Templars act as the disciplined arm of the cult, tasked with maintaining stability in uncertain conditions. Their movements are controlled and efficient, leaving little room for hesitation or error. They rely on coordination and consistency rather than brute force, making them difficult to overwhelm. Within the cult's structure, they are valued for their reliability and endurance. Their presence often marks areas where order must be upheld without compromise.
Radiant Templars have 37000 hitpoints. They cannot be paralysed. Moreover, they are strong against earth, energy, holy and physical damage. On the other hand, they are weak against death, fire and ice damage. These creatures can neither be summoned nor convinced. In addition, they are able to sense invisible creatures.
Radiant Templars yield 30550 experience points. They rarely carry items with them.
