Skill Level Chart
Sacrifice [1], Holy Bolt [6],
Smite [1], Zeal [12],
Charge [12], Vengeance [18],
Blessed Hammer [18], Conversion [24],
Holy Shield [24], Fist of the Heavens [30]
|
Sacrifice
Required Level: 1
Prerequisites: None
|
At what price glory? By sanctifying his weapon with some of his own blood, a Paladin of
Zakarum is able to increase his efficiency in combat by forfeiting a portion of his own physical
essence. This sacrifice is a symbol of faith that even the lowliest Paladin must submit before the
Light, in order that he may prove himself worthy of victory.
Effect: Increased damage at the cost of health.
Sacrifice allows you to do a large amount of damage without spending any mana. Paladins that focus
in this skill and Auras (except Prayer), do not have to spend any points in Energy for increased mana,
use mana items, or worry about using Mana Potions. This may be appealing for some Paladins.
The first thing to understand about Sacrifice is that the more damage your weapons does, the more
life will be drained from yourself. It's possible to increase Attack Damage so high using
Sacrifice, a good weapon, and Might or Concentration, that you will be losing huge amounts of
life each time you hit a monster. If you plan on using Sacrifice as your main attack, you will have to balance the
loss of life with items or you will have to use a lot of Healing Potions.
Items that "Steals % Life" work well with Sacrifice. Find a weapon and ring that steals
life. If you can steal enough life per hit with high life stealing percentages or
a combination of life stealing items, you can make up for the loss of your health and actually use
Sacrifice attacks to heal yourself.
Items that Replenish Life can also help make up for the loss in life when using Sacrifice.
It can, however, take a while to regain life such that Replenish Life may not alone be enough to make up
for the loss of life. However, they can be used in combination with Prayer, Healing Potions, and
Life Stealing items to make up for the time it takes Replenish Life to work.
The Prayer Aura can be a good skill to use with Sacrifice initially.
You can use Sacrifice on the left Action Button, and have your Prayer Aura active healing you at the same time
on the Right Action button. You will have to devote points to Energy to increase your Mana to support Prayer or
use magic items that add to Mana. Later on you will probably want to upgrade to
Redemption Aura which although doesn't help party members, can
make up for Sacrifice hit point loss much faster and better than Prayer.
Be careful when using Combat Shrines. Combat Shines will greatly increase your damage, which will greatly
increase the life lost when using Sacrifice. You may want to avoid Combat Shrines when using Sacrifice, or use
them then switch to another skill.
Powerful Two-handed Weapons
By using Sacrifice and Might or Concentration at the same time with a powerful two-handed weapon, you may
notice you will do a lot of damage. This looks very attractive at first glance. You may do so much damage
that you can kill many monsters including Uniques in one or two hits. However, you may also notice that
you are losing a lot of your life with each Sacrifice hit. At first you may believe this is caused by
giving up the defense and blocking of a shield to wield a two-handed Weapon, but the increased loss of life
is really caused by the increase in damage of your new two-handed weapon. The more damage you do, the more life
you will lose. Another problem with high damage weapons when using Sacrifice is that you may be doing more
damage to the monsters than you need to.
A monster may die in one hit with a Two-handed weapon damage of 538 but 200 damage might
also be all you need to kill the monster. The extra damage caused by your powerful weapon will cause
increased loss in your life needlessly. Try finding a less powerful weapon. Although you will
not kill the monster as quickly, you will be draining less hit points.
To make up for the life lost when using Sacrifice you will have to find the right balance between the damage of
your weapon compared to the monsters, life stealing items, Potions, Replenish Life items, and Prayer.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Damage to Self: 8% |
|
Attack Rating +% |
20 |
27 |
34 |
41 |
48 |
55 |
62 |
69 |
76 |
83 |
90 |
97 |
104 |
111 |
118 |
125 |
132 |
139 |
146 |
153 |
Damage % |
180 |
195 |
210 |
225 |
240 |
255 |
270 |
285 |
300 |
315 |
330 |
345 |
360 |
375 |
390 |
405 |
420 |
435 |
450 |
465 |
Sacrifice Receives Bonuses From: |
Redemption: +15% Damage Per Level |
Fanaticism: +5% Damage Per Level |
|
Smite
Required Level: 1
Prerequisites: None
|
The sword of a Paladin represents the might of righteousness and his shield symbolizes the strength of
his faith. Both are tools he uses to mete out justice. Just as righteousness can give his spirit
the fortitude to overcome the attacks of the unjust, so too can faith be a weapon to strike back at
those who work to defeat him. To this end, the Paladin has developed several combat techniques that
use the shield not only for defense, but also as an offensive weapon.
