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1 | Meliorate Instantly heals some of target ally's health. |
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1 | Divine Smite Deals instant divine damage to target enemy. |
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2 | Rebuke Impairment that reduces the physical damage resistance of the target. |
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3 | Restoration Replenishes a large amount of target ally's health. |
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3 | Divine Strike Deals instant divine damage to target enemy. If the target is Undead, it receives additional divine damage. |
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4 | Aegolism An augmentation that increases the health pool and melee offensive skills of the templar's ally. |
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5 | Holy Armor A group augmentation which increases maximum health and physical resistance of the templar's group. Additionally, this will increase the spell resistance of the templar. |
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5 | Divine Providence Allows a priest to create a heroic opportunity using the spells at his or her disposal. |
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6 | Cure Cures impairments found on the target ally. |
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6 | Wrath Deals instant divine damage to the target. "Let the heretics and non-believers tremble under divine wrath." - Plumetor Dul'Sadma |
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7 | Sign of Pacification Places an impairment on the target that dazes them, preventing them from making auto attacks. |
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7 | Meliorate II Instantly heals some of target ally's health. |
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8 | Revive Resurrects a fallen ally. That ally has resurrection sickness for a while. This spell cannot be used in combat, but can be used on allies that are not part of your group. |
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9 | Divine Smite II Deals instant divine damage to target enemy. |
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9 | Enduring Breath An augmentation which grants an ally the ability to breathe under water. |
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10 | Restoration II Replenishes a large amount of target ally's health. |
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10 | Rebuke II Impairment that reduces the physical damage resistance of the target. |
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11 | Divine Awakening Summons a Divine Essence for every group member. It can be used to revive a fallen priest. "There's more to making a gear work than just wishes..." - Gnomes and the Art of Clockwork Maintenance |
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11 | Divine Strike II Deals instant divine damage to target enemy. If the target is Undead, it receives additional divine damage. |
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12 | Vital Intercession Augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. "Your experience is worthy of song -- but I'm sure you'd rather accept my thanks and approval than hear me sing." - Parak Loreseeker, Gnollslayer |
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13 | Harmony Dazes all enemies near the templar, preventing them from auto attacking, and reduces their hate towards the templar. Any hostile actions taken on them will break the daze effect. |
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13 | Odyssey Transports an ally to their home village. |
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14 | Holy Intercession A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. |
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14 | Word of Redemption Heals all allies near the templar. |
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15 | Meliorate III Instantly heals some of target ally's health. |
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15 | Radiance An emergency augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. This spell does not require any power and does not have a casting time. |
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16 | Aegolism II An augmentation that increases the health pool and melee offensive skills of the templar's ally. |
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16 | Symbol of Marzin A group augmentation that increases the arcane resistance and health pool of the templar's group. The arcane resistance protects more against divine and magic than mental. |
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17 | Divine Smite III Deals instant divine damage to target enemy. |
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18 | Mark of Divinity Impairment that is cast on an opponent that decreases their Arcane resistance and has a chance to heal over time an ally that successfully attacks this opponent in melee. |
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18 | Restoration III Replenishes a large amount of target ally's health. |
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19 | Vital Intercession II Augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. "Your experience is worthy of song -- but I'm sure you'd rather accept my thanks and approval than hear me sing." - Parak Loreseeker, Gnollslayer |
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19 | Holy Armor II A group augmentation which increases maximum health and physical resistance of the templar's group. Additionally, this will increase the spell resistance of the templar. |
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20 | Healing Fate An impairment placed on an opponent that will grant Health to the Templar and allies when the opponent takes a certain amount of damage. |
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21 | Sign of Pacification II Places an impairment on the target that dazes them, preventing them from making auto attacks. |
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22 | Battle's Reprieve Resurrects a fallen ally and increases their physical resistance for a short duration. This spell can be cast during combat. |
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22 | Meliorate IV Instantly heals some of target ally's health. |
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23 | Warring Deities Deals divine damage over time to the target. |
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23 | Watery Respite An augmentation which grants the templar's group the ability to breathe under water and increase their swimming speed. |
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24 | Rebuke III Impairment that reduces the physical damage resistance of the target. |
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25 | Divine Strike III Deals instant divine damage to target enemy. If the target is Undead, it receives additional divine damage. |
