Artale Paladin Guide
Swordman → Page → White Knight → Paladin
Choose a job
Quick take
- The 4th job has 2 builds: Build 1 (Before Horntail: Monster Magnet first), Build 2 (Horntail open: Heaven’s Hammer first); pick by your situation and see "Skill build" for the order.
- After Lv.120 there are 3 places to train (all solo); the best reported EXP is Ulu Estate I/II, Entrance / Centre of / Along the Ulu City, about 4.15M–5M per 10 minutes solo.
- In Singapore the best report is Ghost Ship 2: a median of about 5M per 10 minutes (1 report, Lv.150).
Summed up from the sections below, where the details and exceptions are; sources are listed at the end of the page.
What it plays like
- An elemental knight: from 3rd job, charged weapons hit weaknesses. A charge deals 105% + 1.5% × level against weak monsters and 95% − 1.5% × level against resistant ones; the 4th job Holy Charge is 120% + 1.5% × level.
- Fish houses resist all three elements, so Ice Charge 1 actually beats Ice Charge 30 there (95.37 vs 60).
Stats
- Start with 4 INT and 4 LUK; job advancement needs 35 STR, then 3 STR : 2 DEX until 40–50 DEX for 2nd job; about 50 DEX by Lv.30.
- After 2nd job, 4 STR : 1 DEX if short on accuracy, enough to hit your targets. 1 DEX = 0.8 accuracy + 0.27 STR and 1 LUK = 0.5 accuracy, so warriors can use shoe DEX scrolls and LUK earrings; roughly 4–6 STR equals 1 attack.
- Accuracy needed (x = level gap): Wild Kargo 74 + 2.67x, White Fang 92 + 3.33x, Pepe 111 + 4x, Yeti and Pepe 110 + 4x, Death Teddy 99 + 3.6x, Dual Ghost Pirate 103 + 3.73x, Bain 140 + 5x.
Training in Singapore
| Map | Median EXP | Reports | Levels |
|---|---|---|---|
Ulu Estate II![]() ![]() | ~4.5M | 2 | 167–191 |
Along the Ulu City![]() ![]() | ~4.15M | 2 | 175–178 |
Ghost Ship 2![]() | ~5M | 1 | 150 |
Ghost Ship 5![]() | ~4.2M | 1 | 152 |
Ghost Ship 6![]() | ~3M | 1 | 159 |
| Road to Oblivion 6 | ~3.8M | 1 | 178 |
EXP is the median of player reports per 10 minutes from Sep 2026 (before the 9/29 update), mixing runs with and without Holy Symbol and event bonuses — a rough guide only.
- Singapore has no element-weak monsters (Leafre and the Temple of Time do), so the old Skelegons-to-150-then-Temple route still works.
- Along the Ulu City: Monster Magnet 30 and Heaven's Hammer 30 with snowflakes and Speed Infusion reach about 5M; loop the bottom two layers in an X, Rush every two attacks, and drop Hammer from one upper side to clear half the map. A Lv.142 two-handed mace user with 5,951 range got 4–4.2M at Ghost Ship 5 (with Holy Symbol, Speed Infusion and Haste).
Skill build
Click a skill for the skill database; the number after the slash is its max level. SP per job: 61 at 1st (67 for magicians), 121 at 2nd, 151 at 3rd.
Beginner
- Artale's Three Snails uses no snail shells, so it carries you through the early levels.
- Heal now restores HP over a minute and saves a lot of potions early on; Nimble Feet 3 is fine too if you want speed.
Swordman
SP 61Same as the Hero 1st job.
- 1
Improving HP RecoveryLv.5/16 - 2
Improving Max HP IncreaseLv.10/10 - 3
Power StrikeLv.1/20 - 4
Slash BlastLv.20/20 - 5
EndureLv.3/8 - 6
Iron BodyLv.19/20 - 7
Power StrikeLv.4/20
- Artale maps spawn densely, so the area skill Slash Blast beats single-target Power Strike; max Slash Blast first.
