The Templar of Aetolia

The Templar are Aetolia’s holy knights, a Spirit-tethered class in Enorian that wields Battlefury (the craft of war), Righteousness (judgement auras), and Bladefire (holy radiance bound to steel), all under the patronage of Celezor, Accord of the Righteous.
| At a glance | |
|---|---|
| Tether | Spirit |
| City | Enorian |
| Guild | Templars at the Vigil (Patron: Celezor) |
| Skill sets | Battlefury, Righteousness, Bladefire |
| Mirror class | Revenant (Shadow) |
| Sister class in guild | Akkari |
| Signature mechanic | Judgement auras and Bladefire-empowered steel |
| Best for | Players who want a holy knight, disciplined weaponry, and a clear cause |
The Templars are the strong right arm of Enorian, the Hammer of Dawn made manifest in steel and oath. Where the Illuminai bolster faith and covenant and the Ascendril scour the world’s mysteries through element and study, the Templars are the ones who step into the breach when the Sunset bell rings.
This is the holy-knight class of Aetolia. If you want to play a paladin with a code, a sword, and a clear cause, the Templar is the most direct expression of that fantasy in the game.
Origin and lore
The Templars are one of the three Seluno-founded guilds of Aetolia, originating as the Paladins in the wake of the Second Ankyrean War. Yanda Seluno, blessed by Arion the God of Valour, founded the Paladin code in opposition to his brother Roan’s Infernal ethos. When Yanda was cut down by his brother’s pride and treachery, his last request was honored: that his son Syvelium be taught in his father’s art. Syvelium grew up to found the Paladins as an official guild of Shallam.
Centuries later, three wayward travelers found themselves stranded on Sapience after arriving through an Orb of the Dawn. They 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. These Duamvi, meaning “flawed” and incapable of arising as full angelic beings, found kinship with the holy knights and imparted knowledge of their skills. From this meeting, the Templar Guild was born.
Yanda and Roan are long dead, but their legacy remains in the bitter enmity between their two modern incarnations: the Templars of Enorian, and the Carnifex of Bloodloch.
Templars are knights, wardens, and executioners of Enorian’s justice. They patrol the protectorates, hold lines during raids, and lead the push when the city must take the fight beyond its walls. Their purpose is simple: cull the wicked and shadow-tainted, deny the enemy momentum, and ensure the faithful endure.
Skill sets
The Templar skill sets are Battlefury, Righteousness, and Bladefire.
Battlefury is the craft of war itself. It covers tempo, position, and controlled violence, the disciplined mastery of weaponry that any trained Templar develops through rigorous practice with blades and weapons of every form. A trained Templar is a master of steel.
Righteousness is the holy art, a power derived almost wholly from the Templar’s own devoted fervor to the Light. Through this physical manifestation of faith and conviction, the Templar drapes themselves in auras: some that protect allies, some that bring ruin to enemies. Righteousness is the quintessential technique of any holy warrior, the discipline that separates a Templar from a mere swordsman.
Bladefire is the marriage of the other two. Faith and conviction join with weapon-craft, empowering blades and bludgeons to dramatically augment Templar prowess in battle. The Templar’s blade glows with sacred force in the moment of the strike. Worth noting: while the Templar skills derive from the Duamvi of Rewh’va, they are tailored to differ from the native ways of the Akkari, so that they are suitable for the mortals of the Prime Plane.
Skill abilities
Battlefury
-
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.
-
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>.
-
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.
-
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.
-
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
-
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.
-
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. It cannot score critical hits against denizens.
You can use any weapon that is compatible with Strike or Doubleswing for this ability.
DetailsDamage Source Trigger Brute
Damage Type Trigger (Denizen) Cutting and Blunt
Maingauche Chance 150% of dexterity
Maingauche Delay Between 0.8 to 1.2 seconds
Weapon Damage Modifier 100%
Weapon Damage Modifier (Denizen) 50%
Equilibrium Cost 2.00 seconds
Cooldown (on proc) 15 seconds
RequirementsRequires balance and equilibrium.
