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FAQ/Walkthrough by azrealhk
Version: 1.1 | Updated: 05/20/2007
palace. Enter through the short court of the kings and into the Minoan Labyrinths. In Epic/Legendary you will find Talos, here just before the "Court of Kings". He is so bad, and first time I met him, he killed me before I knew he was there. The key is to learn the animations of his attacks, and know when to move away. Of course slowing his attacks is the best as you can avoid most of his most dangerous attacks. Stun resists is a must otherwise rebirth time. Magic users will have a slightly easier time because he is slow, and as you stay roughly away, you can dodge most of his attacks. Also there is a narrow passage between two buildings just to the W of the eastern set of steps. Talos cannot attack you there and cannot enter so you can slowly fire off you ranged attack. Also Like all automatoi, Talos seems to be susceptible to Lighting attacks. Note: In Greek mythology, Talos (alt. Talus) was a bronze automaton whom Zeus gave to Europa. In one telling he was forged by Hephaestus and the Cyclopes. According to Apollodorus and Argonautica he may have been a member of the Bronze Generation who had survived to the age of the demigods. Europa took him to Crete and he stayed there, circling the island's shore three times daily while guarding it. He threw stones at any approaching ship. Talos is said to have heated himself red-hot and clasped strangers in his embrace as soon as they landed on the island. The Labyrinths are not much of a labyrinth, and like much of TQs maps there is basically one path to go, so if you explorer all the areas, you are bound find the right way. There are many rebirth fountains (just in case you get lost), and also braziers to mark the right way. You will not get lost, but a thing to note is that there are all types of creatures here, so you are bound to met some monsters which you have difficulty with, regardless if you are a melee or ranged character. Point of note is that there are lots of groups of monsters, including 6-7 Minotaurs in groups and it is wise to proceed slowly. You know you have found the exit when you find the big metal double doors with the symbol of the Minotaur on the front. Portal back to village drop/sell etc, and buy lots of potions, because the next part is hard. Let use turn our attention back to the double doors. Once enter there is no way out (unless you die). Enter to meet the Mintoaur Lord. He is slow and so is his attack, so it is not as hard. However his attacks do a lot of damage and he has high defense and health as well and takes a long time to kill. However what is harder (and more annoying) is that there are four blade traps in the room. These do more damage than the Minotaur. I found this much easier if you destroy the traps first, as these are a pain, the Minotaur is slow so keep running and note the spots where the traps do not touch you. Once the traps have been destroyed, keep your distance and kill the Minotaur (easy), which may take some time. Do not melee because of his high defense and damage. Note: Minotaur. There was one Minotaur in Greek Mythology, and to cut a story short, King Minos, angered the God Poseidon, because he did not sacrifice a White bull to the God. The God cursed Minos's wife to fall in Love with the bull, and she gave birth to the Minotaur a half man, half bull creature. To hide his guilt (this creature), Minos built the labyrinth and put the Minotaur in it. Theseus killed the Minotaur sometime later in another story above love. That was not the hard part. Portal back, and sell loot, and stock up on potions again, as the next part is the hard part. Portal back and enter the other side to the Room of the Conduit, and proceed to the end where you will see the Big Boss (Megalesios - Telkine). He first casts a spell that will animate the statues. The statues are slow, but do lots of damage, I found physical attacks best as they seem to be immune to elemental attacks. These four are easy, so don't go heroic and waste your potions; save it for the Telkine. After you killed the statues, just in time for the Telkine to destroy the conduit to the Gods, (talk about timing). Now the Gods cannot hear the prayers of the people; anyway you still have to defeat the Telkine. The Telkine is hard, very high health and high armor, and powerful magical attacks, lightning being one, and also summons limos that will sap your life away. There is no good way of fighting and magical and physical attacks both do only a small amount of damage. I have yet to find a good way of killing it except just a long and slow process of attacking it and healing myself in the process. Melee, range and magical all do damage but very little. Kill the Telkine and talk you a guy (Kyros) who was "hiding" to update your quest. Reward: Normal: Health restored, relic,7500XP Epic: Health restored, relic,45000XP Legendary: Health restored, relic, 110000XP Leave in the newly revealed passage out into Knossos Landing and talk to Apollodorus to sail to Egypt. Note: I do not know much about the Telkines, but from my searches, they may me the Telchines or Telkhines (which I did not know about from my Greek Mythology studies). From shat I gathered they were spirits or demons which also hated the Olympian Gods. You can try the search yourself. Congratulations you are half way through Titan Quest. 