Seeking darkness wherever it might be found, the Templar is a beacon to their friends and a blinding threat to their foes. As a Templar, you must bring justice to Tamriel in the form of cleansing light. Call forth the limitless power of the sun to obliterate your enemies and restore yourself and your allies in radiant light.
Bring holy vengeance with relentless, powerful weapons formed of hard light that can deal magic damage, stun your enemies, and support your allies.
Dawn’s Wrath
Unleash the unyielding power of the sun to bathe your enemies in flame and deal massive damage. Empower your attacks and weaken your foes in radiant heat.
Restoring Light
Restore and protect your allies with the power of the Aedra’s sacred light. Consecrate the ground and turn the tide of battle with spells that cleanse and protect your team from attack.
Templar Aedric Spear Skills
Bring holy vengeance with relentless, powerful weapons formed of hard light that can deal magic damage, stun your enemies, and support your allies.
Aedric Spear Ultimate
Radial Sweep
Swing your Aedric spear around with holy vengeance, dealing 912 Magic Damage to all nearby enemies and an additional 455 Magic Damage every 2 seconds for 6 seconds.
Swing your Aedric spear around with holy vengeance, dealing 942 Magic Damage to all nearby enemies and an additional 456 Magic Damage every 2 seconds for 6 seconds. Enemies in your path will be hit for 60% more damage. Deals additional damage to enemies in front of you.
Swing your Aedric spear around with holy vengeance, dealing 942 Physical Damage to all nearby enemies and an additional 456 Physical Damage every 2 seconds for 10 seconds. The duration is extended by 2 seconds for each enemy hit.
Aedric Spear Skills
Puncturing Strikes
Launch a relentless assault, striking enemies in front of you four times with your Aedric spear. The spear deals 298 Magic Damage to the closest enemy and 114 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 1 second.
Launch a relentless assault, striking enemies in front of you four times with your Aedric spear. The spear deals 308 Magic Damage to the closest enemy and 118 Magic Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 1 second. You heal for 33% of the damage done with this ability.
Launch a relentless assault, striking enemies in front of you three times with your Aedric spear. The spear deals 342 Physical Damage to the closest enemy and 291 Physical Damage to all other enemies. Each strike reduces the Movement Speed of the closest enemy by 40% for 0.5 seconds. Activating this ability grants you Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20% for 10 seconds.
Piercing Javelin
Hurl your spear at an enemy with godlike strength, dealing 492 Magic Damage and knocking them back 8 meters. This attack ignores the enemy’s Resistances.
Hurl your spear at an enemy with godlike strength, dealing 509 Magic Damage and knocking them back 8 meters. This attack ignores the enemy’s Resistances. You deal 2% additional damage with the spear for every 1 meter you are away from the target, up to a maximum of 40%. Deals additional damage based on the distance the spear travels.
Hurl your spear at an enemy with godlike strength, dealing 547 Physical Damage and stunning them for 4 seconds. This attack ignores the enemy’s Resistances. Converts to Stamina. Stuns the enemy for longer instead of knocking back.
Focused Charge
Charge with your divine lance to impale an enemy, dealing 492 Magic Damage. If the enemy hit is casting, they are interrupted, set Off Balance, and stunned for 3 seconds.
Charge with your divine lance to impale all enemies in the area, dealing 636 Magic Damage. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 3 seconds. Deals damage and interrupts all enemies near the point of impact. Increases damage dealt.
Charge with your divine lance to impale an enemy, dealing 509 Magic Damage, stunning them for 3 seconds, and setting them Off Balance. Interrupts the target if they were casting. Always stuns the enemy and sets them Off Balance, regardless if they are casting.
Spear Shards
Send your spear into the heavens to bring down a shower of divine wrath, dealing 615 Magic Damage to enemies in the area and an additional 60 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher.
Send your spear into the heavens to bring down a shower of divine wrath, dealing 763 Magic Damage to enemies in the area and an additional 75 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Blessed Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher. Increases the damage dealt.
Send your spear into the heavens to bring down a shower of divine wrath, dealing 616 Magic Damage to enemies in the area and an additional 61 Magic Damage every 1 second for 10 seconds. An ally near the spear can activate the Holy Shards synergy, restoring 3960 Magicka or Stamina, whichever maximum is higher. They also restore an additional 1980 Magicka or Stamina, whichever maximum is lower. The synergy grants additional resources. Reduces cost as the ability ranks up.
Sun Shield
Surround yourself with solar rays, granting a damage shield that absorbs up to 2623 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 615 Magic Damage when the shield is activated, and each enemy hit increases the shield’s strength by 4%.
