Paladin

"Smack your enemies with your Holy Hammer!"

—Specialized Adventuring! Description

Paladin is a class.

Autohammer

 * {| 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!

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 you revive while another enemy player(s) is on your space, you automatically use your (Holy) Hammer on that enemy player(s) if you have no statuses which prevent using items. (This applies even if your (Holy) Hammer is Ethereal.) (None of this applies if you are both on space 0.)
 * If your Autohammer triggers against another player whose Autohammer would trigger within the same effect chain while you both have a Hammer or both have a Holy Hammer, you both become Incapacitated. 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 (even if the player with the Hammer has an effect like Man Mode.)
 * It's important to note that Autohammer, like the (Holy) Hammer, activates against other players by join order, so a double Autohammer Incapacitation will prevent hitting players past "the later Incapacitated player in join order" in join order (excluding if an effect like Man Mode 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 Autohammer 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.)

Holy_Hammer.png Holy Hammer
Bless your hammer with holy might for 2 turns, increasing its power trifold. (Gives you a new hammer if you have none.) Cooldown: 8 turns.

Divine_Blessing.png Divine Blessing
Remove up to 2 Curses or Diseases from someone. If you remove an effect, you gain Empowered Dice, giving you a guaranteed Roll Streak. Cooldown: 8 turns.

Hammer_Of_Justice.png Hammer Of Justice
Throw your Hammer at a nearby target, causing them to skip a turn. If you throw a Holy Hammer, the target will become incapacitated. You lose your Hammer when you use this skill. '''Range: 40 spaces. Cooldown: 4 turns.'''

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)