Requires at least one arm functional.
Requires at least one leg functional.
(Proc) Costs 30 endurance to use.
(Proc) Weapon must be wielded in a functional arm.
RestrictionsCannot be entangled, paralysed, or fallen.
(Proc) Cannot be fallen.
-
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
-
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.
-
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.
-
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
-
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.
-
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.
-
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.
DetailsTarget Location Same location
Weapon Damage Modifier 60%
Weapon Damage Modifier (Denizen, Blade) 66%
Weapon Damage Modifier (Denizen, Bludgeon) 58%
Weapon Trauma Modifier 55%
Endurance Cost (Per Strike) 30
Weapon Speed Modifier 110%
RequirementsRequires balance and equilibrium.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
-
Duality
DescriptionSyntax: DSK <target>
For those that prefer to strike quick, 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.
DetailsTarget Location Same location
Weapon Damage Modifier 55%
Weapon Damage Modifier (Denizen, Blade) 62%
Weapon Damage Modifier (Denizen, Bludgeon) 59%
Weapon Trauma Modifier 55%
Endurance Cost (Per Strike) 25
Base Weapon Speed 50% of each weapon
Weapon Speed Modifier +0.10 seconds
RequirementsRequires balance and equilibrium.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled, paralysed, or fallen.
-
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.
-
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.
-
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.
-
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.
DetailsTarget Location Same location
Weapon Damage Modifier 60%
Weapon Damage Modifier (Denizen, Blade) 66%
Weapon Damage Modifier (Denizen, Bludgeon) 58%
Weapon Trauma Modifier 55%
Endurance Cost (Per Strike) 25
Weapon Speed Modifier -5%
RequirementsRequires balance and equilibrium.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
(First Hit) Will bypass magical shields.
-
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.
-
Zeal
DescriptionSyntax: ZEAL <target>
You now can attack your target with a flurry of four quick blows with a two-handed weapon. The time 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 may not utilise any action that consumes balance or equilibrium during your attack, otherwise you will interrupt it. You may however use Battlecry during it without interruption.
You can use any weapon that is compatible with Doubleswing for this ability.
DetailsTarget Location Same location
Weapon Damage Modifier 60%
Weapon Damage Modifier (Denizen) 35%
Weapon Trauma Modifier 55%
Zeal Strike Timer Every 1.00 seconds
Additional Strikes 3 strikes
Balance Recovery 4.40 seconds
RequirementsRequires at least one arm functional.
Requires balance and equilibrium.
Costs 60 endurance to use.
RestrictionsConsidered an aggressive action.
Considered a basic attack against denizens.
Cannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
-
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.
-
Rupture
DescriptionSyntax: RUPTURE <target> <limb> <[empowerment]>
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.
-
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.
-
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.
-
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.
Righteousness
-
Aura
DescriptionSyntax: AURA <aura> and AURA OFF <aura>
This ability allows you to activate and deactivate your various auras at the cost of your mana. Only one aura can be activated at a time and the amount of mana drained will depend upon the aura you use.
Additionally, some auras will benefit your protected ally. The AB file will detail the benefits that they gain, if any.
Using the AURA command by itself will detail what auras and blessings are affecting you.
-
Glance
DescriptionSyntax: AURA GLANCE <target>
This ability allows you to seek out your target, learning their whereabouts within the land.
If you are protecting your target or should they be flared, then you will be able to glean more detail about their location.
-
Blessing
DescriptionSyntax: AURA BLESSING <aura> and AURA OFF BLESSING [blessing]
This allows you to convert an aura into a blessing, making its effects apply only to yourself and removing the mana drain. You can have a maximum of three blessings at once.
-
Contort
DescriptionSyntax: AURA CONTORT <target> <affliction>
Contort the aura of your target in way that affects their nature, inflicting them with a basic affliction.
