Paladin Leveling Guide

Paladin Leveling

Introduction

The Paladin Leveling Guide provides you with all the necessary information to get your favorite Character started!
Not every Skill is suitable to be used during early leveling for three reasons:

  • Only a number of Skills work well without any previously farmed gear.
  • A lot of builds lack damage during the leveling phase. It can become a big struggle or even straight up impossible to progress, starting with an end game build.
  • Some builds have a hard time transitioning into hell due to Immunities.

We provide you with step by step Skill trees and easily accessible items that help you in your play through. Additionally, you get tips and insights on how to deal with Immunities and the more difficult fights.

Gear used in this guide
Holy Fire
Blessed Hammer
Concentration
Conviction

At the end of this guide you'll have a Level 75 Paladin that used 1 out of the 3 respecs the game provides. You can use these to transition into your build of choice.
If you like the build at the end of this guide, check out the Blessed Hammer Paladin Guide, which continues it to the end game.


Skill Trees

The Paladin Leveling Guide utilizes Holy Fire, and Zeal early on.
Depending on the situation, the Paladin can choose to be:

  • A damage dealer, using Blessed Hammer and Concentration (Solo or Group).
  • A pure Support Character, affecting all enemies with Conviction or provide the team with the Meditation, Vigor, or Salvation Aura. (Groups with Elemental damage)

Hint: Below the Skill trees you have a slider which you can move around to see the Skill progression!

Level 1-20 - Zeal + Holy Fire (Solo or Group)

The Paladin's early Skill Tree is rather complex due to Synergies. He has to put Skill Points into all 3 of his Tabs to work optimally.

  • Level 2: Might
  • Level 3: Sacrifice
  • Level 4-5: Resist Fire (Including Den of Evil)
  • Level 6-9: Holy Fire
  • Level 10: Smite
  • Level 11: Save Skill Point!
  • Level 12: Charge + Zeal
  • Level 13-18: Holy Fire
  • Quest Reward Skill Point: Resist Fire
  • Level 19-20: Holy Fire

We DO NOT RECOMMEND add more Skill Points into Zeal to new players. Zeal locks you in place until the Paladin has executed every single hit, even if there is nothing in range. Only do this if you are an experienced player.

Optional Skill Point (in Groups):
Use the Skill Point gained from Radament for Lightning Resist to help your party when fighting Beetles in Act 2.

Level 20-77 - Blessed Hammer + Concentration (Solo or 1-Paladin-Group)

Using Blessed Hammer, and Concentration, the Paladin becomes a powerful damage dealer. Let's take a look at the respec:

  • Prayer - 1 Skill Point
  • Cleansing - 1 Skill Point
  • Defiance - 1 Skill Point
  • Vigor - 1 Skill Point
  • Might - 1 Skill Point
  • Blessed Aim - 1 Skill Point
  • Concentration - 1 Skill Point
  • Holy Bolt - 1 Skill Point
  • Blessed Hammer - 1 Skill Point
  • Smite - 1 Skill Point
  • Charge - 1 Skill Point

Note: We are not going to use every Skill Point we have at the respec. This is not a mistake! It allows you to put Skill Points into Blessed Hammer and Concentration simultaneously while you are leveling up!

Because of the interaction of Synergies and Concentration, it is best to have Concentration 12 Skill Levels lower than the combined Skill Level of Vigor, and Blessed Aim. This is optimal until Concentration is maxed out.

Skill Point allocation after respec:

  • Blessed Hammer until maxed out (20 Skill Points allocated)
  • Concentration until Skill Level 15
  • Now alternate between Vigor and Concentration until Concentration is maxed out (20 Skill Points allocated)
  • Vigor until maxed out (20 Skill Points allocated)
  • Blessed Aim until maxed out (20 Skill Points allocated)
  • Holy Shield - 1 Skill Point

Hardcore players: You can choose to put the Skill Point into Holy Shield and go for a decent % Chance to Block. This does reduce your survivability against elemental damage though!

Optional Skill Point:
You can choose to weave in 1 Skill Point into Salvation to help yourself and your team with Resistances, whenever needed.

Level 20-75 - Blessed Hammer + Conviction (2-Paladin-Groups)

When playing in a group with 2 Paladins, one should be going for the regular Skill Build (shown above), while the second Paladin goes for the Conviction Aura. This way both of them deal equal damage while together and still improve the elemental damage of your group.