2.6 The Blindness of the Gods -------------------------------------- Map areas: *Egypt* City of Rhakotis (rebirth fountain, portal) Rhakotis slums (rebirth fountain) Rhakotis Library Library Archives (rebirth fountain) Library Vault Hathor Basin (rebirth fountain) Wadjet Canyon Nile Floodplain (rebirth fountain) Village of Sais (rebirth fountain) Temple of Sais (portal) The Lower Nile (rebirth fountain) Memphis Outskirts Memphis Plaza (rebirth fountain, portal) City of Rhakotis, as you leave the ship talk to Imhotep to update your main quest (retrieve the scroll of Invocation). Talking to Imhotep after killing the Telkine seems to trigger your second extra bag in your inventory. Activate the portal and rebirth shrine and do your normal housekeeping of inventory before heading N (Rhalotis slums) to start the next part of your quest. Just before the exit is Anherru who gives you the "The family heirloom" side quest. By the way, this is Egypt and you will mean a whole set of new monsters. Side quest : The family heirloom : City of Rhakotis : Rhakotis slums The slums are an area outside the city, which doubles back to the city (on the other side). In the slums you will find a Jackelman boss; kill him to retrieve the sword. Reward: Normal: Relic shard + 6000XP Epic: Relic shard + 40000XP Legendary: Relic shard + 95000XP The slums start off NE and then turns around back to SW direction, back to the other side of the city. You will know because the name changes back to "City of Rhakotis" and you will see stone steps leading to a rebirth fountain, and a large stone building (Library). Just before the stone steps there is an alleyway (N) leading to a cave that you can visit for loot if you want. Go round the outside of the library to find the entrance and enter Rhakotis Library. Kill the few monsters around and you find Neb-ka-n-ra, who will update the main quest if you talk to him (basically the library is full monsters). Go down the steps into the Library archives. Activate the rebirth fountain, and enter. This part is full of rooms and IMHO more of a maze than the labyrinth. Find the stairs leading down to the Library vault and find the large double doors. Again advised to portal back and do some housekeeping and buy potions before enter the next area. Behind the doors is Scarabaeus , a scarab boss. He is like the guy that held that priest hostage. In other words long battle. The scarab does not move around much but does have a ranged poison attack and throws out little scarabs. The little scarabs are irritating and should be clear out. I found melee against it much more easier, as it's poison and baby scarab spawning is much less when you attack it directly. However expect to use a lot of potions. Once you killed, there is a door to the N of the room, enter to open a chest for the scroll of invocation. A passage will open up to lead to Hathor basin, the next area. Hathor basin, is a large open area, however the exit is in the general NW direction. This area is just combat training, and there is nothing much here, except some new creatures. There is a cave here that leads to a lookout area, but I am not sure what purpose it holds. The following areas you know you are going in the right direction because of the braziers (torches) You will eventually enter Wadjet Canyon and meet some traveler. One of them (Sebu) will tell you about a great monster for the side quest "The beast of legend" (worth doing because of 2 skill points reward). The area is pretty much like Hathor basin. There is a cave due N from the traveler for the side quest and the exit if due NW from the traveler at a stone bridge. Side quest : The Beast of Legend : Wadjet canyon : Wadjet Canyon The is a cave to the N, right at the end of the area, near the exit (stone bridge), the cave is reached by a small path south of the cave entrance. Enter the cave and you will eventually find the "Ancient Scorpos" which is a big scorpion (and I think it can actually stand on two legs). Anyway, he's not too tough so kill it for the reward. Reward: Normal: 7500XP, 2 skill points. Epic: 40000XP, 2 Skill points Legendary: 95000XP, 2 Skill points Exit Wadjet Canyon across the bridge into the Nile floodplains. Again the exit is to the NW direction, and the is a cave in the N direction, again leading to a lookout which does not seem to serve any purpose. The next area is the village of Sais with a rebirth fountain. There is one guy Anpu who will give you a side quest " Plight of the Nile". This one is easy, and can be done now. The exit to the village is to the N. Side quest: Plight of the Nile: Village of Sais: Village of Sais To the W of the village is a beach, follow the beach S and clear all the monsters. Go back to the village and find and talk to Makara for the reward. Easy. Reward: Normal: 8000XP and a partial charm. Epic: 40000XP and a partial charm. Legendary: 100000XP and a partial charm. Outside the village is a merchant, and further on is the Temple of Sais. You will find the portal here too. Anyway talk to the guy Thuti for update of main quest. Thuti will tell you Imoteh is not here, and also that the temple has been destroyed by another Telkine (Oh no). You will have to find Imhotep at Memphis, so off we go. Lower Nile, another big area where the exit is in the NW direction, If you want to avoid most of the stuff, just go W from the temple and follow the coast up to the exit. However if you go N you will find a "Old Kingdom ruins" and also one to