Difference between revisions of "Sacred 2:Temple Guardian"

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Horrified about the threat that the Temple Guardians could ultimately lose control over the Great Machine and frustrated by the failure of the old allies, he will risk everything to regain control.
 
Horrified about the threat that the Temple Guardians could ultimately lose control over the Great Machine and frustrated by the failure of the old allies, he will risk everything to regain control.
 +
 +
 +
'''Notes on the Battery'''
 +
 +
The two general ways to inflict damage in the game consist of:
 +
 +
 +
*Melee/ranged
 +
*Spell
 +
 +
 +
Melee/ranged attacks for the Temple Guardian for Combat Arts [i]cannot be modified by base damage rings socketed within the battery[/i].
 +
 +
http://i90.photobucket.com/albums/k271/gogoblender/basedamage.jpg
 +
 +
Spell Damage (Any of the Lost Fusion and Source Warden  Aspect CA's and possibly the [wiki]Sacred 2:T-Energy Shroud[/wiki] Buff Modifier, Derogate,  which sends out damage pulses ) [i]can[/i] be modified by the batteries sockets via damage modifiers.  Devout Guardian (Melee/ranged aspect) can also be modified this way as well.
 +
 +
Examples of modifiers that [i]will [/i]modify battery damage for Source Warden, Lost Fusion and Devout Guardian:
 +
 +
*Smith arts
 +
*Elemental damage modifiers (damage: +x%)
 +
*Critical,
 +
*Death blow
 +
 +
A battery socketed with base damage rings WILL NOT modify ANY damage that the Temple Guardian manifests with the EXCEPTION of damage being issued from the battery as projectiles.
 +
 +
 +
Spell Damage can be identified by the fact that min and max damage are identical.
 +
 +
http://i90.photobucket.com/albums/k271/gogoblender/ad.jpg
 +
 +
whereas with Weapon Based Ca's the range will have different start-end numbers as modified by the weapon launching the CA
 +
 +
http://i90.photobucket.com/albums/k271/gogoblender/be.jpg
 +
 +
A  battery socketed with Plus to All Damage rings (as mentioned in the list above) WILL modify ALL of the TG's three aspects and CA's, whereas Melee/ranged based CA's have a damage range.
 +
 +
The damage numbers seen upon a battery:
 +
 +
[img]http://i90.photobucket.com/albums/k271/gogoblender/battery.jpg[/img]
 +
 +
will not add to any of the damage produced by a character [i]unless the battery projectile is in use[/i].
 +
 +
The only time that listed-battery-base-damage on the battery itself comes into play is when the player fires the battery projectile.
 +
 +
[b]How to Fire the Battery Projectile[/b]
 +
 +
The battery projectile can ONLY be fired while holding a melee weapon.  The battery projectile will not fire while Dedicated Blow and Battle extension are in use.  If using Dedicated Blow or Battle Extension and holding a gun, it will be the gun that will use the right click CA's while firing and it will be that same gun as well that will fire with left click.  The Battery Projectile's damage will consist only of damage listed upon the battery itself, armor worn, skill and attributes.  Battery Projectile damage is not modified by any of the weapon slots.

Revision as of 21:19, 12 March 2009

Temple Guardian

An archaic cyborg, half living creature and half machine, the Temple Guardian is gifted with the ability to modify his mechanically enhanced arm to adapt to tactical situations. He is very dangerous in close combat, but has also mastered technological weapons. Due to the nature of his origin, he can also manipulate the powerful T-Energy and use it to influence his environment. The Temple Guardian is a cyborg consisting of organic tissue and mechanic technology. He is animated by T-Energy. Due to his divine origin, he is also able to control this energy and to utilize it for his purposes. The cyborg creature’s special feature is his left arm. He is able to transform it into a variety of weapons in order to use T-Energy in all available forms during battle. Thus, the Temple Guardian is able to wield devastating melee weapons but he can also launch equally destructive ranged attacks. These abilities render him one of the most powerful beings in Ancaria.

The Temple Guardian is almost as old as the Great Machine and T-Energy itself. The creator of the Great Machine also created Temple Guardians to protect the machine and the temple that was built around it.

Since the beginning of time the purpose of Temple Guardians was to maintain and protect the Great Machine, so that it could keep the world in balance. On close examination it becomes apparent that they are not living creatures or machines in the traditional sense. A Temple Guardian is not fully flesh or mechanical, it is a mixture, half human and half machine. A cyborg that is propelled by T-Energy and devotes it's life to protect it. They themselves are part of the Great Machine and therefore naturally able to use the T-Energy for their purposes.