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26 | Virtue An augmentation that increases the strength, spell resistance, and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally. |
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26 | Vital Intercession III Augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. "Your experience is worthy of song -- but I'm sure you'd rather accept my thanks and approval than hear me sing." - Parak Loreseeker, Gnollslayer |
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27 | Harmony II Dazes all enemies near the templar, preventing them from auto attacking, and reduces their hate towards the templar. Any hostile actions taken on them will break the daze effect. |
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28 | Word of Redemption II Heals all allies near the templar. |
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28 | Holy Intercession II A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. |
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29 | Shield of Faith A group augmentation that places a protective barrier over the templar's group, that increases arcane resistance and wards arcane sources of damage for a limited duration. |
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29 | Meliorate V Instantly heals some of target ally's health. |
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30 | Soothe Lowers the aggression radius of an enemy. Any hostile actions taken on that enemy or its encounter will break the effect. |
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30 | Symbol of Marzin II A group augmentation that increases the arcane resistance and health pool of the templar's group. The arcane resistance protects more against divine and magic than mental. |
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30 | Aegolism III An augmentation that increases the health pool and melee offensive skills of the templar's ally. |
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31 | Divine Smite IV Deals instant divine damage to target enemy. |
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32 | Blaze of Faith Deals instant divine damage to the target and nearby encounter members. |
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32 | Mark of Divinity II Impairment that is cast on an opponent that decreases their Arcane resistance and has a chance to heal over time an ally that successfully attacks this opponent in melee. |
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32 | Restoration IV Replenishes a large amount of target ally's health. |
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33 | Holy Armor III A group augmentation which increases maximum health and physical resistance of the templar's group. Additionally, this will increase the spell resistance of the templar. |
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34 | Healing Fate II An impairment placed on an opponent that will grant Health to the Templar and allies when the opponent takes a certain amount of damage. |
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35 | Smite Corruption Impairment that deals divine damage over time and reduces the target's wisdom. |
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35 | Sign of Pacification III Places an impairment on the target that dazes them, preventing them from making auto attacks. |
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35 | Involuntary Gift An impairment that causes the enemy to sometimes replenish the health of the target and nearby allies that they are attacking. When this effect triggers, it also cures trauma impairments of the target they are attacking. |
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36 | Blazon Life Resurrects nearby fallen allies and increases their physical resistance for a short duration. This spell can be cast during combat. |
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37 | Warring Deities II Deals divine damage over time to the target. |
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38 | Divine Strike IV Deals instant divine damage to target enemy. If the target is Undead, it receives additional divine damage. |
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38 | Rebuke IV Impairment that reduces the physical damage resistance of the target. |
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39 | Awestruck Stuns an opponent for a short duration. |
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40 | Vital Intercession IV Augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. "Your experience is worthy of song -- but I'm sure you'd rather accept my thanks and approval than hear me sing." - Parak Loreseeker, Gnollslayer |
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40 | Virtue II An augmentation that increases the strength, spell resistance, and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally. |
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41 | Harmony III Dazes all enemies near the templar, preventing them from auto attacking, and reduces their hate towards the templar. Any hostile actions taken on them will break the daze effect. |
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41 | Holy Salvation If target ally receives damage that would be fatal, instead that ally is healed and their physical resistance is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time. |
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42 | Holy Intercession III A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. |
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42 | Word of Redemption III Heals all allies near the templar. |
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42 | Devoted Resolve Cures impairments on the templar's group. |
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43 | Shield of Faith II A group augmentation that places a protective barrier over the templar's group, that increases arcane resistance and wards arcane sources of damage for a limited duration. |
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43 | Meliorate VI Instantly heals some of target ally's health. |
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44 | Aegolism IV An augmentation that increases the health pool and melee offensive skills of the templar's ally. |
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44 | Symbol of Marzin III A group augmentation that increases the arcane resistance and health pool of the templar's group. The arcane resist protects more against divine and magic than mental. |
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45 | Divine Smite V Deals instant divine damage to target enemy. |
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45 | Unyielding Benediction An augmentation that grants an ally the chance to absorb a physical damage attack whenever they are struck in combat. This spell does not require any concentration, but can only be maintained on a single ally. |
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46 | Blaze of Faith II Deals instant divine damage to the target and nearby encounter members. |