Effect: Shield bash that does damage and knock back.
- Smite always hits a target in range, so Attack Rating does not matter when using this skill.
- Smite does not work with Life/Mana % Steal.
- Smite is a weapon skill and thus is affected by Attack Speed (e.g. 'Fanaticism')
and is not affected by Cast Rate (e.g. -of the Apprentice). Smite
works with any "X% Chance to cast level Y (spell) upon striking"
ability on your weapon.
- Smite does not receive added damage vs. undead with the Sanctuary aura.
- The Fire/Cold/Lightning damage added to attacks with the Holy-Fire, Holy-Freeze, and Holy-Shock auras do
not add onto Smite damage.
- Smite can steal life with life tap cursed on target.
- Smite can also deal crushing blow and open wounds damage, but not deadly strike and elemental damages.
- Using Smite will reduce the durability of your weapon NOT shield
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 2 |
|
Damage +% |
15 |
30 |
45 |
60 |
75 |
90 |
105 |
120 |
135 |
150 |
165 |
180 |
195 |
210 |
225 |
240 |
255 |
270 |
285 |
300 |
Stun (seconds) |
0.6 |
0.8 |
1.0 |
1.2 |
1.4 |
1.6 |
1.8 |
2.0 |
2.2 |
2.4 |
2.6 |
2.8 |
3.0 |
3.2 |
3.4 |
3.6 |
3.8 |
4.0 |
4.2 |
4.4 |
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[ Click to Enlarge - 63 KB ]
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|
Holy Bolt
Required Level: 6
Prerequisites: None
|
The Paladin can learn to summon bolts formed of pure, righteous energies. These projectiles are vessels
of life, bane to the undead, and succor to the faithful. At the battle of Taelohn Bridge, the
villagers feared the day was lost when an army of the walking dead besieged them. Just as the
battered militia was about to be overwhelmed, a small band of Paladins appeared. Wading through the
rotting carcasses of the living dead and hurling spheres of pure Light that expelled the evil
controlling the battling corpses while renewing the strength of the remaining villagers.
Effect:
Bolt of energy that damages undead, or heals friendly units.
Holy Bolt will not heal undead minions.
Works on hires and on Golems and party members. Friendly Skeletons will not take
damage from Holy Bolt.
Ignores the resistance of Undead. Increased Healing to non-monster characters.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost |
2 |
2 |
2.1 |
2.1 |
2.2 |
2.3 |
2.3 |
2.4 |
2.5 |
2.5 |
2.6 |
2.6 |
2.7 |
2.8 |
2.8 |
2.9 |
3 |
3 |
3.1 |
3.1 |
Magic Damage |
8-16 |
16-24 |
24-32 |
32-40 |
40-48 |
48-56 |
56-64 |
64-72 |
74-83 |
84-94 |
94-105 |
104-116 |
114-127 |
124-138 |
134-149 |
144-160 |
157-175 |
170-190 |
183-205 |
196-220 |
Healing |
1-6 |
3-10 |
5-14 |
7-18 |
9-22 |
11-26 |
13-30 |
15-34 |
17-38 |
19-42 |
21-46 |
23-50 |
25-54 |
27-58 |
29-62 |
31-66 |
33-70 |
35-74 |
37-78 |
39-82 |
Holy Bolt Receives Bonuses From |
Blessed Hammer: +50% Magic Damage Per Level |
Fist of the Heavens: +50% Magic Damage Per Level |
Prayer: +15% Life Healed Per Level |
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[ Click to Enlarge - 89 KB ]
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[ Click to Enlarge - 90 KB ]
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Zeal
Required Level: 12
Prerequisites: Sacrifice [1]
|
A noble Paladin, fervent in his dedication to righteousness, can draw upon the spirit of
that dedication to perform seemingly impossible tasks. When surrounded by his enemies, a Paladin
versed in this skill sets upon his adversaries with the zealous fervor of many times his number.
