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PostSubject: The Paladin Ultimate Information.   Wed Aug 11, 2010 12:04 pm

Paladin


A melee fighter with a few magical attacks, the Paladin can battle the demons on his own, or use his magics to ennoble his party to new levels of ferocity.


Contents


* 1 Background
* 2 Statistics
* 3 Faster Cast Rate
* 4 Faster Block Rate
* 5 Faster Hit Recovery
* 6 History
* 7 Traits and Abilities
* 8 Takes on the Paladin

Background
Paladin Skills

* All Skills
o Combat Skills
o Defensive Auras
o Offensive Auras

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



Statistics
Starting Attributes Starting Stats Gains Each Level Attribute Points Grant

* Strength: 25
* Dexterity: 20
* Vitality: 25
* Energy: 15



* Hit Points: 55
* Stamina: 89
* Mana: 15



* Life +2
* Stamina +1
* Mana +1.5



* 1 Vitality point gives 3 Life
* 1 Vitality point gives 1 Stamina
* 1 Energy point gives 1.5 Mana

Faster Cast Rate

The Faster Cast Rate mod affects Holy Shield, Blessed Hammer, and Fist of the Heavens, as well as any skills granted you by an item (eg. Teleport, War Cry, and so on).
Frames 15 14 13 12 11 10 9
Faster Cast Rate +% 0 9 18 30 48 75 125
Faster Block Rate

Holy Shield reduces your block speed to 2 frames by default, breakpoints for such are in line 3 of the following chart.
Frames 5 4 3 2 1
Faster Block Rate +% 0 13 32 86 600
Faster Block Rate +%* 0 86

*Holy Shield only
Faster Hit Recovery

Very popular in PVP circles, this shortens the time it takes for you to recover from a severe hit.
Frames 9 8 7 6 5 4 3
Faster Block Rate +% 0 7 15 27 48 86 200


History

During the mid-twelfth century, after the Church of Zakarum had gained prominence in the East, the Church decreed that the visions of Akarat would be spread throughout the known world in order to redeem the masses. Thus, the church selected a group of its most charismatic and devoted priests and sent them on a mission to proselytize the people of the West.

Unfortunately, the Church had not prepared these men for the rigors of travel or the hazards of the world. Those priests who survived their missions recounted tales of harsh weather, inadequate supplies, attacks from bandits, and even encounters with horrible monsters. To ensure the success of future missions, the Church set about training holy warriors, Paladins, to accompany and safeguard their missionaries. These "Protectors of the Word" proved to be more successful at converting the native peoples than the Priests they were assigned to defend. Impressing the locals with daring deeds, powerful weapons, and martial prowess was far more convincing than the condemnations of a soft-spoken monk. However, once the Word had been spread to every major city of the West, the Protectors of the Word faded from public view.

Some decades later, Paladins were again called into service. During the height of the Time of Troubles, the Church commenced a second campaign of conversion. This time, however, unconvincible were deemed to be evil. The Zakarum inquisition, spread through the lands like a tempest, laying waste to all suspected of demonic possession or corruption. Leading this crusade was a new generation of Paladins, known as the "Hand of Zakarum". These cavaliers of righteousness swept through the lands, expunging the taint of demonic contamination wherever they found it.

In the midst of this bloody crusade, a rebellion arose within the ranks of the Paladins of Zakarum. The rebels condemned the methods of the Inquisition, proclaiming that their new Order of Paladins should protect the innocent, and that the evil corruption they fought was merely evidence of their forebear's failure. They resolved to fight the true source of corruption. The Three Prime Evils - Diablo, Baal, and Mephisto. And so, these rebellious Paladins left their Zakarum brethren and ventured West.
Traits and Abilities

Paladins use holy magic as gifted by the High Heavens. They must maintain strictly ordered lives, constantly upholding the cause of Virtue and Light. They must never succumb to worldly temptations lest they risk being deceived into following false lights -- demons masquerading as heavenly beings.

Paladins may use their skills to increase their prowess with sword and shield, as well as lend blessing "Auras" to themselves and to any who join them. They are particularly effective against the Undead, as they know many holy incantations effective against these creatures.


Takes on the Paladin

There are many different paladin builds such as: Hammerdin, Auradin, Vengadin/Avenger, Zealot(or zealadin as i like to call them), Smiter, Dragon Paladin(or Dragadin as i like to call them).

Many of these builds name are based of the type of attack they use, Hammerdin: Paladin that combines Blessed Hammer and other sinergies to increase the damage and often reach 13k damage

Auradin: Paladin that combines different types of runewords, normally, a dream helm, dream shield, dragon armor, hand of justice or grief sword and other things. It uses mostly runewords that add extra auras and in the earlier patches "stack"

Vengadin: Paladin that uses the Vengeance skill combined with its other sinergies, theyh also use Conviction to easily beat monsters with immunities.

Zealot: Paladin that uses the zeal skill to do many hits before the monster can even think about it.

Smiter: Paladin that uses the smite skill along with its sinergies, good smiters often use quite expensive gear such as an exile shield.

Dragon Paladin: Paladin that makes use of the holy fire aura, most of the damage comes from the gear they use. They normally use a Hand of justice weapon, dragon armor, dragon shield, all wich give a high lvl holy fire aura.



Paladin Combat Skills


These skills are primarily melee strikes of various types, but Paladins also possess a few magical attacks and some highly-effective shield attacks as well.


Contents

* 1 Sacrifice
* 2 Smite
* 3 Holy Bolt
* 4 Zeal
* 5 Charge
o 5.1 Charging Speed
* 6 Vengeance
* 7 Blessed Hammer
* 8 Conversion
* 9 Holy Shield
* 10 Fist of the Heavens

Sacrifice

Required Level: 1
Prerequisites: None
Synergies: Points in these skills increase the damage done with Sacrifice.

* Redemption: +15% Damage Per Level
* Fanaticism: +5% Damage Per Level

Details: Sacrifice boosts the Paladin's damage and attack rating substantially, at a cost in blood. Each hit landed with this skill inflicts 8% of its damage on the Paladin.

* To offset the damage to self, life leech equipment can come in very handy.
* It's possible to kill yourself with Sacrifice, leading to the amusing "Paladin was slain by Paladin." death message in game.
* Damage overruns: the key difficulty in using this skill is that you only leech back life based on the monster's hit points, but you lose health based on the damage done.
o Example: if you have 10% life leech and do 500 damage to a monster with 100 hit points, you'll leech back 10 hit points, but lose 8% of 500 = 40.
o Physical resistances has the same effect: 100 damage to a monster with 50% physical resistance means you only leech life on that 50%, but lose Sacrifice on the full 100.