Afflictions possible:
Paresis, stupidity, and confusion. -
Protect
DescriptionSyntax: AURA PROTECT <ally> or AURA PROTECT NOBODY
Offering your protection is a prerequisite to many abilities that you
will learn. In order to protect another, they must consider you as their
ally otherwise you will be unable to offer your protection.You can use this ability even if your intended target isn't in the same
location as you, however there is a short delay before it comes into
full effect.Your protected target can choose to REJECT PROTECTION to cast off your
protection. -
Absorb
DescriptionSyntax: AURA ABSORB
This ability will allow you to consume one of your blessings at random in order to heal your wounds and restore some mana. The amount that is restored will increase the more you learn in Righteousness.
This skill can be used while off-balance or off-equilibrium.
Cooldown: 15 seconds
-
Pilgrimage
DescriptionSyntax: AURA PILGRIMAGE [AURA]
This will allow you to travel instantly across the realm to your protected ally. If you have a latent aura in the land, then by specifying AURA you can travel to that instead.
-
Withering
DescriptionSyntax: AURA WITHERING <target>
By twisting your target's aura into a malevolent one, you can cause it to feed from its owner and drain their ability to function over time. This will give them the withering affliction.
-
Spirit
DescriptionUsage: PERFORM RITE OF SPIRIT
At the break of dawn, you may perform a Rite of Spirit, granting experience to everybody that attends. The amount of experience gained is increased based on number of attendants.
If you perform the Rite before the Grand Flame of Enorian, you will also gain the 'spirit' defence for one hour, which will increase your resistance to denizen damage by 5%. -
Concentration
DescriptionSyntax: AURA CONCENTRATE
By focusing entirely on your aura, you can negate the mental drain required to maintain it as long as you make no aggressive actions.
-
Resurrection
DescriptionSyntax: AURA RESURRECTION <target>
This ability allows you to utilise your aura and instill life back into to a dead comrade, providing that you are holding their corpse.
If they choose to not accept the resurrection in a timely manner, then the body will crumble away.
-
Deliverance
DescriptionSyntax: AURA DELIVERANCE
This ability allows you to summon your protected target to you, from anywhere on the same continent.
-
Unity
DescriptionSyntax: AURA UNITY
This powerful ability will unify your aura with that of your protected ally for a temporary amount of time, granting you both significantly increased health and resistances should you both remain within the same location. Additionally, each of you will be relieved of a random affliction periodically.
The cooldown of this ability is applied to both you and your ally. Neither can be affected by this skill until the cooldown is complete.
Cooldown (both you and ally): 2 hours
- You are able to utilise the following auras
-
Accuracy
DescriptionSyntax: AURA ACCURACY
This aura will increase your ability to hit your target through afflictions and effects that might cause you to miss otherwise. This will also allow you to shoot a bow more accurately, although at a reduced effect.
Aura: 20% increased chance to hit, increased dexterity.
Blessing: 10% increased chance to hit.Your protected ally will also benefit from the effects of the aura providing they are in the same location as you.
-
Protection
DescriptionSyntax: AURA PROTECTION
This aura will steel your body, granting you extra protection against physical damage and magical attacks.
Aura: 15% resistance to cutting, blunt, and magic damage, and increased wisdom.
Blessing: 5% resistance to cutting, blunt, and magic damage.Your protected ally will also benefit from the effects of the aura providing they are in the same location as you.
-
Healing
DescriptionSyntax: AURA HEALING
This aura will dramatically increase your natural health regeneration and your constitution.
Aura: 7% health regeneration, increased constitution.
Blessing: 5% health regeneration.Your protected ally will also benefit from the effects of the aura providing they are in the same location as you.
-
Purity
DescriptionSyntax: AURA PURITY
This aura will attempt to purify the enemies around you with holy power, causing magical damage. It will also grant extra strength.
Aura: 10% magical damage to enemies, increased strength.