The initial Skill Allocation is the same:

  • Prayer - 1 Skill Point
  • Cleansing - 1 Skill Point
  • Defiance - 1 Skill Point
  • Vigor - 1 Skill Point
  • Might - 1 Skill Point
  • Holy Fire - 1 Skill Point
  • Holy Freeze - 1 Skill Point
  • Thorns - 1 Skill Point
  • Holy Bolt - 1 Skill Point
  • Blessed Hammer - 1 Skill Point
  • Smite - 1 Skill Point
  • Charge - 1 Skill Point

Note: We are not going to use every Skill Point we have at the respec. This is not a mistake! They are saved, so we can allocate Skill Points into Blessed Hammer, and Conviction simultaneously when reaching Level 30+!

Skill Allocation after Respec:

  • Level 19-28: Blessed Hammer
  • Level 29: Blessed Hammer + Sanctuary
  • Level 30- 37: Blessed Hammer + Conviction
  • Conviction until maxed out (20 Skill Points allocated)
  • Vigor until maxed out (20 Skill Points allocated)
  • Remaining Skill Points into Blessed Aim

Level 18-75 - Full Support (Group)

This version does not deal damage on its own. You provide tons of Utility through your Auras, depending on the situation, increasing your team's Elemental damage, Elemental Resistance, or Movement Speed.

Any of the follow Skills receives 1 Skill Point at the respec:

  • Prayer
  • Cleansing
  • Defiance
  • Vigor
  • Resist Fire
  • Resist Lightning
  • Might
  • Holy Fire
  • Thorns
  • Holy Freeze
  • Holy Bolt
  • Blessed Hammer
  • Smite
  • Charge

Note: We are not going to use every Skill Point we have at the respec. This is not a mistake! They are saved, so we can allocate Skill Points into multiple Skill simultaneously in future Level-Ups.

Skill Allocation after Respec:

  • Level 19-23: Vigor
  • Level 24: Meditation + Sanctuary + Holy Shield + Vigor
  • Level 25-28: Holy Shield + Vigor
  • Level 29: Save Skill Point
  • Level 30: Salvation + Conviction
  • Level 31-49: Conviction until maxed out (20 Skill Points allocated)
  • Vigor until maxed out (20 Skill Points allocated)
  • Holy Shield until 11 Skill Points allocated
  • Salvation until maxed out (20 Skill Points allocated)

Playstyle

During the leveling process, the Paladin Leveling Guide employs different playstyles depending on the Skills he has access to. This section describes the playstyle for each Skill set.

Level 1-18 - Zeal + Holy Fire (Solo or Group)

Solo:
Until Level 6, keep your Might Aura active at all times and smack monsters with Sacrifice. Keep an eye on your Life globe as you loose Life with every Sacrifice hit. When you drop low, switch to regular Attack until you healed up to a comfortable Life value.

At Level 6 switch to Holy Fire while dealing damage. Put a stack of Strangling Gas Potions into your second Weapon-Swap and use them for additional DPS against Elite Groups.

Level 12 unlocks Zeal, and Charge. Use Zeal as your default attack from now on. Be aware that your Paladin always executes the full animation of Zeal, even if there are no legal targets in range!

Switch to Charge whenever you need to move around. You don't need a target to use Charge, and it gives you a lot of mobility for a heavy Mana cost. Be aware of this and prepare your inventory accordingly, meaning, fill it with Mana Potions.

While using Charge you someitmes get stuck in the animation. To get out of this predicament use your Weapon-Swap hotkey.

Group:
In addition to the Solo gameplay, use the Lightning Resist Aura when you and your party fight Beetles in Act 2. In a balanced group composition you'll rarely apply your damage anyways.

Level 18-77 - Blessed Hammer + Concentration (Solo or Group)

Solo:
Use Charge to move around quickly, or to close the gap to your enemies. Be aware of the high Mana cost and prepare your inventory accordingly, meaning, fill it with Mana Potions. Activate Vigor to further increase your speed with Charge, or while running around in town.

To fight enemies, switch your left-click to Blessed Hammer and activate the Concentration Aura. Make yourself familiar with the travel-pattern of Blessed Hammer. It takes some getting used to. Try to move below your target when you struggle to hit it.

