
Visionary Realms published its Paladin class breakdown for Pantheon: Rise of the Fallen on March 31, following a Warrior writeup the previous week. The rework is part of the Combat and Progression update the studio has said is coming this spring.
As with the other class posts, the team framed the contents as a high-level conceptual overview. It said details including level and skill requirements and the effects of class and mastery abilities are expected to change during testing, and that it is counting on feedback once the public test realm opens to tune each class into something distinct.
Wrath drives the kit
The Paladin's combat resource is Wrath, which builds as the character both deals and takes damage in combat, and which certain abilities generate directly. The studio said Paladin abilities are built around martial skill combined with divine power channeled through melee combat.
In the studio's telling, the Paladin begins as a Cleric who breaks from the rigid customs of that order after feeling a different calling, then sets out to deliver judgment on their own terms.
Roles, equipment and specializations
The Paladin's primary role is tank under the Justicar specialization, with healing as a secondary role under Devout. The class is available to Human, Dwarf, Elf and Dark Myr characters. It can use all simple and martial weapons apart from daggers and short bows, with some exotic weapons unlocking at high skill levels, wears armor up to Light Plate and can carry shields up to kite shields.
The studio characterized the Justicar Paladin as a conviction-driven defender who holds the line to protect others and delivers holy retribution, and the Devout Paladin as a healer built for the front line who can mend allies in the middle of a fight. It said the mastery abilities described in the post are highlights and examples rather than a complete list of what each specialization will offer.
Three categories of skills sit underneath the class. Weapon skills determine which weapons a Paladin can wield and affect both hit chance and damage with that weapon type, as well as which techniques are usable with it, and at extremely high levels may grant an exotic version of a weapon type or additional benefits. Combat skills govern the effectiveness of various parts of combat and of class abilities. Spell skills do the same for magical abilities. High levels in either combat or spell skills can help unlock further abilities or mastery selections.
The studio summarized the changes coming to the class as additional weapon and combat skills with more meaningful impact, a rebalanced base ability kit, mastery selections that let players lean into either physical or spellcasting abilities, and unique abilities and powerups unlocked through those mastery choices.
The post also noted that some weapon types listed for the class will only be implemented in future updates.
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