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Paladin
September 12, 2026 at 01:24 AM
Added shield and support-role section from the February 2026 producer session, per-weapon handling detail for Lance, Halberd and Mace, a Mana potion note, and a dated list of what has never been published for the class
The Paladin is one of six classes in Chrono Odyssey. The class has been described since the reveal as a devoted protector whose selflessness hides real force: a mace or lance imbued with holy power, making a Paladin's weapons more formidable than an ordinary warrior's. That framing has circulated in class write-ups since 2025, but as of 2026-09-11 it does not appear anywhere the publisher currently maintains, so it is descriptive rather than a first-party quotation.

Paladins channel divine power through devotion to Chronos, the god of time. They can tank, heal, or deal damage depending on which weapon they equip. This flexibility makes them one of the most versatile classes for group content and a common recommendation for new players.
The Paladin was not playable in the first Closed Beta Test (June 2025). Only the Swordsman, Ranger, and Berserker were available. A second CBT has not been scheduled or given a date, and additional classes including the Paladin are expected to be testable whenever one runs.
A note on sourcing. The Paladin has never been publicly playable. As of 2026-09-11 the official site, the store listing, the developer notes and the publisher portal carry no Paladin page, no Paladin video and no Paladin text of any kind, and the developer notes discuss classes only in the abstract without naming one. Everything below comes from class write-ups that have circulated since the reveal and that appear to reproduce publisher copy which is no longer online. They agree with each other, but none of it is hands-on and none of it can currently be checked against a first-party surface.
Like all Chrono Odyssey classes, the Paladin has access to three weapons. You can equip two at a time and swap between them mid-combat. The weapon you are holding determines your role. Both the Lance and the Mace are carried with a shield; the Halberd is the Paladin's two-handed option.
The Mace is the weapon that heals comrades and delivers judgment on the wicked. Each strike delivers a divine blessing that heals nearby allies while dealing damage to enemies. The Mace makes the Paladin a melee-range healer, distinct from the Sorcerer's Grimoire which heals at range.
The Mace is the Paladin's primary support tool. In group content where healing is needed, this is the weapon to equip. The Mace is carried with a shield, the same as the Lance, so the support loadout keeps some defensive capability rather than trading it away.
The Lance deflects incoming attacks and generates threat for tanking. It creates an aura-like effect that provides passive defense boosts to nearby allies. It is credited with deflecting even the mightiest of blows, and it is paired with a shield. The style described for it is slow and heavy: hold the shield up and block, then spend Mana to strengthen the follow-up rather than to heal.
This is the Paladin's primary tanking weapon. It provides a protective barrier for both the Paladin and nearby party members.
The Halberd cleaves through enemy ranks with unyielding force. It hits multiple enemies with sweeping attacks and builds divine energy that can power up the Paladin's auras or unleash area-of-effect bursts. It is the primary damage option and provides crowd control. It is the Paladin's only two-handed option, and it is described as handling like a spear or partisan, with thrusts, lunges and thrown attacks.
Paladins can cast holy auras that provide passive buffs to nearby allies. The aura effects attributed to the class are increased damage, healing over time, defense boosts and resistance to status effects. None of the four has been confirmed in a developer note or shown in gameplay footage, so treat the list as descriptive. The Halberd specifically builds divine energy that powers up these auras.
Specific aura names and numerical values have not been officially published. The system is described as flexible, with Paladins switching between different auras to match the situation.
Two of the Paladin's three weapons are carried with a shield, which makes one developer statement unusually relevant here. In a February 2026 producer question-and-answer session, Chrono Studio said shield types are deliberately not differentiated from one another. Rather than splitting shields into categories with their own behaviour, the studio routes that customisation through the Matrix System: block, dodge and parry can each be tuned through node choices instead.
The same session addressed the other half of the class identity. Chrono Studio has said Chrono Odyssey has no dedicated support class. Support utility is delivered through Matrix nodes on weapons, so any class can contribute support depending on the fight. The Paladin's advantage is a weapon set built around that work, not an exclusive claim on the role.
