The Total Templar
Ten Ton Hammer Guide to the Templar
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1 - Credits & The Basics
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2 - Quests
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3 - NPC Locations
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4 - Spell Upgrades: Finding and Comparing Them
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5 - Weapons (Under Construction)
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6 - Armour (Under Construction)
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7 - Spells
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8 - Methods and Techniques
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9 - 1H+Shld vs. 1H+Symbol vs. 2H Debate (Under Const.)
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10 - Where To Hunt
7.0 - Templar Spells
Level
|
Ability
|
Description
|
1 |
Minor Healing |
Instantly heals some of target ally's health. |
1 |
Smite |
Deals instant divine damage to target enemy and pacifies them, preventing them attacking in combat for a short duration as long as they don't receive additional damage |
2 |
Rebuke |
Impairment that reduces the physical damage resistance of the target. |
3 |
Minor Arch Healing |
Replenishes a large amount of target ally's health. |
4 |
Minor Redoubt |
An augmentation that increases the health pool and melee offensive skills of the templar's ally. |
5 |
Courage |
A group augmentation which increases maximum health and physical resistance of the templar's group. |
6 |
Summon Food and Water |
Summons Food and Water to the Target |
6 |
Cure Noxious |
Cures noxious impairments on the target ally |
7 |
Healing |
Instantly heals some of target ally's health. |
7 |
Sign of Pacification |
Places an impairment on the target that pacifies them, preventing them from making normal combat attacks. The pacify effect will break if the target receives any damage |
8 |
Revive |
Resurrects a fallen ally and increases their physical resistance for a short duration. This spell cannot be cast in combat. |
9 |
Enduring Breath |
Allows allies to breath underwater |
9 |
Admonishing Smite |
Deals instant divine damage to target enemy and pacifies them, preventing them attacking in combat for a short duration as long as they don't receive additional damage |
10 |
Arch Healing |
Replenishes a large amount of target ally's health. |
10 |
Scorn |
Impairment that reduces the physical damage resistance of the target. |
10 |
Soothe |
Lowers aggression radius (awareness) of target |
11 |
Radiant Strike |
Deals instant divine damage to target enemy. If the target is Undead, it receives additional divine damage |
11 |
Divine Awakening |
Summons a divine essence for every group memebr |
12 |
Bestoawl of Vitae |
An augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring |
13 |
Cure Trauma |
Cures Trauma impairments on the target ally. This includes slashing, piercing, and crushing effects |
13 |
Complacent |
Pacifies all enemies near the templar, preventing them from making normal combat attacks, and reduces their hate towards the templar. Any hostile actions taken on them will break the pacify effect |
13 |
Odyssey |
Transports and ally to their home village |
14 |
Healing Word |
Heals all allies near the templar. |
14 |
Soothing Sermon |
A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring |
15 |
Greater Healing | Instantly heals some of target ally's health. |
15 |
Radiance | An emergency augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. This spell does not require any power and does not have a casting time |
16
|
Redoubt
|
An augmentation that increases the health pool and melee offensive skills of the templar's ally.
|
17
|
Greater Smite
|
Deals instant divine damage to target enemy and pacifies them, preventing them attacking in combat for a short duration as long as they don't receive additional damage
|
18
|
Greater Arch Healing
|
Replenishes a large amount of target ally's health.
|
19
|
Bestowal of Vitae
|
An augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring
|
19
|
Cure Elemental
|
Cures Elemental impairments on a target ally
|
19
|
Daring
|
A group augmentation which increases maximum health and physical resistance of the templar's group.
|
20
|
Faith Respect
|
|
20
|
Bounty of the Virtuos
|
Instantly heals some of target ally's health.
|
20
|
Amending Fate
|
An impairment placed on an opponent that will
grant Health to the Templar and allies when the opponent is slain. |
21
|
Sign of Weakness
|
Places an impairment on the target that
pacifies them, preventing them from making normal combat attacks. The pacify effect will break if the target receives any damage |
22
|
Ameliorate
|
Instantly heals some of target ally's health.
|
22
|
Battle's Reprieve
|
Resurrects a fallen ally and increases their
physical resistance for a short duration. This spell can be cast during combat. |
23
|
Combative Faith
|
Deals divine damage over time to the target.
|
23
|
Watery Respite
|
An augmentation which grants the templar's
group the ability to breathe under water and increase their swimming speed. |
24
|
Disgrace
|
Impairment that reduces the physical damage
resistance of the target. |
25
|
Celestial Strike
|
Deals instant divine damage to target enemy.