Damage to Self: 8%
Skill Level Progression [e]
Slvl AR +X%

Damage +X%

Slvl AR +X%

Damage +X%

Slvl AR +X%

Damage +X%

Slvl AR +X%

Damage +X%

1 20 180% 6 55 255% 11 90 330% 16 125 405%
2 27 195% 7 62 270% 12 97 345% 17 132 420%
3 34 210% 8 69 285% 13 104 360% 18 139 435%
4 41 225% 9 76 300% 14 111 375% 19 146 450%
5 48 240% 10 83 315% 15 118 390% 20 153 465%


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Smite

Required Level: 1
Prerequisites: None
Requires: A shield equipped.
Synergies: None.
Details: Smite is a shield bash that damages, stuns, and knocks back the target.

* The speed of smite is based on the equipped weapon.
* Smite causes durability loss to the equipped weapon.
* Smite's damage is based on the shield. Only Paladins see the listed Smite damage on shields.
* Damage types that work with Smite: Crushing Blow and Open Wounds.
* Damage types that do not work with Smite: Life and mana leech, Deadly Strike, elemental damage from Auras, undead damage from Sanctuary, damage from Charms,
* Smite will steal life (only) when the Life Tap Curse is active on the target.
* Smite always hits, so can be very useful against monsters or players with high defense.
* Bosses and SuperUniques have a resistance to being stunned, but will be stunned with repeated hits. Act Bosses can not be stunned.
* Stun lengths are decreased to 1/2 in Nightmare and 1/4 in Hell.

Mana: 2
Skill Level Progression [e]
Slvl Damage +X%

Duration

Slvl Damage +X%

Duration

Slvl Damage +X%

Duration

Slvl Damage +X%

Duration

1 15% 0.6 6 90% 1.6 11 165% 2.6 16 240% 3.6
2 30% 0.8 7 105% 1.8 12 180% 2.8 17 255% 3.8
3 45% 1.0 8 120% 2.0 13 195% 3.0 18 270% 4.0
4 60% 1.2 9 135% 2.2 14 210% 3.2 19 285% 4.2
5 75% 1.4 10 150% 2.4 15 225% 3.4 20 300% 4.4




Holy Bolt

Required Level: 6
Prerequisites: None
Synergies: Each point in the following skills boosts the damage or healing of Holy Bolt.

* Blessed Hammer: +50% Magic Damage Per Level
* Fist of the Heavens: +50% Magic Damage Per Level
* Prayer: +15% Life Healed Per Level

Details: A glowing, magical projectile is fired out at a medium rate of speed. This projectile will damage enemy undead monsters, and heal friends.

* Holy Bolt damage can not be resisted, but only affects the Undead.
* Holy Bolt was a novelty in early versions of the game, but since synergies were added in v1.09 it's become potentially quite powerful, both as a killing weapon and a healing skill.

Skill Level Progression [e]
Slvl Mana

Magic Damage

Healing

Slvl Mana

Magic Damage

Healing

Slvl Mana

Magic Damage

Healing

Slvl Mana

Magic Damage

Healing

1 2.0 8-16 1-6 6 2.3 48-56 11-26 11 2.6 94-105 21-46 16 2.9 144-160 31-66
2 2.0 16-24 3-10 7 2.3 56-64 13-30 12 2.6 104-116 23-50 17 3.0 157-175 33-70
3 2.1 24-32 5-14 8 2.4 64-72 15-34 13 2.7 114-127 25-54 18 3.0 170-190 35-74
4 2.1 32-40 7-18 9 2.5 74-83 17-38 14 2.8 124-138 27-58 19 3.1 183-205 37-78
5 2.2 40-48 9-22 10 2.5 84-94 19-42 15 2.8 134-149 29-62 20 3.1 196-220 39-82




Zeal

Required Level: 12
Prerequisites: Sacrifice
Synergies: Zeal receives bonus from points spent in:

* Sacrifice: +12% Damage Per Level

Details: Zeal is a rapid, multi-strike attack with substantial bonuses to attack rating, attack speed, and damage.

* The first strike will always aim at the targeted monster. The next four will alternate between all targets in range.
o Using Zeal on a group tends to wear all the monsters down gradually and equally. Poison damage or Prevent Monster Heal will keep them from healing back during the battle.
o If you wish to kill a single monster in a group, you should use Vengeance, Sacrifice or Smite to hit just it.
* If using a one-handed weapon, picking one with 2 or 3 range will work noticeably better than 1-range items, especially when hitting monsters in a group.
* Note that points in Sacrifice add more to Zeal's damage than points in Zeal itself, though they do not add to the Attack Rating. If higher damage is the goal, raise Zeal enough to get five hits and the necessary AR, then put points into Sacrifice instead.
* Zeal can not be interrupted; all five hits are always delivered, though not necessarily successfully.
* In earlier versions of Diablo II, Zeal gained a hit with every point spent in the skill. This was a problem for online play, when characters became desynched and stood there swinging 20 times and hitting nothing. The change to 5 fast hits made Zeal the most popular Paladin combat skill.

Mana: 2
Skill Level Progression [e]
Slvl AR +X%

#Hits

Damage

Slvl AR +X%

#Hits

Damage

Slvl AR +X%

#Hits

Damage

Slvl AR +X%

#Hits

Damage

1 10% 2 +0% 6 60% 5 +12% 11 110% 5 +42% 16 160% 5 +72%
2 20% 3 +0% 7 70% 5 +18% 12 120% 5 +48% 17 170% 5 +78%
3 30% 4 +0% 8 80% 5 +24% 13 130% 5 +54% 18 180% 5 +84%
4 40% 5 +0% 9 90% 5 +30% 14 140% 5 +60% 19 190% 5 +90%
5 50% 5 +6% 10 100% 5 +36% 15 150% 5 +66% 20 200% 5 +96%




Charge

Required Level: 12
Prerequisites: Smite
Synergies: Charge receives damage bonuses from points placed in:

* Vigor: +20% Damage Per Level
* Might: +20% Damage Per Level

Details: A rushing attack that moves the Paladin very quickly to the target. Includes a knock back effect allowing it to be used over and over again on the same enemy, knocking them back until they die or run into an obstacle.

