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    Temple Guardian by OgesMC

    Version: 1.0 | Updated: 11/30/09 | Search Guide | Bookmark Guide

    Temple Guardian Guide 
    Version 1.0
    Copyright 2009 John "The Ogre" Kwitkowski.
    [INT]	Introduction 
    [DIS]	Disclaimer
    [YOU]	Your Build
            -Available Class Skills
            -Available Class Combat Arts
    [SBB]   Sample Builds (that work)
    	-Deathly Spears/Fiery Ember build
    	-Shopper (spears/ember)
    	-Lost Fusion/Melee Build
    	-Tri Tree Build
    [VHS]   Version/History
    [THX]	Thanks
    [INT]	Introduction
    This guide is for those interested in the Temple Guardian and will 
    cover available skills, combat arts, and good combinations of each so 
    as to set newcomers to the class in the right direction for a good, fun 
    character class. It is written for the Xbox 360 version of the game and 
    parts of the guide or it as a whole may or may not apply to the Play 
    Station 3 and PC versions. The guide is solely my opinions based on my 
    personal experience with Temple Guardians in game only, any opinions or 
    discoveries of the class from any outside sources at all have been 
    omitted from the guide entirely. The Temple Guardian is without a doubt 
    the most difficult class to understand at first because he is a 
    relatively weak character in the lower levels but careful planning and 
    some common sense can turn him into a powerful killing machine. This is 
    the third installation of my Sacred 2 character guides and as before I 
    will not be explaining game mechanics and assume readers will know the 
    difference between Combat Arts and Skills etc.
    * The information in my Guide is based off of my Temple Guardians: 
    levels 120, 84, 75, & 50 and also my long time knowledge of the game 
    mechanics & play time/experience.
    [DIS]	Disclaimer
    This character guide is my own work, and has been created by me for use 
    on www.GameFaqs.com. For questions, comments, additions contact by 
    email: jwkwitkowski@gmail.com ,credit will be given for any additions 
    or comments by you if they are integrated into the guide in any way, 
    shape, or form.
    [YOU]	Your Build
    I've taken a very different approach to this Temple Guardian guide 
    because of the uniqueness of his skill sets and the unusual usefulness 
    that each has the potential to have if used correctly. Instead of 
    listing my main Temple Guardian build & play style I am going to 
    describe everything the class has at it's disposal and give insight on 
    what works, what doesn't and the best combinations for builds. It might 
    come off as a bit confusing but I will try to rate each ability and 
    immediately inform the reader of junk skills or mods so they can be 
    avoided from the get-go (with an explanation of course). I will also 
    include 3 builds that work very well for the sake of readers looking 
    for the best of the best (or don't have the time or want to create 
    their own build) So read on, take note, and get ready to start a new 
    Available Class Skills
    *Please keep in mind that you cannot choose any secondary skills until 
    you invest a minimum of 5 skill points into a primary skill of the same 
    type. So to unlock Bargain & Devine Devotion for choosing you must have 
    5 total points in either Riding, Blacksmith or Enhanced Perception.
    A good rule of thumb for a strong build is to include (as your skill 
    choices) at least:
    Aspect skills from 2 different aspects (a full set of focus + lore at 
    least for one of your aspects, if not both).
    2 Defensive Skills
    1 Weapon Skill 
    1 Damage improving skill (combat discipline etc.
    Aspect Skills
    Devout Guardian Focus- Focus Skills decrease regeneration times for the 
    entire aspect tree, raise maximum CA level without penalty, and allow 
    for Combat Art Modification Points (also for the aspect). 
    Lost Fusion Lore- Increases damage, critical hit chance & casting speed 
    for the aspect. 
    Source Warden Lore- Increases damage, critical hit chance & casting 
    speed for the aspect. 
    Lost Fusion Focus- Reduces Regeneration times for the entire aspect,
    and allows for higher combat art levels without penalty.
    Source Warden Focus- Reduces Regeneration times for the entire aspect,
    and allows for higher combat art levels without penalty.