At Level 24 you gain access to the Staff of Teleportation. Use it to get past obstacles, or to Teleport on top of your target, before starting to attack with Blessed Hammer. Doing so almost guarantees a successful hit on your enemy.

Use Cleansing to remove Poison and Curse effects from you and your allies, especially the powerful Poison from Wave 2 in the Throne of Destruction.

You only need to worry about 1 place with monsters Immune to Magic - Achmel the Cursed and his Unraveler friends on Wave 2 in the Throne of Destruction. Lure the Skeleton Mages that spawn with them away from them and kill them out of the Revive-range of the Unravelers and kill them off. Then use Holy Bolt from a distance to slowly widdle them down.

Group:
When playing with a second Paladin, that goes for the Conviction Aura build, stay close to him while dealing damage. He relies on your Concentration Aura!

When you are the only Paladin, use Salvation whenever your party needs additional Resistances.

Level 18-75 - Blessed Hammer + Conviction (2-Paladin-Groups)

In a group with 2 Paladins, you are the one responsible for using situational Auras while fighting with Blessed Hammer. The other Paladin should provide you with Concentration at all times.

Vigor:
Activate this Aura whenever your or your party is moving around. Stay close to your allies to apply its effect to all of them. Paired up with Charge you reach incredible movement speed. Be aware of the high Mana cost and prepare your inventory accordingly, meaning, fill it with Mana Potions. Activate Vigor to further increase your speed with Charge, or while running around in town.

Cleansing:
Use this Aura to remove Poison and Curse effects from you and your allies, especially the powerful Poison from Wave 2 in the Throne of Destruction.

Meditation:
Whenever there is a little down-time in fights, you can activate this Aura to grant your party Mana Regeneration. They'll enjoy that.

Salvation:
This Aura is critical when you enter areas with high amounts of elemental damage, like Travincal. This is especially important when your group is struggling with Resistances in the first place. Keep it up until your party has stabilized, then switch to Conviction.

Conviction:
This Aura increases the elemental damage output of your party drastically. Get to the front lines and apply it to your parties' targets.

Level 18-75 - Full Support (Group)

The Support Paladin purely focuses on providing his party with Auras. Use Holy Shield to increase your defenses, allowing you to stand firm in the front line, where you need to be to apply the Conviction Aura to enemies.

Vigor:
Activate this Aura whenever your or your party is moving around. Stay close to your allies to apply its effect to all of them. Paired up with Charge you reach incredible movement speed. Be aware of the high Mana cost and prepare your inventory accordingly, meaning, fill it with Mana Potions. Activate Vigor to further increase your speed with Charge, or while running around in town.

Cleansing:
Use this Aura to remove Poison and Curse effects from you and your allies, especially the powerful Poison from Wave 2 in the Throne of Destruction.

Meditation:
Whenever there is a little down-time in fights, you can activate this Aura to grant your party Mana Regeneration. They'll enjoy that.

Salvation:
This Aura is critical when you enter areas with high amounts of elemental damage, like Travincal. This is especially important when your group is struggling with Resistances in the first place. Keep it up until your party has stabilized, then switch to Conviction.


Miscellaneous

Assembling the Build

This guide only uses items you can easily get during your playthrough. In this section, we show you where and why you get the items that are used.
Warning: When we are talking about Socketed items for Runewords, be aware that the vendors can sell magic items with 2 Sockets. Runewords do NOT work in Magic Items!

Steel Scimitar
Where?
- Buy a Scimitar from Charsi in Normal Act 1.
- Find the Runes from The Countess in Normal Act 1, The Forgotten Tower (Black Marsh).
Why?
- +25% Increased Attack Speed improves the Attack Rate with zeal.

Stealth:
Where?
- Buy a 2 Socket Body Armor from Charsi in Normal Act 1.
- Find the Runes from The Countess in Normal Act 1, The Forgotten Tower (Black Marsh).
Why?
- Stealth is arguably the strongest Runeword, as we are using it on literally every Leveling guide.
- +25% Faster Run/Walk and +25% Faster Hit Recovery bring significant Quality of Life, and this Body Armor should not be replaced until the end of this guide.
- +25% Faster Cast Rate are needed for the Blessed Hammer spec.

