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.
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.
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.
Temple Guardian Starting Attributes
Strength: 27
Stamina: 25
Vitality: 22
Dexterity: 24
Intelligence: 26
Willpower: 25
Temple Guardian Skills
Combat Art Skills
Primary:
Devout Guardian Focus
Lost Fusion Lore
Source Warden Lore
Secondary:
Combat Discipline
Concentration
Lost Fusion Focus
Source Warden Focus
Offensive Skills
Primary:
Sword Weapons
Hafted Weapons
Tactics Lore
Secondary:
Ranged Weapons
Speed Lore
Damage Lore
Defensive Skills
Primary:
Armor Lore
Warding Energy Lore
Spell Resistance
Toughness
Secondary:
Constitution
Combat Reflexes
Pacifism
General skills
Primary:
Riding
Blacksmith
Enhanced Perception
Secondary:
Bargaining
Divine Devotion
Temple Guardian Aspects
- Devout Guardian – The Temple Guardian is a cyborg and as such, a deadly, efficient and unemotional war machine. Once, he had been created to protect the Great Machine; now, he is able to inflict severe physical damage to his opponents by using T-Energy purposefully. He boasts features that no other character possesses. The Temple Guardian is very strong in close combat.
- Lost Fusion – One arm of the Temple Guardian is purely mechanical, which allows him to exchange it and enhance it with T-Energy, to make it an even deadlier weapon against opponents. The Temple Guardian uses a number of weapon arm attacks for ranged combat, thereby destroying opponents before they even get close.
- Source Warden – The Temple Guardian was once part of the Great Machine and can still use T-Energy as a weapon. With it he can change the attributes of opponents and even those of his environment. T-Energy grants the Temple Guardian special abilities in order to weaken or transform his opponents. He is able to surround himself with an energy field and he can use extensive heat or cold to weaken his opponents.
Temple Guardian Combat Arts
Devout Guardian
Dedicated Blow
A portion of physical damage is converted to the damage type which the opponent has least resistance to. Dedicated Blow also gives a player an increased chance of hitting monsters when in the active slot (but not being used). This close combat arm cannot shoot.
- Transformation – Converts even more damage into the damage type the victim has least resistance to.
- Bedazed – Adds a chance to stun opponents briefly.
- Intent – Chance to land critical hits.
- Confident – Significantly increases chance to hit.
- Enforce – Dedicated Blow inflicts more damage.
- Impact – Chance to inflict a deep wound.
Battle Extension
Arms an artificial, close combat battle arm which fights like an additional weapon. Initiates a series of attacks with both the equipped weapon and the battle arm. This close combat arm cannot shoot. Battle Extension can do multiple hits (3-4) and can be modded to give a chance of producing even more. Also, Battle Extension gives a “passive” chance for double hits when in the active slot (but not being used).
- Double Attack – Chance to strike twice with one hit.
- Hydraulics – Successful hits will inflict more damage.
- Efficiency – Decreases the regeneration time of Battle Extension.
- Impairment – Reduces opponent’s evade chance.
- Double Attack – Chance to strike twice with one hit.
- Intent – Increased chance to land a critical hit.
Deathly Spears
Spears burst from the Temple Guardian’s body and hit all opponents within their range. This Combat Art does melee range AoE (Area of Effect) damage. Higher levels of Deathly Spears give multiple hits.
- Batter – Signficant chance to knock back nearby enemies.
- Gore – Temple Guardian deals more damage when hurt.
- Singe – Deathly Spears inflict additional Fire damage.
- Occult – Deathly Spears inflict additional Magic damage.
- Jab – Spears strike repeatedly.
- Wounding – Considerable chance to cause an open wound (damage over time).
Combat Alert
Increases defense value and close combat attack values significantly. Also boosts all damage types of all CA’s. Can be modded for additional attack or defense, healing, extended to party members or turned into a buff.
- Assault – Increases attack value for all weapons.
- Barricade – Improved defense againt weapons.
- Riposte – Chance to reflect close combat damage.
- Repair – Minor replenishment of hitpoints.
- Party Protection – Extends Combat Alert to party members within range.
- Permanent – Combat Alert is transformed from a temporary into a permanent Buff.
T-Energy Shroud (Buff)
Raises a force field that partially absorbs incoming damage while enough energy remains to sustain the shield.
- Power – Increases shield energy.
- Derogate – T-Energy Shroud sends out pulses that inflict damage to nearby opponents.
- Recharge – Enables energy recharge while in combat.
- Reduction – Slightly reduces incoming damage.
- Power – Increases shield energy.
- Reflection – Chance to reflect magic spells.
Lost Fusion
Amplifying Discharge
A rapid shot with bullets. These have a chance to hit an additional opponent who is near the initial target. The fired bullet has a chance to ricochet off towards another monster. It can be modded to do additional ice damage and for further ricochets.
- Ice Bullets – Bullets inflict additional ice damage.
- Ricochet – Chance that bullet will hit an additional target.
- Momentum – Chance to knock back opponents.
