Paladin Skills
One aura runs at all times, and whatever it does reaches everyone standing near it. That mechanic defines the class: a shield-and-weapon melee fighter whose field strengthens allies, mercenaries, and other players at the same moment it strengthens him. Only one of his own auras can be active, but auras from other sources, whether a second Paladin or an item that grants one, apply alongside it, which makes aura choice a party decision as much as a personal one.
Combat Skills is the personal arsenal: Zeal for repeated strikes, Blessed Hammer for magic damage that few monsters resist, Fist of the Heavens for lightning and holy bolts, Vengeance for elemental weapon damage, plus Smite, Charge, and Holy Shield. Offensive Auras mixes party buffs such as Might, Concentration, and Fanaticism with auras that damage on their own, including Holy Fire, Holy Freeze, and Holy Shock, and with Conviction, which lowers enemy resistances. Defensive Auras handles survival and upkeep through Defiance, the three resistance auras, Salvation, Meditation for mana, and Redemption, which turns corpses into life and mana.
Because a build wants both an attack and the aura that feeds it, most Paladins spend across two trees at once. The recognizable outcomes are the Hammerdin built on Blessed Hammer and Concentration, the Zealot swinging under Fanaticism behind Holy Shield, the Smiter built around block and crushing blow, and Auradin variants that stack item-granted auras with the Paladin's own.
Plan a Paladin buildCombat Skills
Level 1
Level 1
Level 6
Level 12
Level 12
Level 18
Level 18
Level 24
Level 24
Level 30
Offensive Auras
Level 1
Level 6
Level 6
Level 12
Level 18
Level 18
Level 24
Level 24
Level 30
Level 30