Surround yourself with solar rays, granting a damage shield that absorbs up to 2623 damage for 6 seconds. This portion of the ability scales off your Max Health. Each nearby enemy increases the shield’s strength by 4% when the shield is activated. When the shield expires it explodes outward, dealing 30% of the damage it absorbed to nearby enemies. No longer deals damage to enemies on activation, instead deals damage when shield expires based on the amount it absorbed.
Surround yourself with solar rays, granting a damage shield that absorbs up to 2623 damage for 6 seconds. This portion of the ability scales off your Max Health. Nearby enemies take 616 Magic Damage when the shield is activated, and each enemy hit increases the shield’s strength by 9%. Has reduced cost, and the shield is strengthened further for each enemy hit.
When you deal damage with an Aedric Spear ability 4 times in rapid succession, you deal 530 Physical Damage or 477 Magic Damage to your target, whichever is higher.
Increases your Weapon and Spell Damage by 6% and Physical and Spell Resistance by 1320.
Templar Dawn’s Wrath Skills
Unleash the unyielding power of the sun to bathe your enemies in flame and deal massive damage. Empower your attacks and weaken your foes in radiant heat.
Dawn’s Wrath Ultimate
Nova
Call down a fragment of the sun, dealing 455 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 30%. An ally near the fragment can activate the Supernova synergy, dealing 1023 Magic Damage to all enemies in the area and stunning them for 2.5 seconds.
Call down a fragment of the sun, dealing 471 Magic Damage every 1 second for 8 seconds to enemies in the area. Also applies Major Maim, reducing enemy damage done by 30%. Major Maim persists on enemies who leave the Nova for 4 seconds. An ally near the fragment can activate the Supernova synergy, dealing 1023 Magic Damage to all enemies in the area and stunning them for 2.5 seconds. Maim stays on enemies after leaving the area.
Call down a fragment of the sun, dealing 471 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 30%. An ally near the fragment can activate the Gravity Crush synergy, dealing 1791 Magic Damage to all enemies in the area and stunning them for 5 seconds. The synergy deals more damage and stuns for longer.
Dawn’s Wrath Skills
Sun Fire
Blast an enemy with a charge of radiant heat, dealing 410 Flame Damage, and an additional 820 Flame Damage over 10 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
Blast up to three enemies with a charge of radiant heat, dealing 424 Flame Damage, an additional 820 Flame Damage over 10 seconds, and reducing their Movement Speed by 40% for 3 seconds. Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629. Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
Blast an enemy with a charge of radiant heat, dealing 424 Flame Damage, and an additional 3345 Flame Damage over 30 seconds. Upon activation you gain Major Savagery and Major Prophecy for 30 seconds, increasing your Weapon and Spell Critical rating by 2629.
Solar Flare
Conjure a ball of solar energy to heave at an enemy, dealing 1076 Magic Damage. Also grants you Empower for 5 seconds, increasing the damage of your next Light Attack by 40%.
Conjure solar energy to blast enemies around you, dealing 203 Magic Damage every 2 seconds for 8 seconds. While this ability is active you gain Empower, increasing the damage of your Light Attacks by 40%. Deals damage in multiple blasts around you instead of at a single enemy.
Conjure a ball of solar energy to heave at an enemy, dealing 1112 Magic Damage. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and Health Recovery by 30% for 4 seconds. Also grants you Empower for 5 seconds, increasing the damage of your next Light Attack by 40%. Applies Major Defile to the target and nearby enemies, reducing their healing received.
Backlash
Summon an expanding beam of pure sunlight to doom an enemy, dealing 450 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 512 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.
Summon an expanding beam of pure sunlight to doom an enemy, dealing 451 Physical Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 515 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time, and each hit of the ability applies the Sundered status effect.
Summon an expanding beam of pure sunlight to doom an enemy, dealing 451 Magic Damage immediately and marking them for 6 seconds. After the duration ends, the sunlight bursts, dealing 515 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for 551 Health every 2 seconds, over 10 seconds. You can have only one Purifying Light at a time.
Eclipse
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their movement speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.
Envelop yourself in a lightless sphere for 4 seconds to protect yourself. Anytime an enemy uses a Direct Damage attack against you, the sphere lashes back, reducing their movement speed by 60% for 3 seconds and healing you for 254 Health. These effects can occur once every half second. You now apply the ability to yourself, and heals you when you take damage. Melee attackers are snared.
Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their movement speed by 30% for 4 seconds and deals 159 Magic Damage, their second attack immobilizes them for 3 seconds and deals 318 Magic Damage, and their third attack stuns them for 3 seconds and deals 636 Magic Damage. The effects can activate once every 1 second. Deals damage to the attacker and anyone near them when they trigger any of the effects.