Effect:
Quickly attacks multiple adjacent enemies.
Zeal increases your Attack Rating, and allows you to attack multiple adjacent monsters. Additional
points into Zeal increases Attack Rating and increases the number of swings per use of Zeal up to 5. Zeal
allows you to take a lot of very quick swings at a monster while at the same time increasing your
attack rating.
Zeal is uninterrupted.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 2 |
|
Attack +% |
10 |
20 |
30 |
40 |
50 |
60 |
70 |
80 |
90 |
100 |
110 |
120 |
130 |
140 |
150 |
160 |
170 |
180 |
190 |
200 |
Number of Hits |
2 |
3 |
4 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
5 |
Damage +% |
0 |
0 |
0 |
0 |
6 |
12 |
18 |
24 |
30 |
36 |
42 |
48 |
54 |
60 |
66 |
72 |
78 |
84 |
90 |
96 |
Zeal Receives Bonuses From: |
Sacrifice: +12% Damage Per Level |
|
Charge
Required Level: 12
Prerequisites: Smite [1]
|
In showing fear, a Paladin displays his lack of faith, and a faithless Paladin is less than
a man - let alone a knight. This is vital in that when all else fails, it is faith that will
carry the Paladin through to victory. Warriors of faith never shirk from combat, but rush forward
with heads down and shields up, allowing their glory to carry them into the thick of battle to
deliver the first blow.
Effect:
Closes the distance with an enemy, delivering a bash on contact.
- Although Charge is after Smite on the Skill Tree, Charge does not require a Shield.
You can charge without a shield with a two-handed weapon.
- You can also use Charge on the Left Action Button while having Auras active at the same time. When maxed,
Charge offers more damage than Sacrifice. Consider getting Mana Stealing Items when using Charge to offset its mana cost.
- You can only use Charge on a Monster if you are already not in melee range. This is the one drawback when compared to
Sacrifice. You will have to back away or select another monster that is further away.
- May be used to flee from fights or even dodge (outrun) projectiles (such as
Diablo's Fire Nova or Undead Mages' Bone Spirit). May also be used to (very)
rapidly traverse land.
- Sometimes Charge skill may stun yourself (you cannot attack and move but can drink potions) when attacking.
This may continue very long until to your death. You can fix this by pressing the "W" key to swap weapons which should
exit you from the stun.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 9 |
|
Damage +% |
100 |
125 |
150 |
175 |
200 |
225 |
250 |
275 |
300 |
325 |
350 |
375 |
400 |
425 |
450 |
475 |
500 |
525 |
550 |
575 |
Attack Mod +% |
50 |
65 |
80 |
95 |
110 |
125 |
140 |
155 |
170 |
185 |
200 |
215 |
230 |
245 |
260 |
275 |
290 |
305 |
320 |
335 |
Charge Receives Bonuses From: |
Vigor: +20% Damage Per Level |
Might: +20% Damage Per Level |
|
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[ Click to Enlarge - 61 KB ]
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[ Click to Enlarge - 68 KB ]
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|
Vengeance
Required Level: 18
Prerequisites: Sacrifice [1], Zeal [12]
|
When a Paladin undertakes a crusade to banish evil, he is permitted to call upon the just souls
of past crusades. Thus summoned, the spirits of the honorably vanquished manifest themselves and
lend their energies to the weapons of the Paladin.
Effect: Adds Elemental (Fire, Lightning and Cold) damage to all melee attacks.
The Damage bonus applies to all three elemental damages. At level 1, it would be
+70% Fire, +70% Cold, and +70% Lightning (not Poison).
Poison is not included in the Vengeance Skill.
