Diablo II Characters: The Paladin
Diablo II Characters

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Diablo II: The Paladin


The Knights of Westmarch who felled the armies of mighty Leoric are pure at heart and follow closely the teachings of Zakarum, the Religion of the Light. A battle-ready warrior for whom faith is a shield, he fights for what he believes to be right. Furthermore, his steadfastness gives him powers to bring blessings to his friends, and wreak cruel justice upon his foes. There are those who call the Paladin an overwrought zealot, but others recognize in him the strength and goodness of the Light.

Although a fighter at heart his forte lies in the ability to create auras to enhance his equipped items and armour, increase effectiveness of his attacks and offer increased protection for himself and his friendly party. 

Auras are intangible halos of magical effects which emanate from the Paladin affecting all those they come into contact with, either positively or negatively, depending on the aura and in the case of other players, the Player Setting.  Adding points to auras will increase the duration, radius and strength of the aura's effect. 

Mana is not needed to cast or sustain an aura {with one exception detailed below}.  If another player is within the radius of the aura and thus affected by it [positively or negatively], no mana will be drained from the Paladin either.  Other friendly players {and their minions} will reap the same benefits from an aura that the Paladin does. All apart from the trio of Holy offensive Auras {fire, freeze, shock} So for example, with Might at a Slvl of 3, the aura will increase damage dealt by each affected player by 70%. Of course that's 70% of their individual damage potential, not everyone inflicting an additional 70% of the Paladin's damage capabilities. All players affected by an aura will have the same glowing graphic circling their feet which will appear after a short time delay in the case of other friendly players.

One aura works in a slightly different way from all others.  Prayer will not only require mana to cast but will continue to deplete mana whilst it is activated.  The mana used for Prayer will increase if other friendly players are within range and benefiting from it.  This is something that was previously cause for concern.  This is something Paladins must bare in mind, using his own mana to heal not only himself but his comrades can be fatal.

The Paladin can only have one aura active at a time.  Casting another aura will replace whichever one he has active at the time with the new one. As auras are classed as Passive skills, they do not cast like the Necromancer's curses, which are readied first then cast with the mouse button.  As soon as auras are readied in the right skill button they are automatically cast. Changing auras with the use of your assigned hotkey or selecting from the 'S' menu will instantly replace the aura, there is no delay in aura swapping. Multiple auras by more than one Paladin can stack though.  We didn't test this out at Blizzard as there was only one Paladin in the multiplayer games. However, we do know that if one Paladin casts, for example, Might and another casts Holy Fire and they are within range of each other's auras, the auras will stack and the benefits of both {increased damage and fire damage} will be reaped.  This of course applies to non-Paladin characters within range of the active auras too.  You can imagine eight Paladins, eight different auras and a horde of monsters.  Carnage.  Multiple Auras of the same type will not stack and therefore no accumulative effects.

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