Spirit Crystal Sword
Where?
- Find a Crystal Sword in The Secret Cow Level and use Larzuk's Quest reward from Normal Act 5, Quest 1.
- Find the Runes from The Countess in Nightmare Act 1, The Forgotten Tower (Black Marsh).
Why?
- +25-35% Faster Cast Rate, +2 to All Skills, +x to Mana, and +55% Faster Hit Recovery are an unrivaled combination of Stats at this stage of the game.

Spirit Targe
Where?
- Find a Auric Shield with All Resist 20+ throughout Nightmare and use Larzuk's Quest reward from Nightmare Act 5, Quest 1.
- Find the Runes from The Countess in Nightmare Act 1, The Forgotten Tower (Black Marsh).
Why?
- +25-35% Faster Cast Rate, +2 to All Skills, +x to Mana, high Resistances and +55% Faster Hit Recovery are incredible Stats. This Shield can be used in the end-game.

Coral Wand of the Magus:
Where?
- Buy a +20% Faster Cast Rate Wand or Scepter from a Vendor after Act 3 in Normal. A Scepter can have +x to Blessed Hammer as an addition. A minimum Level of 23 is required!
Why?
- On the Blessed Hammer the Paladin requires Faster Cast Rate.

Ancients' Pledge Targe:
Where?
- Find an Auric Shield with All Resist +x and 3 Sockets.
- Receive the Runes from Quahl-Kek after completing Quest 2 in Act 5 Normal.
Why?
- Ancients' Pledge Targe provides a large amount of Resistances.

Lore Cap:
Where?
- Buy a Cap or Skull Cap from Charsi in Normal Act 1
- Find the Runes from The Countess in Nightmare Act 1, The Forgotten Tower (Black Marsh).
Why?
Lore provides +1 to All Skills as well as Lightning Resist +30%, which makes this Helmet a strong offensive and defensive option for this item slot. The +2 Mana after each Kill helps in managing the Mana costs from our Skills.

Gnarled Staff of Teleportation:
Where?
- Buy the Staff of Teleportation from Ormus in Normal Act 3. A minimum Character Level of 19 is required.
Why?
- A Staff of Teleportation provides us with higher mobility. We utilize this to get past physical blockades as well as difficult monster groups we cannot easily kill.
Tip: Buy the Staff of Teleportation before you hit Level 24. The Staff has a Level requirement of 24 which means they appear with a red background in the vendor screen. This speeds up the process of shopping for it a lot!
Hardcore warning: When you switch to the Weapon slot with the Staff of Teleportation, you lose a lot of Resistances and your Chance to Block.

Ocher Heavy Boots of Haste:
Where?
- Buy Boots with 20% Faster Run/Walk and Resistances from Charsi or Gheed in Nightmare Act 1.
Why?
- Great mobility for leveling and progression.
- Resistances help you stay alive easier. Lightning and Fire Resistances are your priorities!

Garnet Belt of the Colossus:
Where?
- Alternatively buy a Belt with Life and Resistances from Charsi or Gheed in Nightmare Act 1.
Why?
- Life and Resistances help you stay alive easier. Lightning and Fire Resistances are your priorities!

Garnet Heavy Gloves:
Where?
- Buy Gloves with Resistances from Charsi or Gheed in Nightmare Act 1.
Why?
- Resistances help you stay alive easier. Lightning and Fire Resistances are your priorities!

Attributes

Strength
In the Paladin Leveling Guide, we allocate enough Stat Points to Strength to equip all of our gear.



Vitality
After you put your points into Strength and Dexterity, make sure to check if it is recommended to put Stat Points into Energy. Meet the suggested amount of Energy and put any remaining Stat Points into Vitality.

Dexterity
The Paladin Leveling Guide requires no additional Dexterity, unless you choose the Support version. In this case allocate enough Dexterity to achieve 50% Chance to Block.

Energy
In the Paladin Leveling Guide we don't recommend putting any Stat Points into Energy.

Breakpoints

For more information on the mechanics involved, check out our in-depth article on Breakpoints.

All builds rely on specific Breakpoints for effectiveness throughout the game. Meeting Breakpoints for Cast Rate, Hit Recovery, and Block Rate increases the rate of casting spells, recovering from big damage, and blocks by 1 Frame per Breakpoint.


Faster Cast Rate (FCR)
With Stealth and double Spirit we reach 95% Faster Cast Rate. The next breakpoint is achievable with 30% Faster Cast Rate from items like Rings, Amulet, Crafted Belt, Circlets, and Gloves.