Monster resistances have the ability to reduce the additional elemental damage.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost |
4 |
4.2 |
4.5 |
4.7 |
5 |
5.2 |
5.5 |
5.7 |
6 |
6.2 |
6.5 |
6.7 |
7 |
7.2 |
7.5 |
7.7 |
8 |
8.2 |
8.5 |
8.7 |
Cold Length |
1.2 |
1.8 |
2.4 |
3.0 |
3.6 |
4.2 |
4.8 |
5.4 |
6.0 |
6.6 |
7.2 |
7.8 |
8.4 |
9.0 |
9.6 |
10.2 |
10.8 |
11.4 |
12.0 |
12.6 |
Elem Damage +% |
70 |
76 |
82 |
88 |
94 |
100 |
106 |
112 |
118 |
124 |
130 |
136 |
142 |
148 |
154 |
160 |
166 |
172 |
178 |
184 |
Attack Bonus +% |
20 |
30 |
40 |
50 |
60 |
70 |
80 |
90 |
100 |
110 |
120 |
130 |
140 |
150 |
160 |
170 |
180 |
190 |
200 |
210 |
Vengeance Receives Bonuses From |
Resist Fire: +10% Fire Damage Per Level |
Resist Cold: +10% Cold Damage Per Level |
Resist Lightning: +10% Lightning Damage Per Level |
Salvation: +2% Elemental Damage Per Level |
|
Blessed Hammer
Required Level: 18
Prerequisites: Holy Bolt [6]
|
The Visions of Akarat tell of a hopeless battle. Legions of the undead had laid siege to a small
convent of nuns who were the keepers of a sacred relic, the Hammer of Ghrab Thaar. Suspended
over a fiery chasm within the convent, the sisters knew the Hammer to be a powerful vessel of
the Light and vowed never to allow it to fall into the hands of evil. With no weapons of their own,
and no one to defend them, the nuns sacrificed themselves to destroy the hammer. Rather than let
the undead despoil the church and the relic, they took the hammer and plunged themselves into
the fiery chasm. At that moment, a powerful force of Light washed over the undead legion,
striking them down where they stood. Since that time a well-trained Paladin is able to tap
the remnants of this released energy, whirling a magical hammer to strike down his adversaries,
especially the forces of the walking dead.
Effect: A summoned Hammer spirals outward, damaging enemies. The Undead take additional damage.
- This sends out a little glowing Hammer. The Hammer spins around you making a wider and wider
turn until it disappears. Blessed Hammer has the ability to damage multiple enemies if it hits them.
- Does not ignore the immunity of monsters that are immune to magic
- Also receives bonuses from Concentration
- % Mana and Life Steal bonuses from items and weapons do not apply to Blessed Hammer.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost |
5 |
5.2 |
5.5 |
5.7 |
6 |
6.2 |
6.5 |
6.7 |
7 |
7.2 |
7.5 |
7.7 |
8 |
8.2 |
8.5 |
8.7 |
9 |
9.2 |
9.5 |
9.7 |
Damage |
12-16 |
20-24 |
28-32 |
36-40 |
44-48 |
52-56 |
60-64 |
68-72 |
78-82 |
88-92 |
98-102 |
108-112 |
118-122 |
128-132 |
138-142 |
148-152 |
160-164 |
172-176 |
184-188 |
196-200 |
150% Damage To Undead |
|
Blessed Hammer Receives Bonuses From: |
Blessed Aim: +14% Magic Damage Per Level |
Vigor: +14% Magic Damage Per Level |
|
[ Click to Enlarge - 98 KB ]
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Through force of will and strength of steel, a noble Paladin with this skill is able to blind
his enemies with the glory of the Light. After trading blows with the Paladin and facing the fire
of righteousness burning in his eyes, an enemy will sometimes be struck with a divine epiphany and
momentarily repent his past undertakings. So complete is the transformation, that the converted
will turn to slay its former comrades.
Effect: A successful attack has a chance to convert the target to fight evil.
Player vs Player - This will not work on other Players.
This skill will not work on Super Unique Monsters, Champions, and Bosses.
Conversion allows you to steal Monsters and use them against other Monsters in the area. Consider
stealing Monsters with special attacks like Lightning or Blizzard, to help you fight. Be warned
that eventually conversion will wear off and you will be forced to destroy your new friend.
You get experience for kills made by monsters you have converted.
You do not get experience for those converted monsters that are killed while under your power. You do not
get experience for any of your minions that are killed (Golems, Valkyries, Revived, Converted, Attracted, Confused, Skeletal Mages,
Skeletons).