- Iron Body gives +10 speed in Artale; level 19 is enough (19 and 20 only differ in duration).
- HP Recovery and Endure also work while moving.
Page
SP 121- 1
Sword MasteryLv.20/20 - 2
Sword BoosterLv.11/20 - 3
Final Attack : SwordLv.30/30 - 4
Power GuardLv.30/30 - 5
Sword BoosterLv.20/20 - 6
ThreatenLv.20/20
- With a blunt weapon, take the blunt versions.
- Save about 15 points and put them into Final Attack at once, since low levels trigger rarely. Artale removed its multi-target drop-off; Power Strike plus Final Attack is your bossing until 4th job.
- Threaten lasts 45 seconds in Artale and lowers weapon defense by 20%, bosses included.
- Another common order: Mastery 19 → Booster 6 → Final Attack 30 → Power Strike 20 → Power Guard 30 → Threaten 20.
White Knight
SP 151- 1
Fire Charge: SwordLv.1/30 - 2
Charged BlowLv.1/30 - 3
Fire Charge: SwordLv.30/30 - 4
Charged BlowLv.30/30 - 5
Magic CrashLv.20/20 - 6
Ice Charge: SwordLv.30/30 - 7
Thunder Charge: SwordLv.30/30
- Charged Blow at level 1 already beats Slash Blast, but it needs a charge, so put a point into one first.
- Fire first for Lv.70–90; ice only pays off at Lv.90 hellhounds, and lightning only suits Vikings.
- Charged Blow no longer stuns or removes the charge; Magic Crash became a party buff (+10% elemental damage, ×1.1 for mages' elemental magic).
Paladin
- 1
RushLv.1/30 - 2
Power StanceLv.1/30 - 3
BlastLv.1/30 - 4
Advanced ChargeLv.10/10 - 5
Holy Charge : SwordLv.20/20 - 6
BlastLv.30/30 - 7
Power StanceLv.30/30 - 8
Monster MagnetLv.30/30 - 9
Heaven's HammerLv.30/30 - 10
Maple WarriorLv.19/30 - 11
AchillesLv.30/30
- Level by level: Lv.120 Rush, Stance and Blast at 1; Lv.130 Elemental Force 10 and Holy Charge 20; Lv.140 Blast 30 (or Blast 20 plus Maple Warrior 9); Lv.150 Stance 30; Lv.160–170 Monster Magnet and Heaven’s Hammer 30 each (Magnet first before Horntail opens, Hammer first after); Lv.176 Maple Warrior 19; Lv.186 Achilles 30. With a blunt weapon, use Holy Charge for maces instead.
- Blast in practice: level 15 actually deals 650% (the tooltip says 600%), while 16–20 deal only 610%–650%, so save 6 SP and jump to 21 (660%) to beat level 15.
- If you can’t get the Maple Warrior 20 book, put the spare SP into Achilles or Rush.
- Artale bosses rarely let you stand still, so Power Stance can wait; Heaven's Hammer has a long cooldown and needs 30 to be useful (20 book from Zakum, 30 from Horntail).
- Blast goes from 550% to 750% in Artale.
Leveling route
Level ranges are suggestions; later stages list several options to pick from by accuracy, damage and potion budget. EXP is a rough figure per 10 minutes, often with Holy Symbol or event bonuses.
- 1–10Lv
Instructor quests (free potions); throw snail shells until Slash Blast
- 10–20Lv
- 20–32Lv
Pair with the Ellinia 99-kill quests; Wild Boars drop the Lionheart. Avoid Bubblings (high accuracy needs; many go broke at 20).
- 32–40Lv
East Rocky Mountain VI
- 35–50Lv
Ludibrium Party Quest
15 runs for the glasses (+1 all stats); nothing replaces them for a long time.
- 40–50Lv
With enough accuracy, jump to Drakes or Clangs.