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46 | Mark of Divinity III Impairment that is cast on an opponent that decreases their Arcane resistance and has a chance to heal over time an ally that successfully attacks this opponent in melee. |
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46 | Restoration V Replenishes a large amount of target ally's health. |
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47 | Glory Augmentation that grants the templar's ally a chance of healing the entire group on each successful attack. |
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47 | Holy Armor IV A group augmentation which increases maximum health and physical resistance of the templar's group. Additionally, this will increase the spell resistance of the templar. |
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48 | Beneficence An emergency group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. This spell does not require any power and does not have a casting time. |
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48 | Healing Fate III An impairment placed on an opponent that will grant Health to the Templar and allies when the opponent takes a certain amount of damage. |
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49 | Sign of Pacification IV Places an impairment on the target that dazes them, preventing them from making auto attacks. |
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49 | Involuntary Gift II An impairment that causes the enemy to sometimes replenish the health of the target and nearby allies that they are attacking. When this effect triggers, it also cures trauma impairments of the target they are attacking. |
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50 | Focused Intervention An augmentation that greatly heals an ally when they are attacked, and has a limited number of heals before expiring. It costs a large amount of power over time to maintain the spell, but the spell can be toggled off early if desired. |
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50 | Resurrect Resurrects a fallen ally, replenishing all health and removing any effects from resurrection sickness. This spell can be cast during combat, but must be cast within touch range of that ally. |
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51 | Warring Deities III Deals divine damage over time to the target. |
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52 | Reverence For a short duration, whenever target ally spends power, some of their health is replenished. The more power spent increases the amount of health replenished. |
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52 | Rebuke V Impairment that reduces the physical damage resistance of the target. |
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53 | Divine Strike V Deals instant divine damage to target enemy. If the target is Undead, it receives additional divine damage. |
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53 | Awestruck II Stuns an opponent for a short duration. |
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53 | Smite Corruption II Impairment that deals divine damage over time and reduces the target's wisdom. |
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54 | Vital Intercession V Augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. "Your experience is worthy of song -- but I'm sure you'd rather accept my thanks and approval than hear me sing." - Parak Loreseeker, Gnollslayer |
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54 | Virtue III An augmentation that increases the strength, spell resistance, and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally. |
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55 | Harmony IV Dazes all enemies near the templar, preventing them from auto attacking, and reduces their hate towards the templar. Any hostile actions taken on them will break the daze effect. |
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55 | Holy Salvation II If target ally receives damage that would be fatal, instead that ally is healed and their physical resistance is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time. |
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55 | Sanctuary A group augmentation that prevents the group from being affected by control spells for a short duration. Control spells include any type of stun, mesmerize, root, stifle, daze, and fear. This spell has a 1% chance to break every time damage is received. |
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56 | Devoted Resolve II Cures impairments on the templar's group. |
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56 | Holy Intercession IV A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. |
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56 | Word of Redemption IV Heals all allies near the templar. |
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57 | Meliorate VII Instantly heals some of target ally's health. |
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57 | Shield of Faith III A group augmentation that places a protective barrier over the templar's group, that increases arcane resistance and wards arcane sources of damage for a limited duration. |
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58 | Symbol of Marzin IV A group augmentation that increases the arcane resistance and health pool of the templar's group. The arcane resist protects more against divine and magic than mental. |
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58 | Divine Arbitration Equalizes the health totals of the templar's group. The sum of all hit points in the group divided evenly for each group member, at a slight loss. Upgrades to this spell prevent the loss of efficiency when dividing points to group members. |
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58 | Aegolism V An augmentation that increases the health pool and melee offensive skills of the templar's ally. |
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59 | Unyielding Benediction II An augmentation that grants an ally the chance to absorb a physical damage attack whenever they are struck in combat. This spell does not require any concentration, but can only be maintained on a single ally. |
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59 | Divine Smite VI Deals instant divine damage to target enemy. |
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60 | Blaze of Faith III Deals instant divine damage to the target and nearby encounter members. |
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60 | Restoration VI Replenishes a large amount of target ally's health. |
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60 | Mark of Divinity IV Impairment that is cast on an opponent that decreases their Arcane resistance and has a chance to heal over time an ally that successfully attacks this opponent in melee. |