* Despite the icon and location on the skill tree (after Smite) Charge does not require a shield, nor does the shield damage factor into the damage dealt if you have a weapon equipped. Charging with a big damage, two-handed weapon can be very effective.
* Like all of the Paladin's combat skills, Charge is best used on the left click, while an aura is active on the right.
* Charge can not be used in melee range; only from further away. Smite for the knock back, then Charge is a useful combination.
* Charge can be used without a target by holding down the shift key. This will let your Paladin traverse long distances very quickly, though it uses up a lot of mana and leaves minions far behind.
* Bugs with Charge can freeze the Paladin in place, or make him walk backwards (the moonwalk bug). Switching weapons or getting hit will usually snap him out of it.
* Charge was the favorite low level PK skill in early D2 days. Beware low level Paladins with Vigor and big two-handed weapons. (Such as Bonesnap.)

Charging Speed

ChargeSpeed = BaseRunSpeed * (1 + Skill_FRW / 100 + Armor_Speed / 100) * 150%

where the terms are as above. By substituting BaseRunSpeed and multiplying it by 150%, we get:

ChargeSpeed = 9 yards/s * (1 + Skill_FRW / 100 + Armor_Speed / 100)

There is no lower limit to ChargeSpeed. It can be even negative.


Mana: 9
Skill Level Progression [e]
Slvl Damage

+AR

Slvl Damage

+AR

Slvl Damage

+AR

Slvl Damage

+AR

1 +100% 50% 6 +225% 125% 11 +350% 200% 16 +475% 275%
2 +125% 65% 7 +250% 140% 12 +375% 215% 17 +500% 290%
3 +150% 80% 8 +275% 155% 13 +400% 230% 18 +525% 305%
4 +175% 95% 9 +300% 170% 14 +425% 245% 19 +550% 320%
5 +200% 110% 10 +325% 185% 15 +450% 260% 20 +575% 335%




Vengeance

Required Level: 18
Prerequisites: Sacrifice, Zeal
Synergies: Additional damage comes from points in:

* 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

Details: A powerful single-hit attack that adds fire, lightning, and cold damage. The damage is not a set amount, but is based on your weapon damage, so the more damaging your weapon, the bigger the elemental damage bonus will be.

* Vengeance is usually paired with the Conviction aura, which lowers enemy resistances considerably. Fanaticism might be more helpful for some equipment sets though, for the faster swing and attack rating bonuses.

Skill Level Progression [e]
Slvl Mana

Dur.

Elem Dmg.

+AR

Slvl Mana

Dur.

Elem Dmg.

+AR

Slvl Mana

Dur.

Elem Dmg.

+AR

Slvl Mana

Dur.

Elem Dmg.

+AR

1 4.0 1.2 +70% +20% 6 5.2 4.2 +100% +70% 11 6.5 7.2 +130% +120% 16 7.7 10.2 +160% +170%
2 4.2 1.8 +76% +30% 7 5.5 4.8 +106% +80% 12 6.7 7.8 +136% +130% 17 8.0 10.8 +166% +180%
3 4.5 2.4 +82% +40% 8 5.7 5.4 +112% +90% 13 7.0 8.4 +142% +140% 18 8.2 11.4 +172% +190%
4 4.7 3.0 +88% +50% 9 6.0 6.0 +118% +100% 14 7.2 9.0 +148% +150% 19 8.5 12.0 +178% +200%
5 5.0 3.6 +94% +60% 10 6.2 6.6 +124% +110% 15 7.5 9.6 +154% +160% 20 8.7 12.6 +184% +210%




Blessed Hammer

Required Level: 18
Prerequisites: Holy Bolt
Synergies: The following skills boost the damage of each Blessed Hammer.

* Blessed Aim: +14% Magic Damage Per Level
* Vigor: +14% Magic Damage Per Level

Details: Blessed Hammer sends forth a spinning, magical hammer that spirals outward from the Paladin, making two or three orbits before vanishing. The hammers can deal enormous damage when boosted by auras and synergies.

* The Concentration aura boosts the damage of the hammers (Might and Fanaticism do not), but only by 50% of Concentration's listed bonus.
* This skill's power lies in its ability to strike multiple enemies at once, especially when numerous monsters are herded into an open area, where the hammers can really get circling.
* Blessed Hammers no longer ignore the resistances of Undead and Demons after the v1.13 patch.

Dmg. to Undead: +150%
Skill Level Progression [e]
Slvl Mana

Damage

Slvl Mana

Damage

Slvl Mana

Damage

Slvl Mana

Damage

1 5.0 12-16 6 6.2 52-56 11 7.5 98-102 16 8.7 148-152
2 5.2 20-24 7 6.5 60-64 12 7.7 108-112 17 9.0 160-164
3 5.5 28-32 8 6.7 68-72 13 8.0 118-122 18 9.2 172-176
4 5.7 36-40 9 7.0 78-82 14 8.2 128-132 19 9.5 184-188
5 6.0 44-48 10 7.2 88-92 15 8.5 138-142 20 9.7 196-200




Conversion

Required Level: 24
Prerequisites: Sacrifice, Zeal, Vengeance
Synergies: None.
Details: This skill acts as a mind control attack, "converting" the monster to fight against other demons. For the duration of the effect, the monster will battle against its own kind, and be attacked by them. It can not be damaged by players during this time. This skill lets a paladin temporarily have a similar army like the Revive summoning Necromancer build.

* SuperUniques and Bosses can not be converted, nor can other players in PVP games.
* Experience is gained for kills made by converted monsters. Experience is not gained for converted monsters killed while under your influence.
* A common technique is to convert a monster, then use the Thorns aura to make monsters kill themselves attacking it. This can be dangerous, since the aura will remain for a few seconds after the monster de-converts.

Mana: 4
Duration: 16 Seconds
Skill Level Progression [e]
Slvl Convert Chance

Slvl Convert Chance

Slvl Convert Chance

Slvl Convert Chance

1 7% 6 27% 11 35% 16 40%
2 13% 7 29% 12 36% 17 40%
3 18% 8 31% 13 37% 18 41%
4 22% 9 33% 14 38% 19 41%
5 25% 10 34% 15 39% 20 42%




Holy Shield

Required Level: 24
Prerequisites: Smite, Holy Bolt, Charge, Blessed Hammer
Requires: A shield equipped.
Synergies: Defiance: +15% Defense Per Level
Details: Holy Shield provides a huge defensive bonus to the Paladin's entire defensive rating, greatly increases his odds to block attacks, and adds substantially to his Smite damage.
Mana: 35
Skill Level Progression [e]
Slvl Dur.

Defense

Block

Smite Dmg.

Slvl Dur.

Defense

Block

Smite Dmg.