Blessing: 5% magical damage to enemies.Your protected ally will benefit from the increased strength providing they are in the same location as you.
-
Justice
DescriptionSyntax: AURA JUSTICE
This aura will reduce the effectiveness of non-natural healing upon everyone within your location.
Aura: 60% less non-natural healing.
Blessing: 25% less non-natural healing.Your protected ally will be safe from the effects of this aura.
-
Pestilence
DescriptionSyntax: AURA PESTILENCE
By creating a bilious aura around yourself, you can cause a random enemy within the room to become sick with its effects.
Your aura will cause one of the following afflictions:
Vomiting, allergies, recklessness, masochism, epilepsy, or mirroring.Aura: The affliction becomes hidden to the target.
Blessing: The affliction given is visible to the target. -
Latency
DescriptionSyntax: AURA LATENCY [OFF]
By embedding a latent aura within your surroundings, you attune yourself to that location, allowing yourself to use the Pilgrimage ability to travel there. A latent aura will last for a quarter of a day.
-
Spellbane
DescriptionSyntax: AURA SPELLBANE
This aura will attack the mental faculties of those within the location, increasing the amount of mana required in order to perform an ability.
Aura: 50% increase to mana costs.
Blessing: 20% increase to mana costs.Your protected ally will be safe from the effects of this aura.
-
Cleansing
DescriptionSyntax: AURA CLEANSING
This aura will periodically attempt to heal any afflictions you may be suffering. If you are fully paralysed, then it will do nothing.
Aura: Cures a random affliction every 14 seconds.
Blessing: Cures a random affliction every 24 seconds.Your protected ally will also benefit from the effects of this aura providing they are in the same location as you.
-
Meditation
DescriptionSyntax: AURA MEDITATION
This aura will dramatically increase your natural mana regeneration and bolster your intelligence.
Aura: 7% mana regeneration, increased intelligence.
Blessing: 5% mana regeneration.Your protected ally will also benefit from the effects of this aura providing they are in the same location as you.
-
Redemption
DescriptionSyntax: AURA REDEMPTION
This aura will allow you to redeem those you slay, granting health, mana, endurance, and willpower. The effect will be weaker for denizens and will not include endurance and willpower.
Aura: Full health, mana, endurance, and willpower based on the target.
Blessing: 33% health and mana, and 10% endurance and willpower of the above.Your protected ally will also benefit from the effects of this aura providing they are in the same location as you.
Bladefire
-
Empower
DescriptionSyntax: EMPOWER <weapon|LEFT|RIGHT> WITH <power>
This ability allows you to empower your weapons to engender certain effects. These effects will manifest when you strike an opponent.
Refer to the empowerment section for abilities you can utilise.
-
Cleanse
DescriptionSyntax: CLEANSE <weapon|LEFT|RIGHT>
By cleansing a weapon, you can remove all empowerments that have been placed upon it.
-
Charging
DescriptionThis ability is passive.
Supplimentary syntax: BLADE CHARGE <weapon|LEFT|RIGHT>
Each time you land a weapon strike against another, your weaponry will come to life and be energized with rippling power. This power can be used to release surges of magical energy at your opponent.
The amount of charge gained will depend upon the base penetration stat of your weapon. The more penetration it has, the more charge you will gain.
This power will slowly decay over time and should you unwield your weapons or strike a new target, the energy will vanish completely.
Additionally, you can use the BLADE CHARGE command to see how much charge each of your weapons has.
DetailsBase Charging 15 charge
Penetration Charging Bonus 10% of penetration
Two-Handed Charging Bonus +10%
Maximum Charge 150 charge
Minimum Charge to Release 40 charge
Charging Decay Timer Every 10 seconds
Charging Loss -10 charge
-
Crescent
DescriptionSyntax: BLADE RELEASE [<weapon|LEFT|RIGHT>] CRESCENT
By releasing your charged energy, you can cause a crescent of magical energy to strike your opponent with a hardened edge.
