The Total Templar

Ten Ton Hammer Guide to the Templar


- Credits & The Basics

- Quests

- NPC Locations

- Spell Upgrades: Finding and Comparing Them

Chapter 5 - Weapons

- Armor

- Spells

- Methods and Techniques

- 1H+Shield vs. 1H+Symbol vs. 2H Debate

- Where To Hunt

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1.0 - Credits

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Contributors to this guide

  • face="Courier New">Ethec (Halfling Templar on the Oggok
    Server and scribe of this guide)
  • face="Courier New">Gwynet (avid contributor to
    the Station boards, did the bulk of the spell list research)
  • face="Courier New">ChromeJP (Station board
    contributor,for recommendations regarding quest armor at lvl 20)
  • face="Courier New">Candeesay of Permafrost
    (contributorto "Where to Hunt" section)
  • face="Courier New">Hideus Orkhammer of
    Butcherblock(contributor to "Methods and Techniques" section)
  • Baptizmas of
    Butcherblock(contributor to the "Where to Hunt" section)
  • Jayce of Storms ( face="Courier New">contributor to the "Where to
  • Chosenownsu of
    Crushbone(contributor to the "Where to Hunt" section)
  • Kuldor of Unrest
    (contributor to "The Basics" and "Where to Hunt" sections)
  • Keon of AB Server
    (contributor to "Weapons" sections)
  • Tremoir of Grobb (for
    revision in "Weapons" section)
  • Athian of Unrest (avid
    contributor to "Weapons", "Armor", and "Finding Spells" sections)
  • Norren of Najena, Telmah
    of Oggok, and Kithran of Faydark (contributors to Ian's quest info)
  • Soulsplitter of Faydark
    (contributor to Adept spell locations)
  • Xodius of Oggok
    (contributor to Methods section)
  • Xrande (for permission to
    reprint training spell compilation in Spell Upgrades section - thanks
    to Auria, Amberel, Dalarian, and Celestian_GC who contributed to the
    original thread)
  • Devotion of Lucan D'Lere (for
    multiple contributions to Adept spell drop locations)
  • Flakenhippy of Innothule face="Courier New" size="2">(for multiple contributions to Adept spell
    drop locations)
  • Matsuf of Runnyeye (for
    multiple contributions to Adept spell drop locations)
  • Fuul of Lavastorm (for insight
    into his choices for training spell upgrades)
  • Winstar of Oggok (for comments
    in Methods and Basics sections)
  • Wootwooten of Lavastorm (for
    his contribution to the "Where to Hunt" section)
  • Rokee of Oggok (for his awesome
    insight into +WIS armor, a weapon, and a ring in the "Weapons" and
    "Armor" sections)

  • Itecho of Everforst server (for revised info on AQ#5)

  • Gunthore of Highkeep server (for some great new input on 40+ armor and weps)
  • Jamie (character info withheld) (for numerous submissions to the spell upgrade table)

style="text-decoration: underline;">Thanks to everyone for their

1.1 - The
Basics: Getting off to a good start

First of
all, do you want to make a start of it? Is Templar a good choice for

There are
plenty of healing classes, all of which are heavily devoted to group
combat, but the good aligned Cleric is easily the
most devoted to the groups physical well-being, though not only through
healing and curing (which any priest class can do). Our specialized
buffs and debuffs make us the best choice for reducing the physical
damage our groupmates receive, which is good news since physical damage
is probably the most frequent cause of death (other types being noxious,
arcane, and elemental).

The bread
and butter of the Templar is the reactive heal, a type of healing that
is will automatically heal your target a limited number of times (or
until the timer runs out) when he/she receives damage. Shaman classes
get something very similar, warding. Warding simply absorbs damage.
Both reactive healing and warding are only useful during combat, the
principal difference being that reactive healing will restore health in
excess of the damage received if the attack damage is less than the
amount your reactive heal can cure. Druid-class adventurers get
something slightly different, heal-over-time. This allows healing
targets to be healed readily outside combat, or perhaps when running
away from combat gone bad!

Here's a simple summary table relating the special
(non-click heal) abilities of the different sub-classes as I understand
it (other classes: please >correct me if I'm mistaken!):


style="font-weight: bold;">Cleric
style="font-weight: bold;">Druid
style="font-weight: bold;">Shaman
Vitae / Reactive Heal


Heal Over Time (HoT)


Heals outside of combat / when
target is not being attacked


Will immediately repair damage
associated with sorcerer health-to-power conversion

HP "refund" (bonus heal on
target) if portion left unused when spell expires

Will remediate damage sustained
before the spell takes effect if hit for less than single heal maximum
(before spell expiration)

Will replenish health regardless
of single-hit damage up to spell maximum

Special heal has a definite,
regular duration


This being said, all priest classes get what I call
"click-healing" (spells which heal the target or group once), the
ability to resurrect allies, cures for various types of
damage-over-time spells, the ability to summon food and water for
allies (which is surprisingly useful, since in EQ2 the regeneration of
health and power is heavily linked to food and drink consumption) and
various self- and group-buffs (a buff is an effect which enhances a
certain ability for a limited period of time) as well.

Templar's’ buffs, debuffs (debuffs decrease combat abilities for a period of
time), and damage spells concentrate less on doing reflective-damage
(druid-class) or damage-over-time and slowing (shaman-class) than
involuntary-healing spells (that provide a chance that the mob will
heal you and give you an mitigation (or how much damage your
equipment absorbs) buff upon being successfully attacked.

buffs primarily augment the target’s ability to take physical damage
(through adding to mitigation and stamina), and our debuffs decrease mitigation and
strength. Templars do get some decent direct damage (DD) spells of the
divine variety, which is particularly effective against undead.