    Combat Discipline- Increases damage and regeneration time for combat 
    arts in combos, also allows 3 combat arts in a combo and at level 75 4 
    combat arts in A single combo. This is a very powerful skill because 
    despite the misleading description, Com bat discipline grants a damage 
    boost to all combat arts whether or not they are in a combo. Not a 
    skill to pass by, no matter what build you will use.
    Concentration- Concentration is another important skill for a temple 
    guardian because chances are you will want to use more than 1 buff at a 
    time and concentration allows 2 when chosen and 3 at mastery. Also this 
    skill lowers regeneration times for all combat arts, not bad.
    General Skills
    Riding- Riding is a very useless skill in that it increases bonuses 
    from mounts such as horse combat art damage (rear up, charge etc.). 
    Best to avoid this one at all costs and take a skill that improves your 
    combat/survival ability instead.
    Blacksmithing- Blacksmithing does not work on consoles at all. No parts 
    of the skill work so DO NOT take this skill.
    Enhanced Perception- Enhanced perception is rather good actually if you 
    plan on taking bargaining, this is where your 5 primary points will go. 
    EP increases the chance to find valuables giving you a better chance to 
    score rares, uniques, sets. Also opens up the modifiers for EP on items 
    which include +exp per kill and +chance to find valuables. So if you 
    want a shopper TG, 5 points minimum will be going here.
    Bargaining- Merchants offer better gear in shops. With high levels in 
    this skill, you can find a whole list of rare (**) items for sale. 
    Better quest rewards (or chance for?) with the 75 mastery. The merchant 
    wares with a high bargaining can be impressive indeed with +skill 
    rings, rare armor pieces with many good mods, high damage weapons that 
    can rival unique stat wise, and more. Bargaining is the only available 
    way to find the Light sabers by the way, so not only can you outfit all 
    your other characters with cool gear you can give them purple, red, 
    green, and blue light sabers!
    Divine Devotion- Divine devotion increases greatly the benefits of your 
    god power such as damage, duration, and cool down. This skill is not 
    bad really, if you find a particular god power you would like to 
    utilize more often or for certain instances (testa for bosses etc.). 
    The problem with DD is that a Temple Guardian can cover what each god 
    power does with Combat Arts already (even 1Hit boss kills that testa 
    could provide). I would avoid this unless you really really love your 
    god gift.
    Offensive Skills
    Sword & Hafted (two separate skills) - Increases attack speed, chance 
    to hit, and the maximum level of the weapon type equip able. Either of 
    the two also increases casting speed for the Devout Guardian aspect 
    making sword or hafted lore a prime choice for a Devout Guardian TG.
    Tactics Lore- increases damage and chance for critical hits with all 
    weapons and weapon based combat arts (the devout guardian tree). 
    Tactics also stacks with Devout Guardian focus in terms of gaining more 
    mod points so having the two of them will improve the Devout Guardian 
    tree greatly (think of tactics as a "devout guardian lore").
    Ranged- Increase attack speed, and attack rating with all ranged 
    weapons. I have heard this skill affects the temple guardians arm 
    cannon (not lost fusion, just attacking with the arm cannon). But I 
    cannot be sure and recommend it be avoided until tested (by someone, I 
    will not be testing it).
    Speed Lore- Speed lore is a mixed bag, many like it and I hate it for a 
    few reasons. Speed lore increases attack and defense rating and run 
    speed. The problem is that attack/defense is easily gotten through 
    other skills, combat arts, and equipment and run speed is quite common 
    on pants & boots. Avoid this skill at all costs because the benefits 
    are too easily gotten elsewhere to warrant one of your 10 precious 
    skill slots.
    Damage Lore- Damage Lore simply increases the chance to cause status 
    effects such as poison or burn on creatures, also increases duration of 
    such status effects. Another avoidable skill, status effects already 
    have a high chance of occurring with most combat arts or weapons and 
    the duration if negligible (unless you would rather wait around for 
    small DoT when you can just zap enemies again).
    Defensive Skills
    Armor Lore- Increases the level of armor you may wear without speed 
    penalties. Also decreases the regeneration penalty on armor pieces. 