* One-handed weapons will deal reduced damage, but will cause a small amount of bleeding.
* Two-handed weapons will deal increased damage, and will damage their torso based on the amount of charge the weapon has.Against denizens, you will only deal damage to them.
If your weapon is below a certain amount of charge, then the damage will be halved for all weapons.
DetailsTarget Location Same location
Damage Type Magic
Damage Source Arcane
Base Damage 8 for each charge + 6%
Base Damage (Denizen) 8 for each charge
Low Charge Threshold 130 charge
Low Charge Penalty -50%
One-Handed Bleeding 30
One-Handed Damage Penalty -25%
Two-Handed Trauma Dealt +1.00% trauma per 8 charge
RequirementsRequires balance and equilibrium.
Costs 200 mana to use.
Costs 50 endurance to use.
Costs 50 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
-
Blastwave
DescriptionSyntax: BLADE RELEASE [<weapon|LEFT|RIGHT>] BLASTWAVE
This ability will release your weapon's charge in a fiery explosion, releasing flames and setting your opponent on fire. The damage dealt will be based upon the amount of charge within your weapon.
* One-handed weapons will deal half the damage of two-handed ones.
* Two-handed weapons will also produce a roaring sound that causes ringing ears. -
Iceblast
DescriptionSyntax: BLADE RELEASE [<weapon|LEFT|RIGHT>] ICEBLAST
This ability will release the charge within your weapon as a blast of cold magic, chilling or freezing your opponent should they be inadequately protected.
* One-handed weapons will freeze your opponent by one level.
* Two-handed weapons will freeze your opponent by two levels, and freeze their feet to the floor for a period determined by the amount of charge within your weapon.You must have enough charge within your weapon in order to use this ability.
-
Waterflow
DescriptionSyntax: BLADE RELEASE [<weapon|LEFT|RIGHT>] WATERFLOW
Much like water, you can empower your weapons to flow through the air when performing either Duality or Doubleswing. This will allow you to recover balance after using those abilities at a quickened rate.
Please see either AB BATTLEFURY DUALITY or AB BATTLEFURY DOUBLESWING for more information on those abilities.
You must have enough charge within your weapons in order to use this ability, and will fully drain all charge from any weapons in your hands.
-
Lightning
DescriptionSyntax: BLADE RELEASE [<weapon|LEFT|RIGHT>] LIGHTNING
If your opponent is within the local area, this ability releases a surge of lightning that will strike them with a delay after a few seconds. The amount of damage dealt will be based upon the charge of the weapon.
If you are using a one-handed weapon:
* You or the target will need to not be indoors.
* If the charge is over 90, it will cause epilepsy when it strikes.
* The damage will be halved.If you are using a two-handed weapon:
* You or the target can be indoors.
* It will always cause epilepsy.
* If they have epilepsy already, it will upset their balance instead.The delay will become longer the less charge the weapon has.
-
Retribution
DescriptionSyntax: RETRIBUTION <target>
Should your opponent be suffering from delirium, extravasation, sundering, and paralysis, then this power will kill them instantly.
-
Vorpal
DescriptionSyntax: BLADE RELEASE [<weapon|LEFT|RIGHT>] VORPAL
By directing your weapon toward a target, you can release its charge in a invisible strike of vorpal energy. This attack will cause no damage, but will deliver any effects or venoms upon the weapon. It does not target a body part.
You must have enough charge within your weapons in order to use this ability, and will fully drain all charge from any weapons in your hands.
-
Penance
DescriptionSyntax: PENANCE <target>
This powerful ability will impose a penance upon your target. Should your opponent take damage within a single instance where an extra 50% damage would result in their death, then the imposed penance will take effect and finish the blow - killing them and leaving no corpse behind.
Cooldown: 60 seconds
-
Bladefury
DescriptionSyntax: BLADEFURY [ON|OFF]
While enabled, this ability will half the natural drain of your charged weapons over time, allowing you to build and maintain them more easily. This will drain your willpower to maintain however.