Slvl Dur.

Defense

Block

Smite Dmg.

Slvl Dur.

Defense

Block

Smite Dmg.

1 30 +25% +14% 3-6 6 155 +100% +26% 13-16 11 280 +175% +31% 26-29 16 405 +250% +34% 41-44
2 55 +40% +18% 5-8 7 180 +115% +27% 15-18 12 305 +190% +31% 29-32 17 430 +265% +34% 45-48
3 80 +55% +20% 7-10 8 205 +130% +28% 17-20 13 330 +205% +32% 32-35 18 455 +280% +34% 49-52
4 105 +70% +23% 9-12 9 230 +145% +29% 20-23 14 355 +220% +33% 35-38 19 480 +295% +34% 53-56
5 130 +85% +25% 11-14 10 255 +160% +30% 23-26 15 380 +235% +33% 38-41 20 505 +310% +35% 57-60




Fist of the Heavens

Casting Delay: 1 Second
Required Level: 30
Prerequisites: Sacrifice, Holy Bolt, Zeal, Vengeance, Blessed Hammer, Conversion
Synergies: Damage is boosted by points in the following skills:

* Holy Bolt: +15% Holy Bolt Damage Per Level
* Holy Shock: +7% Lightning Damage Per Level

Details: Fist of Heavens calls down a bolt of lightning on the target, and sends out a spray of Holy Bolts. The lightning always hits, making this skill useful for evasive creatures or in PVP.

* Holy Bolts only damage undead monsters.

Mana: 25
Skill Level Progression [e]
Slvl Lightning Dmg.

Holy Bolt Dmg.

Slvl Lightning Dmg.

Holy Bolt Dmg.

Slvl Lightning Dmg.

Holy Bolt Dmg.

Slvl Lightning Dmg.

Holy Bolt Dmg.

1 150-200 40-50 6 225-275 70-80 11 345-395 112-122 16 495-545 162-172
2 165-215 46-56 7 240-290 76-86 12 375-425 122-132 17 540-590 178-188
3 180-230 52-62 8 255-305 82-92 13 405-455 132-142 18 585-635 194-204
4 195-245 58-68 9 285-335 92-102 14 435-485 142-152 19 630-680 210-220
5 210-260 64-74 10 315-365 102-112 15 465-515 152-162 20 675-725 226-236



Paladin Defensive Auras


Defensive Auras help the Paladin defend himself from various types of enemy attacks, as well as heal and cleanse himself from the ravages of battle. Auras must be kept active on the right skill selection to take effect.


Contents


* 1 Prayer
* 2 Resist Fire
* 3 Resist Cold
* 4 Resist Lightning
* 5 Defiance
* 6 Cleansing
* 7 Vigor
* 8 Meditation
* 9 Redemption
* 10 Salvation

Prayer

Required Level: 1
Prerequisites: None
Synergies: None.
Details: While active, the Prayer Aura drains mana to provide a steady rate of healing to the Paladin, his minions, and everyone in his party. This skill was made largely obsolete in v1.10, when the same healing bonus was added to Cleansing and Meditation, at no mana cost.

* Prayer does not heal quickly enough to be useful in emergencies, and is not much used at later portions of the game.
* Non-melee/physical damage Paladins will find it helpful since they do not use life leech.
* Redemption (Level 30) heals far more at once, but requires corpses to function.
* Prayer can also be obtained from Act 2 mercenaries in Normal and Hell difficulties.

Skill Level Progression [e]
Slvl Radius

Regen

Mana

Slvl Radius

Regen

Mana

Slvl Radius

Regen

Mana

Slvl Radius

Regen

Mana

1 10.6 +2 1.0 6 17.3 +7 1.9 11 24.0 +12 2.8 16 30.6 +17 3.8
2 12.0 +3 1.1 7 18.6 +8 2.1 12 25.3 +13 3.0 17 32.0 +19 4.0
3 13.3 +4 1.3 8 20.0 +9 2.3 13 26.6 +14 3.2 18 33.3 +21 4.1
4 14.6 +5 1.5 9 21.3 +10 2.5 14 28.0 +15 3.4 19 34.6 +23 4.3
5 16.0 +6 1.7 10 22.6 +11 2.6 15 29.3 +16 3.6 20 36.0 +25 4.5




Resist Fire

Required Level: 1
Prerequisites: None
Synergies: None.
Details: This aura substantially increases the fire resistance of the Paladin and all players and minions in his party.

* The v1.09 patch added a hidden +max resistance bonus to this aura. These bonuses accrue only from skill points in the skills; not from +skill equipment. (Which is why they are largely ignored.)
o When the skill is active each point added to it adds 1% to maximum fire resistance of all characters and minions, capped at 95%.
o When the skill is not active, each point adds 0.5% to Paladin's maximum fire resistance, rounded down.
o For example, with 10 points in the skill the Paladin's maximum fire resistance would be 85% with the aura active, and 80% with any other aura active.

Skill Level Progression [e]
Slvl Radius

Fire Res.

Max Res. (On)

Max Res. (Off)

Slvl Radius

Fire Res.

Max Res. (On)

Max Res. (Off)

Slvl Radius

Fire Res.

Max Res. (On)

Max Res. (Off)

Slvl Radius

Fire Res.

Max Res. (On)

Max Res. (Off)

1 10.6 +52% +1% +0% 6 17.3 +98% +6% +3% 11 24.0 +116% +11% +5% 16 30.6 +127% +16% +8%
2 12.0 +66% +2% +1% 7 18.6 +102% +7% +3% 12 25.3 +118% +12% +6% 17 32.0 +128% +17% +8%
3 13.3 +76% +3% +1% 8 20.0 +106% +8% +4% 13 26.6 +121% +13% +6% 18 33.3 +129% +18% +9%
4 14.6 +85% +4% +2% 9 21.3 +110% +9% +4% 14 28.0 +123% +14% +7% 19 34.6 +130% +19% +9%
5 16.0 +92% +5% +2% 10 22.6 +113% +10% +5% 15 29.3 +124% +15% +7% 20 36.0 +131% +20% +10%

While a resistance of over 100% may initially seem pointless, note that on Nightmare and Hell difficulties all characters and mercenaries have their initial magic reistance reduced from 0 to increasingly negative numbers.



Resist Cold

Required Level: 6
Prerequisites: None
Synergies: None.
Details: This aura substantially increases the cold resistance of the Paladin and all players and minions in his party.