    This is a great skill to gradually put spare point s into because of 
    the option to wear better armor with higher levels. Armor lore also 
    increases your total armor value some so it is an overall great skill 
    that shouldn't be overlooked.
    Warding Energy Lore- Warding Energy Lore is a must have for Temple 
    Guardians using T Energy Shroud because it maximum shield energy and 
    damage mitigation. WE Lore only affects the Tshroud buff, so it is not 
    needed unless you are utilizing that combat art.
    Spell Resistance- Spell resistance is an avoidable spell because there 
    really aren't too many tough spell casters in the game and most 
    defensive combat arts can absorb all damage types (not to mention your 
    armor and defense rating). Item modifiers can also block spells and 
    negate their damage over time. If you have the patience and 
    micromanagement to invest in some magic heavy armor or look for mods to 
    decrease magic damage, you need not take this skill at all, ever.
    Toughness- Toughness provides a small % of damage mitigation, too small 
    of a % to make it worthwhile. Mitigation can be found on many items and 
    through some combat arts making this skill another avoidable one. If 
    the mitigation %'s  were able to get somewhat large it would definitely 
    be a good pick but I've only seen around 9% mitigation with 80 points 
    in the skill. Not impressive.
    Constitution- Constitution increases your maximum health and 
    regeneration and the mastery bonus grants in combat health regeneration 
    so it is indeed a valuable skill but... Certain specc'ed temple guardians 
    can get around needing constitution at all with enough mitigation and 
    high energy shields it IS possible to not need constitution. 
    Regardless, if you find yourself needing the extra health and regen 
    this skill is a good choice.
    Combat Reflexes- Combat reflexes is a solid skill in that it increases 
    you chance to evade (completely dodge) all attack types. It also 
    reduces the chance that an enemy will score a critical hit on you but 
    the evade % alone makes this skill a good one if you find your defense 
    to be a little shallow.
    Pacifism- Pacifism lowers damage received from other players in PVP 
    combat so it is deemed useless EXCEPT in a Player Vs Player build.
    So here is a list of perfectly acceptable Temple Guardian Skills:
    Devout Guardian Focus         Combat Discipline
    Source Warden Lore            Concentration
    Source Warden Lore            Lost Fusion Focus
                                  Source Warden Focus
    Sword Weapons
    Hafted Weapons
    Tactics Lore
    Armor Lore                    Constitution
    Warding Energy Lore           Combat Reflexes
    Enhanced Perception          Bargaining
    And ones to avoid:
    Ranged Weapons                
    Speed Lore
    Damage Lore
    Spell Resist
    Divine Devotion
    All of the recommended avoidable skills can indeed be chosen if you 
    have reason to except for blacksmithing. Blacksmithing is BROKEN on 
    console versions of Sacred 2 and no parts of it work at all.
    Available Class Combat Arts
    -Devout Guardian Tree
    -Lost Fusion Tree
    -Source Warden Tree
    Combat Arts and the mods with the best potential will be explained 
    briefly with suggestions and recommendations. Good combinations of 
    Combat arts will be laid out at the end (before the sample builds). 
    Devout Guardian
    The Devout Guardian tree is a weapon based tree which allows for quick 
    combat attacks, defensive abilities, and the almighty Deathly Spears.
    Dedicated Blow
    A powerful strike to a single target, a portion of the damage inflicted 
    is automatically converted to the damage the enemy is weakest to.
    A quite powerful blow that can be used without fear of an enemy's 
    resistances, the damage can become quite high and this is an overall 
    good combat art foe any foe.
    Useful Mods
    1.	Be dazed- Chance for stun
    2.	Intent- Chance for critical hits
    3.	Impact- Chance for deep wound
    Battle Extension
    A mechanical close combat weapon is armed, which fights as an 
    additional weapon with a series of attacks. 
    Basically when you activate battle extension an extra arm appears and 
    the temple guardian twirls around combining a series of attacks with 
    the arm and his own weapon.
