The Paladin is the holy tank of Monsters and Memories — a plate-armored warrior of faith who holds enemies with Crusader Strike and Taunt, protects the group with auras and consecrated ground, and can pull a dying ally back from the edge. The rework added Consecrations and Oaths as major new mechanics, replaced the old heal line with Healing Touch, and gave Paladins a full resurrection line from level 16. Against the undead, nobody hits harder at the front line.
Updated for Early Access · September 2026
- Plate armor and a shield
- Strong threat from Crusader Strike, the Smites and Taunt
- Emergency heals, Lay on Hands and a full resurrection line
- Group auras, consecrated ground and Oaths that take damage for a groupmate
- Excellent against undead, with interrupts, stuns, blind and a cone mesmerize
- Lower raw damage than melee classes
- Your heals are fast but mana-hungry, not a replacement for a real healer
- Less threat-focused than a Fighter
- Slower to solo outside undead zones
- Needs Wisdom as well as Stamina and Strength, so gear choices are harder
Paladin gameplay is tanking with a safety net. Hold the mob with Crusader Strike, Shield Slam and Taunt, lay down a Consecration, and use an Oath to take damage for a groupmate who’s in trouble. When a healer falls behind, Healing Touch and Lay on Hands can save the pull. Against undead, your Smites and Exorcism turn you into a real damage dealer. Keep an eye on your mana.
For players who like being in the middle of the action and saving the day. If you want to tank, help heal and hunt undead, the Paladin is a good first class: plate forgives mistakes and your emergency tools can rescue a pull that would otherwise fall apart.
Deep Elf, Dwarf, Gnome, Halfling, Human
Races playable at Early Access. See the class guide for starting stats and our picks.