the E. Side Quest: A Promethean surrounded: Lower Nile: Lower Nile To the N direction just before the exit to the Lower Nile area is a small camp. Kill the monsters and the boss and talk to Inen, a NPC you just rescued for the reward. Reward: Normal: magic jewelry, 7500 XP Epic: magic jewelry, 38000 XP Legendary: magic jewelry, 95000 XP Memphis outskirts, again this is just a big area, with lots of monsters, proceed in a general N,NW direction to Memphis. Side quest: The Lowest of the Lows: Beggars Quarter: Beggars Quarter Just before you get to Memphis there is an area Beggars Quarter, where you will find a beggar (Merab) for a side quest. Basically there is no one that is willing to protect the beggars. Kill the monsters in the following area. You will find lots of shadow stalkers. These are fast and have a fast attack, and you will find you are easily surrounded and taking a lot of damage. However the good thing is that they only have average health. Kill them all, and return to Merab for reward. Reward: Normal: Magical ring, 8500XP Epic: Magical ring, 45000XP Legendary: Magical ring, 100000XP Finally journey into Memphis (Memphis plaza). You will find Imhotep to the N next to a camel. Talk to him, and he will tell you that you need two items to cast the invocation spell; The Eye of Chaos and Hand of Balance. That will be the next part of the main quest. Reward: Normal: 8000XP, magical item Epic: 45000XP, magical item Legendary: 110000XP, magical item To the W of Imhotep you will find a priest (Zazamankh) for the "The High Priest's Request" side quest (you may need to talk to him twice). Around the place you will find "Tathari" for another side quest "The missing brother", again you have to talk to her twice. Stock up and manage your inventory for the next part. You will find a few Gates "The Gate of the Sphinx", "The Gate of the Palm" and "The Gate to Thebes" (Quest Locked) in the plaza; you have to click on them to open them. 2.7 The Invocation ------------------------ Map areas: Memphis Plaza (rebirth fountain, portal) Outer Giza (rebirth fountain) Giza Plateau (rebirth fountain, portal) The Great Sphinx (rebirth fountain) Pyramid of Khufu Fayum Passage Artisan's Quarter (rebirth fountain) Desert Waste (rebirth fountain) Sobek Plateau Canyon of Isis Fayum Desert Fayum Oasis (rebirth fountain, portal) Sandswept caves Temple of Atum (rebirth fountain) There is one exit in Memphis Plaza to the NE leading to the Outer Giza ¡V " The gate of the Sphinx", just outside of this exit is a rebirth fountain (The other available exit NW ¡V "The gate of the palm" leads to the Artisans' Quarter). This is a big area but the exit is due E between two torches, into Giza Plateau. There is a rebirth fountain here. This area (Giza plateau) is a bit difficult to explain, because there are a few places to note, and is a relatively big empty area. First the directions from the starting point (rebirth fountain). Move due E towards the red marker till you reach the entrance to a tomb. Enter it (The Great Sphinx). There are two rebirth fountains in here, one at the entrance, and the other near the "end" so to say. After you find the second fountain, keep going a bit more until you reach a set of double doors. If you are low on potions, portal back and stock up. Main quest: Defeat Pharoah's Honor guards. Through the double doors and you will meet a lot of undead, soldiers and magical users. Kill them all (they will respawn), so clear as much out as possible. Also in the room are four "obelisk" type devices, each one generates a few of the undead. However do not destroy them all. Each time you destroy one of the Obelisks, one of the big stone statues (Pharoah's honor guards) will become active (if you look closely when you destroy the obelisk you will see a ghost like creature leave the crumbling obelisk and into the statue before it comes alive). The statues are hard, and the undead gets respawned, however the statues are harder than the undead, so dealing with one big statue and some undead is better than dealing with four statues and no undead. The statues are hard because of the high damage and high health, but are slow. However they seem to be mostly immune to elemental damage as my poison, fire or cold damage seems to do hardly any damage. The best method is just hit and run because they are so slow; you get a hit or two before it raises it arm or foot to attack. Warning, its reach is quite long, so run further. This method is slow, so expect to spend some time to destroy all four. After you destroyed them all, you can open the doors on the other side of the room, don't worry the worse has passed. Click the Sphinx to get the Hand of Balance, and get an update of the main quest. Exit the Great Sphinx head due E of the "Great Sphinx" tomb (purple marker) is the Giza portal; you may want to activate it. Keep going E (red marker) you will reach a cave "Fayum passage". You now have two choices, continue the main quest or do the side quests, if you continue the main quest, just enter the Fayum passage (and skip the side quests below). If you do the side quest, I assume you do them all (three of them) as I will describe the general direction one after the other. Side Quest: The missing brother: Memphis Plaza: Giza Plateau Do not enter the cave. Instead follow the wall (SE direction) till you find another cave. Enter and kill the monsters until you find the woman's brother (Una). Talk to him, and