The main thing is you need to get max armor to survive the initial blast. High hitpoints helps too, but armor helps more. Best of all worlds is to get both. Getting the skill "natural armor" helps a lot on this for your leader, as it adds 20% armor. That can sometimes help you spare a potion for the other members of your group. It also argues for even the offense oriented evil sides holding onto a defense artifact, at least until level 15 when the appeal of killing guardians diminishes because their experience isn't needed anymore.
I'm not sure what the dwarf equivalent is to the other sides' ability to fight the guardian. But you can start killing guardians at fairly low levels with the right line-up of skills, items, or team members. Basically you need to paralyze the Guardian. Or whatever each side wants to call it.
Empire -- Soul Crystal (artifact, level 4 I think)
Legions -- Incubus, to petrify (level 4 again I think)
Undead -- One of your warrior choices has the paralyzing skill. So does the ghost/spectre/shade, but it doesn't stick reliably enough to kill a guardian.
I don't know if at any point it becomes available, but any side that gets a soul crystal can paralyze. And as my mage found out, it does paralyze multiples.
Guardians can give a couple thousand in experience, so it is well worth it to try them. You can gain (your level x 2) + 1 more level per "level" or whatever of the game itself, and the game becomes more fun when you do, so it's well worth the tediousness of the guardian battle to try to kill him. Doing so also sometimes gives you the spells, mana, and coin held by that faction, which is especially good for the undead and legion, whose spells for the most part cannot buff or heal them and therefore for the most part cannot even be used to fight towns, guardians, or anything not outdoors.
Post edited June 27, 2009 by Blarg