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61 | Holy Armor V A group augmentation which increases maximum health and physical resistance of the templar's group. Additionally, this will increase the spell resistance of the templar. |
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61 | Glory II Augmentation that grants the templar's ally a chance of healing the entire group on each successful attack. |
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62 | Healing Fate IV An impairment placed on an opponent that will grant Health to the Templar and allies when the opponent takes a certain amount of damage. |
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63 | Involuntary Gift III An impairment that causes the enemy to sometimes replenish the health of the target and nearby allies that they are attacking. When this effect triggers, it also cures trauma impairments of the target they are attacking. |
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64 | Sign of Pacification V Places an impairment on the target that dazes them, preventing them from making auto attacks. |
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65 | Unswerving Hammer Summons a large animated hammer that the templar has full control of for a short duration. The hammer will sometimes knockdown an enemy on a successful hit. |
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65 | Warring Deities IV Deals divine damage over time to the target. |
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66 | Rebuke VI Impairment that reduces the physical damage resistance of the target. |
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67 | Awestruck III Stuns an opponent for a short duration. |
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67 | Divine Strike VI Deals instant divine damage to target enemy. If the target is Undead, it receives additional divine damage. |
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68 | Vital Intercession VI Augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. "Your experience is worthy of song -- but I'm sure you'd rather accept my thanks and approval than hear me sing." - Parak Loreseeker, Gnollslayer |
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68 | Virtue IV An augmentation that increases the strength, spell resistance, and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally. |
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69 | Holy Salvation III If target ally receives damage that would be fatal, instead that ally is healed and their physical resistance is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time. |
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69 | Harmony V Dazes all enemies near the templar, preventing them from auto attacking, and reduces their hate towards the templar. Any hostile actions taken on them will break the daze effect. |
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70 | Devoted Resolve III Cures impairments on the templar's group. |
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70 | Word of Redemption V Heals all allies near the templar. |
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70 | Focused Intervention II An augmentation that greatly heals an ally when they are attacked, and has a limited number of heals before expiring. It costs a large amount of power over time to maintain the spell, but the spell can be toggled off early if desired. |
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70 | Holy Intercession V A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. |
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71 | Smite Corruption III Impairment that deals divine damage over time and reduces the target's wisdom. |
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71 | Meliorate VIII Instantly heals some of target ally's health. |
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71 | Shield of Faith IV A group augmentation that places a protective barrier over the templar's group, that increases arcane resistance and wards arcane sources of damage for a limited duration. |
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72 | Symbol of Marzin V A group augmentation that increases the arcane resistance and health pool of the templar's group. The arcane resistance protects more against divine and magic than mental. |
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72 | Aegolism VI An augmentation that increases the health pool and melee offensive skills of the templar's ally. |
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72 | Divine Smite VII Deals instant divine damage to target enemy. |
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73 | Restoration VII Replenishes a large amount of target ally's health. |
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73 | Mark of Divinity V Impairment that is cast on an opponent that decreases their Arcane resistance and has a chance to heal over time an ally that successfully attacks this opponent in melee. |
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74 | Holy Armor VI A group augmentation which increases maximum health and physical resistance of the templar's group. Additionally, this will increase the spell resistance of the templar. |
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74 | Blaze of Faith IV Deals instant divine damage to the target and nearby encounter members. |
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75 | Glory III Augmentation that grants the templar's ally a chance of healing the entire group on each successful attack. |
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75 | Involuntary Gift IV An impairment that causes the enemy to sometimes replenish the health of the target and nearby allies that they are attacking. When this effect triggers, it also cures trauma impairments of the target they are attacking. |
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76 | Healing Fate V An impairment placed on an opponent that will grant Health to the Templar and allies when the opponent takes a certain amount of damage. |
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76 | Sign of Pacification VI Places an impairment on the target that dazes them, preventing them from making auto attacks. |
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77 | Awestruck IV Stuns an opponent for a short duration. |
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77 | Warring Deities V Deals divine damage over time to the target. |
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77 | Rebuke VII Impairment that reduces the physical damage resistance of the target. |
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78 | Unswerving Hammer II Summons a large animated hammer that the templar has full control of for a short duration. The hammer will sometimes knockdown an enemy on a successful hit. |
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78 | Divine Strike VII Deals instant divine damage to target enemy. If the target is Undead, it receives additional divine damage. |
