Transcendent Class Guides

Paladin is the transcendent continuation of , keeping the branch's holy and defensive identity while adding four defining upper-class skills: , , , and .
Paladin stays tanky while gaining real offensive and support tools, especially for players coming from INT Crusader or shield-based Crusader routes. On Age of Ymir, that same identity translates well into an endgame Swordman branch where , , and shield-based burst can all matter at the same time. That holy carryover matters even more here because inherited keeps AoY's stacked-target behavior from the Crusader line, so INT Paladins still retain meaningful clustered holy damage instead of dropping the skill entirely.
Details
Paladin is a transcendent tank-support bruiser that keeps Crusader's holy defense core while adding better shield burst, HP-based offense, and one of the branch's strongest party buff tools.

| Job Bonuses | STR+9 AGI+8 VIT+10 INT+7 DEX+8 LUK+3 |
|---|---|
| Type | TankSupportShield |
| Max Job Level | 70 |
| Skill Access | 4 Paladin skills layered on top of the full kit. |
| Progression Branch | Endgame Crusader branch on Age of Ymir, with later horizontal expansion handled through . |
| Job Change Area | |
| Signature Tools | , , , and . |
Builds
This is the cleanest Paladin leveling route from the iRO guide because gives strong single-target ranged damage and can delete monsters in the Paladin leveling range with the right shield setup.
The core stats here are STR for damage, enough DEX to make HIT reliable, and a healthy VIT floor so you still feel like a frontliner. The build especially rewards shield weight and refine because those directly feed the skill's damage.
This route leans into Paladin's HP pool and melee durability. empowers your next five physical hits, but each boosted attack drains 9% of your max HP, so the build wants heavy VIT, high maximum HP, and enough sustain to survive its own burst cycle.
It fits players who want Paladin to stay aggressive in melee while still carrying the branch's defensive identity. In party play, this route pairs naturally with inherited tools like because you already plan around tank positioning and incoming damage.
The iRO page specifically points out that many INT Crusaders can continue into Paladin because the class gains real support and holy-damage options. This route uses for holy magic burst while reserving the skill points and SP economy needed to make meaningful in parties.
It is the most support-oriented Paladin route in the guide. High INT and DEX smooth out holy casting, while VIT keeps you durable enough to stand near the party and hold defensive responsibility. If you came up through INT or Crusader, AoY's Game Changes still matter here because inherited Grand Cross hits every monster standing on the same stacked cell. Live AoY item data also makes more appealing for this route, since its AoY notice says the HP/SP absorb works on magical attacks as well.
Skills
AoY keeps the same four Paladin skills the iRO guide references, but the live tooltips show the current server-facing names alongside the classic ones: Pressure is Gloria Domini, Shield Chain is Rapid Smiting, Gospel is Battle Chant, and Sacrifice is Martyr's Reckoning. The important inherited AoY note for this branch is that still keeps the Crusader-line custom behavior from Game Changes, hitting all monsters stacked on the same cell.
| Icon | Skill | Max Level | Description |
|---|---|---|---|
| Magic | 5 | Paladin's holy magic nuke. AoY lists it as Pressure, while the iRO guide refers to the same skill as Gloria Domini. | |
| Ranged | 5 | Five-hit ranged shield strike whose damage scales with HIT, base level, shield weight, and refine. This is the AoY name for Rapid Smiting. | |
| Support | 10 | Large hymn that can grant random party buffs and random enemy debuffs in range. AoY calls it Gospel, while the iRO guide calls it Battle Chant. | |
| Burst | 5 | Enhances your next five physical attacks at the cost of max HP per hit. This is the AoY label for Martyr's Reckoning. |
Tactics
| Focus | Notes |
|---|---|
| Devotion Anchoring | is still one of Paladin's most important inherited tools. Stay close enough to the party members you are protecting and be ready for their incoming damage to become yours. |
| Gospel Positioning | only works if you can safely stay near the group, and the AoY tooltip still notes the song is canceled if you are silenced while casting. Treat positioning and status protection as part of the skill, not as an afterthought. |
