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Home » The 21 Classes of Achaea » The Paladins of Achaea

The Paladins of Achaea

An Atavian Paladin: a winged knight of Targossas with helm, sword, and Targossas phoenix shield

Paladins are Achaea’s holy knights. Born in the Era of Founding by Imithia’s Rite of Ending at the funeral of Pasiphae, they have carried the torch of Light and Fire for centuries. Today they serve Aurora and Deucalion, the Bloodsworn Divine of Targossas, and they fight on the front line of any war waged against Chaos, Evil, or Darkness. A Paladin doesn’t go to battle alone: their golden eagle goes with them.


Paladin lore and origin

The Paladin class is one of the most ancient on Sapience. They are the modern descendants of the Templars: warriors who, alongside the Bloodsworn Priests, formed the martial spine of the now-fallen Church of Achaea. For centuries they carried that vigil across the continent and beyond.

The Church and its seat, the city of Shallam, are gone. Both sank beneath the waves of the Eusian. But the Paladins endured. They reformed in Targossas, the Dawnspear, when the survivors of Shallam founded a new island province for the followers of Good. Today every Paladin serves Aurora, Goddess of Light, and Deucalion, the Righteous Fire. The Bloodsworn bond is sacred.

What a Paladin actually is, in plain terms: a heavily-armed warrior whose mind and body are proof against the Profane, who can call down holy fire on those who deserve it, and who fights with a golden eagle at their side. The eagle is the herald: when a Paladin approaches, the eagle’s clarion call announces them. They are the world’s bulwark against the Horror. The defenders of Creation, and its last hope against the Beyond.

This is also a class with mechanical teeth behind the flavour. Excision is one of Achaea’s signature divine combat skills, and Valour gives the Paladin a versatile toolkit of archery, eagle commands, and aggressive set-pieces. A trained Paladin is among the most dangerous melee combatants in the game.


Signature combat identity: the golden eagle and divine wrath

What sets a Paladin apart from every other warrior in Achaea is the eagle. Every Paladin bonds a golden eagle on the island of Anost within Targossas, and that eagle becomes a lifelong companion. The eagle scouts rooms from above, tracks fleeing opponents, swoops to strike at the Paladin’s command, and can even retrieve items in its talons. A skilled Paladin uses the eagle for everything: reconnaissance, mid-fight strikes, post-fight pursuit of cowards who flee.

The second half of a Paladin’s identity is divine wrath. Excision is a skill of light and fire. With Wrath, the Paladin’s sword becomes a weapon against the wicked. Pyre consigns enemies to flame. Damnation lets Creation be healed. The skill is dense with named, narrative abilities that read like scripture: Hallowed, Sustain, Banish, Confront, Decree. In combat, a Paladin is channelling holy power through their weapon while their eagle harries from the air.

Add Weaponmastery, the shared knight skill that lets the Paladin specialise in their chosen weapon school, and you have a class that is mechanically rich and thematically uncompromising. A Paladin is a holy knight in the truest sense, every ability earned through devotion and tested in battle.


The three skills of a Paladin

A Paladin commands three skill sets: Valour, Excision, and Weaponmastery. A fledgling Paladin gains Weaponmastery and Excision; Valour is granted upon embracing the class.

Signature abilities: Eagle, Battlecry, Fury

Valour has three distinct parts: the bond with a golden eagle, the art of archery, and a toolkit of aggressive combat abilities.

The eagle is Valour’s heart. Every Paladin bonds an eagle on the island of Anost in Targossas (EAGLE REQUEST), and the eagle becomes a permanent companion: scouting rooms, tracking fleeing enemies, striking on command, even retrieving items. A Paladin can also send a fellow Paladin’s eagle to safety if conditions are met (same House or city, higher rank, the eagle’s bonder offline).

Archery is the second part. A Paladin who masters Valour can assess wind direction and speed, draw longbows, crossbows, or the fabled darkbows of Hashan, and fire on opponents at range or in pursuit.

The third part is set-pieces: Battlecry to stun a target with the power of your voice, Engage to damage a cowardly opponent, Fury to temporarily raise strength, plus defensive abilities like Weathering, Resistance, and Clotting.