* The v1.09 patch added a hidden +max resistance bonus to this aura. These bonuses accrue only from skill points in the skills; not from +skill equipment. (Which is why they are largely ignored.)
o When the skill is active each point added to it adds 1% to maximum cold resistance of all characters and minions, capped at 95%.
o When the skill is not active, each point adds .5% to Paladin's maximum cold resistance, rounded down.
o For example, with 10 points in the skill the Paladin's maximum cold resistance would be 85% with the aura active, and 80% with any other aura active.

Skill Level Progression [e]
Slvl Radius

Cold Res.

Cold Res. Max

Slvl Radius

Cold Res.

Cold Res. Max

Slvl Radius

Cold Res.

Cold Res. Max

Slvl Radius

Cold Res.

Cold Res. Max

1 7.3 +52% +1% 6 14.0 +98% +6% 11 20.6 +116% +11% 16 27.3 +127% +16%
2 8.6 +66% +2% 7 15.3 +102% +7% 12 22.0 +118% +12% 17 28.3 +128% +17%
3 10.0 +76% +3% 8 16.6 +106% +8% 13 23.3 +121% +13% 18 30.0 +129% +18%
4 11.3 +85% +4% 9 18.0 +110% +9% 14 24.6 +123% +14% 19 31.3 +130% +19%
5 12.6 +92% +5% 10 19.3 +113% +10% 15 26.0 +124% +15% 20 32.6 +131% +20%

While a resistance of over 100% may initially seem pointless, note that on Nightmare and Hell difficulties all characters and mercenaries have their initial magic reistance reduced from 0 to increasingly negative numbers.



Resist Lightning

Required Level: 12
Prerequisites: None
Synergies: None.
Details: This aura substantially increases the lightning resistance of the Paladin and all players and minions in his party.

* The v1.09 patch added a hidden +max resistance bonus to this aura. These bonuses accrue only from skill points in the skills; not from +skill equipment. (Which is why they are largely ignored.)
o When the skill is active each point added to it adds 1% to maximum lightning resistance of all characters and minions, capped at 95%.
o When the skill is not active, each point adds .5% to Paladin's maximum lightning resistance, rounded down.
o For example, with 10 points in the skill the Paladin's maximum lightning resistance would be 85% with the aura active, and 80% with any other aura active.

Skill Level Progression [e]
Slvl Radius

Lightning Res.

Light. Res. Max

Slvl Radius

Lightning Res.

Light. Res. Max

Slvl Radius

Lightning Res.

Light. Res. Max

Slvl Radius

Lightning Res.

Light. Res. Max

1 10.6 +52% +1% 6 17.3 +98% +6% 11 24.0 +116% +11% 16 30.6 +127% +16%
2 12.0 +66% +2% 7 18.6 +102% +7% 12 25.3 +118% +12% 17 32.0 +128% +17%
3 13.3 +76% +3% 8 20.0 +106% +8% 13 26.6 +121% +13% 18 33.3 +129% +18%
4 14.6 +85% +4% 9 21.3 +110% +9% 14 28.0 +123% +14% 19 34.6 +130% +19%
5 16.0 +92% +5% 10 22.6 +113% +10% 15 29.3 +124% +15% 20 36.0 +131% +20%

While a resistance of over 100% may initially seem pointless, note that on Nightmare and Hell difficulties all characters and mercenaries have their initial magic reistance reduced from 0 to increasingly negative numbers.



Defiance

Required Level: 6
Prerequisites: None
Synergies: None.
Details: This aura boosts the defense of the Paladin and all characters and minions in his party.
Skill Level Progression [e]
Slvl Radius

Defense

Slvl Radius

Defense

Slvl Radius

Defense

Slvl Radius

Defense

1 10.6 +70% 6 17.3 +120% 11 24.0 +170% 16 30.6 +220%
2 12.0 +80% 7 18.6 +130% 12 25.3 +180% 17 32.0 +230%
3 13.3 +90% 8 20.0 +140% 13 26.6 +190% 18 33.3 +240%
4 14.6 +100% 9 21.3 +150% 14 28.0 +200% 19 34.6 +250%
5 16.0 +110% 10 22.6 +160% 15 29.3 +210% 20 36.0 +260%




Cleansing

Required Level: 12
Prerequisites: Prayer
Synergies: Prayer: same as having Prayer active without mana cost.
Details: Reduces Poison and Curse duration for all party members.
Skill Level Progression [e]
Slvl Radius

Dur.

Slvl Radius

Dur.

Slvl Radius

Dur.

Slvl Radius

Dur.

1 10.6 -39 6 17.3 -63 11 24.0 -72 16 30.6 -78
2 12.0 -46 7 18.6 -65 12 25.3 -73 17 32.0 -78
3 13.3 -51 8 20.0 -67 13 26.6 -75 18 33.3 -79
4 14.6 -56 9 21.3 -69 14 28.0 -76 19 34.6 -79
5 16.0 -60 10 22.6 -70 15 29.3 -76 20 36.0 -80




Vigor

Required Level: 18
Prerequisites: Prayer, Cleansing, Defiance.
Synergies: None.
Details: Vigor boosts the running speed, maximum stamina, and stamina regeneration rate for the Paladin and all in his party. It's virtually impossible to run out of stamina with this skill active, and even a single point here can make zooming around town or through a cleared area a great deal more fun.

* Various PVP builds place much importance on this skill, especially when teamed with fast attacks like Charge.
* Most Paladins choose not to invest in it though, since the convenience is not deemed worth four skill points. (Vigor and the 3 prerequisites.)

Skill Level Progression [e]
Slvl Radius

Walk Run

Max Stam.

Stam. Regen

Slvl Radius

Walk Run

Max Stam.

Stam. Regen

Slvl Radius

Walk Run

Max Stam.

Stam. Regen

Slvl Radius

Walk Run

Max Stam.

Stam. Regen

1 10 +13% +50% +50% 6 20 +30% +175% +175% 11 30 +37% +300% +300% 16 40 +41% +425% +425%
2 12 +18% +75% +75% 7 22 +32% +200% +200% 12 32 +38% +325% +325% 17 42 +41% +450% +450%
3 14 +22% +100% +100% 8 24 +33% +225% +225% 13 34 +39% +350% +350% 18 44 +42% +475% +475%
4 16 +25% +125% +125% 9 26 +35% +250% +250% 14 36 +40% +375% +375% 19 46 +42% +500% +500%
5 18 +28% +150% +150% 10 28 +36% +275% +275% 15 38 +40% +400% +400% 20 48 +43% +525% +525%




Meditation

Required Level: 24
Prerequisites: Prayer, Cleansing
Synergies: Prayer: same as having Prayer active without mana cost
Details: Boosts the mana regeneration rate for the Paladin and all his party members.

