Templar guild

History
-------
The Order of Sikkarian Knights Templar has a long history.  Usually
associated with the priestly duties of Sikkar, the Templars serve as
historians, protectors, healers, and most recently, soldiers.  The War of
Light has claimed many casualties on both sides, and the Order has been
forced to update the joining requirements to include any race and gender
that agrees to take up arms against the Dark.  Many Templars see this
policy as a long overdue change, and proof that Sikkar's teachings resonate
in the hearts of good beings.
Templars serve many duties. Some sects maintain the day-to-day operations
of the Church, some are travelers who spread the word to those who do not
always listen, some act as healers and keepers of Sikkar's most powerful
miracles, and some have chosen to take up arms and armor against the
Darkness.  All are needed, all are welcome who follow Sikkar's words with
deeds and actions to strengthen Sikkar, most of all you, the new recruit to
the Order.
Restrictions
------------
To be a Templar of even the lowest rank, deeds must be performed that are
consistent with the continuation of Sikkar's ways, and the destruction of
the Dark.  Alignment for nearly all Templar spells and skills must be high,
the higher level the skill or spell, the more good aligned you must be. 
Many of our spells benefit from a high alignment, so all of us should
strive to be angelic in nature as well as in action.
Templars are strictly forbidden to join the side of the Dark, the Order
does NOT allow joining of the vile Fallen or Cultist guilds in ANY fashion.
As a young Templar with a more open mind, you will find yourself more
easily swayed to the side of good than an established veteran.  Make your
alignment a top priority as a new member to the order, and strive to reach
an angelic state before you advance in the guild!
Allowances
----------
Templars can join a number of guilds, the main concern is the fact that
Templar is a SPIRITUAL guild, and spells are invoked rather than cast.  A
race with a high spiritual max is highly recommended (70%+). Also, avoid
races that have an exp penalty for being good aligned, for as a Templar you
will have to be in order to invoke nearly any spell you have!
If you find a race that appeals to you, check the spiritual spell max (help
race ). Remember that you as a player must enjoy the game first, but
there are things you can do to keep from finding frustration later, and
some research into various races is a large part of preparation.
Templars can join other Primary Guilds as well as some unique secondary
ones.
Note that Biomancer and Merchant are HERMETIC guilds, so if you wish to
join these guilds your race should also have a decent (70%+) HERMETIC spell
max as well.
As with Biomancer and Merchant, Telemancer is also a HERMETIC guild, so
factor that into your race selection.
The tertiary guilds you can take are dependent on the secondary you take
and complete. More about these options will be presented at the end of this
help.
Getting Started
---------------
Templar is a relatively simple guild to get started in.  The Templar Guild
is located in the center of Abarack, Welstar's largest city.  Exploring the
guild and Abarack, as well as the nearby capital of Welstar, Keystone City
(home to our Paladin comrades) should be your first priority.  Welstar is a
relatively safe planet to explore, and explore should be the easiest way to
get experience at a low level.
Make use of your newbie world guides!  They are extremely helpful. (See
help guide, help getting started, and help newbie advantages.) They can
show you around the planet, and can answer your questions.
Spells and Skills
-----------------
After you have advanced a few levels and are familiar with the cities, it's
time to take a look at what skills and spells you have availiable to you. 
The training room is in the northwest "arm" of the cross-shaped Templar
Guild, the room with the Guild Book.  Use 'list spells' and 'list skills'
to see what you can train (for skills) or study (for spells.)
Some suggestions from those of us who have been in the guild, remember that
as a newbie you can train skills and study spells up to 60% with no gold
cost, so take advantage of this!
Skills to consider:
Attack, lvl 1 skill
Attack determines how well you hit with ANY weapon in your right hand, this
should start out at 50, and as a newbie you get a bonus to this skill. 
It's cheap and a priority to train once you feel ready to start tackling
the newbie areas of Welstar.
Bludgeon, lvl 1 skill, Dagger, lvl 2 skill, Broad Blade lvl 3 skill,
Ancient, lvl 4 skill
These skills allow you to do more damage with a weapon of that type (mace,
whip, etc). You'll need the attack skill to HIT more often, these skills
just makes it hurt your foes more when you do land a hit.  Most weapons
available to new Templars are bludgeons and broad blades, so these are the
ones to have first.
Last Rites, lvl 5 skill
This skill is how a Templar puts corpses to rest.  Normally this is good
housekeeping, ascorpses may get up after a while and attack!  This gets rid
of the corpse, and more importantly, it's HOW YOU GET TEMPLAR DUES.  In
other words, this is a must have!
