|Increase damage dealt by the Paladin and his allies.|
|Skill Tree||Offensive Auras|
Caught up in the fervor of battle, the Paladin calls upon the power of righteousness and the strength of justice to add force to the attacks of his party. What would be glancing blows now strike their mark, and otherwise deflected strikes rend through armor to bite flesh.
Might is one of the first skills that the Paladin may learn. It increases damage dealt by the Paladin and his allies around him at a certain range. It is useful in the very early stages of the game; however, it pales later in the game to Concentration and Fantascism due to its inferior damage boost. Unlike its more powerful counterparts, however, Act II mercenaries may have this skill naturally, giving other classes access to Might.
- Receives Synergy from: None
- Gives Synergy to:
- Charge: +20% Damage Per Level
|Bonus Damage +%||40||50||60||70||80||90||100||110||120||130|
|Bonus Damage +%||140||150||160||170||180||190||200||210||220||230||280|
| Combat Skills — Sacrifice • Smite • Holy Bolt • Zeal • Charge • Vengeance • Blessed Hammer • Conversion • Holy Shield • Fist of the Heavens|
Defensive Auras — Prayer • Resist Fire • Resist Cold • Resist Lightning • Defiance • Cleansing • Vigor • Meditation • Redemption • Salvation
Offensive Auras — Might • Holy Fire • Thorns • Blessed Aim • Concentration • Holy Freeze • Holy Shock • Sanctuary • Fanaticism • Conviction