Abilities (31)

AbilityDescription
EagleYour loyal companion.
WeatheringIncrease your ability to weather damage.
SeekOrder your eagle to seek out an adventurer.
GlanceSee as your companion sees.
BlockObstructing departure with your body.
FollowEver watchful.
GrippingGrip your wielded items in a deathlock.
BargeBarging your opponents.
BattlecryStun a target with the power of your voice.
BowmanshipUse of the valued projectile weapon.
QuiversTake full advantage of your quiver.
WindFurther increase your accuracy through wind compensation.
AimingIncrease your accuracy in shooting.
SturdinessStanding firm against attempts to move you.
DeliverSmall things can be salvation.
ResistanceReduce the damage taken from magical attacks.
CrossbowsA powerful projectile weapon.
ClottingReduce the level of your bleeding.
FitnessControlling your breathing.
RageThrow off pacifying afflictions.
RetrieveSecure it in the talons.
StartleThe steed is often an easier target.
RakeCommand your eagle to fall upon a foe.
TrackThere is no hiding from the light.
DefendAttempt to protect someone else with swordwork.
ObserveA bird’s-eye view.
DarkbowsUsing the infamous darkbows of Hashan.
NightrenderTo tear the Dark asunder.
EngageDamage a cowardly opponent.
SwiftmountMount or vault your steeds at increased speed.
FuryTemporarily raise your strength.

Signature abilities: Wrath, Pyre, Damnation

Excision is the divine combat art of the Paladins. It is the warriors of Light and Fire made manifest: a coruscating brilliance that breaks the Profane and excises rot from the world. The skill is built around the conviction that there will be peace only when there is no more need for swords, and that until that day, the Paladin is the one who carries them.

In combat, Excision lets the Paladin call down holy power through their blade and their armour. Wrath turns a sword against the wicked. Bladefire cleaves the shadows. Pyre consigns enemies to flame. Faith is armour that does not rust or break. Hallowed denies enemies the ability to leave a holy place. Damnation, the capstone, lets Creation be healed.

Excision is also where the Paladin’s Targossas oath bites. A Paladin who turns against the Bloodsworn Divine can be excommunicated, and Excision is the skill that gets revoked. The mechanic is intentional: divine power is a covenant, and breaking the covenant breaks the power.

Abilities (31)

AbilityDescription
WrathA sword against the wicked.
SteadfastYou will stand unmoved.
DenounceLet no evil go unchallenged.
FaithThe armour which does not rust or break.
RepentThey cannot escape their sins.
BladefireYour sword shall cleave the shadows.
InsightMisdirection is no refuge.
DawnhandThe Lightbringer guides your hand.
SustainYou will give your life for the cause.
UnbowedFor Creation, you stand.
BanishThe Anathema will not go unchallenged.
CrusadeOf singular focus and relentless drive.
HuntThe light shines on all.
HallowedThey shall not leave this holy place.
ScourCleansed in holy fire.
DecreeBy their mandate.
RetributionThey will be avenged.
StokeTo ever greater heights.
PyreConsign them to the flame.
FlareHer radiance finds all.
DeliveranceDeliver one of the faithful to your side.
RushFirst to fight, last to fail.
PurifyCorruption shall be burned away.
ConfrontThe vanguard, always.
MartyrWith the last breath, and after.
FervourVictory is at hand.
CondemnYou are the judge, and you find them wanting.
HellsightThe fate that awaits their deeds.
BloodswornBond with another via a blood oath.
WithdrawThe time to act is now.
DamnationLet Creation be healed.

Signature abilities: Specialise, Cleave, Disembowel

Weaponmastery is the shared knight skill that turns a Paladin into a master of melee weapons. It’s also what lets the Paladin choose a fighting style. A Weaponmaster selects one of four specialisations, each with its own weapons, signature abilities, and combat rhythm.

To pick or change a specialisation in-game: SPECIALISE IN . Changing later costs 100 lessons, whether or not you’ve embraced the class.