Radiant Destruction
Burn an enemy with a ray of holy fire, dealing 894 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.
Burn an enemy with a ray of holy fire, dealing 924 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. You heal for 20% of the damage inflicted. You heal for a percentage of the damage inflicted.
Burn an enemy with a ray of holy fire, dealing 924 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health. Also deals up to 20% more damage in proportion to your current Magicka. Deals more damage in proportion to your current Magicka.
Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.
Templar Restoring Light Skills
Restore and protect your allies with the power of the Aedra’s sacred light. Consecrate the ground and turn the tide of battle with spells that cleanse and protect your team from attack.
Restoring Light Ultimate
Rite Of Passage
Channel the grace of the gods, healing you and nearby allies for 1094 Health every 1 second for 4 seconds. You cannot move while channeling, but you gain immunity to all disabling effects.
Channel the grace of the gods, healing you and nearby allies for 1095 Health every 1 second for 8 seconds. You cannot move while channeling, but you gain immunity to all disabling effects. Increases the duration of the channel.
Channel the grace of the gods, healing you and nearby allies for 1095 Health every 1 second for 4 seconds. Gain Major Protection, reducing damage you take by 30% for 10 seconds. You cannot move while channeling, but you gain immunity to all disabling effects. Gain Major Protection after casting, reducing your damage taken.
Restoring Light Skills
Rushed Ceremony
Beacon your inner light, healing yourself or a wounded ally in front of you for 1232 Health.
Beacon your inner light, healing yourself or a wounded ally in front of you for 1233 Health. Also heals one other injured target for 424 Health. Heals a second target for one third the amount.
Beacon your inner light, healing yourself or a wounded ally in front of you for 1273 Health. Healing anyone who is below 75% Health restores 60% of the ability’s cost over 6 seconds as Magicka. Refunds part of the ability’s cost when used to heal an injured target.
Healing Ritual
Focus your spiritual devotion, healing you and nearby allies for 924 Health.
Focus your spiritual devotion, healing you and nearby allies for 924 Health. Affected targets gain Minor Expedition, increasing their movement speed by 10% for 5 seconds. Healed allies gain Minor Expedition for a short duration.
Focus your spiritual devotion, healing you and nearby allies for 924 Health. You heal a single ally outside this ability’s radius for an additional 954 Health. You heal a single ally outside the ability’s radius.
Restoring Aura
Champion the cause of divine glory to apply Minor Magickasteal to all enemies around you for 20 seconds, causing you and your allies to restore 300 Magicka every 1 second when damaging them. While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 10%.
Champion the cause of divine glory to apply Minor Magickasteal to all enemies around you for 20 seconds, causing you and your allies to restore 300 Magicka every 1 second when damaging them. While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 10%. Increases the radius.
Consecrate the souls of the fallen, healing you and your allies for 3000 Health and restoring 3000 Stamina to you for each corpse nearby. While slotted, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Magicka Recovery by 10%. No longer applies Minor Magickasteal on activation, instead you consume corpses to restore Health and Stamina.
Cleansing Ritual
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for 292 every 2 seconds for 12 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 741 Health. This ability scales with your highest offensive stats.
Exalt in the sacred light of the Aedra, cleansing up to 5 harmful effects from yourself immediately and healing you and nearby allies for 293 Health every 2 seconds for 24 seconds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 741 Health. This ability scales with your highest offensive stats. Increases the duration and the amount of harmful effects cleansed from yourself.
Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take 302 Magic Damage every 2 seconds for 12 seconds and increases by 5% per tick. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for 741 Health. This ability scales with your highest offensive stats. The area now harms enemies who enter it, rather than healing allies. Damage increases over duration.
Rune Focus
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. While the rune is active you heal for 312 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Create a rune of celestial protection and gain Major Resolve for 25 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Magicka every 1 second over the duration. While the rune is active you heal for 312 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
Create a rune of celestial protection and gain Major Resolve for 20 seconds, increasing your Physical Resistance and Spell Resistance by 5948. You also recover 242 Stamina every 1 second over the duration. While the rune is active you heal for 411 Health every 1 second, scaling off your Max Health. Standing within the rune increases the healing done by 200%.
While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 4 seconds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.
When you heal an ally under 50% Health with a Restoring Light ability, you grant them 2 Ultimate. While you are channeling Rite of Passage, you gain 33000 Physical and Spell Resistance.
Increases resurrection speed by 20%. Resurrected allies return with 100% more Health. Gives you a 50% chance to fill an empty Soul Gem after each successful resurrection.