If the target is Undead, it receives additional divine damage |
26
|
Protectorate
|
An augmentation that increases the strength
and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally |
26
|
Supplicant's Prayer
|
An augmentation that heals an ally when they
are attacked, and has a limited number of heals before expiring |
27
|
Placate
|
Pacifies all enemies near the templar,
preventing them from making normal combat attacks, and reduces their hate towards the templar. Any hostile actions taken on them will break the pacify effect |
28
|
Arcane Aid
|
Cures arcane impairments on the target ally.
This includes magic, mental, and divine effects |
28
|
Healing Touch
|
Heals all allies near the templar.
|
28
|
Intercession
|
A group augmentation that heals an ally when
they are attacked, and has a limited number of heals before expiring |
29
|
Amelioration
|
Instantly heals some of target ally's health.
|
29
|
Protective Faith
|
A group augmentation that places a protective
barrier over the templar's group, that increases arcane resistance and wards arcane sources of damage for a limited duration |
30
|
Pious Redoubt
|
An augmentation that increases the health
pool and melee offensive skills of the templar's ally. |
30
|
Symbol of Ryltan
|
An augmentation that increases the Health
pool of the Templar and allies and has a chance to increase Armor Class when successfully attacked. |
31
|
Reproving Smite
|
Deals instant divine damage to target enemy
and pacifies them, preventing them attacking in combat for a short duration as long as they don't receive additional damage |
32
|
Beams of Faith
|
Deals instant divine damage to the target and
nearby encounter members. |
32
|
Mark of Princes
|
Impairment that is cast on an opponent that
decreases their divine resistance and has a chance to heal over time an ally that successfully attacks this opponent in melee. |
32
|
Restoration
|
Replenishes a large amount of target ally's
health. |
33
|
Bravery
|
A group augmentation which increases maximum
health and physical resistance of the templar's group. |
34
|
Redemptive Fate
|
An impairment placed on an opponent that will
grant Health to the Templar and allies when the opponent is slain. |
35
|
Involuntary Healer
|
An impairment that causes the enemy to
sometimes replenish the health and cure trauma impairments of the target they are attacking. |
35
|
Sign of Debility
|
Places an impairment on the target that
pacifies them, preventing them from making normal combat attacks. The pacify effect will break if the target receives any damage |
36
|
Blazon Life
|
Resurrects nearby fallen allies and increases
their physical resistance for a short duration. This spell can be cast during combat. |
37
|
Warring Faith
|
Deals divine damage over time to the target.
|
38
|
Reproach
|
Impairment that reduces the physical damage
resistance of the target. |
39
|
Divine Strike
|
Deals instant divine damage to target enemy.
If the target is Undead, it receives additional divine damage |
39
|
Prostrate
|
Stuns an opponent for a short duration.
|
40
|
Greater Intercession
|
An augmentation that heals an ally when they
are attacked, and has a limited number of heals before expiring |
40
|
Praetorate
|
An augmentation that increases the strength
and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally |
41
|
Harmony
|
Pacifies all enemies near the templar,
preventing them from making normal combat attacks, and reduces their hate towards the templar. Any hostile actions taken on them will break the pacify effect |
41
|
Salvation
|
If target ally receives damage that would be
fatal, that ally is healed instead and their physical resistance is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time |
42
|
Crucial Intercession
|
A group augmentation that heals an ally when
they are attacked, and has a limited number of heals before expiring |
42
|
Resolve
|
Cures arcane and trauma impairments on the
templar's group. |
42
|
Word of Restoration
|
Heals all allies near the templar.