General abilities (all specialisations)

AbilityDescription
SwordplayIncreased mastery of the shortsword.
SpecialiseGain proficiency in one of the schools of weaponry.
EnvenomCoat a weapon in venoms.
ArcSwing your blade in a controlled arc.

Two handed

Wielding the largest weapons available: bastard swords and warhammers. Two-handed Paladins conquer through sheer overwhelming damage.

Key abilities: Carve, Hew, Devastate, Cleave.

AbilityDescription
ContinuationShrug off afflictions like the trivialities they are.
SlaughterDispense with your opposition.
OverhandSplit their skulls with a mighty blow.
CarveCarve through your victim’s defences.
SplinterSplinter the defences protecting your opponent.
PerceivePerceive the state of your opponent.
UnderhandDeliver a devastating rising stroke.
UpsetBring them down in a tangle of limbs.
HewDeliver precision strikes against your opponent’s limbs.
PulverisePulp your opponent’s limbs with crushing blows.
DistractDistract them with a deafening shout.
FocusAlter your technique.
DisciplineYour technique is flawless.
DeflectRedirect incoming projectiles.
CleaveRend your opponent’s body in two.
SkullcrushCrush their skulls.
RecoverA true warrior will die on his feet.
DevastateDestroy their limbs utterly.
BrainPut him out of his misery.
OverwhelmDispatch them with a single catastrophic blow.
ImpaleSink your blade into an opponent.
DisembowelTear the entrails from a target.

Sword and shield

Using a shield for both offence and defence, armed with longswords or broadswords. The most defensive of the four specialisations.

Key abilities: Ferocity, Drive, Strike, Smash.

AbilityDescription
RendRend the flesh of your foes.
RazeRemove the defences that would keep your weapons from your foe.
SmashDeliver a crushing blow with your shield.
CombinationLink your blade and shield attacks into devastating combinations.
DriveDeny them of breath with a precise strike to the throat.
SliceSpeed is the mark of a true master.
ImpalePin them to the ground with your blade.
ConcussRattle their brain with a mighty blow.
TripSend them sprawling.
AnticipateYou see every blow that’s coming.
ClubA brutal display of power.
CleaveRend your opponent’s body in two.
DedicationYour dedication to victory can overcome all barriers.
FerocityChannel the ferocity of battle.
StrikeUnleash your ferocity against your foe.
GuardbreakExploit holes in their guard.
DisembowelTear the entrails from a target.

Dual cutting

Two cutting weapons (scimitars or battle axes). Built around damage and venom application.

Key abilities: Duality, Lunge, Impale, Disembowel.

AbilityDescription
PredictPredict when your blows will damage their limbs.
RazeAttack the defences that would keep your weapons out.
DualityThe ability to wield and use two weapons simultaneously.
LungeA deep, piercing blow from an adjacent location.
ImpaleSink your blade into an opponent.
RazeslashFirst penetrate his defences, then give him the sharp end.
UndercutTake them down to the ground.
CleaveRend your opponent’s body in two.
MasteryThrough intense concentration, increase your blade mastery.
ConcussRattle skulls with a brutal blow.
IntimidateMake them fear for their life.
DisembowelTear the entrails from a target.

Dual blunt

Two blunt weapons (flails or morningstars). Built around limb destruction.

Key abilities: Momentum, Whirl, Skullcrush, Pulp.

AbilityDescription
MomentumStrike them with ever greater power.
WhirlThe most basic of blunt attacks.
FractureFracture the defences that would protect your opponent.
DoublewhirlStrike twice as fast.
SizeupWith the trained eye of a warrior.
PredictPredict when your blows will damage their limbs.
SkullcrushCrush their skulls.
DisciplineYour form is flawless.
ExpendExpend your momentum for crippling effects.
AssaultUnleash a terrible assault against a helpless opponent.
FurorYou have the high ground.
PulpEnd their life in a single strike.

Paladin Houses and cities

See Achaea’s city-states for the cities where these Houses recruit.

Paladin is alignment-locked to Targossas and the Bloodsworn Divine. Two of the three Houses that accept the class are Targossan; the third is the cityless Merchants.

