For lore about paladins, see Paladin.
Race Human
Base Unit Knight
Faction Alliance
Hit Points 90
Armor 4
6 (1 upgrade)
8 (2 upgrades)
Sight 5
Speed 13
Gold 800 Gold
Lumber 100 Lumber
Food 1 Food
Produced at Barracks
Build time 90 seconds
Basic Damage 8
Piercing Damage 4
6 (1 upgrade)
8 (2 upgrades)
Range 1
Mana 255 Mana
This article contains lore taken from Warcraft II: Tides of Darkness, Warcraft II: Beyond the Dark Portal, the manuals, and/or official bonus maps.

Paladins are a holy order of warriors whose purpose is to defend and shepherd the war-torn populace of Lordaeron. The Archbishop Alonsus Faol perceived that the pious Clerics of Northshire, who suffered such terrible attrition in the First War, were ill-suited for the dangers of combat. Along with many of the surviving Clerics of Northshire, he sought those of only the greatest virtue among the knighthood of Lordaeron and tutored them in the ways of magic. Led by the crusading Uther Lightbringer, it now rests upon these Paladins - christened the Knights of the Silver Hand - to heal the wounds sustained in combat and to restore faith in the promise of freedom from Orcish tyranny.[1]


  • Paladins are upgraded Knights who have the ability to cast spells as well as a slightly improved sight radius.
  • Holy Vision is useful for scouting the map and checking up on what the enemy is doing.
  • Healing helps cut down costs on replacing units, and can make even badly wounded units useful again. It is particularly good for Gryphon Riders and Mages, but doesn't work on ships or Ballistas. While it is a useful spell, it takes a lot of Mana and micromanagement, unlike its Horde counterpart, Bloodlust. Thus, Paladins cannot hope to defeat Ogre-Magi in a straight-up fight.
  • Exorcism has a very long range and is very useful for disposing of enemy Death Knights; a Paladin with a full mana bar can use the spell to instantly obliterate a single Death Knight.


Upgrade Swords (Damage +2)
Increases the piercing attack damage of Footmen, Knights, Paladins, and Dwarven Demolition Squads by +2.
Research Cost Researched At Upgrade Time
800 SmGoldWC2.gif Blacksmith 200
Upgrade Swords (Damage +2)
Further increases the piercing attack damage of Footmen, Knights, Paladins, and Dwarven Demolition Squads by +2.
Research Cost Researched At Upgrade Time
2400 SmGoldWC2.gif Blacksmith 250
Upgrade Shields (Armor +2)
Increases the armor of Footmen, Knights, and Paladins by +2.
Research Cost Researched At Upgrade Time
300 SmGoldWC2.gif 300 SmLumberWC2.gif Blacksmith 200
Upgrade Shields (Armor +2)
Further increases the armor of Footmen, Knights, and Paladins by +2.
Research Cost Researched At Upgrade Time
900 SmGoldWC2.gif 500 SmLumberWC2.gif Blacksmith 250


Holy Vision
Removes Fog of War and allows vision anywhere on the map for 3 seconds. (unlimited range; costs 70 MP)

As the spirit of mankind is everywhere, so the Holy Vision of the Paladin extends to all corners of the land. The area unveiled by this incantation grants the Paladin knowledge of the terrain and of all those who may dwell there. When this spell dims, the Paladin maintains knowledge of the lands he has seen, although he loses sight of the denizens in these lands.[2]

Heals a targeted friendly, organic unit. (range: 6; not usable on caster, costs 6 MP per HP Point healed)

Aiding our brethren in times of pain and illness remains the fundamental concern of any within the holy Order. By focusing his spiritual powers, the Paladin can heal those who have been wounded in battle. While only one being at a time may be healed in this fashion, it serves to replenish the strength and courage of all who strive for victory against the unfeeling Orcs.[2]

Deals damage to a targeted undead unit. (range: 10; costs 4 MP per HP Point damaged)

Calling upon the forces of light and purity, the Paladin is able to dispel the walking dead that plague the lands of Azeroth. Exorcism can be used to cause injury to entire groups of these undead terrors, or to utterly eradicate a lone creature. These creatures of Hades seem to gain strength in numbers, thus the greater number of undead that are exorcised within a group, the less actual damage each undead will take. This act is extremely taxing upon the Paladin, making it necessary for him to observe a period of rest before once again invoking this great power.[2]



  • After the knights were upgraded to paladins, their voices started to echo with the power of the Light and their eyes began to glow, something that was also seen with Turalyon and later the Lightforged draenei.


Patch changes

  • WC2BnE-logo.png Patch 1.1 (1996-04-01): Exorcism spell fix.
In the original version there were problems casting this spell near the top of the map. This has been fixed.

See also