    Useful Mods
    None, the best way to use battle extension is to use it passively. To 
    passively activate battle extension equip it to a hotkey and press the 
    hotkey so the arm appears (outside of combat is best so the TG doesn't 
    start his battle extension dance). Once the arm is passively activated 
    (you will see an extra arm hanging out of your should) each melee 
    attack you make deals another automatic attack from the arm so you get 
    a double attack for free with it passively active and don't have to sit 
    through the animation of activating BE regularly.  No mods will affect 
    the passive BE trick so none need be chosen. This is indeed the best 
    way to use BE so if you intend to melee, it is your best choice. The 
    arm will disappear if another Combat Art is activated to be quick to 
    reactivate it if you use a spell or other attack.
    Deathly Spears
    Spears quickly extend out from the Temple Guardian hitting all enemies 
    within a close 360 degree radius (melee range). This combat art is 
    extremely powerful with the right mods and can easily be the workhorse 
    of your build.
    Useful Mods
    Gore- Temple Guardian deals more damage when hurt
    Singe- Adds fire damage to the spears
    Jab- Spears strike out repeatedly (an extra set of spears is added with 
    each use for every 15 or so combat art levels) 
    Spears stack, so you can activate one set and have another going as 
    soon as your regen allows (even if the previous still has "waves" 
    Combat Alert
    When active, this combat art increases defense, attack, and damage. 
    This is an extremely powerful asset to the Temple Guardian providing 
    extra defense and reflection.
    Useful Mods
    Barricade- Provides extra defense
    Counterstrike- Chance to Reflect close combat damage
    Permanent- Transforms combat alert into the buff "Battle Aura".
    -Transforming Combat alert to a buff halves the bonuses of combat alert 
    at the expense of having it as a buff.
    If desired you can leave combat alert as an activated combat art 
    instead of a buff, which is not a bad idea but keep in mind you have to 
    remember to activate it in combat.
    T Energy Shroud (buff)
    Force field of tenergy that partially absorbs incoming damage (60%) as 
    long as shield energy remains to sustain it.
    A very powerful buff that can be altered to absorb 100% damage instead 
    of the 60/40 split between your health. The mod "absorption warding 
    energy +X" can be found on items and some set pieces which adds to the 
    % shields absorb. So the base absorption being 60% if you can obtain 
    40% absorption from items then all damage goes to shields. This is the 
    optimal defense because it is really easy to have a high shield count 
    and with zero damage to the temple guardian.
    Useful Mods
    Power- Increase shield energy
    Reduction- reduces damage
    Power- Increases shield energy
    Lost Fusion
    The lost fusion skills are the Temple Guardian's gun skills, utilizing 
    his arm cannon to launch impressive projectiles or effects of mostly 
    elemental damage.
    Amplifying Discharge
    A rapid bullet shot, chance to hit an additional target.
    Useful Mods
    Ice Bullet- Adds Ice damage
    Ricochet- Chance for another ricochet (in addition to the inherent one)
    For the last mod you can choose Ice Bullet again or Speed Shot which 
    decreases the regeneration time by 33%. Either way this is a good skill 
    for small groups of weak enemies.
    Furious Emblazer
    Basically the Temple Guardian shoots flames out of his arm in a little 
    swirling flamethrower type motion. The damage of this Combat Art can be 
    amplified with the use of source warden skills.
    Useful Mods
    Accelerant- Increased fire damage
    Incapacitate- Chance for stun
    Intensify- Increased fire damage
    The stun mod and the arc of fire make this a good combat art for small 
    groups as well.
    Jolting Touch
    The Temple Guardian grabs an enemy, immobilizing and damaging it. The 
    damage is sent out in waves or pulse which counts in as DoT.
    Useful Mods
    Payback- Chance to Reflect Melee damage
    Voltage- Lowers regeneration times for all Combat Arts.
    Shelter- Reduces incoming damage (mitigation increased with combat art 
    If you do not prefer the mods I deem more useful that is fine but be 
    aware that Jolting Touch's silver "self repair" mod is bugged to heal 
    the enemy and not yourself. Do not ever take it.
