Class Information

Templar

A disciplined hybrid of blade, faith and protective magic.

Templar class portrait

What It Feels Like

Templars sit between warrior and holy caster. They are less blunt than Fighters and less purely restorative than Clerics, with a strong identity around wards, judgement and radiant pressure.

Choose Templar if you like being the armoured problem-solver: not just hitting things, but warding, consecrating, dispelling and standing between danger and everyone else.

Focus

  • blade and polearm skill
  • faith-backed magic
  • defensive utility
  • anti-undead and cleansing tools

Good Race Matches

  • HumanBalanced enough to carry both the martial and magical sides.
  • Half-elfA strong fit for mixed physical and magical demands.
  • DwarfDurable and grounded for the martial side of the class.
  • ElfGood for a more graceful, magic-leaning Templar.

Core Skill Shape

Top class skill strengths from the live mudlib. Start is the class starting level; Max is the long-term class cap.

SkillStartMax
Faith5100
Blade690
Polearm690
Attack385
Defence385
Melee385
Magic attack375
Magic defence375
Two-handed175
Healing270

Skills, Spells and Songs

Core class commands parsed from the live class command files. SP physical abilities spend stamina; MP magical/healing abilities spend magic.

AbilityLvlTypeUse
Layhands 1 MP healing Heal wounds by laying hands upon yourself or an ally and drawing on disciplined faith.
Radiance 1 MP magical Call down sacred radiance to burn a foe, with particular purpose against the unclean and the dead.
Aura 2 MP magical Set a calm aura of holy discipline around yourself, strengthening faith and defensive resolve.
Turnundead 3 MP magical Turn undead, demons and corrupt creatures by forcing them back under the weight of faith.
Ward 3 MP magical Raise a shield of faith that makes hostile blows and hostile magic less certain.
Detectmagic 4 MP magical Sense nearby enchantments, cursed things and hidden magical traces without disturbing them.
Dispel 5 MP magical Suppress hostile enchantment and weaken a foe's grip on active magic for a short time.
Nullify 6 MP magical Disrupt enemy casting with a seal of faith, briefly choking off hostile spellwork.
Sensecorruption 6 MP magical Sense undead, demons, dark magic and corrupt spirits in the current room.
Judgement 7 MP magical Mark a target for divine judgement, hurting them and reducing their resistance to punishment.
Consecrate 8 MP magical Consecrate your fighting stance, sharpening blade and polearm work with sacred purpose.
Tornado 10 MP magical Bring down the power of a tornado outdoors, striking a foe and tearing through the local area around them. It is a weather effect and cannot do damage indoors. On the Great Lake, a tornado will destroy the rowing boat and leave its passengers to drown.