Cast Rate Breakpoint

Increased Attack Speed (IAS)
Attack Speed is only required before you respec at Level 18. With the recommended gear we reach 25% Increased Attack Speed, saving 5 Frames when using Zeal on each use. This means we save 1 second of animation time every 5 hits.

Attack Rate Breakpoint

Faster Hit Recovery (FHR)
Faster Hit Recovery controls how fast our Character finishes the Hit Recovery animation. Stealth and double Spirit grant a total of 135% Faster Hit Recovery.

Hit Recovery Breakpoint

Faster Block Rate (FBR)
We do not target a specific Block Rate Breakpoint. We do not rely on Chance to Block in this build.

Faster Run Walk (FRW)
There are no Breakpoints for Faster Run / Walk. With the recommended gear, you reach 45% Faster Run / Walk.

Mercenary

During the leveling process, the Mercenary rarely has any use. It is very hard to keep any of them alive. Using the Mercenary Bug gives you a bigger uptime on him.

Insight can feel amazing while playing through the game.

To help survive various scenarios, remember you can drag Healing Potions onto the portrait, or shift + 1/2/3/4 to directly feed them a Healing Potion from your belt. The Mercenary also gains bonus Resistances from Thawing Potions and Antidote Potions, which is primarily useful in fights against Act bosses.

If your Mercenary dies in battle, you can revive them from any of the Mercenary NPC in any Act. This does come with an increasing cost, capping at 50,000 Gold. So keep that in mind and decide if the Mercenary is currently worth the cost.

Hardcore

All of our Leveling Guides are viable for Hardcore.
Changes to consider:

  • Over Level before you enter Nightmare / Hell. Suggested Target Levels are ~38-40 for Nightmare and 65+ for Hell.
  • Make sure to have your Cold, Fire, and Lightning Resistances capped at 75% when you enter Nightmare and Hell. The easy way to check this is to enter the difficulty you want to play and open your Character screen.
    • We recommend farming Flayer Jungle or The Secret Cow Level in Nightmare for Charms. They make it easy to cap your Resistances.

Gear Options

With a shared stash now available and the fact that this might not be your first Character we want to give you some gear options that can improve your Leveling experience a lot!

Until Level 18:

  • Blood Crescent Scimitar can be an alternative to Steel early on.
  • Death's Hand + Death's Guard provides you with 30% Increased Attack Speed, All Resistances +15%, and Cannot be Frozen. These are incredible Stats while physically attacking.
  • Bloodfist is a great option for the entire leveling procress, providing +40 to Life, +10% Increased Attack Speed, and +30% Faster Hit Recovery.

After Level 18 respec:

  • Spectral Shard, and Suicide Branch are great alternatives to Spirit Crystal Sword, as it is not available in Single Player.
  • Skin of the Vipermagi is the best Body Armor you can equip on any caster for Leveling.
  • Magefist gives you 20% Faster Cast Rate which helps improving your Cast Rate for Blessed Hammer, if a Breakpoint is achieved.
  • A rare Amulet with +x to Paladin Skills or +x to Combat Skills (Paladin Only) is very powerful. Unique options for the Amulet are The Eye of Etlich and later a Maras Kaleidoscope.
  • Hsarus' Iron Heel and Sander's Riprap are strong options for the Boots slot. Both provide you with Faster Run/Walk and are very common drops.
  • The Stone of Jordan provides you with +1 to All Skills, which scales our damage up significantly. It's a rather expensive option, but if you have one, put it on!

Farming Spots at Level 75+

The areas below are well suited for this build to farm efficiently. While this build can also farm other areas, we’ve selected these specific areas to make the most use of the build’s strengths. Please take special note of the danger level, clear speed, item types, and Immunities that define these areas.

While there are other Farming Spots in the game, some Builds struggle to efficiently farm those Areas. This may be because the Monsters in the Area are Immune to your primary Damage type, or the Build lacks mobility to quickly progress to its objectives.

