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=Templer Tips= |
I have some useful tips from all over Astonia that I would love to share with young Templar's like yourself. Please take the time to read them. Read them in any order you like as long as you can understand what I am trying to say. |
=Introduction= |
=Speed and Power= |
Your first thought may be to spend your experience on something useful as two-hander or something that you think would not be useful... which doesn't include strength or agility. Well sorry to say your are wrong, like a merc you need to concentrate on strength and agility and at the same time keep a balance with 2h (two handed). Beside 2h, I would not encourage raising other weapons. There is no point in raising sword when you get better weapon value from 2h swords. Also, there is no shield in the game. Thus, there is no point at this time to spend so much in sword skill just so you can free your other hand for a shield. Strength and agility also determine what armor you can wear. For example I am wearing cloth right now but I want to wear leather armor, what should I do? Well leather armor requires 12 strength and agility base points to wear it. Please note that once you are spelled or wearing some special armor, belts or necklace it might effect your strength and agility you see (the skill points on the left side of your screen isn’t the base. The numbers are after all the programming calculation from the game system). Therefore, when you really need to know your stats please ask a hara or a merc nicely to identify you. I will end with two questions. What is the point of being really strong yet so slow you only hit your opponent once a minute? Or be really quick yet so weak you can't hurt your opponent. I am not saying 2h and surround hit are not important just that you need to keep a good balance. Best to keep it while working toward your next armor or 2h. |
=First Steps as a Baby Templar= |
Once you have entered the game start by doing the basic first steps. Make sure you got Leather Armor early and then when your ready you can go and do the next quest. Then increase your 2h too 15 (This increases your chance of hitting your opponent and increase the number of attack you do). Although you are a templar (temp) you steel need some spells. So, look around for harakims (hara) or mercenaries (merc) to help you out. Remember though, do not keep asking the same person to spell you (They may be ticked off with you), and be polite say something like "If your free may I have a nice spelling please? Thanks", "Would you spell me please?" do not forget to say "Thanks" when they are finished or something along those lines. Most hara's would be more then willing to help as long as you do not spam them with the same message repeatedly. Keep your spells balanced as well, maybe for every 2 points you spend on 2h skill you should put 1 on either protection, enhance or bless. I would keep 2h quite even with surround hit. As for immunity and resistance do not neglect them they will in every handy when you reach lab 3. |
=Spell theory= |
By the time you reached second lieutenant you should have maxed out bless, enhance and protection. Your spells max out very early although they do take quite a few experience points to improve them toward the end. Since Templar's are mainly fighters and don't regenerate mana points. I would suggest you carry as many mana potions as you can (If not potions then at the very least flowers and mushrooms they add at lease +5 to your mana). While you are still at a low rank (sergeant to sergeant major), keep yourself topped up with potions (or flowers/mushrooms) and only cast one spell at a time, so if you can find somewhere to take on the monsters without protection spells just enhance weapon, if not then cast protection). Do not forget about scrolls... Always find as many as you can. Ankhs’ are at a power of 75 (over your maximum ability) and Ishtar scrolls are at a power level of 150. |
=Close Combat Fighting skills= |
Ah the heart of the Templar's! Fighting is obviously a templar's specialty. This section should be a summary of what I have said with maybe a few new things for good measure. Keep strength and agility a bit higher then your 2h. Keep surround hit maybe 5 below 2h. Immunity and resistance are your only defensive against spells keep them about the same as your spells (When your spells max out at 30 your immunity and resistance should also be 30). Resistance stops evil magic being cast upon you, whilst immunity reduces the damage it dose if successfully cast. By evil magic, I mean blast, curse and stun. If you are about to take on a lot of monsters that you can handle, (i.e. they can do no/very little damage) switch your speed to slow that way you won’t run out of endurance before you have killed them all. On the other hand if you have a few strong monsters switch to fast and dispatch them as quickly as possible. Yet, if you are surrounded by over 10 strong monsters I suggest you recall (or run as fast as you can if you just happens to run low in mana. |
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