Paladin

"Smack your enemies with your Holy Hammer!"

—Specialized Adventuring! Description

Paladin is a class.

Auto Hammer

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * You automatically whack other players that get on your space!
 * You automatically whack other players that get on your space!

If the Class Talent is active: Whenever Auto Hammer triggers, also move 4-6 spaces forward.

Category: Buff
 * }

Effect

 * While you have a (Holy) Hammer, when you move onto another enemy player(s) space, when an enemy player moves onto your space, or when you revive while another enemy player(s) is on your space, you automatically use your (Holy) Hammer on that enemy player(s) if it is not on cooldown or Frozen and you have no statuses which prevent using items. (If your (Holy) Hammer is Ethereal, being alive prevents your Auto Hammer from triggering, though having the Dead status won't prevent it from triggering. Also, oddly enough, being Hypnotized does not stop Auto Hammer from activating.) (None of this applies if you are both on space 0.)
 * If your Auto Hammer triggers against another player whose Auto Hammer would trigger within the same effect chain while you both have a Hammer or both have a Holy Hammer, you both become Incapacitated in a so-called "Paladin Hammer Fight". If one of you has a Hammer and the other has a Holy Hammer, the player with the Hammer is knocked back 18-27 spaces by the Holy Hammer, while the player with the Holy Hammer is unaffected. However, there will be a standard Paladin Hammer Fight if the player with the Hammer has a movement prohibiter like Rooted.
 * It's important to note that Auto Hammer, like the (Holy) Hammer item, activates against other players by join order, so a double Auto Hammer Incapacitation will prevent hitting players past "the later Incapacitated player in join order" in join order (excluding if Skip-A-Turn & Incapacitation Immunity allows it.) Having a Hammer compared to another player's Holy Hammer can have similar effects of not hitting later players in join order if you are knocked off of the space before you can do so.
 * If you move onto the space of 2 enemy players which would have Auto Hammer trigger, you are only hit by the first by join order if you are moved off of the space. (You are still hit by the 2nd if you somehow stay on the space.)


 * If the Class Talent is active: Whenever Auto Hammer activates, you move 4-6 spaces forward.

Related Effects

 * Shield Mastery
 * Thick Hide: Only activates against Auto Hammer of a player with a Hammer rather than Holy Hammer.
 * Hallucination
 * Spiked Protection
 * Brawler's Brew

Standard Use

 * If you have a Hammer: Your Hammer turns into a Holy Hammer for 2 turns. (It reverts to a Hammer after.)
 * If you have a Holy Hammer: Your Holy Hammer has 2 turns added to its turn counter.
 * If you have no (Holy) Hammer: Gain a Holy Hammer for 2 turns. (It reverts to a Hammer after.)

Event Use

 * None.

Standard Use

 * Target any player. Remove (up to) 2 total random Disease or Curse Debuffs from that player. If at least 1 Debuff was removed, you gain 1 stack of Empowered Dice.

Event Use

 * Use against the Cursed Gate of the Archaeology Dig; you gain 1 stack of Empowered Dice.
 * Use on Salem's collar at The Magic Shop; you oddly don't gain 1 stack of Empowered Dice.

Standard Use

 * Target another player.
 * If they are within a 40-space radius, and you have a Holy Hammer: Incapacitate them, also you lose your Holy Hammer.
 * If they are within a 40-space radius, and you have a Hammer: Give them Skip A Turn, also you lose your Hammer.
 * If they aren't within a 40-space radius, or you have no (Holy) Hammer: Nothing occurs besides this skill going on cooldown.

Event Use

 * Use against the Lv 2 or 3 Small Golem of the Archaeology Dig; you lose your Holy Hammer if you have one. Fails unless you have a Holy Hammer. (A regular Hammer is not consumed upon failure.)

Strengths

 * Melee weapons have a much harder time trying to strike you as long as you can knock opponents back with your hammer.
 * Curses and Diseases can be removed from yourself or from a teammate, providing you with the benefit of Empowered Dice.
 * Decent range to inflict a turn skip on an opponent every so often.

Weaknesses

 * Fairly long cooldowns on the two more powerful skills, and you have to sacrifice your hammer on the third.
 * No direct movement skills means Paladin cannot easily hammer other players back aggressively.

Strategies

 * Incapacitation is a powerful status effect that can stop a player from using items or skills until the start of their next turn, which gets skipped. Try making a Holy Hammer and cast Hammer of Justice during the target player's turn for maximum effect, preferably when they need access to their items in encounters such as Archaeology Dig.
 * Any curse or disease can effectively turn into Empowered Dice for you. Sometimes you can deliberately curse yourself in a random encounter so that you can cleanse it.
 * Auto Hammer is a very useful defense. Certain items that drag other players to your space will be very useful for the Paladin; among these are the Lasso, Free Drink, Sexy Shoes, and throwing a Delicious Cake onto your space.

Dual-Class Synergies
(to be done later when other classes have their own pages)