Temporal Warden
Temporal Warden | |
---|---|
Metaclass | Chronomancer |
Locked | Yes |
Starting Life | 100 |
Life Rating | +0 |
Stat Modifiers | |
Strength | +2 |
Dexterity | +3 |
Constitution | 0 |
Magic | +2 |
Willpower | +2 |
Cunning | 0 |
Contents
Description
The Temporal Wardens have learned to blend archery, dual-weapon fighting, and chronomancy into a fearsome whole. Through their use of the chronomantic arts, the Temporal Wardens seek to control the battlefield while peppering their foes with arrows or engaging in hand-to-hand combat.
Their study of chronomancy enables them to amplify their own physical and magical abilities, and to manipulate the speed of themselves and those around them.
Their most important stats are: Strength, Dexterity, Willpower, and Magic
Starting Equipment
- Iron Longsword
- Iron Dagger
- Elm Longbow
- Rough Leather Armor
Starting Talents
Talent Categories
- Techniques
- Dual Weapons (1.1 mastery, locked)
- Dual Techniques (1.1 mastery)
- Archery - bows (1.1 mastery)
- Archery Prowess (1.1 mastery, locked)
- Combat Training (1.2 mastery)
- Cunning
- Survival (1.0 mastery, locked)
- Chronomancy
- Chronomancy (1.1 mastery)
- Speed Control (1.1 mastery)
- Temporal Combat (1.3 mastery)
- Time Travel (1.0 mastery, locked)
- Spacetime Folding (1.3 mastery)
- Spacetime Weaving (1.0 mastery)
Strategy
The Temporal Warden is a hybrid melee/ranged character with a few unique tricks up his sleeve. The class is unlocked in the Temporal Rift quest in Daikara. It is considered a spellcasting class (no Zigur), as it uses the Paradox resource for many of its talents.
The Celerity skill allows them to switch between primary and secondary weapon sets instantaneously. They begin with a long sword and dagger in one set, and a bow in the other. This means the Temporal Warden can dish out ranged damage, and switch to melee weapons when monsters are adjacent, without penalty. Talents for improving both ranged and melee (dual-weapon) combat are available.
As with the Shadowblade, one of the biggest challenges confronting this class is the sheer number of options available. The Temporal Warden benefits directly from investment in 5 out of the 6 stats (everything except Cunning), and has a large number of diverse talents. This allows players to choose a balanced hybrid approach, or to specialize in either ranged combat or dual-weapon combat. The Paradox/Magic talents serve as support for either style.
Hybrid style
In the early game, focus on Dexterity. This supports damage for both the longbow and the dagger, as well as giving you a boost to combat accuracy and defense. Focusing on Strength is less important, as you have Strength of Purpose to boost it for you.
Within the combat tree, spread points around. Remember that you get diminishing returns from deep investment in Weapons Mastery and Dagger Mastery, so 1 point in each gives you more benefit than 2 points in either one, unless you decide to go with dual daggers later on. (Sticking with a non-dagger plus a dagger gives you a better variety of weapon choices. When the game gives you a lovely axe, you'll be able to use it.)
Likewise, stick a point or two into Bow Mastery to boost ranged damage. At level 4 (or as soon after that as you can), take Piercing Arrow which gives you a beam attack.
On the melee side, use Dual Strike for your first stun, and take Flurry at level 4 (or ASAP) for high melee damage.
Paradox
For the first 3 levels, you won't be doing much with Paradox. Just sustain Celerity, Weapon Folding and Strength of Purpose, and shoot and stab things.
Beginning at level 4, you get a plethora of utility talents across a wide spectrum of areas:
- Mobility (Swap and Dimensional Step)
- Defense (Probability Weaving)
- Restoration (Invigorate)
- Debuffing (Stop)
- Information (Deja Vu)
Use of these non-sustained Paradox talents will increase your Paradox resource. This is both good and bad: good because it means many of your talents will become more powerful; bad because it can lead to anomalies. You also have talents available to reduce your Paradox resource down to safer levels.
Important Notes
- As of version 1.0.0, Precognition is a bit buggy around the "return to regular timeline upon death" aspect, with some instances working properly and others giving the standard death procedure. If you Precog into a life-threatening situation, canceling the spell early (right-click its status icon) before dying can help avoid nasty surprises.
- Anti-Magicians can nullify the Precognition status despite it being listed as an "other:time" status and not specifically "magical." Regardless, if you spot an anti-magician while Precog scouting, you may want to consider canceling the ability early.
Classes
Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Warrior | Rogue | Mage | Afflicted | Defiler | Celestial | Wilder | Chronomancer | Psionic | Adventurer | Tinker | Demented |
Bulwark | Rogue | Alchemist | Cursed | Reaver | Anorithil | Summoner | Paradox Mage | Mindslayer | Adventurer | Sawbutcher | Writhing One |
Berserker | Shadowblade | Archmage | Doomed | Corruptor | Sun Paladin | Wyrmic | Temporal Warden | Solipsist | Wanderer | Gunslinger | Cultist of Entropy |
Archer | Marauder | Necromancer | Doombringer | Stone Warden | Possessor | Psyshot | |||||
Arcane Blade | Skirmisher | Demonologist | Oozemancer | Annihilator | |||||||
Brawler |