The Templars of Aetolia
In the year 343 of the Midnight Age, three strange beings arrived in Enorian, emerging from a gateway of white rippling light. The trio of wayward travelers stumbled to Sapience on accident via their Orb of the Dawn, asserting themselves as long-lost warriors of the Angelic Triad, cut off from their masters but still in service throughout the centuries. After acquainting themselves with the locals, they were escorted to the Paladin towers in the northwest corner of the Beacon, where they continued conversing with the assembled knights and their Grand Champion.
The Duamvi, upon learning more of the holy knights, their ways and apparent similar alignment to the travelers, offered to impart the knowledge of their own skills to the guild. Thus, with the aid of these extraplanar beings, the Templar guild was born, eventually becoming well-versed in the skills of Bladefire, Battlefury and Righteousness.
With these skills combined the guild seeks to bring about a new Age of Dawn, repelling the forces of shadow, artifice and Undeath with their mighty weapons imbued with holy retribution.
Templar Skills
Utilizing their skill in Battlefury, the Templar Knights rise above the rest in their capability and prowess with their blessed weapons. This affords unparalleled mastery of steel, allowing them to wield almost any weapon to great and differing effect, whether it be inflicting bruising and crushing bones or wielding blades and letting the rivers run red with the blood of the unrepentant. Two methods of swift death are possible to only the most skilled of the Templar, either cleaving the enemy from head to groin or cutting open the gut and spilling steaming entrails to the ground.
Battlefury
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Irongrip
DescriptionSyntax: IRONGRIP and RELAX IRONGRIP
By gripping your weapons tightly, you can prevent others from disarming you of your precious weapons. -
Clotting
DescriptionSyntax: CLOT [#]
This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default.
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Envenom
DescriptionSyntax: ENVENOM <weapon|LEFT|RIGHT> WITH <venom>
WIPE <weapon>With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom will poison your opponent, and disappear from the weapon.
Venoms work on a last-on, first-off basis, so if you put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You must possess a rag with the venom in order to apply it to a weapon.
In order to get rid of the venoms on a weapon, simply WIPE <weapon>.
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Sturdiness
DescriptionSyntax: STAND FIRM
By concentrating on increasing your mass, you are able to gain immunity from most physical attempts to move you. Additionally, should you be feared it will have no effect while you remain firm. You will lose this defence should you move.
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Defend
DescriptionSyntax: DEFEND <ally> and UNDEFEND
By carefully defending your ally, you can step in front of any attack aimed at them and take the blow for them. It will last until you either choose to cease defending them, or one of you moves away from the other.
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Rage
DescriptionSyntax: RAGE
This ability will allow you to cure afflictions based upon altruism, such as those normally cured by eating a steroid pill.
Please see HELP CURE ORDER for afflictions that can be cured with the steroid pill.
Cooldown: 30 seconds
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Bruising
DescriptionThis ability is passive.
Your attacks with bludgeoning weapons will have a two in three chance to cause bruises on any limbs you strike. These bruises will cause the target to bleed slightly, based on the severity of the bruise.
These bruises will slowly grow in severity, with each successful hit causing more bruising based upon the damage stat of your weapon. A two-handed weapon will be 25% more effective.
Should the opponent be fallen upon the ground, your strikes are guaranteed to cause a bruise and will immediately upgrade it to the next severity level.
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MainGauche
DescriptionSyntax: MAINGAUCHE
While wielding a weapon with this defence active, you will have a chance to perform a counter attack upon most physical attacks made against you. Your chance is roughly based upon your current dexterity, with higher being better.
Any counter strike made using this ability cannot deliver any effects upon the weapon, such as empowerments or venoms.
You can use any weapon that is compatible with Strike or Doubleswing for this ability.
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Battlecry
DescriptionSyntax: BATTLECRY <target>
Let loose a powerful battlecry at your opponent, so that you might shatter their will to fight. They must be suffering from ringing ears or sensitivity, or it will have no effect.
Otherwise it will:
* Knock their pill balance by an extra 1.35 seconds.