|
43
|
Greater Amelioraton
|
Instantly heals some of target ally's health.
|
43
|
Shielding Faith
|
A group augmentation that places a protective
barrier over the templar's group, that increases arcane resistance and wards arcane sources of damage for a limited duration |
44
|
Sacred Redoubt
|
An augmentation that increases the health
pool and melee offensive skills of the templar's ally. |
44
|
Symbol of Pinzarm
|
An augmentation that increases the Health
pool of the Templar and allies and has a chance to increase Armor Class when successfully attacked. |
45
|
Condemning Smite
|
Deals instant divine damage to target enemy
and pacifies them, preventing them attacking in combat for a short duration as long as they don't receive additional damage |
45
|
Vigilant Benediction
|
An augmentation that grants an ally the
chance to absorb a physical damage attack whenever they are struck in combat. This spell does not require any concentration, but can only be maintained on a single ally |
46
|
Greater Restoration
|
Replenishes a large amount of target ally's
health. |
46
|
Mark of Kings
|
Impairment that is cast on an opponent that
decreases their divine resistance and has a chance to heal over time an ally that successfully attacks this opponent in melee. |
46
|
Rays of Faith
|
Deals instant divine damage to the target and
nearby encounter members. |
47
|
Glory of Combat
|
Augmentation that grants the templar's ally a
chance of healing the entire group on each successful attack. |
47
|
Valor
|
A group augmentation which increases maximum
health and physical resistance of the templar's group. |
48
|
Atoning Fate
|
An impairment placed on an opponent that will
grant Health to the Templar and allies when the opponent is slain. |
48
|
Beneficence
|
An emergency group augmentation that heals an
ally when they are attacked, and has a limited number of heals before expiring. This spell does not require any power and does not have a casting time |
49
|
Involuntary Curate
|
An impairment that causes the enemy to
sometimes replenish the health and cure trauma impairments of the target they are attacking. |
49
|
Sign of Infirmity
|
Places an impairment on the target that
pacifies them, preventing them from making normal combat attacks. The pacify effect will break if the target receives any damage |
50
|
Focused Benefaction
|
An augmentation that greatly heals an ally
when they are attacked, and has a limited number of heals before expiring. It costs power over time to maintain the spell and the templar is immobilized, but the spell can be toggled off early if desired |
50
|
Resurrect
|
Resurrects a fallen ally, replenishing all
health and removing any effects from resurrection sickness. This spell can be cast during combat, but must be cast within touch range of that ally |
51
|
Warring Conviction
|
Deals divine damage over time to the target.
|
52
|
Admonishment
|
Impairment that reduces the physical damage
resistance of the target. |
52
|
Reverence
|
For a short duration, whenever target ally
spends power, some of their health is replenished. The more power spent increases the amount of health replenished |
53
|
Consecrated Strike
|
Deals instant divine damage to target enemy.
If the target is Undead, it receives additional divine damage |
53
|
Force Submission
|
Stuns an opponent for a short duration.
|
54
|
Divine Praetorate
|
An augmentation that increases the strength
and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally |
54
|
Grand Intercession
|
An augmentation that heals an ally when they
are attacked, and has a limited number of heals before expiring |
55
|
Faithful Salvation
|
If target ally receives damage that would be
fatal, that ally is healed instead and their physical resistance is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time |
55
|
Greater Harmony
|
Pacifies all enemies near the templar,
preventing them from making normal combat attacks, and reduces their hate towards the templar. Any hostile actions taken on them will break the pacify effect |
55
|
Sanctuary
|
A group augmentation that prevents the group
from being affected by control spells for a short duration. Control spells include any type of stun, root, stifle, pacify, and fear. This spell has a 1% chance to break every time damage is received |
56
|
Ardent Resolve
|
Cures arcane and trauma impairments on the
templar's group. |
56
|
Fateful Intercession
|
A group augmentation that heals an ally when
they are attacked, and has a limited number of heals before expiring |
56
|
Word of Atonement
|
Heals all allies near the templar.
