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...the Equilibrium...

The Templars are the Knights of the Dreadnoughts. Full of honor, full of hope, striving to be the best in every field they can. Templars are not the best at everything, Soul Berserkers can run circles around them, Dragoons can absorb much more damage, and Harbingers can crush them in physical contests. But then again, in a decathlon, they'd stomp any of the others. They are the most balanced of the classes, physically and mentally. Templars typically hold positions of power and influence, since they're the least likely to be tempted by bribes and power. They double as part time smiths, since they can create ores that leave the others in the dust. And they also double as bodyguards, since it's really hard to come up with something they can't handle in a fight. This is the best class, all around, for those who wish to make a difference, and don't mind taking their time doing things right. Templars prefer both mental and physical stats over social stats. But being as they are, they quickly max out all three.

[ Class Leader ]

Saryshdor Harimir [ Bio Available ]

[ Class Elder ]

Iane Hessmi

[ Runes ]

Elemental Mastery     Mental Mastery     Physical Mastery

I think the class runes are pretty self explanatory. Physical and Mental Mastery negate each other, and Elemental Mastery is used to help keep the Dreadnought down to earth.

[ Traits ]

Templars of Twilight are generally calm and collective, always able to find a way out of the most bleak situations. A Templar does not start out powerful, due to their variability. However, as they progress in strength, they become one of the most powerful classes due to the versatility of their class runes. Thus using their resourceful nature and keen skill in combat, they can topple almost any opponent.

Class Bonuses:

Templars are generally well liked, and have friends from almost every class, this puts them at a -1 difficulty in any social situation. They also grow quite a bit faster than most Dreadnoughts, averaging about an inch a level vertically, and a half inch every other level horizontally.

Class Restrictions:

Having three class runes costs the Templar in more ways than one. First, they require 150% more experience to go up levels involving their class runes, meaning that they'll be behind their peers in levels after a short period of time. Second, they require more food than most other Dreadnoughts do, and, after 20th level, normal food won't cut it. They'll have to switch to metals, gems, or something along those lines.

[ Opinions of the Other Classes ]

Blades of Life -- They heal, which is something we can’t do. So long as they remain balanced, we have no problems with them.

Delegates of Deviation -- Being a bodyguard is, unfortunately, something we have no choice over. They would do well to remember why they need bodyguards in the first place.

Demons of Light -- They have proven their loyalties over the years, but if they ever turn…

Dragoon -- Solid, in all aspects of their lives.

Dream Shifters -- They can be great allies when the path is not so clear. Too bad they are too fickle to be trusted completely.

Harbingers of Destruction -- Great strength is an admirable trait. But it’s not the only one.

Illusions of Perfection -- To be engrossed in your work is one thing, to involve others is another.

Mountains of Air -- We dislike being taunted by those who are always running to us for help.

NecroSeraphim -- We consider them to be our balancing class. We do everything by ourselves. While they have others do their work for them. Who are we to say which is right and which is wrong?

Order of Chaos -- They may have great insight, or they may all just be blind to their own ignorance.

Shadahar's Talons -- Our abilities mesh quite well. We do the work, they do the cleanup.

Soul Berserkers -- Speed isn’t everything.

Waves of Flame -- They make good friends, and terrible enemies.

© 1997 phyrexian@dreadnoughts.com