Act 1:

AreaDangerRewardsImmunities
The Countess
(Forgotten Tower Level 5)
MediumRunes
Key of Terror
Fire, Cold
The PitMediumAll item types
Max Area Level
Leveling
Fire, Lightning, Cold
Andariel
(Catacombs Level 4)
LowUniques
Sets
Jewelry
The Secret Cow LevelMediumRunes
Runeword Bases
Charms / Gems / Jewels

Act 2:

AreaDangerRewardsImmunities
Arcane Sanctuary
(Specters/Super Chests)
MediumRunes
Charms / Gems / Jewels
Jewelry
Physical, Fire, Cold
Summoner
(Arcane Sanctuary)
LowKey of Hate

Act 3:

AreaDangerRewardsImmunities
TravincalHighGearing
Runes
Charms / Gems / Jewels
Gold
Fire, Lightning, Cold
Mephisto
(Durance of Hate Level 3)
MediumUniques
Sets

Act 4:

AreaDangerRewardsImmunities
River of FlameHighAll item types
Max Area Level
Leveling
Fire, Lightning, Cold, Poison
Chaos SanctuaryHighAll item types
Max Area Level
Leveling
Fire, Lightning, Cold
Diablo
(Chaos Sanctuary)
MediumUniques
Sets
Leveling (Level 97-99)

Act 5:

AreaDangerRewardsImmunities
Eldritch the Rectifier
(Frigid Highland)
LowGearing
Gold
Leveling
Cold
Shenk the Overseer
(Bloody Foothills)
MediumGearing
Gold
Leveling
Cold
Pindleskin
(Nihlathak's Temple)
HighGearing
Gold
Leveling
Poison
Worldstone Keep / Throne of DestructionHighAll item types
Max Area Level
Leveling
Physical, Magic, Fire, Lightning, Cold, Poison
(Depends on monster spawns)
Baal / Waves
(Worldstone Chamber /
Throne of Destruction)
HighUniques
Sets
Max Area Level
Leveling
(Baal for Level 97-99)
Magic, Fire, Cold, Poison
(on Waves)

Gear Progression

Level 1-18

Early on the Paladin doesn't require much to destroy the evils of Sanctuary. Shop for a Scimitar and a Body Armor with 2 Sockets from Charsi and farm The Countess for the Runes needed in Steel, and Stealth. Equip these when you reach the appropriate Levels.

Chipped Gems are very important to pick up. You can use them to re-roll Scepters in Act 2 (Scepter + 3 Chipped Gems in Horadric Cube), potentially granting +x to Blessed Hammer.

Pick up every Paladin Shield you come across and check them for All Resistances +xx and Sockets. A combination of high Resistances and 3 Sockets is ideal to build Ancient's Pledge in Act 5.

Pick up all Rings and Amulets and look for useful Stats such as Life, Resistances, Magic Find, and Mana. Also look out for Faster Cast Rate, which you need after the respec at Level 18!

During the early Levels, you need to keep an eye on your Stamina usage. Make sure to always have some Stamina Potions in your inventory. They give you infinite Stamina for 30 seconds. This duration stacks, so you can drink multiple Potions before heading out on long runs. You lose the duration on death or when using Save & Exit.

A Helmet with Ral Runes helps to survive the primary damage type in Act 4 and stays useful until you get to Nightmare.

Keep a Tome of Town Portal and Tome of Identify in your inventory for the full Leveling process.
Allocate your Stat Points to reach these Attribute values at Level 18:

Concentration Blessed Hammer

Until you reach Nightmare, you don't really need to worry about much in terms of gear. Pick up any Paladin Shield and check them for 3 Sockets and All Reistances +xx. This becomes your Ancient's Pledge which is used until (at the latest) Act 5 in Nightmare.

Ideally you get a Scepter from re-rolling with Chipped Gems. If not, check Drognan for a Scepter. These are very expensive, any value from +1 to +3 is fine!

Keep the Gnarled Staff of Teleportation in your secondary Weapon slot to increase your mobility.

Shop for gear at the start of Nightmare Act 1. Shop for Coral Heavy Gloves, Ruby Heavy Boots of Haste, and Garnet Demonhide Sash of Stability.

Start farming The Countess and equip yourself with a Lore. Farm for a Crystal Sword in The Secret Cow Level, use the Quest reward from Larzuk in Act 5 Normal, and creat your Spirit Crystal Sword.

Using double Spirit and Stealth you can easily reach the 75% Faster Cast Rate Breakpoint. With additional FCR on your Jewelry, even the 125% Breakpoint is possible. Use any Jewelry that gives you Life, Resistances, Magic Find, or Mana if you can't reach the latter.

