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 GuardianContentsAn 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. |
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]
|
[u]Secondary:[/u]
|
Offensive skills:
[u]Primary:[/u]
|
[u]Secondary:[/u]
|
Defensive Skills:
[u]Primary:[/u]
|
[u]Secondary:[/u]
|
General skills:
[u]Primary:[/u]
|
[u]Secondary:[/u]
|
Aspects
- Devout Guardian
- Lost Fusion
- Source Warden
Temple Guardian Combat Arts
Aspect
|
Aspect
|
Aspect
|
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].
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.
whereas with Weapon Based Ca's the range will have different start-end numbers as modified by the weapon launching the CA
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][/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.