Blessed water, lvl 1 skill
This allows you to fill a vial with holy water if the room you are in has
water in it.  Any water will work, you can buy vials in the Templar store
for 1 gold a pop, and vials are refillable.  You can drink holy water for
some quick healing if you are good aligned (don't hand these to pesky
Fallen, they aren't too bright and will drink it and take damage.)
It won't replace combat healing spells, but it's a good way to keep your
hps up between battles, not to mention that holy water is a component of
some spells.
Consider Undead, lvl 2 skill
If you see an undead, this skill will tell you how tough it is.  Normally,
undead are cranky and will attack players, but as a newbie MOST won't. 
It's better to use this skill first.
Note that it ONLY works on undead creatures!
Throw Vial, lvl 8 skill
This allows you to throw a vial of whatever at an enemy.  If it's holy
water, and the enemy is evil (and ESPECIALLY if they are undead!) you have
yourself a neat little weapon.  Also, this skill is needed so you can hit
with the aspersion spell.  If your aspersion spell keeps missing, make SURE
you have this skill trained!  Try borrowing vials from other players too,
this skill will work with any vial or potion.
Psalms, lvl 9 skill
This skill will take one round off the casting time of any holy (attack) or
unction (healing) category Templar spell.  Very handy to have, as it makes
up for the penalty for having a hand wielding a weapon.
Piety, lvl 14 skill
This skill is like super Psalms. It takes one round off EVERY round if you
succeed not just one.  It can make casting times a LOT shorter, as most
spells, even wielding, will take 2 or 3 rounds if you succeed both skills!
Scourge, lvl 14 skill
This is the first skill Templars have to regenerate spell points.  This
will trade in 10 eps and some hps for an equal number of sps.  Use it
intelligently and you'll be able to alternate scourge and healing yourself
with canticle or versicle and you'll quickly get yourself back into action.
Ambidexterity, lvl 15 skill
Like attack, this skill will help you score a hit with a weapon in your
LEFT hand (a second weapon.)  When you reach level 15, this is a nice skill
to pick up as it effectively doubles your attack power!
Spells to consider:
Halo, lvl 1 spell
This spell provides light in dark places.  If your race can't see in the
dark, invoke this when you need to see.
Canticle, lvl 2 spell
This spell heals 50 hps of damage for 10 sps...you'll be using this often
as a newbie.  Note this CAN heal others, but ONLY if they aren't evil!
Detect Evil, lvl 3 spell
This spell shows you if a target is evil or not.  (It works on everyone.) 
Good for seeing if a target is faithful to Sikkar or not.
Aspersion, lvl 4 spell
This spell does acid and holy damage to a target, it's a Templar's first
and least expensive spell to cast.  Don't train this up UNTIL you have the
throw vial skill, or you'll miss every time!
Holy Tunic, lvl 5 spell
This is a nice little spell that makes your templar tunic protect you
better.  It's as good as newbie armor, plus it gives you wisdom to boot. 
Cast this at the beginning of your day and it will be enchanted until boot.
Take off your tunic first however.
Censure, lvl 7 spell
A bit more expensive than aspersion, this spell packs a purely holy punch. 
Nice to have when fighting evil and it's nearly twice as powerful and works
on nearly everything.
Castigate, lvl 9 spell
Only a bit more expensive than censure, this sonic and holy spell does
excellent damage for its cost, even high level Templars use this fast and
powerful spell.  Note this only works on intelligent foes...mindless undead
and simple animals won't understand your message of rebuke and can't be hit
with this.
Versicle, lvl 9 spell
The Templar's best friend, this spell heals up to 450 damage on a good
aligned target for a low 113 sps.  Your best pure healing spell, you'll be
using this a lot as a Templar.
Sanctuary, lvl 10 spell
This spell will keep you safe from evil.  Invoke this in room to keep evil
enemies from entering the room you are trying to rest in.  As a good
aligned Templar you can come and go freely, but anyone evil aligned won't
be able to enter once they leave, so be careful with this spell.
Manna From Heaven, lvl 10 spell
This spell, when invoked outside, gives you a tasty manna to eat.  Talk
about service! Most races can eat manna as a nice snack.  It's not very
filling, but it will keep you from starving.