- You are able to use the following empowerments
-
Sacrifice
DescriptionEmpower effect.
When a weapon empowered with sacrifice strikes your target, it will draw health from you to damage your opponent for a percent of their current health.
This can affect denizens, however it cannot score critical hits.
-
Torch
DescriptionEmpower effect.
You can empower your blade with a torch effect, lighting up darkened locations with your blade. This will last a limited amount of time.
-
Conviction
DescriptionEmpower effect.
An opponent struck by a weapon empowered with your conviction will leave them susceptible to stronger empowerments within your kit.
Only one Templar may have their conviction placed upon an opponent at the same time.
-
Disrupt
DescriptionEmpower effect.
A weapon empowered with disrupt will muddle the balances of those it strikes.
First it will hammer their blood vessels, ensuring that extravasation occurs, and then it will shear their mind, leaving them in a state of delirium.
This empowerment will have no effect if they are not under your conviction.
-
Cripple
DescriptionEmpower effect.
A weapon empowered with cripple will have two scaling effects, which will wear off over time if left uncured.
The first strike will attack their legs, leaving them in a state of lameness, while the second strike will completely sever control to their body in an act of sundering.
This empowerment will have no effect if they are not under your conviction.
-
Flare
DescriptionEmpower effect.
When struck by the flare empowerment, for a period of time, the opponent will become visible despite any abilities that might hide them.
They will additionally be unable to become incorporeal if they have such abilities that allow them to do so.
-
Trauma
DescriptionEmpower effect.
A weapon empowered with trauma will cause it to deal additional damage to your opponent's limbs, should you directly attack a limb.
The amount of extra limb damage dealt will be proportional to the base damage stat of your weapon.
-
Numbing
DescriptionEmpower effect.
This power will numb the nerves and muscles in the limb your weapon strikes for a short amount of time.
The way this works is that a numbed limb will act as though it is crippled, but only if the opposite limb is crippled as well. It will have no effect otherwise.
Only affects the arms and legs. -
Combustion
DescriptionEmpower effect.
A weapon empowered with combustion will harm the mental faculties of your opponent, burning their mana reserves.
The amount burned is increased should your opponent be under your conviction.
-
Resonance
DescriptionEmpower effect.
This power will allow you to resonate with your opponent for a limited time, making it easier to use certain abilities on your opponent. This will allow you to use them without cost to your balance or equilibrium.
The following abilities are effected:
Diagnose, Wounds, Gauge, and Assess. -
Burst
DescriptionEmpower effect.
A weapon empowered with burst will store energy within your target for 30 seconds. After this time has expired or should they be knocked to the ground, the energy will burst outwards, attacking their mind with psychic damage.
You can combine other empowerment effects with the burst effect by striking them with it before it triggers.
The following empowerments may be added:
Burst - Increases the psychic damage dealt.
Trauma - Causes 7% trauma to the head.
Numbing - Numbs an unhurt leg.
Stress - Causes bruising on the head.
Stun - Stuns the opponent for 1 second.
Destruction - Destroys a random defence.
Combustion - Drains the target of their mana.
Resonance - Afflicts them with resonance.
Flare - Afflicts them with flared. -
Stun
DescriptionEmpower effect.
A weapon empowered with stun will unleash a burst of concussive energy when it strikes, stunning your opponent for a short time.
-
Blaze
DescriptionEmpower effect.
A weapon empowered with blaze will burn through the anti-weapon rebounding aura defence on your opponent, should you strike the aura when attacking them. This will destroy the aura in the process.
-
Destruction
DescriptionEmpower effect.
A weapon empowered with destruction will destroy a single defence from your opponent that does not originate from themselves.
-
Stress
DescriptionEmpower effect.
This power will have your weapon cause a bruise or upgrade a bruise upon your opponent, providing you directly attack a limb.