Templars are also the most hearty priest-class, alone (with
inquisitors) having the ability to wear heavy armor. And survivability
of the healer is key to the survival of the group, if you die the group
usually isn’t far behind.

my choice of race matter?

Yes, but
mostly for aesthetic reasons. Before I go farther, let’s remember that
it’s a game! I wager you’ll get much farther (by virtue of having more
fun) by crafting a character that you enjoy both playing and looking
at,because this choice is permanent. The difference between the least
wise race and the most is no more than a couple lucky item-drops. If you
want to make a troll Templar, betray Freeport, and prove your worth as
a Templar, by all means do! Such characters are sometimes welcome purely
on their novelty (and that it takes a certain inner fortitude
to turn-down the character-creation advantages that often comes out

This is a
good time to point out that the Templar subclass is available only in
Qeynos or Kelethin. If you are evil, its time to turn from your ilk, betray
Freeport, and join the ranks of the holy!

determinate starting attribute for any priest is wisdom. Wisdom has
three important functions, to reduce the power cost of spells, to
increase the total power you have at full rest, and to increase the
effectiveness of the spell. High Elves start with the highest wisdom
(30),followed by dwarves and erudites (25), wood elves and dark elves
(23), halflings and iksar (22), and humans and ratonga (20). Other
important attributes such as power, mitigation, hitpoints, and strength should
also be considered, but are less important to the groups wellbeing than

As you progress past lvl 25 or so, power and mitigation become more important
than wisdom. At this point, wisdom only marginally increases your power
pool (as near as I can tell (please href="mailto:[email protected]">correct
me high lvl'ers), past 90 WIS you only get .5 power for each
subsequent point of WIS, and with the length of your fights increasing,
you need to maximize the amount of power you can carry into the fight.
Concentrate more on armor and jewelry that increases your power pool,
even at the expense of wisdom after WIS hits 90.

is the #1 tip you can give me?

Aside from
such general comments as be a good sport, take a deep breath and
remember it’s a game, and don’t let the less sociable players get you
down (/ignore them!)

The most
important tip? Try three: Know your group, know what you’re fighting,
and make the absolute best use of your power.

Know your
group: Soloing becomes less and less of a good idea as you progress, so
learning to play well with others should be at the top of your to-do
list. Fights are so fast in at least the early stages of EQ2 that you
will have a tough time keeping more than one or two players healed.
Yes, we have group heals, but these are usually outpaced by damage
received, and when that happens only one thing results. So, its
important for everyone to know his/her role in the group.

More on the
basics of grouping in section 8, but for now just know that the tank
(main-tank(MT) and off-tank (OT)) are your best friends. A main-tank is
simply the group member that should be receiving 100% of the damage,
berserkers, guardians make the best main-tanks. An off-tank is the
group member that is to breakoff the main tanks target in order to draw
the damage of mobs that are attacking healers and casters. Once the OT
has accomplished this, he/she should return to attacking the MT’s
target. A mezzer is a crowd-control mage whose duty it is to put
attacking enemies other than the MT’s focus into a harmless, if
temporary, state of fear or trance. DPS players include mages and
scouts whose job it is to put the hurt on the current enemies, their
strength is the sheer amount of damage they can produce.

Know your
enemy: Is the enemy grouped with other enemies? How hard does the enemy
hit, and how should you pace your heals? Does the enemy have any special
abilities, like harm touch, used early in combat that will rapidly
reduce your tanks' hitpoints? If so, have an arch healing line spell
cooking during the first several rounds of combat. Will the enemy bring
spells and abilities to bear that result in damage over time to an
ally? If so, these can be cured quickly and easily with your aid/cure
line of spells. Is the enemy attracted to casters and healers? If so,
fire off a group reactive heal early.

The cardinal
rules of being in a group: 1) one player ONLY should select and draw
enemies to a fight (called pulling) at all times, even in a seemingly
safe area, and 2) everyone (except the OT (see below) and only very
briefly then) must attack the same enemy all of the time.

Use power
efficiently: Another name for a healer out of power is a dead group.
Learn how to pace your reactive heals on the tanks and never waste a
large heal when a small heal would do.

One final word,
summoned food and drink is great- hey, it's free!  But in the
mid-teens you'll begin to benefit greatly by switching to storebought
vittles (the level 30 provisions bought at the Thundering Steppes and
Nektulos Forest docks are a marked upgrade, and the lvl 40 stuff at EL
and Zek docks is worth the 1g per stack if you can afford it in your
late 20s / early to mid 30s), and if you're a big spender- consider
hooking up with a provisioner to slake your toon's appetite.  High
level homemade food and drink is long-lasting, attribute-increasing,
just-plain-spectacular stuff. 


- Credits & The Basics

- Quests

- NPC Locations

- Spell Upgrades: Finding and Comparing Them

Chapter 5 - Weapons

- Armor

- Spells

- Methods and Techniques

- 1H+Shield vs. 1H+Symbol vs. 2H Debate

- Where To Hunt

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Last Updated: Mar 13, 2016

About The Author

Jeff joined the Ten Ton Hammer team in 2004 covering EverQuest II, and he's had his hands on just about every PC online and multiplayer game he could since.