HouseCityDescription
The DawnbladeTargossasThe martial House of Targossas. The traditional Paladin home.
The Harbingers of RedemptionTargossasTargossas’ House of succour and healing. Paladins who lean toward the protective and healing side of the class.
The Grand Merchant Collective(cityless)The trader House. Open to most classes; not a typical Paladin choice but available for Paladins whose path is commerce-led.

To check current House availability in-game: HOUSE LIST PALADIN. To read about any House: HELP HOUSE .

A note on the alignment lock: a Paladin who turns against Targossas and the Bloodsworn Divine can be excommunicated and lose the ability to use Excision. The class requires roleplaying, and the mechanical consequences for breaking that roleplay are real.


How to roleplay a Paladin in Achaea

Playing a Paladin means committing to a faction. There is no neutral Paladin. You serve Good. You serve Aurora and Deucalion. You stand against Chaos, Evil, and Darkness. Your character’s life is structured around that commitment, and other players will read your character through that lens.

This is a feature, not a bug. The class carries one of the strongest roleplay identities in the game precisely because the lore is so specific. A Paladin in Sapience is recognisable, predictable, and meaningful in ways that a Runewarden or a Magi simply isn’t.

A few things worth knowing if you choose Paladin:

The Bloodsworn Divine expect things of you. Aurora and Deucalion are active Gods played by admin. Worshipping them isn’t a flavour text choice; it’s a relationship with characters who will respond to what you do. Other Targossan players, especially those high in the divine orders, will notice if your Paladin doesn’t take the worship seriously.

You will be in conflict with Mhaldor. Infernals, Apostates, the Tyrannus’ loyalists, the Maaldathi successor houses: the lore positions Targossas and Mhaldor as the central Good-Evil axis of the game. As a Paladin, you are on one side of that. Expect raids. Expect being raided. Expect long-running PvP grudges with named players.

Your eagle is part of your identity. Other Paladins know their eagles by name. So do their friends and rivals. The eagle is not a pet you summon for combat; it’s a companion that follows you into the world. Players who roleplay this aspect well get real mileage out of it.

The Dawnblade and the Harbingers play differently. The Dawnblade leans toward the soldier-paladin: martial, frontline, blade-first. The Harbingers lean toward the protector-paladin: succour, healing, the holy guardian. Both are valid. Pick the one that matches the Paladin you want to be.

If you want a class with strong RP identity, clear moral framing, and active community engagement, Paladin delivers. If you want flexibility, anonymity, or freedom from factional obligations, pick a non-factional class.


What an Achaea Paladin might look like

Class shapes silhouette; race shapes everything else about a character’s appearance. The art below shows what a Paladin can look like across a few of Achaea’s 14 playable races. These are illustrative examples. Any race can play a Paladin.


Other classes to consider

Three classes worth a look if Paladin is on your shortlist (or browse all 21 Achaea classes for the full comparison):

Runewarden: The Rune-Knight

Shares the Weaponmastery skill with Paladins, so the melee combat will feel similar. The difference: Runewardens are not factionally locked. They draw on Runelore and Discipline instead of Valour and Excision, and they’re welcome in most cities. Choose Runewarden if you want the knight-in-shining-armour aesthetic without the Targossas oath.

Priest: Targossas’ Bloodsworn Devotional

The other Bloodsworn class. Where the Paladin fights with sword and eagle, the Priest fights with mace, summoned angelic companion, and the Zeal scriptures. Same Targossas alignment, same factional pressure, very different combat identity. Choose Priest if the spiritual side of devotion appeals more than the martial side.

Infernal: Mhaldor’s Iron Arm of Evil

The dark mirror. Where the Paladin serves Light and Targossas, the Infernal serves Evil and Mhaldor. Shares Weaponmastery, but uses Malignity and Oppression where the Paladin uses Excision and Valour. The two classes are designed to oppose each other. Choose Infernal if you want the factional roleplay but on the Evil side of the line.

