The Templar of Aetolia

Templar of Aetolia class portrait

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
TetherSpirit
CityEnorian
GuildTemplars at the Vigil (Patron: Celezor)
Skill setsBattlefury, Righteousness, Bladefire
Mirror classRevenant (Shadow)
Sister class in guildAkkari
Signature mechanicJudgement auras and Bladefire-empowered steel
Best forPlayers 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

Righteousness

Bladefire

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

Yes. The Templar is widely recommended as one of the best beginner classes in Aetolia. Combat progression is clear, the guild leadership is active, and the roleplay frame (holy knight with a code) is easy for newcomers to grip. The Battlefury weapons-focus is a familiar starting point. Righteousness and Bladefire layer in depth once you have settled in.

Both share the Vigil as guild home, but they fight differently. Templars wield blades, hammers, and Bladefire as mortals trained in adapted Duamvi techniques. Akkari are Duamvi themselves, drawing power directly from Rewh’va and the Triad, and they fight with the twin-bladed manta. The Templar is the holy knight. The Akkari is the holy warrior of Spirit, distinct in lineage and tools.

No. Templars are sworn to uphold justice and to defend Enorian against any threat to the city or to the faithful. Most campaigns are against Shadow forces, particularly the Carnifex and the Imperial Dominion, but Templars also pursue criminals, heretics, and corrupt powers regardless of tether. The code of ethics is the constant. The targets vary.

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.

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