TGrender.jpg

Special Features

Temple Guardians have two weapons: their left-handed gun weapon, and a close-combat weapon in the right hand. The gun is the left forearm; they have no left hand. As such, Temple Guardians may not wield two-handed weapons, bows or shields (the latter because then they would have no close combat weapon).

Temple Guardians are the only characters that have both blacksmithing and bargaining. As such, they make excellent treasure hunting characters that can be used to feed excellent items to your other characters.

Temple Guardian Starting Attributes

Base starting attributes level 1, silver difficulty, no survival bonus, naked.

Strength Stamina Vitality Dexterity Intelligence Willpower Hitpoints
27 25 22 24 26 25 135



Temple Guardian Skills

All skills in the left column below may be chosen as soon as a character reaches level two. All skills in the right column below may be chosen only after a Primary skill from the left column has reached level 5.

Combat Art Skills:

[u]Primary:[/u]
devoutguardianfocus.gif Devout Guardian Focus
Improves regeneration and raises max Combat Art level for this aspect.
lostfusionlore.gif Lost Fusion Lore
Increases damage, critical chance, and cast speed for this aspect.
sourcewardenlore.gif Source Warden Lore
Increases damage, critical chance, and cast speed for this aspect.
[u]Secondary:[/u]
combatdiscipline.gif Combat Discipline
Increases damage and improves regeneration for Combos. Also increases the number of Combat Arts allowed in a combo.
concentration.gif Concentration
Improves regeneration for all Combat Arts, and allows the use of up to three simultaneous buffs when mastered.
lostfusionfocus.gif Lost Fusion Focus
Improves regeneration and raises max Combat Art level for this aspect.
sourcewardenfocus.gif Source Warden Focus
Improves regeneration and raises max Combat Art level for this aspect.

Offensive skills:

[u]Primary:[/u]
swordweapons.gif Sword Weapons
Increases attack speed, chance to hit, and max item level usable without penalties when wielding a sword.
haftedweapons.gif Hafted Weapons
Increases attack speed, chance to hit, and max item level usable without penalties when wielding a hafted weapon.
tacticslore.gif Tactics Lore
Increases damage and chance for critical hits with all weapons.
[u]Secondary:[/u]
rangedweapons.gif Ranged Weapons
Increases attack speed, chance to hit, and max item level usable without penalties when wielding a ranged weapon.
speedlore.gif Speed Lore
Increases attack and defense, and run speed.
damagelore.gif Damage Lore
Provides a better chance for applying "status effects" (e.g., burning with fire damage) on monsters.

Defensive Skills:

[u]Primary:[/u]
armorlore.gif Armor Lore
Improves resists, increases maximum item level without penalties, and decreases regeneration penalty from armors.
wardingenergy.gif Warding Energy Lore
Increases shield energy and damage absorption for Combat Arts that use/create a shield (e.g., Temple Guardian's T-Energy Shroud).
spellresistance.gif Spell Resistance
Increases resistance to spells and protection from spell-based critical hits.
toughness.gif Toughness
Improves resists and provides minimal % damage mitigation.
[u]Secondary:[/u]
constitution.gif Constitution
Increases health and health regeneration.
combatreflexes.gif Combat Reflexes
Improves Evasion statistic (chance to dodge attacks), and reduces the chance of receiving a critical hit from an attack.
pacifism.gif Pacifism
Reduces damage taken in PvP (all possible ramifications still unknown).

General skills:

[u]Primary:[/u]
riding.gif Riding
Grants the ability to ride better horses, reduces regeneration penalty while mounted, and unlocks special abilities.
blacksmith.gif Blacksmith
Allows the player to socket items and exclusive enhancements without having to use a Blacksmith.
enhancedperception.gif Enhanced Perception
Increases chance of "seeing" invisible monsters and "magical hiding places."
[u]Secondary:[/u]
bargaining.gif Bargaining
Item price is displayed in inventory, and merchants will offer more favorable prices and better items.
divinedevotion.gif Divine Devotion
Improves regeneration of the Divine Gift (God spell) and unlocks some additional attributes.