    Archimedes Beam
    A powerful beam of concentrated energy is focused on a single target; 
    other creatures passing through the beam will receive damage as well.
    Useful Mods
    Bundle- Increased Damage
    Weaken- Lowers Enemy's Attributes
    Annul- Removes helpful spells or buffs from the enemy
    The beam deals DoT and cannot be canceled once it is activated making 
    you a sitting duck to other attacks. That being said the "shelter" gold 
    mod (reduces damage taken while using beam) could be taken if desired. 
    The beam is a good debuff for bosses and magically creatures (with 
    Propelled Levitation
    Temple Guardian uses a jet pack to cover medium distances and 
    Eat at least one rune for this to use it as an escape or to traverse 
    small streams and the like.
    While using Propelled Levitation on the Mobiculem it turns sideways and 
    spins like a flying saucer to the destination! Neat!
    Source Warden
    The Source Warden tree has mainly large AoE spells and is definitely a 
    manipulative tree in that you can debuff enemies, slow they attack and 
    movement, and lower their resistances to the elements making SW a good 
    backup skill set for the other 2 trees.
    Primal Mutation
    Direct damage is caused to one target with a small chance to transform 
    the enemy into a little animal.
    If using this one, it is best to make it a debuff for bosses and the 
    like since it only targets one enemy and you only receive 1 experience 
    for enemies turned into little animals.
    Useful Mods
    Combust- Converts damage to fire damage
    Helpless- Lowers targets attributes
    Helpless- Lowers targets attributes
    Fiery Ember
    Large molten craters open up in a large radius dealing fire damage and 
    lowering enemy's fire resistance while active.
    The best part of this combat art is the lowering of enemy's resistance 
    to fire damage which is why it is best to choose fire enhancing damage 
    mods for other combat arts; they will be more powerful if used while 
    fiery ember is active.
    Useful Mods
    Incinerate- increases fire damage
    Churn- lowers fire resistance of enemies even more
    Gold mod- either, one lowers regeneration time (not cool down) and the 
    other increases duration. I have tried both and it made little 
    different between my builds as I was always able to recast when 
    Icy Evanescence
    Large ice crystals appear up in a large radius dealing ice damage and 
    lowering enemy's ice resistance while active.
    The best part of this combat art is the lowering of enemy's resistance 
    to ice damage which is why it is best to choose ice enhancing damage 
    mods for amplifying discharge if you wish to use it.
    Useful Mods
    Ice Needles- Increased ice damage
    Deep frost- lowers ice resistance of enemies even more
    Like fiery ember, either gold mod can be chosen.
    Charged Grid
    T energy pulses hurt enemies and heal allies in a large radius.
    I personally don't use this combat art but it can be useful in a source 
    warden heavy build. It can be modded for extra ally healing, deathblow, 
    larger radius, and longer duration. It looks like it could turn into a 
    heavy healing, large radius support type spell I suppose.
    Untouchable Force
    (buff) A small force field around the temple guardian causes slight 
    damage and adds chance to stun.
    This might not look impressive on paper, but if you mod it correctly it 
    will be another combat art that is too valuable to pass up.
    Useful Mods
    Mind Control- Increases chance to stun even more
    Calm- Reduces attack speed of enemies in range
    Crumble- Chance to destroy projectiles on impact negating the damage.
    So basically with this buff active your opponents attack speed is 
    extremely slow, they will be stunned half of the time, and you have 
    good ranged defense. 2nd best buff at the Temple Guardians disposable if 
    modded this way.
    [SBB]	Sample Builds (that work)
    These are just sample builds for you based on builds I have had success 
    with myself (all the way through Niob difficulty) But you can still 
    reference the above skills and combat arts to make changes you feel 
    necessary, though these builds all have their choices for a reason and 
    everything complements the other. If there is a standalone skill or 
    ability it is mainly for flavor or experiment and will not be 
    documented as these are final, tested builds.