* Destroy the aura of rebounding if its not yet fully formed.Additionally, some bonus effects are applied depending on their condition:
* If they have extravasation, it will knock them over.
* If they have epilepsy, the equilibrium recovery time is shortened.
* If they have deadening, they will be stunned.If the target has all three of the above afflictions, then the cooldown on the ability is not applied.
This ability can be used while you do not have balance.
Cooldown: 6 seconds
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Blocking
DescriptionSyntax: BLOCK <direction> and UNBLOCK
Move into a position that blocks others from leaving your location, providing you are not incapacitated or feared. Should you move, you will cease to block. -
Barge
DescriptionSyntax: BARGE <player> <direction>
Providing the target isn't protected by the density defence, you can barge them in a direction of your choosing. This will push them in that direction for as far as you can go.
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Mastery
DescriptionUsage: MASTERY SHOW
MASTERY WEAPON <weapon>
MASTERY TALENT <talent>This grants you the ability to select a weapon you wish to become proficient in, and a talent you wish to focus your abilities upon. Once every so often, you will be able to change the weapon you are proficient in, and the talent you have chosen.
The benefits of a talent require you to be wielding a weapon from the specified weapon class.
Available talents:
Small Blades and Bludgeons
* Poise : Reduced penalty for striking shield.
* Conservation : Your swings cost less endurance.
* Serration : Attacks cause additional bleeding.
* Overpowering : Slight chance for a minor critical strike.
* Grace : You can avoid rebounded attacks.
* Rhythm : Generates a small amount of blade charge when parried.
* Exhausting : The flurry of strikes causes fatigue in your target.Large Blades and Bludgeons
* Opportunizing: Attacks penetrate armour if your target is fallen.
* Pummeling : Blunt attacks cause additional bruising.
* Overdriving : Can build to a higher maximum amount of blade charges.
* Whirling : Zeal/Tempest will hit one/two extra times respectively.
* Remnants : Retains 1/4th of your charge when switching targets.Thrown
* Aerodynamics : You can throw your weapon one room further than normal.Cooldown (mastery): 60 minutes
Cooldown (talent): 60 minutes -
Doubletarget
DescriptionSyntax: TARGET <bodypart> WITH <right|left>
You are now dexterous enough to target two different bodyparts at the same time. Your left hand will always be the first to strike your target, and the right hand will strike second. This will only work in tandem with abilities that let you strike twice, such as Duality or Doublestrike.
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Engage
DescriptionSyntax: ENGAGE <target> and DISENGAGE
This ability will allow you to deliver a final strike with your weapons that will briefly stun your target as they flee your location. Your focus upon this task will cause a continual mental strain, and can be used while off balance.
Two-handed weapons will give you a 50% chance to stop them fleeing your location immediately.
- You have learnt the following weaponry attacks
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Strike
DescriptionSyntax: STRIKEBASH <target>
Taught to all new fledging Templars, the basic weapon and shield combination makes for good defence and offensive power against simple foes.
You can use spears, tridents, small bludgeons, battleaxes, and one-handed swords with this ability. For shields, any shield will suffice.
The shotel can also be used, but you must be one of the duamvi in order to do so. See HELP DUAMVI for more information.
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Raze
DescriptionSyntax: RAZE <target>
This ability will use your weapon to tear down defensive auras and abilities that protect your target.
It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defenceYou can use any weapon that is compatible with Strike or Doubleswing for this ability.
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Doubleswing
DescriptionSyntax: DSW <target>
This attack makes use of the slow and powerful two-handed weapons of the realm to land two strikes or slashes in quick succession.
You can use either a warhammer, bastard sword, glaive, cudgel, scythe, falx, or estoc with this ability.
The manta can also be used, unique to the Battlefury skill.
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Duality
DescriptionSyntax: DSK <target>
For those that prefer speed, then this ability allows the user to wield two different weapons in each hand so that you can strike with both in a single blow.
You can use any weapon that is compatible with Strike for this ability.
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Arc
DescriptionSyntax: ARC
While wielding a two-handed weapon, you can sweep it in a large arc through your location, striking all those within it. This ability can be used while off equilibrium.