Aspects

  • Devout Guardian
  • Lost Fusion
  • Source Warden


Temple Guardian Combat Arts

Aspects_Layer17.gif

Aspect
Devout Guardian


Dedicated Blow

Gods_Char_Diff_CAs_49.gif

Battle Extension

Gods_Char_Diff_CAs_51.gif

Deathly Spears

Gods_Char_Diff_CAs_53.gif

Combat Alert

Gods_Char_Diff_CAs_59.gif

T-Energy Shroud (Buff)

Gods_Char_Diff_CAs_61.gif

Aspects_Layer18.gif

Aspect
Lost Fusion


Amplifying Discharge

Gods_Char_Diff_CAs_65.gif

Furious Emblazer

Gods_Char_Diff_CAs_67.gif

Jolting Touch

Gods_Char_Diff_CAs_69.gif

Archimedes Beam

Gods_Char_Diff_CAs_74.gif

Propelled Levitation

Gods_Char_Diff_CAs_76.gif

Aspects_Layer19.gif

Aspect
Source Warden


Primal Mutation

Gods_Char_Diff_CAs_80.gif

Fiery Ember

Gods_Char_Diff_CAs_82.gif

Icy Evanescence

Gods_Char_Diff_CAs_84.gif

Charged Grid

Gods_Char_Diff_CAs_89.gif

Untouchable Force (Buff)

Gods_Char_Diff_CAs_91.gif


The Story

For a long time the High Elves made use of the T-Energy for their purposes. During the Great War the Temple Guardians seized the opportunity to end that practice. They relocated and hid the hub, which made the T-Energy of the Great Machine accessible for everyone. This caused the Temple Guardians to become enemies of the rulers and clerics of Ancaria who had been profiting from the misuse of T-Energy.

After the Great War the survivors were hunted down, so now only a few of their kind remain. Not enough to effectively accomplish their mission, a mission that is more important than ever because it's clear that the Great Machine and the T-Energy is running out of control.

But not all of the Temple Guardians were wiped out. Somewhere along the line, a mechanism was triggered and the shut down Temple Guardians were reactivated.

The Path

Following the path of light, the few survivors of their species are trying to accomplish their original mission of keeping the world in balance.

Horrified about the threat that the Temple Guardians could ultimately lose control over the Great Machine and frustrated by the failure of the old allies, he will risk everything to regain control.


Notes on the Battery

The two general ways to inflict damage in the game consist of:


  • Melee/ranged
  • Spell


Melee/ranged attacks for the Temple Guardian for Combat Arts [i]cannot be modified by base damage rings socketed within the battery[/i].

basedamage.jpg

Spell Damage (Any of the Lost Fusion and Source Warden Aspect CA's and possibly the [wiki]Sacred 2:T-Energy Shroud[/wiki] Buff Modifier, Derogate, which sends out damage pulses ) [i]can[/i] be modified by the batteries sockets via damage modifiers. Devout Guardian (Melee/ranged aspect) can also be modified this way as well.

Examples of modifiers that [i]will [/i]modify battery damage for Source Warden, Lost Fusion and Devout Guardian:

  • Smith arts
  • Elemental damage modifiers (damage: +x%)
  • Critical,
  • Death blow

A battery socketed with base damage rings WILL NOT modify ANY damage that the Temple Guardian manifests with the EXCEPTION of damage being issued from the battery as projectiles.


Spell Damage can be identified by the fact that min and max damage are identical.

ad.jpg

whereas with Weapon Based Ca's the range will have different start-end numbers as modified by the weapon launching the CA

be.jpg

A battery socketed with Plus to All Damage rings (as mentioned in the list above) WILL modify ALL of the TG's three aspects and CA's, whereas Melee/ranged based CA's have a damage range.

The damage numbers seen upon a battery:

[img]battery.jpg[/img]

will not add to any of the damage produced by a character [i]unless the battery projectile is in use[/i].

The only time that listed-battery-base-damage on the battery itself comes into play is when the player fires the battery projectile.

[b]How to Fire the Battery Projectile[/b]

The battery projectile can ONLY be fired while holding a melee weapon. The battery projectile will not fire while Dedicated Blow and Battle extension are in use. If using Dedicated Blow or Battle Extension and holding a gun, it will be the gun that will use the right click CA's while firing and it will be that same gun as well that will fire with left click. The Battery Projectile's damage will consist only of damage listed upon the battery itself, armor worn, skill and attributes. Battery Projectile damage is not modified by any of the weapon slots.