Sacred 2:Propelled Levitation

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10.gif The Temple Guardian fire up jet nozzles, which help him to cover distances fast and renders him more difficult to hit. While he is levitating, the jet nozzles emit pulses and cause severe area fire damage. A combination jump/flying attack that does melee range light AoE (Area of Effect) damage.

This is a Spell Damage Based Combat Art.


TG_Asp_02.png - Lost Fusion

Innate Abilities (Lvl 1) Fire.png


See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Fuel - Decreases the regeneration time (note: actually the Cooldown) of Propelled Levitation. (-33% reduction to Cooldown time (down to 20 seconds from 30))
  • Super charger - Increases damage range. (+0.65 meters, a 32.5% increase)

MODicons_10.gif Silver
  • Boost - Propelled Levitation will cover longer distances. (+2.5 meters, a 33.3% increase to jump distance)
  • Jet Stream - Opponents within range sustain additional fire damage. (50% increase)

MODicons_08.gif Gold
  • Emergency Lift-off - Enables lift-off even when under the influence of root spells. (100% + 0.5% per CA level chance to break roots)
  • Flux - Increases the jet nozzles' pulse frequency. (+1.0 hits per second, a 40% increase)
Propelled Levitation without Modifications

Skills and Attributes

The following skills will affect this combat art:

  • Concentration - directly reduces regeneration time for this combat art.
  • Combat Discipline - will increase the damage of this combat art and lower its regeneration time if it is placed in a combo.
  • Ancient Magic - directly increases the damage and reduces enemies' resistance to the damage of this combat art (skill is only available to Temple Guardian with CM Patch).

The following attributes will affect this combat art:

  • Stamina will lower regeneration time

Usage Strategies

  • Useful as a utility CA that will help the Temple Guardian in escaping and exploring (crossing rivers, etc.)
  • An especially useful skill for kiting monsters with the Super Charger, Jet Stream, and Flux modifications. This essentially allows a player to hit a large group of monsters fairly quickly with a large number of small fire based hits. 3.5 hits per second over a two second jump is 7 hits per monster. A two second jump can cover easily 15+ monsters so that is 7*15 which is 105 hits in two seconds!
  • This is a highly entertaining Combat Art to watch when mounted on the Temple Guardian's mount, the Mobiculum. Unmounted, the Temple Guardian will grow a pair of thrusters and fly to the targeted point. Mounted, the Temple Guardian's Mobiculum (wheel) will begin to spin horizontally and turn into a mini-flying saucer (see gallery below).

Pros and Cons


  • Can allow quick escapes
  • Decent damage against mobs if modded correctly


  • Not enough damage to be a main killing CA
  • Sometimes fails to jump obstacles it should be able to

Stats Chart

Level Regeneration Time Cooldown Damage Defense Value Hits/second
1 1.5s 30.0s 11-11 +50.0% 2.5/s
2 2.0s 30.0s 16-16 +70.0% 2.5/s

See Also