You can use any weapon that is compatible with Doubleswing for this ability.
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Charge
DescriptionSyntax: CHARGE <target>
After a short delay, you can charge at a player in an adjacent location and slam into them with your weapon in hand. They will be knocked to the ground, stunned for a short period, and form a bruise on their torso.
If their torso is damaged, it will raise the bruising level one extra time.
You can use any weapon that is compatible with Strike or Doubleswing for this ability, providing it is a bludgeoning weapon.
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Rend
DescriptionSyntax: RENDING <target>
This ability will allow you to strike in manner that will rend the flesh of your target, causing them to bleed. If it is envenomed or empowered, then that effect will occur instead. You may make use of this ability while off equilibrium.
You can only make use of this ability with either a flail, a morningstar, or any edged weapon.
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Razestrike
DescriptionSyntax: RAZESTRIKE <target>
Like raze, this will destroy any protective auras and abilities that may prevent you from striking your target. However you will additionally strike them with either your right-hand weapon or your two-handed weapon.
It will raze the following in order:
Reflections
Magical shields
Rebounding aura
Speed defenceYou can use any weapon that is compatible with Strike or Doubleswing for this ability.
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Cleave
DescriptionSyntax: CLEAVE <target>
A several stage attack that requires a large amount of time in order to completely cleave your target in twain. Should your finishing blow be successful, then they will be instantly slain. You may begin this ability even if your target is not present.
You can use any weapon that is compatible with Strike or Doubleswing for this ability, providing it is a small blade or large blade.
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Zeal
DescriptionSyntax: ZEAL <target>
You now can attack your target with a flurry of three quick blows with a two-handed weapon. The speed between each attack is the same regardless of the weapon you hold. Keep in mind however that if you become incapacitated in some manner, then you will cease your flurry.
You can use any weapon that is compatible with Doubleswing for this ability.
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Impale
DescriptionSyntax: IMPALE <target> and WITHDRAW BLADE
Should your target be prone, you may thrust your blade into their stomach and impale them upon its steel. While impaled, your target will be unable to escape until they writhe free and you will be unable to attack until your weapon is withdrawn.
If you are wielding a two-handed blade, you will also be able to impale them if they are suffering from shock.
You can use any weapon that is compatible with Strike or Doubleswing for this ability, providing it is a small blade or large blade.
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Rupture
DescriptionSyntax: RUPTURE <target> <limb>
This ability will rupture the bruises upon the limb you specify, dealing a large amount of damage and deep bleeding equal to the severity of the bruise. The bruising level must be at least moderate in order to use this ability.
You can use any weapon that is compatible with Strike or Doubleswing for this ability, providing it is a bludgeoning weapon.
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Lunge
DescriptionSyntax: LUNGE <target>
After a short delay, you may lunge at a target in an adjacent location. If you are wielding a bladed weapon then you will impale them with it.
You can use any weapon that is compatible with Strike or Doubleswing for this ability, providing it is a small blade or large blade.
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Tempest
DescriptionSyntax: TEMPEST
The usage of this ability will allow you to spin rapidly and strike out with your weapons at any who you do not consider an ally. You will continue spinning until there are no targets left for you to strike, or after six strikes. Any empowerments or venoms upon your weapon of choice will be delivered to whom you hit.
You can use any weapon that is compatible with Strike or Doubleswing for this ability.
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Disembowel
DescriptionSyntax: DISEMBOWEL
Should you have your target impaled, you may carve your sword through their stomach and disembowel them. This will deal severe damage equal to roughly half their maximum health, however this can be increased depending if their torso is broken or mutilated.
This will free them from their impalement as you disembowel them, and your blade will cut through any bindings they might have.
If you manage to disembowel your target three times in short succession, then the shock to their system will be too much and they will perish.
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Roleplaying a Templar
Arisen from the vestiges of the ancient Paladins, Templars are righteous warriors and fervent crusaders, holy knights sworn in service to the cause of the light and all that underpins the notions of good, valour, and justice.