|
57
|
Aegis of Faith
|
A group augmentation that places a protective
barrier over the templar's group, that increases arcane resistance and wards arcane sources of damage for a limited duration |
57
|
Grand Amelioration
|
Instantly heals some of target ally's health.
|
58
|
Divine Arbitration
|
Equalizes the health totals of the templar's
group. The sum of all hit points in the group divided evenly for each group member, at a slight loss. Upgrades to this spell prevent the loss of efficiency when dividing points to group members |
58
|
Holy Redoubt
|
An augmentation that increases the health
pool and melee offensive skills of the templar's ally. |
58
|
Symbol of Naltron
|
An augmentation that increases the Health
pool of the Templar and allies and has a chance to increase Armor Class when successfully attacked. |
59
|
Judging Smite
|
Deals instant divine damage to target enemy
and pacifies them, preventing them attacking in combat for a short duration as long as they don't receive additional damage |
59
|
Unyielding Benediction
|
An augmentation that grants an ally the
chance to absorb a physical damage attack whenever they are struck in combat. This spell does not require any concentration, but can only be maintained on a single ally |
60
|
Blaze of Faith
|
Deals instant divine damage to the target and
nearby encounter members. |
60
|
Grand Restoration
|
Replenishes a large amount of target ally's
health. |
60
|
Mark of the Celestial
|
Impairment that is cast on an opponent that decreases their divine resistance and has a chance to heal over time an ally that successfully attacks this opponent in melee.
|
61
|
Glory of Battle
|
Augmentation that grants the templar's ally a chance of healing the entire group on each successful attack.
|
61
|
Gallantry
|
A group augmentation which increases maximum health and physical resistance of the templar's group.
|
62
|
Supplicating Fate
|
An impairment placed on an opponent that will grant Health to the Templar and allies when the opponent is slain.
|
63
|
Involuntary Restoration
|
An impairment that causes the enemy to sometimes replenish the health and cure trauma impairments of the target they are attacking.
|
64
|
Sign of Frailty
|
Places an impairment on the target that pacifies them, preventing them from making normal combat attacks. The pacify effect will break if the target receives any damage
|
65
|
Warring Axiom
|
Deals divine damage over time to the target.
|
65
|
Unswerving Hammer
|
Summons a pet hammer you can control
|
66
|
Spurn
|
Impairment that reduces the physical damage resistance of the target.
|
67
|
Holy Strike
|
Deals instant divine damage to target enemy. If the target is Undead, it receives additional divine damage
|
67
|
Forced Humility
|
Stuns an opponent for a short duration.
|
68
|
Glorious Intercession
|
An augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring
|
68
|
Celestrial Prostrate
|
An augmentation that increases the strength and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally
|
69
|
Forgiving Salvation
|
If target ally receives damage that would be
fatal, that ally is healed instead and their physical resistance is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time |
69
|
Complacency
|
Pacifies all enemies near the templar, preventing them from making normal combat attacks, and reduces their hate towards the templar. Any hostile actions taken on them will break the pacify effect
|
70
|
Word of Reparation
|
Heals all allies near the templar.