| Shield Weight Matters | scales from shield weight and refine, so your shield is part offensive gear as much as defensive gear. If you pick a shield route, do not evaluate shields by DEF alone. |
| HP Windows | is strongest when you can predict the burst window. Because it consumes HP with each empowered strike, go into each activation with healing already prepared instead of reacting late. |
| Holy Burst Routing | gives Paladin a real holy magic angle, which is especially helpful on targets where pure physical routes feel less efficient. It also gives INT support Paladins something active to do between bodyguard duties, and AoY's is a much better sustain piece here because its HP/SP absorb also works on magical attacks. |
| Grand Cross Carryover | Do not treat inherited as dead weight just because you reached Paladin. AoY's custom Crusader change still applies here, so the skill hits every monster stacked on the same cell and remains a real option for INT and holy-oriented carryover builds. |
| Ranged Defense Utility | remains part of the Paladin toolkit through Crusader inheritance. It is still one of the branch's best answers to ranged-heavy pulls or party content with projectile pressure. |
Equipment
The iRO page recommends reusing where it still fits and avoiding expensive dead-end upgrades. On AoY, that same idea still works well: buy gear that clearly supports your chosen Paladin route instead of trying to own every weapon and shield path at once.
| Equipment | Description |
|---|---|
| The iRO guide explicitly calls out Eden spear progression as a good reusable path for Crusader and future classes. That still makes it a practical bridge for spear-oriented Paladins or players who have not fully moved into shield specialization yet. | |
| For , heavier or sturdier shields matter because shield weight feeds damage while the shield itself still carries your defensive card choices. | |
| is a strong all-purpose shield when you want one item that still works for tanking, party protection, and shield-skill setups. | |
| deserves special mention for holy and INT carryover Paladins. The live AoY item page keeps the usual HP/SP absorb text and adds an AoY notice that the absorb works on magical attacks as well, which makes it surprisingly useful for and inherited play. | |
| INT and support Paladins benefit from practical accessory pieces like and when you need more stat utility for or longer support uptime. | |
| Budget armor packages like plus or the Odin line remain efficient if you need a simple survivability baseline before upgrading into more specialized gear. | |
| Paladin routes that tank, spam shield skills, or use aggressively still need cheap, repeatable healing. remains the standard low-cost sustain item. |
Leveling
| Level Range | Location | Notes |
|---|---|---|
| 80-88 | This is a smooth first stretch for fresh Paladins because it still supports spear and holy carryover from Crusader while giving a practical target range to work on. | |
| 88-95 | Holy-heavy Paladins still perform well on undead content. This is a good stretch for INT routes that want to keep holy pressure relevant while melee and shield routes continue building job levels safely. | |
| 95-99 | Once your gear and sustain are settled, Paladin handles harder mobbing better than many classes at the same stage because it can combine tank stats, inherited Crusader defense tools, and real single-target finishers when needed. |
Job Change
On official iRO, Paladin normally sits behind the transcendent flow and Valhalla job change process in Juno. On Age of Ymir, that path is adapted into a direct transcendent promotion once your Crusader reaches Base Level 80 and Job Level 50.
| Route | What You Get | Notes |
|---|---|---|
| The iRO guide sends players through the from . | That rebirth-era flow is useful as historical class context, but it is not the actual progression path AoY uses for Paladin. | |
| Direct Paladin advancement through , with automatic platinum skill unlocks for the branch. | AoY's Job Changer page states that transcendent changes require Base Level 80 and Job Level 50, no rebirth. You must spend all remaining skill points and unequip your Peco Peco before changing. |
Recommendation
- Use the AoY Job Changer for the actual Paladin progression flow on this server.
- Use the iRO page as the reference for Paladin skill purpose, class identity, and traditional gearing priorities.
Source referenced for class guide details: iRO Wiki: Paladin

Details
Builds
Skills
Tactics
Equipment
Leveling
Job Change