Sacred 2:Temple Guardian

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Temple Guardian

[IMG]templelogo.jpg[/IMG]

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.

Temple Guardian Skills

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Combat Art Skills

Devout Guardian Focus - Improves regeneration and raises maximum Combat Art level for this aspect

Lost Fusion Lore - Increases damage, critical chance and cast speed for this aspect

Source Warden Lore - Increases damage, critical chance and cast speed for this aspect

Concentration - Gives player an additional buff slot and improves regeneration for all Combat Arts

Combat Discipline - Increases damage and improves regeneration for Combos. Will also increase the number of Combat Arts that can be combined within a combo

Lost Fusion Focus - Improves regeneration and raises maximum Combat Art level for this aspect

Source Warden Focus - Improves regeneration and raises maximum Combat Art level for this aspect

Offensive Skills

Ranged Weapons- Increases attack speed, chance to hit and max item level usable without penalties with these weapons

Sword Weapons - Increases attack speed, chance to hit and max item level usable without penalties with these weapons

Hafted Weapons - Increases attack speed, chance to hit and max item level usable without penalties with these weapons

Tactics Lore - Increases damage with all weapons

Speed Lore - Increases attack and defense and run speed

Damage Lore - Provides a better chance for applying "status effects" (eg, burning with fire damage) on monsters

Defensive Skills

Armour Lore - Improves your resists and increases maximum item level without penalties

Combat Reflexes - Improves player's Evasion statistic (chance to dodge attacks) & reduces the chance that the character will get hit with a critical hit from a monster

Constitution - Increases health and health regeneration

Spell Resistance - Increases your resistance to spells

Pacifism - Reduces damage taken in PvP (all possible ramifications still unknown)

Warding Energy - Increases shield energy (only available for Seraphiim and Temple Guardian) and damage absorption for Combat Arts that use/create a shield (Eg, Temple Guardian's T-Energy Shroud).

Toughness - Improves your resists and provides minimal % damage mitigation

General Skills

Riding - Improves player's mount's Combat Arts as well as the level of Mount allowed to be used by the player.

Divine Devotion - Improves regeneration of god-spell

Blacksmith - Allows the player to socket items without having to use a Blacksmith

Alchemy - Allows player to use certain consumables

Bargaining - Much like Trading in original Sacred, improves what merchants have to offer.


Aspects

  • Devout Guardian
  • Lost Fusion
  • Source Warden

Temple Guardian Combat Arts

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Aspect
Devout Guardian


Dedicated Blow

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Battle Extension

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Deathly Spears

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Combat Alert

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T-Energy Shroud (Buff)

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Aspect
Lost Fusion


Amplifying Discharge

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Furious Emblazer

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Jolting Touch

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Archimedes Beam

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Propelled Levitation

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Aspect
Source Warden


Primal Mutation

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Fiery Ember

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Icy Evanescence

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Charged Grid

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Untouchable Force (Buff)

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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.