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
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
grant Health to the Templar and allies when the opponent is slain.
pacifies them, preventing them from making normal combat attacks. The
pacify effect will break if the target receives any damage
physical resistance for a short duration. This spell can be cast during
combat.
group the ability to breathe under water and increase their swimming
speed.
resistance of the target.
If the target is Undead, it receives additional divine damage
and wisdom of the templar's ally. This spell does not require any
concentration, but can only be maintained on a single ally
are attacked, and has a limited number of heals before expiring
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
This includes magic, mental, and divine effects
they are attacked, and has a limited number of heals before expiring
barrier over the templar's group, that increases arcane resistance and
wards arcane sources of damage for a limited duration
pool and melee offensive skills of the templar's ally.
pool of the Templar and allies and has a chance to increase Armor Class
when successfully attacked.
and pacifies them, preventing them attacking in combat for a short
duration as long as they don't receive additional damage
nearby encounter members.
decreases their divine resistance and has a chance to heal over time an
ally that successfully attacks this opponent in melee.
health.
health and physical resistance of the templar's group.
grant Health to the Templar and allies when the opponent is slain.
sometimes replenish the health and cure trauma impairments of the
target they are attacking.
pacifies them, preventing them from making normal combat attacks. The
pacify effect will break if the target receives any damage
their physical resistance for a short duration. This spell can be cast
during combat.
resistance of the target.
If the target is Undead, it receives additional divine damage
are attacked, and has a limited number of heals before expiring
and wisdom of the templar's ally. This spell does not require any
concentration, but can only be maintained on a single ally
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
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
they are attacked, and has a limited number of heals before expiring
templar's group.
barrier over the templar's group, that increases arcane resistance and
wards arcane sources of damage for a limited duration
pool and melee offensive skills of the templar's ally.
pool of the Templar and allies and has a chance to increase Armor Class
when successfully attacked.
and pacifies them, preventing them attacking in combat for a short
duration as long as they don't receive additional damage
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
health.
decreases their divine resistance and has a chance to heal over time an
ally that successfully attacks this opponent in melee.
nearby encounter members.
chance of healing the entire group on each successful attack.
health and physical resistance of the templar's group.
grant Health to the Templar and allies when the opponent is slain.
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
sometimes replenish the health and cure trauma impairments of the
target they are attacking.
pacifies them, preventing them from making normal combat attacks. The
pacify effect will break if the target receives any damage
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
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
resistance of the target.
spends power, some of their health is replenished. The more power spent
increases the amount of health replenished
If the target is Undead, it receives additional divine damage
and wisdom of the templar's ally. This spell does not require any
concentration, but can only be maintained on a single ally
are attacked, and has a limited number of heals before expiring
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
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
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
templar's group.
they are attacked, and has a limited number of heals before expiring
barrier over the templar's group, that increases arcane resistance and
wards arcane sources of damage for a limited duration
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
pool and melee offensive skills of the templar's ally.
pool of the Templar and allies and has a chance to increase Armor Class
when successfully attacked.
and pacifies them, preventing them attacking in combat for a short
duration as long as they don't receive additional damage
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
nearby encounter members.
health.
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
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
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size="3">Chapter 1 - Credits & The Basics
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size="3">Chapter 2 - Quests
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size="3">Chapter 3 - NPC Locations
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4 - Spell Upgrades: Finding and Comparing Them
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size="3">Chapter 5 - Weapons (Under Construction)
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size="3">Chapter 6 - Armour (Under Construction)
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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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