The Paladin uses Mana, which restores passively over time. This is shared with the Sorcerer class. Mana fuels offensive abilities, healing, and aura maintenance. Unlike Rage-based classes (Swordsman and Berserker) that need to fight to generate resources, the Paladin can rely on passive regeneration. The crafted-potion list documented from that build includes a Mana potion that restores the bar instantly, which is the only published way to top it up mid-fight. See Class Resources for how Mana compares with the other four.
Each weapon has its own mastery tree. In the June 2025 build each weapon carried four skill slots, and those sat alongside a set of class-common skills shared across the whole class, for roughly ten usable skills at a time. No source states a total pool of eight abilities per weapon, and because the Paladin was not in that build its tree layout and skill list have never been shown.
Defeating enemies grants weapon mastery experience for the weapon you are using. This unlocks skill points for that weapon's tree. You can specialize deeply in one weapon or spread mastery across all three.
The Paladin is one of two classes that can heal (the other being the Sorcerer with Grimoire). It is one of two classes that can tank (the other being the Swordsman with Sword and Shield). No other class offers both.
Comparison | Details |
|---|---|
vs. Swordsman | Both can tank. The Swordsman uses Rage and Sword and Shield. The Paladin uses Mana and Lance, with added healing and aura utility. |
vs. Sorcerer | Both use Mana. Both can heal. The Sorcerer is ranged; the Paladin is melee. The Paladin can also tank. |
vs. Berserker | Both are melee-heavy. The Berserker is pure aggressive DPS with Rage. The Paladin balances damage with support. |
Like all classes, the Paladin has access to the Chronotector, an ancient relic of Chronos that grants time manipulation abilities. These include Temporal Isolation (halting enemy movement), Time Reversal (rewinding to a saved position), and the ability to summon defeated boss Specters. These abilities are universal, not class-specific.
Paladins execute the will of Chronos and channel divine power through unwavering devotion. Their holy powers are tied to the time-god mythology of Chrono Odyssey rather than a traditional religious framework. Fuller lore descriptions circulate in community write-ups, but none of the wording can be traced to a publisher surface that is still online.
The broader world involves Chronos creating twelve planets. Warriors on the planet Setera discovered the Chronotector in the Ruins of Time. A Sentinel named Velia sent a survivor one year into the past with the message: "Find me there. Bring word that the future has changed." Players take on the role of a newly awakened Sentinel of Time tasked with rewriting the future.
The Paladin is the least documented of the six classes, and the gap is worth stating plainly rather than filling. As of 2026-09-11, none of the following appears on the official site, the store listing, the developer notes or the publisher portal:
Any Paladin skill name, cooldown, damage figure or Mana cost.
Any holy aura name, radius, duration or magnitude.
The Paladin's Matrix paths. Four paths per weapon and twelve per class is confirmed as the structure, but no path has been named for any class.
A swap-draw passive for any Paladin weapon. Those were recorded in the June 2025 build only for the three classes that were playable in it.
Footage of the class in a playable state, as opposed to trailer and preview material.
Chrono Odyssey is developed by Chrono Studio, a subsidiary of NPIXEL, and published by Kakao Games. The first CBT ran June 20-22, 2025 on PC via Steam with three classes. Following mixed community reception, Chrono Studio announced a major overhaul of combat, narrative, visuals, and progression systems. The launch target is Q2 2027, following a delay from Q1 2027 announced in the publisher's Q2 2026 earnings call on August 5, 2026.
Because the Paladin was not in the first beta, nothing above rests on hands-on testing. Specific numbers, ability interactions and the feel of the class are all expected to change before release, and the studio has said every class will be re-evaluated for balance alongside the Matrix.
Like every class, the Paladin plugs into the Matrix System, the node-based progression layer Chrono Studio announced after the June 2025 closed beta. Each of the Paladin's three weapons (Mace, Lance, and Halberd) can evolve down one of four distinct paths, so two players on the same loadout can end up with different casting speeds, skill effects, and combat rhythm. The difference comes from the stats allocated through the Matrix, the passive skills unlocked along a path, and the attributes on equipped gear. The node layout is still under development, so treat specific path details as subject to change before launch.