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Paladin: Difference between revisions

From Vortex Legends
wiki-sync: local -> vps 2026-07-23
Tag: Manual revert
class-wiki: remove Inherited skills section
 
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→ '''[[Purification]]'''
→ '''[[Purification]]'''
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== Inherited skills ==
The Paladin retains all [[Crusader]] skills.


== Advancement ==
== Advancement ==

Latest revision as of 21:20, 24 July 2026

Paladin

The Paladin is the transcendent (rebirth) form of the Crusader, a holy knight who carries the Crusader's three-branch identity to its peak. On Vortex Legends the Paladin keeps the Bastion / Inquisitor / Holy specialization system and crowns each branch with reworked and custom skills:

  • Bastion — near-invulnerable shield defense, a protective party aura and a chain of shield blows.
  • Inquisitor — a reworked holy nuke, a life-spending burst, a spear critical passive and an offensive party aura.
  • Holy — healing echoes, self-sustain and a planned status cleanse.

The branches are a matter of priority, not a cage: skill points can be spent freely, so hybrid builds remain fully playable. The Paladin keeps every Crusader skill on top of the additions below.


Specialization branches

Bastion

The Bastion Paladin is the immovable wall of the party. It stacks the Crusader's blocking and reflection kit with an emergency shield that almost cannot be broken and an aura that hardens the whole group's defense.

Shield Fortress

Shield Fortress
JobPaladin
TypeSupportive
TargetSelf
Max level1
SP cost50
Cast time0.5 sec
Cooldown120 sec
Duration8 sec

The capstone of the Bastion branch and the Paladin's emergency button. For a brief window it raises the shield into a near-impenetrable fortress that almost completely negates incoming damage, blocks negative status and knockback, and cannot be recast for two minutes afterward. → Shield Fortress

Aura of the Guardian

Aura of the Guardian
JobPaladin
TypeSupportive
TargetSelf and party
Max level5
SP cost50
Cast time3 sec
Duration20 sec

Projects a protective aura that hardens the defense of the Paladin and nearby party members, draining a trickle of SP to sustain it. Only one aura can be projected at a time, so it cannot run alongside Art of War. → Aura of the Guardian

Shield Chain

Shield Chain
JobPaladin
TypeOffensive
TargetEnemy
ElementWeapon
Max level5
SP cost28 → 40
Range4 cells
Cast time1 sec

Lashes a single enemy with a rapid chain of shield blows. Like the other shield strikes it hits harder while Auto Guard is active, giving the Bastion a real offensive option. → Shield Chain

Inquisitor

The Inquisitor Paladin closes out the Crusader's damage lines. The magical holy line ends in a reworked nuke, the physical line in a life-spending burst, the spear build in a critical passive, and the whole branch can buff its party with an offensive aura.

Pressure

Pressure
JobPaladin
TypeOffensive (Magic)
TargetEnemy
ElementHoly
Max level5
SP cost30 → 50
Range9 cells
Cast time2 → 4 sec

The reworked end of the magical holy line. It calls down holy energy that strikes an enemy as magic damage and burns away a portion of the target's remaining spirit, making it a strong tool against casters. → Pressure

Sacrifice

Sacrifice
JobPaladin
TypeOffensive (Physical)
TargetSelf then melee
ElementWeapon
Max level5
SP cost100
RangeMelee

The end of the physical holy line. The Paladin spends its own life force to land a string of guaranteed strikes that pierce the target's defense, trading survivability for burst. → Sacrifice

Art of War

Art of War
JobPaladin
TypeSupportive
TargetSelf and party
Max level5
SP cost50
Cast time3 sec
Duration20 sec

Projects a war aura that sharpens the attack power of the Paladin and nearby party members, draining a trickle of SP to sustain it. It is the offensive counterpart to Aura of the Guardian, and only one aura can be projected at a time. → Art of War

Deadly Edge

Deadly Edge
JobPaladin
TypePassive
Max level5

A passive that sharpens spear strikes so the Paladin's critical hits land harder while a spear is held. It rewards the spear critical build carried up from the Crusader's Critical Stabs. → Deadly Edge

Holy

The Holy Paladin is the holy healer of the group. It echoes its healing onto a marked ally, sustains its own spirit through long fights and, once the rework is finished, will cleanse harmful conditions from the party.

Beacon of Light

Beacon of Light
JobPaladin
TypeSupportive
TargetAlly
Max level5
SP cost40 → 60
Range9 cells
Cast time1 sec
Duration60 sec

The support capstone. It marks one ally as a beacon, and whenever the Paladin heals itself or another party member, a share of that heal echoes onto the beacon target. Only one beacon can be active at a time. → Beacon of Light

Sacred Plea

Sacred Plea
JobPaladin
TypeSupportive
TargetSelf
Max level3
SP cost15 → 25
Cooldown60 sec
Duration15 sec

Channels holy energy to restore the Paladin's own spirit over its duration, at the cost of weaker healing while it is active. The healer's battery for long fights. → Sacred Plea

Purification

⚠️ This section is a work in progress. Class details may change before final release.

A planned status-cleansing skill that will replace the inherited Cure as part of the ongoing Paladin and Crusader rework. Its final cost, level scaling and the exact list of status effects it removes are still being decided. → Purification

Advancement

The Paladin is a transcendent class, the peak of the Crusader line. See Transcendent Classes.

See also

Crusader · Swordsman · Transcendent Classes · Classes