- 50–70Lv
Wild Kargo all the way if you hit it; the wolves come with a field boss.
- 51–70Lv
Orbis PQ EXP runs
The fastest, but earns nothing.
- 71–85Lv
Solo fire-weak monsters (max Fire Charge, reset at 85); with Ice Charge you can join Death Teddy parties.
- 83–95Lv
Bains once you hit them: Charged Blow 30 plus Ice Charge.
- 95–120Lv
Deep Sea Gorge II fish houses
With Ice Charge maxed at 92 and tired of Bains, move to the fish houses at 95. They resist all three elements, so Ice Charge 1 actually hits harder than 30.
- 110–150Lv
Leafre, Nest of a Dead Dragon (Skelegons)
Use Holy Charge on Skelegons; the classic route is Skelegons to 150, then the Temple of Time.
- 110–150Lv
- 140–200Lv
Temple of Time, Road to Oblivion 1–6
The Temple of Time has ice-weak monsters.
- 140–190Lv
Singapore, Ghost Ship 1/2/5/6
A Lv.142 two-handed mace user at 5,951 range got 4–4.2M at Ghost Ship 5 (Holy Symbol, Speed Infusion, Haste). Singapore has no element-weak monsters.
- 150–200Lv
Ulu Estate I/II, Entrance / Centre of / Along the Ulu City
Along the Ulu City: Monster Magnet 30 and Heaven's Hammer 30 with snowflakes and Speed Infusion reach about 5M; loop the bottom two layers in an X and Rush every two attacks.
Gear
- The quest shield at Lv.15 (Fixing the Chief's House); Sky-blue knight overall from Perion at 25 (+12 speed); +3 speed shoes at 26.
- Swords: Highland Blade with accuracy scrolls at 35; maces: the Lithium Hammer at 30. Skull Helmet (+8 speed, +5 jump) and Icarus Cape (+10 speed) at 42.
- Swap to the Highland Blade before 35 if you get one; train with an accuracy Sparta up to 90, and get an attack Fire katana if you boss.
Tips
- Power Guard or Final Attack first: Power Guard if you're short on mesos, Final Attack for speed.
References
Job guides and leveling
- TWTaiwan Discord: Paladin guide (May 2025, up to 3rd job)
- TWTaiwan Discord, Paladin channel pins: FAQ and leveling chart (Jun 2025, Jan 2026)
- TWBahamut: warrior 1st–2nd job guide by 呆小笨 (May 2025)
- TWBahamut: warrior 3rd job skills and gear by 呆小笨 (Jun 2025)
- TWTaiwan Discord: training EXP by map (May 2025 – Sep 2026)
- TWGoogle Slides: Artale Dark Knight diary (by Blantica, updated 2026-08-08)
Skill builds
- TWBahamut (sakima55): Artale skill changes and 1st–3rd job builds (May 2025; change list from the official Discord, builds by urushino)
- KRDC Artale gallery: Thoughts on Hero (2024-10-15)
- TWBahamut: Artale Paladin notes from a North American player (2025-04-28)
- TWTaiwan Discord, Paladin channel pins: 4th job level-by-level chart (Jul 2026) and Blast test table (Jun 2026)
Singapore
- TWBahamut: where should Paladins train this patch (Sep 2026)
- TWBahamut: Singapore solo maps for warriors, with replies (2026-09-15, updated 09-29)
- TWBahamut: where everyone trains in Singapore, replies (2026-09-21 to 23)
- TWBahamut: player-reported Singapore training stats by job (2026-09-20)
Some guides date from 2025 (4th job opened on the Taiwan server in Jan 2026) and may change with updates; add your tips in the comments below.
Hero
Dark Knight
F/P Arch Mage
I/L Arch Mage
Bishop
Bowmaster
Marksman
Night Lord
Shadower
Buccaneer
Corsair


