    All these builds share a common Tanking based build using T shroud, 
    Untouchable force, combat alert, and the skill Warding Energy Lore so 
    concentration is needed for each, though it need not be mastered. 
    Depending on the player that could free up some skill points.
    The Builds:
    -Deathly Spears/Fiery Ember
    -Shopper (Spears/Ember) 
    ***********To BE ADDED SOON**********
    -Lost Fusion/Melee 
    -Tri Tree 
    For each build what is included is the skill choices (in order chosen), 
    combat arts used, and play style. Specifics such as how many levels 
    should be in a combat art of skill will be vague and more simply I will 
    point out if a skill/combat art needs few, some, or tons of points 
    because specific values will differ from player to player based on 
    equipment, difficulty etc. Enjoy.
    The Infamous Deathly Spears/Fiery Ember Build
    This build is for the player that likes to round up every enemy on 
    screen into a tight little group and then mercilessly slaughter all of 
    them in one swift, fluid, motion. It involves utilizing the combat art 
    "fiery ember" to agro all available enemies forcing them to surround 
    you and lead them right into your spam able, wave after wave of 
    "deathly spears". The spears/ember combo is further amplified by the 
    lowering of enemy fire resistance ala fiery ember & the added fire 
    damage of deathly spears. This little one trick pony can literally do 
    it all, even kill bosses quickly and easily. All available skills and 
    runes go into the strengthening of these 2 abilities leaving little 
    room for anything else. It is a focused build and will serve anyone 
    well for a first Temple Guardian.
    **A melee weapon with passive battle extension is recommended with 
    regen per hit mods to use in between spears**
    Skill Choices (in order)
    Level 2		Devout Guardian Focus
    Level 3 	Tactics Lore
    Level 5 	Source Warden Focus or lore
    Level 8 	Armor Lore
    Level 12 	Concentration
    Level 18 	Sword or Hafted Weapons
    Level 25 	Combat Discipline
    Level 35 	Warding Energy Lore
    Level 50 	Source Warden Lore (can be 65)
    Level 65 	Constitution (can be 50)
    Skill Priorities:
    DG focus- Keep at or around your level so you can have 75 points in it 
    at level 75 to keep spears regeneration low and the available max level 
    for it high.
    Tactics Lore- Split points between tactics and DG focus in the lower 
    levels to meet mod requirements so you can fully DG combat arts quickly 
    and keep your spears damage up.
    Source Warden Focus/lore- 35 points is good for mods and you can always 
    place more points later on if needed.
    Armor Lore- 5 points to open up 2nd tier defensive skills, you can add 
    spare points here to increase max item leave and regen penalties but 
    not at the expense of mod points.
    Concentration- If you plan to make Combat Alert into a buff, pump this 
    skill so you can master it at 75 for 3 buffs. If you are content with 
    using Combat Alert as an active skill, only place one point here to 
    unlock the two buff allotment.
    Sword/hafted- This skill is mainly to increase the cast speed of 
    deathly spears ensuring you can get the attack off quickly enough. 1 
    point should be sufficient as +offensive skill mods are common on most 
    weapons/armor. If you must increase this skill, make sure available 
    mods are chosen and your defense and damage is sufficient first.
    Combat Discipline- You want to have many points in this skill to 
    increase your combat art damage (don't have to be in a combo to receive 
    the damage bonus). Best to place points here until the damage bonus 
    starts to have diminishing returns.
    Warding Energy Lore- Another skill you want to have many points in to 
    maximize your shield effectiveness. Place as many points as you can 
    here to power your shields.
    Source Warden Lore/Constitution- These skills are for flavor and extra 
    defense/damage and can be raised a lot or little only after the above 
    skills are maximized (to your liking anyways).
    Used Combat Arts (see previous sections for mods)
    T Energy Shroud (Buff) - Always active, CA level needs to be rather 
    high to absorb incoming damage and not your health.  First 2 mods are 
    priority and need be taken quickly.
    Combat Alert (activated)/Battle Aura (Buff) - Always active in combat, 
    first mod is priority; the 2nd can wait until spears are modded fully 
    and the 3rd mod (buff) can be chosen at 75 with concentration mastered. 
