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Templar Skills
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This article is very outdated, and needs updating to reflect the current skills for the Templar class.
See the Guardian and Blademaster pages for up to date lists of all known Templar skills.
Contents |
Unused Templar Skills
Skills that were seen in use or named in previews that did not make the final cut for the Blademaster or the Guardian. These evolved into other skills or were dropped entirely, and some may return on the unnamed 3rd Templar class, some time post-release.
Taunts
Guardians have a few taunting skills that let them mess with demons' brains. These skills will make the monsters stand and attack rather than running, or reduce their overall defense, amongst other effects. These Taunts are powerful, but have substantial cool down periods, so much be used judiciously. We know more about the concept of higher level taunts than the actuality, and there are more and better taunts than the ones specifically named here.
Challenge
This command draws enemies within the Templar's Holy Aura into melee range and decreases the damage that they do.
Effect: 25% damage per level
This was an early skill, and it's not clear if it wound up with the Blademaster, Guardian, or out of the game entirely.
Denounce
Similar to Challenge, but instead of lowering monster damage, it reduces their defense for the duration.
This chant conveys a boost to the Templar’s melee attack speed. Effect: Increases speed by 30% for 5 seconds, +15% per level
Another early skill that may have left the game entirely, by now.
Auras
Grand Aura
Vigilance in studying the tactics of the demons increases the radius of the Templar’s Holy Aura by 15% per level.
Effect: +15% Holy Aura radius per level
Sounds like a kind of Aura Mastery, making all of your auras bigger.
Holy Aura
This level five aura does not seem to provide any function on its own, and only acts to boost the radius of the other auras.
By channeling the flames of eternal vigilance, the amount of Fire damage caused by the Templar increases. The amount is based on the number of enemies within the Templar's Holy Aura
Effect: Increased fire damage based on the number of enemies in the area of effect.
Fire Aura adds fire damage to all Templar attacks; more damage is added when more monsters are within the range of the Fire Aura, but unlike the Diablo II Holy Fire aura, this one does not deal fire damage over time to every monster in range.
Grand Aura
Vigilance in studying the tactics of the demons increases the radius of the Templar’s Holy Aura by 15% per level.
Effect: +15% Holy Aura radius per level
Sounds like a kind of Aura Mastery, making all of your auras bigger. This skill was confirmed in early previews, but it's not known for sure if Guardians possess it.
Power Aura
As a Templar places themselves in greater danger, their increasing faith fuels their power. Power regeneration rate changes based on the amount of enemies within the Templar's Holy Aura
- Effect: Increased regeneration based on the number of enemies in the area of effect.
- Upkeep: 30 Power, -5 Power per level
This may also be a Blademaster aura, but it's not known at this point.
Aura of Defense
A defensive bonus aura, this one increases the Guardian's defense a set percent (increasing with more skill points) for every monster (up to five) within the aura's radius. Confirmed in the game in a June 2007 Swedish HGL preview.
Aura of Resistance
An aura that increases the Guardian's "elemental resistance." Scales up for more demons in the aura's radius. Stats are unknown.
Defensive Skills
Armor Mastery
Skill that reduces the requirements to equip various pieces of armor, thus allowing the Guardian to wear the heaviest plate without spending all of his stat points to do so. Name changed during development.
Hunker Down
It's unclear if this is a defensive skill or a taunt. It's said to cause enemies to attack at close range, so could be useful to draw in ranged attackers or shaman type monsters.
Templar Skill Evolution
Like every other feature in Hellgate: London, Templar skills have changed during the game's development. Here's a partial timeline.
April 2005
[Templar] skills are broken down into three categories: vengeance (offensive), auras (passive), and combo moves (triggered by making a critical hit)... Other skills will include speed bursts, super-jumps, and auras that provide buffs to other players in your party.
--PC Gamer Magazine Preview, April 2005
January 2006
Templar trees, Gamespot Preview, January 3, 2006:
- Divinity (aura powers focused on enhancing a templar's combat ability),
- Assault (directly damaging aura powers),
- Defense (which increases a templar's effective armor rating and health regeneration).
May 2006
Computer Gaming World Magazine preview, May 2006:
- Praise the Lord
- Divinity powers amp up a templar's combat prowess. Attack faster, jump higher--be a God-fueled Neo.
- Crusader
- Area-effect auras can mess with evil minds and bodies. Repel or destroy attackers en masse with these holy moves.
- Defender
- The best offense is a good defense. Some skills improve your armor or increase your health.
June 2006
HellgateLondon.com -- Templar skills and spells are ordered in three disciplines:
- Assault
- These skills allow a Templar to increase his or her damage, improve his or her chances at landing critical blows, or even strike multiple targets at once. Some Templar can focus their will and righteous vengeance to add holy damage to their attacks.
- Invocation
- These are ancient rites that greatly augment the offensive or defensive capabilities of the Templar for short periods of time. These often affect the physical abilities of the Templar, endowing a knight with supernormal strength, speed, defenses or fighting agility.
- Holy Aura
- These radiant auras have a wide variety of effects, from damaging demons to providing greater defense to the Templar and his or her companions to flowing healing powers and so on. These auras are not active abilities in that once initiated they continue to emit their benefits until the Templar wills them to stop.
March 2007
All told, each class is going to have around 26 different skills to choose from and upgrade in their skill trees. These skills are going to be much more different between each of the classes than Flagship had originally planned on as well, partly because players will now have to choose a faction and class right at the beginning of the experience rather than a while down the line.
--IGN Preview, March 2007
Categories: Stubs | Templar | Factions | Skills