-
Hemorrhage
DescriptionEmpower effect.
A weapon empowered with hemorrhage will cause any free flowing blood to boil and deal poison damage based upon how much they are bleeding. The more they bleed, the more damage it will deal. This ability will add some bleeding as well for each bruise the opponent has.
They must be bleeding for at least 50 health to have any effect.
Visual style and identity
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 field identified by its shining empowerment. As masters-at-arms, many Templars take up leadership roles on the battlefield, and their resplendent auras serve as beacons around which allies rally. Their presence inspires trust and confidence, even in times of great peril. The visual identity is heavy armor, a great sword or hammer empowered by Bladefire, and an aura visible to everyone in the room.
Side effects of the work
The Templar life is sworn to good and purity, and cynicism is not an uncommon trait in veteran Templars. The lesson that one cannot right all the world’s woes alone is a hard one, a bitter pill that many are unwilling to swallow. Younger Templars in particular are prone to taking their zeal for justice to extremes, quick to anger and slow to cool their tempers.
Others go the other way. They look at the prolific nature of evil, darkness, and chaotic forces in the world and find their faith deepens. Their conviction strengthens. Their ability to compartmentalize and see the duty done grows steadier with each campaign. Same work, two different long-term shapes.
Who plays this class
The Templar is a class for players who want a holy knight with weight and consequence. Templars are, almost to the last man, soldiers in service to the Light. A Templar is concerned with duty and integrity, every action guided by the code of ethics handed down by the guild. Some have a deep affinity for religious observation. All of them seek to uphold justice rather than seek vengeance.
Mechanically, the class rewards players who like disciplined martial combat with magical depth. Battlefury teaches the weapons. Righteousness teaches the auras that change the field. Bladefire ties them together. The class plays well on its own and also leads well from the front, making Templar one of the more sought-after PvP raid leaders on the Spirit side.
To live the life of a Templar is to be courageous in the face of Aetolia’s greatest perils. Self-sacrifice and grim duty are common themes. The class does not soften the cost.
City and guild
The Templar guild home is the Vigil in Enorian, the Hammer of Dawn. Patron: Celezor, Accord of the Righteous. The Vigil houses both the Templar class and its sister class, the Akkari (Duamvi warriors from the Plane of Spirit who wield Ascendance, Dictum, and Discipline alongside the twin-bladed manta).
Joining the Templars means committing to Spirit. You will not be able to actively hold any Shadow-aligned classes alongside it, though you can multiclass into other Spirit classes or any of the seven untethered classes. Race choice is independent of class, so you can play a Templar of any Aetolia race.
The Templar mirror is the Revenant, Spinesreach’s Shadow blade-wielders. Both are martial classes built on bladework empowered through a wider art. The Templar empowers steel with Bladefire and divine radiance. The Revenant works the blade with ancient Kalsu empowerments drawn from the Plane of Shadow. Same combat chassis, opposite element and ethos.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Templar profile. Or see the full Aetolia class roster for the rest of the roster.
Akkari
Templar’s sister class in the Vigil. Duamvi holy warriors of Rewh’va. Ascendance, Dictum, Discipline. Pick Akkari if you like the Vigil’s faith frame but want Duamvi lineage, the twin-bladed manta, and direct power from the Triad rather than mortal mastery of empowered steel.
Revenant
Templar’s Shadow mirror. Spinesreach’s blade-wielders. Riving, Manifestation, Chirography. Pick Revenant if you like the martial-blade chassis but want to play on the Shadow side, channeling Kalsu empowerments from the Plane of Shadow rather than Bladefire’s sacred radiance.
Luminary
Enorian’s warrior-priest class in the Illuminai. Spirituality, Devotion, Illumination. Pick Luminary if you want to stay in Enorian and Spirit but prefer mace, shield, and a guardian angel to heavy weaponry and judgement auras.
Back to the Aetolia class roster | Aetolia beginner’s guide | Create your Templar and play free