Pilgrimage, lvl 11 spell
The Templar transport spell, when you cast this in a sunny area outdoors,
you can go to the Church in Abarack or Keystone City on Welstar, or the
Church in Nineveh on Raji.  You must be outdoors and in sunlight for this
to work, so forget using this on Crypt or Perdow.
Exsultet, lvl 12 spell
This is a Templar's powerful fire spell, and it does good damage for its
cost.  Holy damage is nice, but it doesn't work on everything, and some
enemies are hurt more by fire damage.
This makes an excellent spell once you get it.
Angel Wings, lvl 13 spell
With this spell, you get a pair of wings!  If you race already has wings
you can always cast this on your good aligned friends and party members. 
Essential for exploring and getting around on Raji, use the 'flight'
command to take off and land.
Lesser Miracle, lvl 13 spell
This spell does a lot of things for a good aligned player.  It heals, it
can remove scars, and it can even cure poison!  Note you CAN'T cast this on
yourself, but if you party a lot (and you should at level 13) it's VERY
handy to have.
Minor Protection From Evil, lvl 14 spell
This spell gives 25% resistance to those nasty unholy spells.  This is one
of the Templar's main benefits to a party, so if you are going into an area
filled with undead and evil, having this may save the tank's life.
Holocaust, lvl 14 spell
A Templar's first area spell (and a powerful one too) this hits all enemies
in the room with fire damage.  It's cheap to invoke (the same cost as
castigate) but if you are fighting more than one enemy, use this spell!
These are the spells and skills that you should concentrate on as a newbie
(level 15 or less).
Other spells and skills that you should take later:
Resurrection, lvl 16 spell
This is the reason templars exist!  Train this spell as high as possible. 
If you have only one spell at 100%, this is the one to have!  The better
you ress, the more dues you can earn from ressing people who die, and the
more experience you can save these unfortunate souls.  Note that most good
aligned people will prefer a Templar ress, and most evil people will be
better served by Cultists.  There's no need to be greedy or to feel bad.
You can't force people to accept from you.  Simply ask, or reply to a
request. Courtesy is the best quality in a resser!
Anathema, lvl 16 spell.
800 points of raw holy damage.  Use it.  Love it.
Viaticum, lvl 17 spell.  This can give a good aligned target up to 400
extra hit points based on their alignemnt and how well you have this spell
trained.  VERY useful for any Templar to have, and for those that the
Biomancer spell minor phlegm WON'T work on, this spell WILL (if they are
good aligned!)  Get this one ASAP.
Doxology, lvl 17 spell.  This is the Templar version of the Bard skill
Engaging Banter. This will make a big mean nasty bad guy miss like crazy
for several rounds.  It's great for taking the edge off of Fellblades! 
This only works on intelligent, evil monsters.  A nice backup to have.
Subtility, lvl 18 spell.  The Templar version of the Abjurer/Biomancer
spell Iron Will, this will keep a good aligned target from getting stunned.
A nice thing to have when soloing or in a party.
Protection From Evil, lvl 19 spell.  50% unholy resistance, combined with
Minor Protection from Evil, equals 75% unholy resistance.  You need this
spell as a Templar, period.
Greater Miracle, lvl 20 spell.  This is arguably the greatest spell in the
game, because on a good aligned target, it heals, remove scars, cures
posion, regens a few eps and sps, and most importantly can cure ANY disease
in the game!  Just make sure the target is below full hps (otherwise you'll
get the person is not wounded message) AND you can cast it on yourself!
A quick scourge followed by greater miracle will fix any problem you have.
Wrath of God, lvl 20 spell.  The famous "wog" you hear us Templars raving
about is a massive 500 point area blast that does pure holy damage. 
Repeated casting of this will be your main duty as a Templar, so have this
spell at a high level!
Spirit Eye, lvl 19 skill.  This skill will show you how many rounds your
spiritual spell has before it goes off with a little meter.  Each # is one
round.  VERY handy.
Questions and Information
-------------------------
How do I get OFF this planet anyway?
As a Newbie, you can visit the newbie statue and go to any planet.
Afterwards, you'll have to rely on the regular statues for transport. 
There are 7, one for each of the other 5 planets, one will take you to
another statue at random, and one will take you to the good alignement
drift shrine.  They are located in Abarack adventure guild, Blitzar's room,
Keystone adventure guild, Sorush's room, Gydnia adventure guild,
Gabrielle's room, and the Hunstman guild in Anathaera.  They change each
boot.  Ask where the statue to (planet) is today!
Where do I go to kill stuff?
There are several places to go to kill small evil stuff.