Insight on your Mercenary greatly increases our Mana Regeneration. Equip him with a Helmet and a Body Armor with +xx% Resistances to give him the best chances of survival.

Allocate your Stat Points to reach these Attribute values at Level 75:
Note: Use more Strength (Less Vitality) if you find good replacements for the items you bought at the start of Nightmare! Don't go past 60 Strength!

Conviction Blessed Hammer

This version is only used in parties with 2 Paladins!

Until you reach Nightmare, you don't really need to worry about much in terms of gear. Pick up any Paladin Shield and check them for 3 Sockets and All Reistances +xx. This becomes your Ancient's Pledge which is used until (at the latest) Act 5 in Nightmare.

Ideally you get a Scepter from re-rolling with Chipped Gems. If not, check Drognan for a Scepter. These are very expensive, any value from +1 to +3 is fine!

Keep the Gnarled Staff of Teleportation in your secondary Weapon slot to increase your mobility.

Shop for gear at the start of Nightmare Act 1. Shop for Coral Heavy Gloves, Ruby Heavy Boots of Haste, and Garnet Demonhide Sash of Stability.

Start farming The Countess and equip yourself with a Lore. Farm for a Crystal Sword in The Secret Cow Level, use the Quest reward from Larzuk in Act 5 Normal, and creat your Spirit Crystal Sword.

Using double Spirit and Stealth you can easily reach the 75% Faster Cast Rate Breakpoint. With additional FCR on your jewelry, even the 125% Breakpoint is possible. Use any Jewelry that gives you Life, Resistances, Magic Find, or Mana if you can't reach the latter.

Insight on your Mercenary greatly increases our Mana Regeneration. Equip him with a Helmet and a Body Armor with +xx% Resistances to give him the best chances of survival.

Allocate your Stat Points to reach these Attribute values at Level 75:
Note: Use more Strength (Less Vitality) if you find good replacements for the items you bought at the start of Nightmare! Don't go past 60 Strength!

Full Support

This version does not deal damage by itself. Your only goal is to make yourself as tanky as possible, so you can sit at the front line!

Until you reach Nightmare, you don't really need to worry about much in terms of gear. Pick up any Paladin Shield and check them for 3 Sockets and All Reistances +xx. This becomes your Ancient's Pledge which is used until (at the latest) Act 5 in Nightmare.

Continue to check for Paladin Shields with high All Resistances (20+ is great!). You can use Larzuk's Quest reward in Act 5 and put 4 high quality (Flawless / Perfect) Diamonds into it for even more Resistances than Ancient's Pledge can provide.

Keep the Gnarled Staff of Teleportation in your secondary Weapon slot to increase your mobility.

Shop for gear at the start of Nightmare Act 1. Shop for Coral Heavy Gloves, Ruby Heavy Boots of Haste, and Garnet Demonhide Sash of Stability.

Start farming The Countess and equip yourself with a Lore. Use your Weapon Slot for Resistances as well. You could also equip a Wand of Lower Resistance, providing even more -x Resistances for enemies, allowing you to break almost every Immunity.

Use any Jewelry that gives you Life, Resistances, Magic Find, or Mana if you can't reach the latter.

Insight on your Mercenary greatly increases your parties Mana Regeneration. Equip him with a Helmet and a Body Armor with +xx% Resistances to give him the best chances of survival.

Use your Attribute Points in Dexterity to reach 50% Chance to Block at all times, enough to wear all your gear, and remaining Stat Points into Vitality.


Video Guide

Comming Soon.


Summary

  • Fast Weapons are better than a slow scepter while using Holy Fire, use a Scimitar instead!
  • Cast Blessed Hammer only while you have Concentration active.
  • Pick up all Paladin Shields to check them for high All Resistances, 3 Sockets (in Normal) and 4 Sockets (in Nightmare)!
  • If you play the Support role, get your Defenses up. You MUST be on the front line as much as possible!
  • Farm The Countess in Normal and Nightmare for the key Runewords. Be careful with the item bases you buy from the vendors. Runewords do NOT work in Magic Items!
  • Buy a Gnarled Staff of Teleportation before Level 24.

Guide by Teo1904

We hope the Paladin Guide helps you to get to your endgame build of choice. As soon as you get access to Blessed Hammer, there is basically no enemy that can stay alive for long!

Good luck!