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78 | Vital Intercession VII Augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. "Your experience is worthy of song -- but I'm sure you'd rather accept my thanks and approval than hear me sing." - Parak Loreseeker, Gnollslayer |
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79 | Harmony VI Dazes all enemies near the templar, preventing them from auto attacking, and reduces their hate towards the templar. Any hostile actions taken on them will break the daze effect. |
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79 | Holy Intercession VI A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. |
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79 | Virtue V An augmentation that increases the strength, spell resistance, and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally. |
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80 | Word of Redemption VI Heals all allies near the templar. |
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80 | Focused Intervention III An augmentation that greatly heals an ally when they are attacked, and has a limited number of heals before expiring. It costs a large amount of power over time to maintain the spell, but the spell can be toggled off early if desired. |
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80 | Holy Salvation IV If target ally receives damage that would be fatal, instead that ally is healed and their physical resistance is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time. |
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80 | Cure Curse Cures curse impairments on the target ally. |
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80 | Repent Repent reverses harmful damage on an ally and converts it into a heal. |
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81 | Smite Corruption IV Impairment that deals divine damage over time and reduces the target's wisdom. |
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81 | Shield of Faith V A group augmentation that places a protective barrier over the templar's group, that increases arcane resistance and wards arcane sources of damage for a limited duration. |
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81 | Meliorate IX Instantly heals some of target ally's health. |
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82 | Divine Smite VIII Deals instant divine damage to target enemy. |
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82 | Symbol of Marzin VI A group augmentation that increases the arcane resistance and health pool of the templar's group. The arcane resistance protects more against divine and magic than mental. |
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82 | Aegolism VII An augmentation that increases the health pool and melee offensive skills of the templar's ally. |
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83 | Mark of Divinity VI Impairment that is cast on an opponent that decreases their Arcane resistance and has a chance to heal over time an ally that successfully attacks this opponent in melee. |
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83 | Restoration VIII Replenishes a large amount of target ally's health. |
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84 | Blaze of Faith V Deals instant divine damage to the target and nearby encounter members. |
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84 | Holy Armor VII A group augmentation which increases maximum health and physical resistance of the templar's group. Additionally, this will increase the spell resistance of the templar. |
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85 | Involuntary Gift V An impairment that causes the enemy to sometimes replenish the health of the target and nearby allies that they are attacking. When this effect triggers, it also cures trauma impairments of the target they are attacking. |
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85 | Glory IV Augmentation that grants the templar's ally a chance of healing the entire group on each successful attack. |
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86 | Sign of Pacification VII Places an impairment on the target that dazes them, preventing them from making auto attacks. |
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86 | Healing Fate VI An impairment placed on an opponent that will grant Health to the Templar and allies when the opponent takes a certain amount of damage. |
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87 | Warring Deities VI Deals divine damage over time to the target. |
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87 | Rebuke VIII Impairment that reduces the physical damage resistance of the target. |
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87 | Awestruck V Stuns an opponent for a short duration. |
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88 | Divine Strike VIII Deals instant divine damage to target enemy. If the target is Undead, it receives additional divine damage. |
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88 | Unswerving Hammer III Summons a large animated hammer that the templar has full control of for a short duration. The hammer will sometimes knockdown an enemy on a successful hit. |
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88 | Vital Intercession VIII Augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. "Your experience is worthy of song -- but I'm sure you'd rather accept my thanks and approval than hear me sing." - Parak Loreseeker, Gnollslayer |
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89 | Holy Intercession VII A group augmentation that heals an ally when they are attacked, and has a limited number of heals before expiring. |
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89 | Harmony VII Dazes all enemies near the templar, preventing them from auto attacking, and reduces their hate towards the templar. Any hostile actions taken on them will break the daze effect. |
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89 | Virtue VI An augmentation that increases the strength, spell resistance, and wisdom of the templar's ally. This spell does not require any concentration, but can only be maintained on a single ally. |
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90 | Focused Intervention IV An augmentation that greatly heals an ally when they are attacked, and has a limited number of heals before expiring. It costs a large amount of power over time to maintain the spell, but the spell can be toggled off early if desired. |
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90 | Repent II Repent reverses harmful damage on an ally and converts it into a heal. |
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90 | Holy Salvation V If target ally receives damage that would be fatal, instead that ally is healed and their physical resistance is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time. |
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90 | Word of Redemption VII Heals all allies near the templar. |