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Frequently Asked Questions

A Paladin’s skills are Valour, Excision, and Weaponmastery. A fledgling Paladin gains Weaponmastery and Excision; Valour is granted upon embracing the class. Valour covers the eagle companion, archery, and aggressive set-pieces. Excision is the divine combat art of Light and Fire. Weaponmastery is the shared knight skill that lets the Paladin specialise in one of four weapon schools: two-handed, sword and shield, dual cutting, or dual blunt.

Paladin is a reasonable starting class if you’re comfortable with factional roleplay from day one. The class is well-supported in Targossas, the city has strong newbie infrastructure, and the combat identity is clear. The downside: a Paladin who fails to act according to the Bloodsworn Divine can lose Excision. If you don’t want that pressure on your first class, start with Runewarden (similar combat, no factional lock) or another unrestricted class.

Three Houses currently accept Paladins: The Dawnblade and The Harbingers of Redemption in Targossas, and The Grand Merchant Collective (cityless). The two Targossan Houses are the traditional choices. The Dawnblade leans martial; the Harbingers lean toward succour and healing. Use HOUSE LIST PALADIN in-game to confirm current availability.

Yes. If a Paladin turns against the city of Targossas or the Bloodsworn Divine (Aurora and Deucalion), they can be excommunicated and lose the ability to use Excision. This is intentional: Excision is divine power granted in exchange for service, and the divines withdraw it if the covenant is broken. Weaponmastery and Valour are not affected by excommunication, but losing Excision dramatically reduces the Paladin’s combat effectiveness.

The eagle is part of the Valour skill. Every Paladin bonds a golden eagle on the island of Anost in Targossas using EAGLE REQUEST, and the eagle becomes a lifelong companion. The eagle scouts rooms, tracks fleeing enemies, strikes targets on command, and can retrieve items in its talons. The eagle’s clarion call is the Paladin’s herald, and the bond is meant to last the character’s life.

Yes. Any of Achaea’s 14 races can play a Paladin. The class is not race-restricted. A Horkval Paladin, a Tsol’aa Paladin, a Xoran Paladin: all valid. Race shapes flavour and minor stats; class is what determines how you fight and which Houses will accept you. Most Paladins are Human, simply because Humans are the most common race in Targossas, but the class welcomes any race that embraces the Bloodsworn Divine.

Achaea’s race-class system doesn’t really have a “best race” for Paladin in mechanical terms. Stat shifts between races are modest enough that effectiveness depends far more on player skill, House membership, and playstyle than on which race you roll. The closest answer is thematic. A Human Paladin reads as the canonical choice since most Targossans are Human. An Atavian Paladin (the winged angelic version) leans hardest into the holy-knight aesthetic. A Horkval or Tsol’aa Paladin works fine mechanically but reads visually unusual. Pick the race for the character you want to play, not because it “wins.”

Paladins and Priests are both Targossas’ Bloodsworn classes, but they fight differently. A Paladin is martial: sword, plate, Weaponmastery, and a golden eagle that strikes alongside them. A Priest is spiritual: spiritual mace, a summoned guardian angel, holy healing, and Zeal that calls down Phoenix-song verse. Both share Targossas alignment, the Bloodsworn oath, and devotion to Aurora and Deucalion. The choice is whether you want the sword arm of the faith or the spiritual heart of it. Both are competitive in combat in different ways.

Excision is the Paladin’s divine combat skill set, channelling power from Aurora and Deucalion into strikes that punish Evil, Chaos, and Darkness. It works in tandem with Valour (falconry and martial-divine prowess) and Weaponmastery (weapon proficiency). Excision abilities include Sanctified weapons, divine wrath, and offensive applications of the Bloodsworn link. For full ability listings and current balance details, check the skills tabs on this page or HELP EXCISION in-game.

Paladins do not use arcane magic in Achaea. Their power comes from divine devotion, not study of the arcane. What looks like magic in Paladin combat (Sanctified strikes, divine wrath, the bond with their eagle) is the operation of faith and the favour of Aurora and Deucalion. If you want a divine class with magic-adjacent abilities, Paladin is the answer. If you want true arcane spellcasting, look at Magi, Sylvans, or Psions. The Priest class, also Bloodsworn, is similarly devotional rather than magical.

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