes — Paladin can be your primary (locked at level 11) or one of two swappable companion classes.
Skills by level (from the game client)
| Level | Skill | Cap |
|---|---|---|
| 1 | 1H Blunt | 250 |
| 1 | 1H Piercing | 250 |
| 1 | 1H Slashing | 250 |
| 1 | 2H Blunt | 250 |
| 1 | 2H Piercing | 250 |
| 1 | 2H Slashing | 250 |
| 1 | Abjuration | 250 |
| 1 | Alteration | 250 |
| 1 | Archery | 220 |
| 1 | Athletics | 250 |
| 1 | Bash | 225 |
| 1 | Channeling | 200 |
| 1 | Conjuration | 250 |
| 1 | Defense | 230 |
| 1 | Divination | 250 |
| 1 | Evocation | 250 |
| 1 | Hand to Hand | 195 |
| 1 | Meditate | 250 |
| 1 | Offense | 200 |
| 1 | Strategy | 250 |
| 1 | Taunt | 200 |
| 1 | Throwing | 250 |
| 9 | Smite | 210 |
| 10 | Disarm | 255 |
| 10 | Dodge | 205 |
| 15 | Parry | 180 |
| 20 | Double Attack | 225 |
| 20 | Riposte | 155 |
General & tradeskills (15)
| 1 | Alcohol Tolerance | 275 |
| 1 | Begging | 250 |
| 1 | Bind Wound | 275 |
| 1 | Fishing | 200 |
| 1 | Sense Heading | 200 |
| 1 | Swimming | 250 |
| 1 | Alchemy | 300 |
| 1 | Baking | 300 |
| 1 | Blacksmithing | 300 |
| 1 | Brewing | 300 |
| 1 | Fletching | 300 |
| 1 | Jewelry Making | 300 |
| 1 | Pottery | 300 |
| 1 | Tailoring | 300 |
| 16 | Tinkering | 300 |
Alternate Advancement (browse all)
Paladin-specific
- Mass Group Buff (1)
- Divine Stun (1)
- Slay Undead (3)
- Act of Valor (1)
- Holy Steed (1)
- Fearless (1)
- Improved Bash (1)
- Body and Mind Rejuvenation (1)
- Physical Enhancement (1)
- Hand of Piety (3)
- Knight's Advantage (3)
- Rush to Judgment (3)
- Fervent Blessing (3)
- Speed of the Knight (3)
- Planar Durability (3)
- Valiant Steed (1)
- Lay on Hands (17)
Archetype
- Healing Adept (6)
- Healing Gift (6)
- Spell Casting Reinforcement (4)
- Unbound Destruction (3)
- Natural Healing (3)
- Combat Fury (6)
- Fear Resistance (3)
- Finishing Blow (6)
- Quick Buff (3)
- Double Riposte (6)
- Mental Clarity (3)
Stances
- Balanced stance
All incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance.
💬 You probably won't use this until you get a weapon with high base damage and then you'll see the offense and striking stances drain stamina fast. This is a good stance to sit in when you need to regain stamina during a long fight.
- Offensive stance
Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance.
Bonus damage from critical hits and similar effects do not cost endurance.💬 The best stance for most cases when you're in melee. The 25% bonus to hit really helps you fight higher level mobs and double damage keeps you moving through all levels.
- Defensive stance
All incoming melee damage is reduced by 50% and incoming magical damage is reduced by 20%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your Strategy skill.
💬 You'll possibly use this in raids if you're main tank, but if you MC a caster, channeler stance may be better. If you have Evasive stance from another class, that's probably better also.
- Mage Hunter stance
All incoming spell damage is reduced by 50% and incoming physical damage is reduced by 20%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your Strategy skill.
💬 This stance sounds pretty good but you're often gonna take just as much damage from a casting mob's melee attacks, so evasive or channeler's stance is a net positive over this one in many cases.
- Recovery invocation
You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected.
While out of combat, the regeneration modifier of this invocation is active even if this invocation is not.💬 You don't need to switch to this invocation to get the regen when you're not in combat! It's just free passive regen!
- Inversion invocation
Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost.
💬 The go-to for spellblade setup. You'll have less downtime if you kill enemies faster and spend more time with out of combat regen, so chain nuke them with inversion on!
- Overchannel invocation
Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance.