Necromancer Camp, Fallen Fort, Oggre Caves, Uruk Caverns, Undead Village,
south end of Tool Park, Olgahoffen's Farm animals
Asylum, Warrenhome, Warlock Tower, Temple of Madness
Bat Caves, Temple of Unouk, Anduriel's Cemetary
Drum Filled Jungle
Sauronan Zoo, Selkie Caves, Frostling's Iceberg, Anastasia's Ice Castle
Mechanician's Home, Lower half of the Celestial Stairs, Adventurer's
Challenge
Note that some of these areas require a party, ask around as there are
always other players at low level, the best thing you can do is share
information and work together!
Where do I go after I become a full Templar?
It depends on what you want to do next.  Look at 'choices templar' and use
the web page to see which guild appeals to you to take 14 levels in. 
Remember that tertiary guilds require a full secondary to join, and there
are "paths" as well, tertiaries are in groups that must be joined and
completed in order.
To see what terts a secondary allows joining to, see 'choices (guild)'. 
This works for any primary or secondary.  To see what guilds you need to
join before you can get into a guild, try 'paths (tert guild)'.  Here's
what paths Templar secondaries give.
Brute Squad:    Brute Squad Pvt, Sgt, Lt, Maj, Col, Gen
Knife Thrower:          Knife throwing novice, expert, artist, master
                                        
Caster choices:         Missionary ---->        Lazarite path
                        Missionary ---->        Undeadslayer path
                        Cleric -------->        Lazarite path
                        Cleric -------->        Inquisitor path
                        Telemancer----->  Wanderer
Tankish choices:  Shih ---------->      Myrmidon path
                        Shih ---------->        Knife throwing path
                        Confessor ----->        Warlord path
                        Confessor ----->        Myrmidon path
                        Confessor ----->        Executioner
                        Squire -------->        Hoplite path
                        Squire -------->        Halbardier path
                        Squire -------->        Harpoonist path
Balanced choices:       Missionary ---->        Brute Squad path
                        Telemancer ---->        Kon path
                        Shih ---------->        Undeadslayer path
                        Confessor ----->        Undeadslayer path
                        
Dual Prime ideas:  Note these will require a max secondary wish, as well as
a max tertiary wish (not to mention 54+ levels) but they are ideas
nonetheless.
        Full Biomancer ->       Full Cleric ---->       Anatomist path
        Clerics get access to the Anatomist path, but you must be a full
Biomancer as well as a full Cleric to join.
                
        Full Paladin --->       Any Secondary -->       Tert path
        Combine full Paladin with just about any secondary available to
either guild and choose a weapon path.  Krombus, probably the most famous
Templar, has followed this route for several years.
        Full Sentinel --> Any Secondary --> Tert path or
        Sentinel (14) --> Templar secondary
        Sentinel is a good offensive match for Templar, providing more
skills.  A full Sentinel has access to secondaries and tert paths not
availiable to Templar.
        Full Merchant --> Any Secondary --> Tert path
        Merchant, like Biomancer, is a good Hermetic match for a Templar's
spells and skills, and gives access to other secondaries and tert paths.
---------
Above all remember that as a Primary Templar, you are a TEMPLAR, no matter
what guilds you plan to join afterwards.  There are many skills and spells
that are worth having in Templar, don't advance in a Secondary or Tert path
at the expense of your primary guild abilities.  Train and study, and you
will get the most from Templar.  Discipline, honor, and knowledge are part
of the Templar character for a reason!  Keep in mind your alignment at all
times, and remember that as a Templar you will not be able to use evil
aligned equipment and weaponry.  Don't be discouraged, trade this to
Cultists and Fallen, who will happily give you the plunder they have taken
from good aligned monsters.
Your role as a Templar is to above all support the party's efforts to
destroy the forces of evil.  You can party with Fallen, Cultists,
Necromancers, etc but keep in mind most of your spells won't work on them,
and that your attack spells are designed to kill evil, not good.  Seek out
friends in other guilds, regardless of what guilds they are.  A Templar is
one of the most versitile players in the game, able to heal, cast offensive
spells, fight, protect party members, cure poisons and diseases, and of
course to resurrect players.
Use the templar channel "templar say " and "templar who" to talk
to other members of your guild.  Feel free to talk to Krombus, Zandar,
Skie, Hawke, and Tenwit, all of us have been Templars for a long time. 
There's nothing we like to see more than new members of the guild, because
Templars are a great addition to nearly any party.
Lastly, have FUN being a Templar!