Making their home in Enorian, the Templar lifestyle is one defined by a stringent code of ethics and time-honored chivalry. In the modern day, the knights are versed in the combat principles of the Akkari Host at large, with a heavy focus on the battle practices of the Dosan Circle. History is marked by countless chapters of Templars acting as a bulwark against Corruption and Tyranny in the realm, either as a unified front or even through the works of lone heroes.
What is the history of the Templars?
The Templars are one of the three 'Seluno-founded' guilds of Aetolia, originating as the Paladins in the wake of the Second Ankyrean War. Blessed by Arion, the God of Valour, Yanda Seluno originated much of the Paladin code in opposition to his brother Roan's Infernal ethos. When Yanda was cruelly cut down by his brother's pride and treachery, his last request was honoured: teaching his son, Syvelium, in his father's art. As Syvelium grew, he went on to found the Paladins as an official Guild of Shallam.
Centuries later, a trio of wayward travellers found themselves inadvertently stranded on the continent of Sapience, having arrived via something known as an Orb of the Dawn. These three figures revealed themselves as long-lost warriors of the Angelic Triad (Nyasia, Ubarin, and Ael'mael, rulers of the Spirit Plane, Rewh'va), cut off from their masters but still in service no matter how much time had passed. These Duamvi - as they were called, meaning 'flawed', and incapable of arising as angelic beings proper - found kinship with the holy knights and imparted knowledge of their own skills, birthing the Templar Guild.
Though Yanda and Roan are both long dead, their legacy remains in the form a bitter enmity between the two modern-day incarnations of their organisations: The Templars, and the Carnifex.
How are the powers of the class accessed?
Righteousness is the quintessential technique of any holy warrior, a power derived almost wholly from their own devoted fervour to the light. Through this physical and puissant manifestation of faith and conviction, the Templar is able to drape themselves in a variety of auras, equally capable of protecting their allies or bringing ruin to their enemies.
Battlefury forms the core of the Templar martial doctrine and derives primarily from rigorous practice with a huge diversity of blades and weapons to the point that any trained Templar can be considered a master of steel.
Bladefire derives from a combination of these two disciplines; faith and conviction marry to a peerless savoir faire with blade and blunt and mace and sword, empowering their weaponry and armaments to dramatically augment their prowess.
Of particular note is that while the Templar skills derive from the Duamvi of Rewh'va, they are tailored specifically to differ from the native ways of the Akkari in order to be suitable for the mortals of the Prime Plane.
Visual style of the class
The Templar way is one steeped in physical acuity and martial discipline. In battle, the Templar's weapon is an extension of themselves, an undeniable presence on the battlefield identified by its shining empowerment.
Similarly, the wielder is no less visible; as masters-at-arms, many Templar take up leadership roles on the battlefield and their resplendent auras are a beacon around which allies often choose to rally. Their presence inspires trust and confidence, even in times of great peril.
Side effects of use
As is often the case with those sworn to a life of good and purity, cynicism is not an uncommon trait to be found in veteran Templar. The lesson that one cannot right all the world's woes alone is a hard-learned one, a bitter pill that many are unwilling to swallow. Young Templar in particular are prone to taking a zeal for justice to an extreme, making them quick to anger and slow to cool their tempers.
On the other hand, there are many Templar who look upon the prolific nature of evil, darkness, and chaotic forces in the world and only find their faith deepens, their conviction strengthens, and their ability to compartmentalise and see the work - the duty - done, bolstered.
Roleplaying the class
Templars are, almost to the last man, soldiers in service to the Light. With their mastery of weapons and faith-based magic, they are well equipped to battle the forces of blood ritualists, ruthless undead, and even the amoral conclaves of the north. A Templar is often concerned with duty and integrity, their every action guided by the code of ethics handed down by their guild.
Some Templars possess a deep affinity for religious observations and absolutely all of them seek to uphold justice rather than seek vengeance. To live the life of a Templar is to be courageous in the face of Aetolia's greatest perils and its most prominent evils, putting characters of this class directly in the path of tremendous danger more often than not. A Templar character might express this through themes of self-sacrifice or grim duty, as campaigns against these foes takes its toll in many ways.