- Ricochet – Chance that bullet will hit an additional target.
- Ice Bullets – Bullets inflict additional ice damage.
- Speed Shot – Decreases the regeneration time of Amplifying Discharge.
Furious Emblazer
A jet of molten fire burns everything in the Temple Guardian’s path.
- Accelerant – Furious Emblazer inflicts more fire damage.
- Immolation – Considerable chance that victims will sustain additional fire damage over time.
- Terror – Chance that hit opponents will run away.
- Incapacitate – Chance to briefly stun the target.
- Intensify – Increases the damage output of Furious Emblazer.
- Burnout – Increased damage against severely damaged opponents.
Jolting Touch
The Temple Guardian clutches his opponent with the left hand immobilizing him and sending out electrical impulses for several seconds. Additionally, he slightly recharges his combat arts while Jolting Touch is active.
- Payback – Chance to reflect close combat damage.
- Life Leech – Each impulse leeches life from the target and adds it to the caster’s life.
- Self Repair – Adds a minor self healing effect to every damage pulse.
- Voltage – Each impulse increases combat art regeneration.
- Shelter – While Jolting Touch is active, incoming damage is reduced.
- Flux – Increases Jolting Touch’s pulse frequency.
Archimedes Beam
The Temple Guardian’s left arm unfolds a large parabolic mirror and fires a powerful beam of concentrated energy. Does DoT (Damage over time) and will damage anything in the beam (during the damage pulse). Skillful sighting upon an enemy can result in numerous monsters being damaged over time unless they move away from the beam.
- Paralyze – Considerably decreases target’s movement speed.
- Bundle – Beam inflicts higher magic damage.
- Weaken – Significant chance to decrease target’s attributes.
- Intent – Chance to land a critical hit.
- Shelter – While Archimedes Beam is active, incoming damage is reduced.
- Annul – Significant chance to dispel beneficial spells (buffs) from target.
Propelled Levitation
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.
- Fuel – Decreases the Cooldown time of Propelled Levitation.
- Super charger – Increases damage range.
- Boost – Propelled Levitation will cover longer distances.
- Jet Stream – Opponents within range sustain additional fire damage.
- Emergency Lift-off – Enables lift-off even when under the influence of root spells.
- Flux – Increases the jet nozzles’ pulse frequency.
Source Warden
Primal Mutation
Causes direct damage using T-Energy. This combat art also gives the chance to transform an opponent into a harmless animal. Chickens have been noted as being produced as well. There is also a chance that the enemy mutates to a T-Mutant variation of its former self.
- Combust – Transforms physical damage into fire damage.
- Theurgy – Transforms physical damage into magic damage.
- Mutate – Increases the chance to transform the target.
- Helpless – Briefly reduces target’s attributes.
- Demolition – Increases Primal Mutation’s base damage.
- Helpless – Briefly reduces target’s attributes.
Fiery Ember
Causes fire damage and decreases opponents’ fire resistance within a certain radius. Allied players receive a bonus to ice resistance. If the combat art Icy Evanescence is active within range, the spell with the higher level will cancel the weaker one.
- Incinerate – Increases fire damage within range.
- Scald – Reduces opponents’ Attack Speed.
- Frost Protection – Reduces Ice damage even more.
- Churn – Further decreases opponents’ fire resistance.
- Conservation – Decreases the regeneration time.
- Sustain – Increases the duration of Fiery Ember.
Icy Evanescence
Causes ice damage and decreases opponents’ ice resistance within a certain radius. Allied players receive a bonus to fire resistance. If the combat art Fiery Ember is active within range, the spell with the higher level will cancel the weaker one.
- Icy Needles – Increases ice damage within range.
- Freeze – Slows down opponent’s movement speed.
- Fire protection – Reduces fire damage even more.
- Deep frost – Further decreases opponents’ resistance against ice damage.
- Conservation – Decreases the regeneration time.
- Sustain – Increases the duration of Icy Evanescence.
Charged Grid
T-Energy pulsates around the Temple Guardian and damages opponents while it heals allies at the same time.
- Substance – Increases healing effect on allies.
- Havoc – Increases inflicted damage.
- Substance – Increases healing effect on allies.
- Unnatural selection – Inflicts higher damage to severely wounded opponents.
- Longevity – Increases duration of Charged Grid.
- Widen – Increases range of Charged Grid.
Untouchable Force (Buff)
Creates a small force field around the Temple Guardian that causes light damage to nearby opponents with the possibility to leave them stunned.
- Field Damage – Forcefield inflicts increased magic damage.
- Mind Control – Increases chance to stun nearby opponents.
- Paralyze – Decreases movement speed of nearby opponents.
- Calm – Reduces attack speed of nearby opponents.
- Field Damage – Forcefield inflicts increased magic damage.
- Crumble – Some projectiles are destroyed upon impact without causing damage.
Even though Sacred 2 was released many years ago it is still popular among players. That is why we decided to write a series of builds and guides for our readers where they can read how to play with every Scared 2 class.