Sacred 2:Temple Guardian Battery
The Battery
The Battery is a special piece of equipment that only the Temple Guardian can wear. It is an item that allows the Temple Guardian to shoot an energy projectile from his left-hand arm cannon. It can also carry various offensive/defensive Item Modifiers. Therefore it is like an armor/weapon hybrid.
How to Fire the Battery Projectile
The battery projectile is a left-click attack. The Temple Guardian must have a battery equipped to fire this projectile, and it can ONLY be fired while holding a melee weapon. If holding a Ranged Weapon (such as an Energy Pistol), the pistol will fire the left click attacks instead of the battery. The battery projectile will not fire at all while Dedicated Blow and Battle Extension are in the active CA slot, no matter the weapon type. Note that ranged weapons can of course be used to execute Dedicated Blow and Battle Extension, just not the arm cannon.
However there is an interesting "trick" that will allow the arm cannon to be used for Battle Extension. If the Temple Guardian executes Battle Extension, then quickly switches to (but does not execute) another CA that would allow use of the battery projectile (almost any other CA will work), then Battle Extension will begin using the arm cannon to execute its attacks, firing a series of projectiles at enemies.
The Battery's Damage
The Battery projectile's damage will consist only of damage listed upon the battery itself, and it will be enhanced by any appropriate modifiers from skills, attributes, and equipped armor. Battery projectile damage is not modified by weapon damage (however, modifiers such as +% Damage will take effect, wherever they appear).
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 cannot be modified by base damage rings socketed within the battery.
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Spell Damage (Any of the Lost Fusion and Source Warden Aspect CA's and the [wiki]Sacred 2:T-Energy Shroud[/wiki] Buff Modifier, Derogate, which sends out damage pulses ) can be modified by the batteries sockets via item modifiers (eg, +% damage, +skills, +CA levels). Devout Guardian (Melee/ranged aspect) can also be modified this way as well.
Examples of modifiers that will 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.
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whereas with Weapon Based Ca's the range will have different start-end numbers as modified by the weapon launching the CA
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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:
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will not add to any of the damage produced by a character unless the battery projectile is in use.
The only time that listed-battery-base-damage on the battery itself comes into play is when the player fires the battery projectile.