* This skill was popular in parties in earlier versions of the game, but as players have found better builds and equipment, few characters still need extra mana regeneration. Most spell users would much prefer the Paladin in their party to use Conviction to increase their killing power.
* This aura is also granted by the runeword Insight.

Skill Level Progression [e]
Slvl Radius

Mana Recov.

Slvl Radius

Mana Recov.

Slvl Radius

Mana Recov.

Slvl Radius

Mana Recov.

1 7.3 +300% 6 14.0 +425% 11 20.6 +550% 16 27.3 +675%
2 8.6 +325% 7 15.3 +450% 12 22.0 +575% 17 28.3 +700%
3 10.0 +350% 8 16.6 +475% 13 23.3 +600% 18 30.0 +725%
4 11.3 +375% 9 18.0 +500% 14 24.6 +625% 19 31.3 +750%
5 12.6 +400% 10 19.3 +525% 15 26.0 +650% 20 32.6 +775%




Redemption

Required Level: 30
Prerequisites: Prayer, Cleansing, Defiance, Vigor
Synergies: None.
Details: Redemption uses up corpses, making them vanish with a lovely rising spirit graphic (also seen coming up from the skeletons after Radament is defeated in the Act Two Sewers), and transferring substantial mana and life to the Paladin. Besides the healing effect, this skill can be used to dispose of corpses mid-battle, so they can not be resurrected by monster shamans.

* More points increase the health/mana gained, but also increase the odds that corpses will be redeemed. Just a corpse or two will almost always act as a full rejuvenation potion, so add more points only if speed is of the essence.

Radius: 10.6 Yards
Skill Level Progression [e]
Slvl Chance

Life/Mana Recovery

Slvl Chance

Life/Mana Recovery

Slvl Chance

Life/Mana Recovery

Slvl Chance

Life/Mana Recovery

1 23% 25 6 59% 50 11 73% 75 16 82% 100
2 34% 30 7 63% 55 12 75% 80 17 82% 105
3 42% 35 8 65% 60 13 77% 85 18 83% 110
4 49% 40 9 69% 65 14 79% 90 19 84% 115
5 55% 45 10 71% 70 15 80% 95 20 85% 120




Salvation

Required Level: 30
Prerequisites: None
Synergies: None.
Details: Salvation provides substantial resistance to cold, fire, and lightning (but not poison) for the Paladin and all characters and minions in his party. Salvation is convenient in that it protects from multiple elements at the same time, however the generalized resistance is less signifigant that either Resist Fire, Resist Cold and Resist Lightning at similar levels. Throughout Normal and much of Nightmare difficulty, the more basic Resist auras are sufficient as Unique and Superuniques tend to have only one elemental enchantment. In Hell difficulty, monsters may have more than one enchanment, and Salvation's more broad-based elemental defense would be more useful.
Skill Level Progression [e]
Slvl Radius

Resist

Slvl Radius

Resist

Slvl Radius

Resist

Slvl Radius

Resist

1 10.6 +60% 6 17.3 +88% 11 24.0 +99% 16 30.6 +106%
2 12.0 +68% 7 18.6 +91% 12 25.3 +101% 17 32.0 +106%
3 13.3 +75% 8 20.0 +93% 13 26.6 +102% 18 33.3 +107%
4 14.6 +80% 9 21.3 +96% 14 28.0 +103% 19 34.6 +108%
5 16.0 +85% 10 22.6 +97% 15 29.3 +104% 20 36.0 +108%

While a resistance of over 100% may initially seem pointless, note that on Nightmare and Hell difficulties all characters and mercenaries have their initial magic reistance reduced from 0 to increasingly negative values.



Paladin Offensive Auras


The Paladin's Offensive Auras provide all sorts of boosts to damage, attack type, elemental damage, and more.


Contents


* 1 Might
* 2 Holy Fire
* 3 Thorns
* 4 Blessed Aim
* 5 Concentration
* 6 Holy Freeze
* 7 Holy Shock
* 8 Sanctuary
* 9 Fanaticism
* 10 Conviction

Might

Required Level: 1
Prerequisites: None
Synergies: None.
Details: Might increases the output of all physical damage attacks by the Paladin or his party. More than one point in Might is seldom a good idea, since Concentration and Fanaticism add as much or more damage, along with other bonuses.

* Might can be obtained from Act 2 mercenaries.

Skill Level Progression [e]
Slvl Radius

Damage

Slvl Radius

Damage

Slvl Radius

Damage

Slvl Radius

Damage

1 10.6 +40% 6 17.3 +90% 11 24.0 +140% 16 30.6 +190%
2 12.0 +50% 7 18.6 +100% 12 25.3 +150% 17 32.0 +200%
3 13.3 +60% 8 20.0 +110% 13 26.6 +160% 18 33.3 +210%
4 14.6 +70% 9 21.3 +120% 14 28.0 +170% 19 34.6 +220%
5 16.0 +80% 10 22.6 +130% 15 29.3 +180% 20 36.0 +230%




Holy Fire

Required Level: 6
Prerequisites: Might
Synergies: Holy Fire's damage is boosted by points in the following skills.

* Resist Fire: +18% Fire Damage Per Level
* Salvation: +6% Fire Damage Per Level

Details: Holy Fire adds fire damage to the Paladin's attacks, as well as dealing a few points of fire damage to every monster in range. This skill is seldom used other than as a novelty, since the damage isn't large enough to specialize in it, even with synergies.

* All fire damage is carried over into the 'splash' explosion effect of Exploding Arrows (for example from the unique bow Raven's Claw) making this skill a far more interesting and powerful novelty.
* The Necromancer's Fire Golem spawns with a Fire Aura of its own.

Skill Level Progression [e]
Slvl Radius

Holy Fire Damage

Attack Fire Damage

Slvl Radius

Holy Fire Damage

Attack Fire Damage

Slvl Radius

Holy Fire Damage

Attack Fire Damage

Slvl Radius

Holy Fire Damage

Attack Fire Damage

1 4.0 1-3 6-18 6 7.3 4.5-6.5 28-40 11 10.6 9-11 55-67 16 14.0 14-16 85-97
2 4.6 1.5-3.5 10-22 7 8.0 5.5-7.5 33-45 12 11.3 10-12 61-73 17 14.6 15-17 91-105
3 5.3 2.5-4.5 15-27 8 8.6 6-8 37-49 13 12.0 11-13 67-79 18 15.3 16-18 97-112
4 6.0 3-5 19-31 9 9.3 7-9 43-55 14 12.6 12-14 73-85 19 16.0 17-20 103-120
5 6.6 4-6 24-36 10 10.0 8.5-10.5 49-61 15 13.3 13-15 79-91 20 16.6 18-21 109-127




Thorns

Required Level: 6
Prerequisites: None
Synergies: None.
Details: Creates a spiky barrier around the Paladin and all in his party, reflecting huge damage back against melee, physical attackers. Has no effect against ranged or elemental attacks.