    CA lvl should be high for the best benefits with an average regen time 
    (below the duration).
    Passive Battle extension- Used with regen per hit items to speed up the 
    regeneration of deathly spears to keep the spears spam able. (Only 1 
    rune needed to unlock)
    Deathly Spears- Fully Modded, top Combat Art Priority. This needs to be 
    fully modded and functional as soon as possible as it is your main 
    assault. Steadily increase the combat art level which keeping the regen 
    manageable (high levels = more damage and more waves, this is needed). 
    Use in conjunction with fiery ember for maximum effectiveness.
    Fiery Ember- First 2 mods Priority, keep fire resistance penalty 
    (opponent) high with rune consumption while keeping the regen 
    manageable (can be lessened with the gold mod). Use to agro, lower 
    resistances before deathly spears.
    Untouchable force (buff) - Always active, keep level low as the buff is 
    used mainly for the slowing enemies attack speed and stun. While the 
    stun chance increases with combat art level, the regeneration penalties 
    might not be manageable with deathly spears until late game.
    Play style:
    With your active buffs running (T shroud & Untouchable Force) and 
    combat alert (or the buff) simply use fiery ember with enemies in sight 
    and they will start to gather around you, fire off deathly spears until 
    they are dead. Please note that you can move and perform other actions 
    while spears are active (even if the waves are still occurring), you do 
    not have to stand still! Use passive battle extension attacks if you 
    have regen per hit mods to ready spears for use faster.
    Bosses are the same, lower their resistances with fiery ember and spam 
    deathly spears (you won't be able to actually spam spears but keep them 
    continuously going as they regenerate).
    The Shopper
    This build is simply the above Spears/Ember Build with Enhanced 
    Perception and Bargaining instead of Constitution and Source Warden 2nd 
    skill. Shopping is a good way to obtain absorption warding energy items 
    for your t shrouds power by the way.
    Skill Choices (in order)
    Level 2		Devout Guardian Focus
    Level 3 	Tactics Lore
    Level 5 	Source Warden Focus or lore
    Level 8 	Armor Lore
    Level 12 	Concentration
    Level 18 	Sword or Hafted Weapons
    Level 25 	Combat Discipline
    Level 35 	Enhanced Perception 
    Level 50 	Bargaining 
    Level 65 	Warding Energy Lore
    Remember 5 points in enhanced perception is needed to unlock 
    Bargaining strategy (smart shopper)
    Do not throw all your points into bargaining right away, you have to be 
    a smart shopper to increase your skill. With your first point in 
    bargaining, merchants might have a few wares but mostly crap still. You 
    start off buying relics with +general skills or +bargaining, and try to 
    find 6 like that to equip. Then maybe add a few points until + 
    skill/+general skill items start showing up in the shops (you may have 
    to teleport around to reset shops). And buy the +general / +skill items 
    to augment your bargaining. The reason to go through all this trouble 
    is to save you some skill points in case they are needed elsewhere such 
    as armor lore, or more mod points etc. Once your damage, defense, and 
    mods are all desirable you can maximize the bargaining skill but try to 
    upgrade it through items beforehand.
    ********************TO BE ADDED SOON**********************
    *Why? You would ask do I not simply add them now if I have the 
    experience and the characters already played? Well quite simply I 
    didn't have enough time as I wanted this weekend to finish these guides 
    which have been a work in progress for a few weeks now. The point is 
    that these other two builds will be integrated into the Faq by the end 
    of the week and I wanted to have at least one of them on the faq so it 
    could get uploaded as soon as possible. The other two builds are indeed 
    on the way so please be patient.
    Lost Fusion/Melee
    Tri Tree 
    [VHS]   Version/History
    2009/29/11 	1.0
    -Guide Completed, Revised, & Submitted. 
    [THX]	Thanks
    -Ascaron (RIP) for this amazing game.
    -Gamefaqs and its members
    -Koremega for the insight long ago on the "absorption warding energy" 
    mod and its effect on the T energy shroud.

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