|
70
|
Dire Intercession
|
A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring
|
70
|
Focused Intercession
|
An augmentation that greatly heals an ally when they are attacked, and has a limited number of heals before expiring. It costs power over time to maintain the spell and the templar is immobilized, but the spell can be toggled off early if desired
|
71
|
Meliorate
|
Instantly heals some of target ally's health
|
71
|
Shield of Faith
|
A group augmentation that places a protective barrier over the templar's group, that increases arcane resistance and wards arcane sources of damage for a limited duration
|
71
|
Smite Corruption
|
Impairment that deals divine damage over time and reduces the target's wisdom
|
72
|
Aegolism
|
An augmentation that increases the health pool and melee offensive skills of the templar's ally
|
72
|
Divine Smite
|
Deals instant divine damage to target enemy
|
72
|
Symbol of Marzin
|
A group augmentation that increases the arcane resistance and health pool of the templar's group. The arcane resistance protects more against divine and magic than mental
|
73
|
Arch Restoration
|
Replenishes a large amount of target ally's health
|
73
|
Mark of Divinity
|
Impairment that is cast on an opponent that decreases their divine resistance and has a chance to heal over time an ally that successfully attacks this opponent in melee
|
74
|
Blazoned Faith
|
Deals instant divine damage to the target and nearby encounter members
|
74
|
Holy Armor
|
A group augmentation which increases maximum health and physical resistance of the templar's group
|
75
|
Glory
|
Augmentation that grants the templar's ally a chance of healing the entire group on each successful attack
|
75
|
Involuntary Gift
|
An impairment that causes the enemy to sometimes replenish the health of the target and nearby allies that they are attacking. When this effect triggers, it also cures trauma impairments of the target they are attacking
|
76
|
Healing Fate
|
An impairment placed on an opponent that will grant health to the templar and allies when the opponent is slain
|
76
|
Sign of Placation
|
Places an impairment on the target that dazes them, preventing them from making auto attacks
|
77
|
Awestruck
|
Stuns an opponent for a short duration
|
77
|
Reproval
|
Impairment that reduces the physical damage resistance of the target
|
77
|
Warring Deities
|
Deals divine damage over time to the target
|
78
|
Martyr Strike
|
Deals instant divine damage to target enemy. If the target us undead, it receives additional divine damage
|
78
|
Unflinching Hammer
|
Summons a large animated hammer that the templar has full control of for a short duration. The hammer will sometimes knockdown an enemy on a successful hit
|
78
|
Vital Intercession
|
Augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring.
|
79
|
Greater Complacency
|
Dazes all enemies near the templar, preventing them from auto attacking, and reduces their hate towards the templar. Any hostile action taken on them will break the daze effect
|
79
|
Holy Intercession
|
A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring
|
79
|
Virtue
|
An augmentation that increases the strength and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally
|
80
|
Focused Intervention
|
An augmentation that greatly heals an ally when they are attacked, and has a limited number of heals before expiring. It costs power over time to maintain the spell and the templar is immobilized, but the spell can be toggled off early if desired
|
80
|
Holy Salvation
|
If target ally receives damage that would be fatal, instead that ally is healed and their physical resistance is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
|
80
|
Repent
|
Repent reverses harmful damage on an ally and converts it into a heal
|
80
|
Word of Redemption
|
Heals all allies near the templar
|
Training Spells/Master II Choices
Level 14
- Rebuke
- Radiant Strike
- Bestowal of Vitae
- Soothing Sermon
Level 24
- Bestowal of
Vitality - Sign of Weakness
- Disgrace
- Combative Faith
Level 34
- Pious Redoubt
- Reproving Smite
- Restoration
- Bravery
Level 44
- Divine Strike
- Greater
Intercession - Crucial
Intercession - Greater Amelioration
Level 54
- Admonishment
- Consecrated Strike
- Grand Intercession
- Divine Praetorate
Level 64
- Blaze of Faith
- Grand Restoration
- Mark of the Celestial
- Glory of Battle
Level 75
- Divine Smite
- Symbol of Marzin
- Mark of Divinity
- Blazoned Faith
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=16&meid=56">
size="3">Chapter 1 - Credits & The Basics
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=17&meid=56">
size="3">Chapter 2 - Quests
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=18&meid=56">
size="3">Chapter 3 - NPC Locations
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=370&meid=56">Chapter
4 - Spell Upgrades: Finding and Comparing Them
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=20&meid=56">
size="3">Chapter 5 - Weapons (Under Construction)
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size="3">Chapter 6 - Armour (Under Construction)
href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=22&meid=56">
size="3">Chapter 7 - Spells
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size="3">Chapter 8 - Methods and Techniques
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size="3">Chapter 9 - 1H+Shld vs. 1H+Symbol vs. 2H Debate (Under Const.)
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size="3">Chapter 10 - Where To Hunt
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