* Thorns damage is reduced to 1/10th the listed value for PVP play.
* Thorns is most often used by Paladins who pair it with the Conversion skill.

Skill Level Progression [e]
Slvl Radius

Thorn dmg.

Slvl Radius

Thorn dmg.

Slvl Radius

Thorn dmg.

Slvl Radius

Thorn dmg.

1 10.6 +250% 6 17.3 +450% 11 24.0 +650% 16 30.6 +850%
2 12.0 +290% 7 18.6 +490% 12 25.3 +690% 17 32.0 +890%
3 13.3 +330% 8 20.0 +530% 13 26.6 +730% 18 33.3 +930%
4 14.6 +370% 9 21.3 +570% 14 28.0 +770% 19 34.6 +970%
5 16.0 +410% 10 22.6 +610% 15 29.3 +810% 20 36.0 +1010%




Blessed Aim

Required Level: 12
Prerequisites: Might
Synergies: None.
Details: This aura greatly increases the Attack Rating of the Paladin and all in his party. Many players spend all of their efforts on increasing their damage, while paying scant attention to their accuracy, and are quite surprised how much more effective they are when their to/hit is boosted by a Combat Shrine, or a Blessed Aim aura.

* The Paladin receives a passive 5% bonus to his Attack Rating with each point placed in this skill. (Only for hard points, not from +skill items.)
* Blessed Aim can be obtained from Act 2 Mercenaries in Normal and Hell difficulties.

Skill Level Progression [e]
Slvl Radius

AR

Slvl Radius

AR

Slvl Radius

AR

Slvl Radius

AR

1 10.6 +75% 6 17.3 +150% 11 24.0 +225% 16 30.6 +300%
2 12.0 +90% 7 18.6 +165% 12 25.3 +240% 17 32.0 +315%
3 13.3 +105% 8 20.0 +180% 13 26.6 +255% 18 33.3 +330%
4 14.6 +120% 9 21.3 +195% 14 28.0 +270% 19 34.6 +345%
5 16.0 +135% 10 22.6 +210% 15 29.3 +285% 20 36.0 +360%




Concentration

Required Level: 18
Prerequisites: Might, Blessed Aim
Synergies: None.
Details: Concentration greatly increases the physical damage of the Paladin and all in his party. Concentration also makes hits less likely to be interrupted, which can be quite useful when swarmed, while using a slow weapon, or to enable slow-attacking minions to get in their strikes.

* Concentration is the only aura that increases the damage of Blessed Hammer, though only 50% of the Concentration damage applies to that skill.

Uninterrupt Chance: 20%
Skill Level Progression [e]
Slvl Radius

Damage

Slvl Radius

Damage

Slvl Radius

Damage

Slvl Radius

Damage

1 10.6 +60% 6 17.3 +135% 11 24.0 +210% 16 30.6 +285%
2 12.0 +75% 7 18.6 +150% 12 25.3 +225% 17 32.0 +300%
3 13.3 +90% 8 20.0 +165% 13 26.6 +240% 18 33.3 +315%
4 14.6 +105% 9 21.3 +180% 14 28.0 +255% 19 34.6 +330%
5 16.0 +120% 10 22.6 +195% 15 29.3 +270% 20 36.0 +345%




Holy Freeze

Required Level: 18
Prerequisites: Might, Holy Fire.
Synergies: The damage inflicted when Holy Freeze is active is boosted by:

* Resist Cold: +15% Cold Damage Per Level
* Salvation: +7% Cold Damage Per Level

Details: This aura chills and slows the movement and attack speed of all enemies within range. It also deals constant cold damage, and adds cold damage to the Paladin's attacks.

* Holy Freeze is a very powerful enchantment, since the slowing cold can not be resisted or cured with any potions or antidotes, or even with "Cannot be frozen" equipment. Only teleporting spell casters can largely escape the discomfort of Holy Freeze.
* Act 2 Mercenaries offer Holy Freeze, and are a quite popular hire for that reason.
* Holy Freeze is also granted by the Doom runeword.

Skill Level Progression [e]
Slvl Radius

Slow

Cold Dmg.

Attack Cold Dmg.

Slvl Radius

Slow

Cold Dmg.

Attack Cold Dmg.

Slvl Radius

Slow

Cold Dmg.

Attack Cold Dmg.

Slvl Radius

Slow

Cold Dmg.

Attack Cold Dmg.

1 4.0 30% 2-3 10-15 6 7.3 44% 7-8 35-40 11 10.6 49% 15-16 75-80 16 14.0 53% 25-26 125-130
2 4.6 34% 3-4 15-20 7 8.0 45% 8-9 40-45 12 11.3 50% 17-18 85-90 17 14.6 53% 28-29 140-145
3 5.3 37% 4-5 20-25 8 8.6 46% 9-10 45-50 13 12.0 51% 19-20 95-100 18 15.3 53% 31-32 155-160
4 6.0 40% 5-6 25-30 9 9.3 48% 11-12 55-60 14 12.6 51% 21-22 105-110 19 16.0 54% 34-35 170-175
5 6.6 42% 6-7 30-35 10 10.0 48% 13-14 65-70 15 13.3 52% 23-24 115-120 20 16.6 54% 37-38 185-190




Holy Shock

Required Level: 24
Prerequisites: Might, Holy Fire, Holy Freeze
Synergies: The damage granted by Holy Shock is boosted by points in:

* Resist Lightning: +12% Lightning Damage Per Level
* Salvation: +4% Lightning Damage Per Level

Details: Holy Shock adds lightning damage to the Paladin's attacks, as well as dealing a few points of lightning damage to every monster in range. This skill deals considerably more potential damage than Holy Fire, but is still not damaging enough for many Paladins to specialize in it.
Skill Level Progression [e]
Slvl Radius

Attack Light. Dmg.

Holy Shock Dmg.

Slvl Radius

Attack Light. Dmg.

Holy Shock Dmg.