Combining Conversion with Thorns makes a great way to get large numbers of monsters to kill
themselves, however, once the Conversion wears off, your Thorns aura will
remain on the monster for a second or two. If you hit the monster during
this time (easy to do with Zeal) then you'll do massive damage to yourself.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 4 |
|
Chance to Convert % |
7 |
13 |
18 |
22 |
25 |
27 |
29 |
31 |
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
40 |
41 |
41 |
42 |
Duration 16 Seconds |
|
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[ Click to Enlarge - 82 KB ]
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[ Click to Enlarge - 85 KB ]
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To a Paladin, the shield is a symbol of his faith. Particularly devout Paladins can channel their faith
into their shields, bolstering its defensive value with holy energy. The purer his faith, the greater
his defense.
Effect: Magically enhances shield to give defense bonuses.
Holy Shield increases Smite Damage for each point.
Holy Shield is not a Passive skill, it is similar to the Sorceress' Frozen Armor spells. To create
a Holy Shield, cast the spell. It will last until it wears off which will be determined by how
many skill points you have placed in Holy Shield.
Paladins who use Shields should consider this skill. Additional defense and increased blocking
is always something to be desired, and this skill can still be used in combination with his
Auras, and other Combat skills.
You may not want to use this skill in combination with the Thorns Aura. When using Thorns, you want
the monsters to hit you so that they will be damaged by Thorns, however Holy Shield makes it more difficult for monsters
to hit you.
Holy Shield is very useful to increase blocking on shields with low blocking. You may find a great
rare, or unique shield with low blocking. The lack of blocking on the shield may make you think
twice about using it, but with Holy Shield you can raise the chance to block and still use this shield.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 35 |
|
Duration (seconds) |
30 |
55 |
80 |
105 |
130 |
155 |
180 |
205 |
230 |
255 |
280 |
305 |
330 |
355 |
380 |
405 |
430 |
455 |
480 |
505 |
Defense +% |
25 |
40 |
55 |
70 |
85 |
100 |
115 |
130 |
145 |
160 |
175 |
190 |
205 |
220 |
235 |
250 |
265 |
280 |
295 |
310 |
Successful Blocking +% |
14 |
18 |
20 |
23 |
25 |
26 |
27 |
28 |
29 |
30 |
31 |
31 |
32 |
33 |
33 |
34 |
34 |
34 |
34 |
35 |
Smite Damage + |
3-6 |
5-8 |
7-10 |
9-12 |
11-14 |
13-16 |
15-18 |
17-20 |
20-23 |
23-26 |
26-29 |
29-32 |
32-35 |
35-38 |
38-41 |
41-44 |
45-48 |
49-52 |
53-56 |
57-60 |
Holy Shield Receives Bonuses From |
Defiance: +15% Defense Per Level |
|
|
[ Click to Enlarge - 100 KB ]
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[ Click to Enlarge - 97 KB ]
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This spell allows the Paladin to summon the power of holy vengeance. Manifesting as lightning
from the heavens, these bolts rain down from the sky, exploding into a thousand shafts of
light that radiate outwards to banish the evil from the battlefield.
Effect:
Lightning attack from the sky that releases Holy Bolts.
Target a monster, and Fist of Heavens unleashes a Lightning Bolt from the Heavens. From the impact
point, Holy Bolts spread out around the area.
This skill is primarily useful against large collections
of undead Monsters but also can be used against other monsters for the direct Lightning damage.
Fist of the Heavens always hits.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 25 |
|
Lightning Damage |
150-200 |
165-215 |
180-230 |
195-245 |
210-260 |
225-275 |
240-290 |
255-305 |
285-335 |
315-365 |
345-395 |
375-425 |
405-455 |
435-485 |
465-515 |
495-545 |
540-590 |
585-635 |
630-680 |
675-725 |
Holy Bolt Damage |
40-50 |
46-56 |
52-62 |
58-68 |
64-74 |
70-80 |
76-86 |
82-92 |
92-102 |
102-112 |
112-122 |
122-132 |
132-142 |
142-152 |
152-162 |
162-172 |
178-188 |
194-204 |
210-220 |
226-236 |
Fist of the Heavens Receives Bonuses From |
Holy Bolt: +15% Holy Bolt Damage Per Level |
Holy Shock: +7% Lightning Damage Per Level |
|
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[ Click to Enlarge - 78 KB ]
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[ Click to Enlarge - 82 KB ]
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