IIPrima GuideLINEAGE2.GG · 2004

PRIMA GUIDE · 2004 · Class guide and profile

Temple Knight guide

ElfProfession 3Level 40–80

Upon first glance, the Temple Knight is an average tank who stands in the shadow of the Dark Avenger. But add in the cubics, and the Temple Knight shows her true face: a tank who has awesome, unique abilities that make her welcomed by any party.

Base attributes

STR
36
DEX
35
CON
36
INT
23
WIT
14
MEN
26

Playing this class

(← Elven Knight ← Elven Fighter)

Upon first glance, the Temple Knight is an average tank who stands in the shadow of the Dark Avenger. But add in the cubics, and the Temple Knight shows her true face: a tank who has awesome, unique abilities that make her welcomed by any party.

Your class is centered on cubics, and it's the cubics that make you a wonderful Fighter; without them, you are just a low STR tank. The downside is that cubics are expensive; you have to summon three or four to get through an hour's play. The plus is that they can't be hit and give you help in attacking and healing.

The first cubic that you get is the Storm Cubic. This cubic helps make up for the Temple Knight's low attack; when fighting a monster, the Storm Cubic throws in a powerful Wind Strike or two.

The Life Cubic would be incredibly useful … if only it were a bit smarter. Yes, it heals, with no MP cost to you, but no one taught it when to heal. Meaning, you could have 3 HP left and three monsters chasing you, and the Life Cubic might not get the hint. Or you could be sitting down at 75% life, leisurely regaining your HP, and the Life Cubic might pop you a heal.

Cubics disappear on death, even if you get resurrected.

Cubic Mastery 2 — just don't get it. You only have two cubics, so why do you need a mastery that gives you the ability to summon three at a time?

Aside from being a cubic master, you get skills aimed at fighting undead — Holy Armor and Holy Aura. Take a hint from your skills, and search out undead monsters. You get bonuses against them; why not use them?

Even if there are no magical monsters in your vicinity (that you know of …), leave Spirit Barrier on. It's low cost, and there's always a slim chance that you will be attacked by someone with magic.

Where Hate pulls one monster onto you, Hate Aura pulls all monsters around you to attack you. This is very good when a Cleric or a Rogue type finds himself being chased by leaders or a group spawn.

A character with Shield Mastery 4, such as a Level 52+ Temple Knight, succeeds in shield defense 99% of the time when facing an archer.

How the guide rates this class

These are the 2004 guide’s subjective ratings, not live-server measurements. A printed dash means unavailable; blank source cells remain “Not stated”.

Combat, roles and skills · Level 60

HP: 2806 · MP: 1010
Stun
—
Root
—
Sleep
—
Summon
✳✳✳ Excellent
Dual swords
☆ Minimal
Physical damage
☆☆ Workable
Magic damage
—
Damage over time
—
Tank
✳✳✳ Excellent
Buff
☆☆ Workable
Heal
☆☆ Workable

Tactics, crafting, armor and weapons · Level 60

HP: Not stated · MP: Not stated
Herd
× Avoid
Kite
× Avoid
Craft
—
Light armor
× Avoid
Heavy armor
✳✳✳ Excellent
Robes
× Avoid
Sword
✳✳✳ Excellent
Blunt
☆☆☆ Good
Fists
☆ Minimal
Dagger
☆ Minimal
Bow
☆ Minimal
Pole
☆ Minimal
Staff
× Avoid
Mystic
× Avoid

HP & MP by level

Level 41: 1447 HP · 492 MP→Level 80: 4437 HP · 1632 MP

Temple Knight · HP & MP by level
LevelHPMP
411447492
421514517
431581543
441649569
451718595
461787621
471856648
481926675
491997702
502068729
512139756
522211783
532284811
542357839
552431867
562505895
572579924
582655952
592730981
6028061010
6128831040
6229601069
6330381099
6431161129
6531951159
6632741189
6733541219
6834341250
6935151281
7035961312
7136781343
7237601374
7338431406
7439261438
7540101470
7640951502
7741791534
7842651567
7943511599
8044371632

Profession path

Previous profession

Quests

Skills

Explore the class’s skill records by learning level, including their printed effects and costs.

View skills · 178
Sources and original pages
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