Slvl Radius

Attack Light. Dmg.

Holy Shock Dmg.

Slvl Radius

Attack Light. Dmg.

Holy Shock Dmg.

1 4.0 1-60 1-10 6 7.3 1-240 1-40 11 10.6 1-456 1-76 16 14.0 1-696 1-116
2 4.6 1-96 1-16 7 8.0 1-276 1-46 12 11.3 1-504 1-84 17 14.6 1-756 1-126
3 5.3 1-132 1-22 8 8.6 1-312 1-52 13 12.0 1-552 1-92 18 15.3 1-816 1-136
4 6.0 1-168 1-28 9 9.3 1-360 1-60 14 12.6 1-600 1-100 19 16.0 1-876 1-146
5 6.6 1-204 1-34 10 10.0 1-408 1-68 15 13.3 1-648 1-108 20 16.6 1-936 1-156





Sanctuary

Required Level: 24
Prerequisites: Might, Thorns, Holy Fire, Holy Freeze
Synergies: Cleansing adds +7% Magic Damage Per Level, but only to the knockback damage, not to the +damage to weapon attacks.
Details: This aura only works against the Undead, but provides the Paladin with a substantial damage bonus, as well as working to push back and constantly deal holy damage to all Undead in range.

* Ignores Physical Resistances and Immunities Of Undead Monsters.
* Works on boss monsters and Undead SuperUniques such as Griswold and Radament, but does not work against Act Bosses.
* Sanctuary does not break the physical immunity of undead monsters, but it does allow physical attacks to leach life and mana from them.
* Since Sanctuary bypasses physical resistance, it actually works even better than the numbers would indicate. Level 1 Sanctuary grants 150% bonus damage against a monster with 50% physical resistance, while Level 20 Fanaticism's 373% damage bonus is cut to 187%. Level 20 Sanctuary is more than 4x as damaging as level 20 Fanaticism, against most undead in Hell. (Though it works only against Undead, and grants no attack speed or attack rating bonuses.)
* The pulse damage (also, it causes knockback) is holy type damage, NOT magical. Holy type damage is different from magical type damage so magical immunity/resistance has no bearing on holy type damage. But unlike magical type damage, Holy damage ONLY works on undead.

Skill Level Progression [e]
Slvl Radius

Magic Dmg.

Undead Dmg

Slvl Radius

Magic Dmg.

Undead Dmg

Slvl Radius

Magic Dmg.

Undead Dmg

Slvl Radius

Magic Dmg.

Undead Dmg

1 3.3 8-16 +150% 6 6.6 28-36 +300% 11 10.0 48-59 +450% 16 13.3 68-84 +600%
2 4.0 12-20 +180% 7 7.3 32-40 +330% 12 10.6 52-64 +480% 17 14.0 73-90 +630%
3 4.6 16-24 +210% 8 8.0 36-44 +360% 13 11.3 56-69 +510% 18 14.6 78-96 +660%
4 5.3 20-28 +240% 9 8.6 40-49 +390% 14 12.0 60-74 +540% 19 15.3 83-102 +690%
5 6.0 24-32 +270% 10 9.3 44-54 +420% 15 12.6 64-79 +570% 20 16.0 88-108 +720%




Fanaticism

Required Level: 30
Prerequisites: Might, Blessed Aim, Concentration
Synergies: None.
Details: Probably the most popular aura in the game, Fanaticism increases the damage, attack speed, and attack rating of the Paladin and everyone in his party.

* The damage bonus to party members is only 50% of the bonus the Paladin himself receives, but the Attack Rating and Attack Speed bonuses are shared fully. Bowazons are especially grateful for this attack speed increase.
* Fanaticism can not be found on Act 2 Mercenaries, but it is available as a property on some Runewords, and is highly sought after for that purpose.

Skill Level Progression [e]
Slvl Rad

Party Dmg.

Your Dmg.

AR

Atk. Speed

Slvl Rad

Party Dmg.

Your Dmg.

AR

Atk. Speed

Slvl Rad

Party Dmg.

Your Dmg.

AR

Atk. Speed

Slvl Rad

Party Dmg.

Your Dmg.

AR

Atk. Speed

1 7.3 +25% +50% +14% +40% 6 10.6 +67% +135% +26% +65% 11 14.0 +110% +220% +31% +90% 16 17.3 +152% +305% +34% +115%
2 8.0 +33% +67% +18% +45% 7 11.3 +76% +152% +27% +70% 12 14.6 +118% +237% +31% +95% 17 18.0 +161% +322% +34% +120%
3 8.6 +42% +84% +20% +50% 8 12.0 +84% +169% +28% +75% 13 15.3 +127% +254% +32% +100% 18 18.6 +169% +339% +34% +125%
4 9.3 +50% +101% +23% +55% 9 12.6 +93% +186% +29% +80% 14 16.0 +135% +271% +33% +105% 19 19.3 +178% +356% +34% +130%
5 10.0 +59% +118% +25% +60% 10 13.3 +101% +203% +30% +85% 15 16.6 +144% +288% +33% +110% 20 20.0 +186% +373% +35% +135%




Conviction

Required Level: 30
Prerequisites: Might, Thorns, Holy Fire, Holy Freeze, Sanctuary
Synergies: None.
Details: This aura lowers the defense and fire, lightning, and cold resistances of monsters, making it ideal to pair with an elemental weapon or skill, such as Vengeance. It's especially useful in parties with Sorceresses and Lightning Fury Amazons.

* This aura does not lower an enemy's magic or poison resistance.
* This aura will break immunities, but when doing so will only function at 1/5 its usual effectiveness.
* Prior to the MSLE (MultiShot Lightning Enchanted) boss monster bug being fixed in v1.10, boss monsters with Conviction and MSLE was instant death for any character, no matter their hit points or resistances. Bosses with Conviction and LE, or Fire Enchanted death explosions, are still dangerous.

Radius: 13.3 Yards
Skill Level Progression [e]
Slvl Defense

Max Resist

Slvl Defense

Max Resist

Slvl Defense

Max Resist

Slvl Defense

Max Resist

1 -49% -30% 6 -73% -55% 11 -82% -80% 16 -88% -105%
2 -56% -35% 7 -75% -60% 12 -83% -85% 17 -88% -110%
3 -61% -40% 8 -77% -65% 13 -85% -90% 18 -89% -115%
4 -66% -45% 9 -79% -70% 14 -86% -95% 19 -89% -120%
5 -70% -50% 10 -80% -75% 15 -86% -100% 20 -90% -125%





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