💬 Nice if you're hitting a wisp or a higher level mob that's resisting your nukes and dots.
- Spellblade invocation
Treats the first spell-gem slot as a proc that consumes both mana and endurance on activation.
40% of the spell's mana cost is paid as mana and 20% as endurance.
The spell must have a reuse time less than or equal to its cast time.💬 Put your best nuke into your first spell-gem slot. This is best when you're dual wielding with fast attack speed so you don't lose dps while casting spells. It's good to juggle this with Inversion invocation - when you've hit your procs and you know it'll be another minute before proc chance resets, or if you need to heal mid-fight, switch to inversion. This one's also good to throw on when you're in a long fight and you start running low on mana.
- Divine invocation
Spending mana will heal the group member with the lowest hp percentage by that amount.
For every additional wisdom class, this will repeat with a heal for 33% of the mana spent.💬 This one is best in parties when you're the main healer, but it's also nice to pop on when you just respawned and you need to re-cast your buffs and summon your pets, it'll help you get back into the fight faster by healing you while you gear up.
Spells by level (71) Search Paladin spells →
Level 1
- Minor Healing 10m · 1.5s
- Strike 7m · 1.5s
- Ward Undead 5m · 1.5s
Level 2
- Flash of Light 12m · 1.5s
Level 3
- True North 5m · 2s
Level 4
- Sense the Dead 5m · 2s
Level 5
- Cure Poison 20m · 2s
Level 7
- Cease 15m · 1.5s
Level 9
- Spook the Dead 10m · 2s
- Yaulp 1m · 0.5s
Level 10
- Light Healing 28m · 2s
- Lull 10m · 1.5s
Level 11
- Cure Disease 20m · 2s
Level 13
- Desist 25m · 1.8s
Level 14
- Hammer of Wrath 50m · 4s
Level 15
- Holy Armor 20m · 2s
- Instrument of Nife 50m · 3s
Level 16
- Halo of Light 40m · 5s
Level 17
- Invisibility Versus Undead 40m · 4s
Level 18
- Reckless Strength 30m · 3s
Level 19
- Remove Minor Curse 25m · 3s
- Root 30m · 2s
- Smite 43m · 2.5s
Level 21
- Endure Poison 20m · 2.5s
Level 22
- Reanimation 150m · 7s
Level 23
- Hammer of Striking 100m · 6s
Level 24
- Symbol of Transal 55m · 3.5s
Level 25
- Soothe 30m · 2s
Level 28
- Stun 35m · 1.5s
Level 29
- Endure Magic 40m · 2.5s
Level 30
- Expulse Undead 36m · 2s
- Greater Healing 115m · 3s
- Reconstitution 250m · 6.5s
- Spirit Armor 75m · 6s
Level 31
- Reparation 350m · 6s
Level 32
- Cancel Magic 30m · 3.5s
Level 33
- Symbol of Ryltan 111m · 4s
Level 34
- Counteract Poison 50m · 4s
- Remove Lesser Curse 75m · 5s
- Wrath 77m · 3s
Level 35
- Divine Vigor 35m · 3s
Level 37
- Daring 60m · 2.5s
- Divine Purpose 1m · 4.5s
Level 38
- Endure Disease 20m · 2.5s
- Yaulp II 1m · 0.5s
Level 39
- Guard 80m · 3s
- Revive 450m · 5.5s
- Wave of Life 274m · 3s
Level 42
- Holy Might 60m · 2s
Level 43
- Calm 50m · 2.5s
Level 44
- Ethereal Cleansing 150m · 1.5s
- Valor of Marr 300m · 4s
Level 45
- Divine Might 100m · 3s
- Remove Curse 75m · 5s
Level 46
- Dismiss Undead 63m · 2.5s
- Superior Healing 185m · 3.5s
- Symbol of Pinzarn 200m · 4.5s
Level 47
- Thunder of Karana 75m · 3.5s
- Valor 90m · 3s
Level 48
- Armor of Faith 150m · 6s
- Divine Aura 10m · 1s
Level 49
- Brell's Steadfast Aegis 175m · 8s
- Pacify 100m · 3s
- Renewal 550m · 4.5s
- Retribution 144m · 4s
Level 50
- Flame of Light 85m · 2.5s
- Resist Disease 50m · 4.5s