he will say a monster has gone crazy, so go through the double doors and kill the boss (Nesy-su-neb-ef or something similar), who is basically a giant Jackal. It is fast and has high attack and fairly high health. However it is susceptible to most damage so it should not be a problem. Kill it, grab the loot in the chest, and go back out to talk to the brother. Now portal back to Memphis and talk to the woman (Tathari) to complete the quest. You should stock up on potions as well, before your portal back, and leave the cave. Reward: Normal: powerful ring, 10000XP Epic: powerful ring, 42000XP Legendary: powerful ring, 100000XP Side Quest: The high priest's request: Memphis Plaza: Pyramid of Khufu Side Quest: The Khufu's curse: Pyramid of Khufu: Pyramid of Khufu If you are following this guide, you should be outside the second cave. Proceed in a W,SW direction until you reach the pyramid of Khufu area (there is no torches of paths, the Giza Plateau just merges with the Pyramid of Khufu area). Once there it should be easy to find the big pyramid. Find the entrance, and there will be a guy ( Tekenu), who will talk about a curse to give you the "Khufu's curse" side quest. Both the quests are completed inside the Pyramid (Tomb of Khufu) so enter it. After a few rooms, you will enter a passage with three large doors. The first one has just monsters (and loot). The second (middle) one has a boss. Kill it to complete the "Khufu's curse" quest. The third room has two obelisks and lots of undead. Kill them all, click on the coffin in the middle to get "Staff o Khufu". As you are about to leave four big Liches will appear. Kill them and go back to Memphis, to complete the quest. Khufu's curse reward: Normal: 12500XP Epic: 50000XP Legendary: 100000XP The high Priest's request: Normal: relic, 9000XP Epic: relic, 42000XP Legendary: relic, 100000XP Main quest: Off we go, now depending if you took the side quests or not you should be in Memphis plaza (side quests) or Fayum Passage (no side quests). If you are in Fayum passage, just exit at the other side into "Fayum Desert". If you are in Memphis, you have two choices, one quick method, is just to portal back and go back to "Fayum passage" or the second method, which is longer but new areas for loot and XP. The second option you will see there are a set of large double doors NW ¡V "Gate of the Palm" (not the gate of the priest, but the wooden ones further along), which you can go. If you go through this set of doors then you enter into Artisan's Quarter. Keep following the general path, moving from area to area activating the rebirth fountains when you see them. I will not go into too much detail but you should pass through the Desert Waste through Sobek Plateau, and Canyon of Isis until you reach Fayum Desert. You know you are going the right way, because of the torches (and there are no other exits). You should now be in Fayum desert. You should have arrived at Fayum desert from one of the two paths described, but no matter which way you came, a little exploring and you will find Fayum Oasis (a town in the middle of Fayum desert). Enter to stock up, ready for the next part. You can talk to Menemnakht (or Pa neb) for "Caravan Woes" side quest and another guy Asri for the "A hidden treasure" side quest. Side Quest: Caravan Woes: Fayum Oasis: Fayum desert If you leave Fayum Oasis in the desert you should see a Dune Raider camp just to the north. There is a boss there. Just kill all the monsters, to complete the quest. Reward: Normal: 12000XP Epic: 45000XP Legendary: 100000XP Side Quest: A hidden treasure: Fayum Oasis: Fayum desert If you leave Fayum Oasis and proceed in a NW direction right to the edge of the area you will find a cave (Mysterious tomb) indicated by the red marker on the map. Enter it and kill everything and find the loot (treasure) for reward. Reward: Normal: 9000XP Epic: 30000XP Legendary: 65000XP In the roughly NE direction from Fayun Oasis is the sandswept caves. The cave is just a normal loot, XP cave on Normal, but on Epic or Legendary, you will find the Manticore here, just another special monster you see along the way. I would definitely avoid him, until you complete Epic, and come back. He is HELL, like all the other non-game special bosses. Not really worth losing XP over, but if you want to kill him, here is what I found. Max up on your poison resists and lightning resists, melee characters will also have Hell to deal with, so buy lots of potions. Slow enemy attacks will allow you to see his attack animation and run away faster. As for all monsters with energy based skills, have some energy drain attacks, also it seems it is also susceptible to pierce damage so boost this as well. However my best advice¡K.Leave him. To continue the main quest, stock up on potions, and exit Fayum Oasis into the desert and proceed in a NE direction until you find the Temple of Atum. There will be a single set of steps leading up to the temple. After killing some monsters you will meet NehebKau ¡V Scorpion King. This big scorpion is fast and has big attack damage. However it seems to have weak resistances so it should not be hard with potions. On harder levels, having slow monsters will be a great help. Kill it, proceed NW and get the Eye of Choas, and loot. Portal back to Memphis Plaza. Back at Memphis plaza, talk to Imhotep twice (who is at the big gates now, near the priest). The main quest is updated. Oh no, the Invocation did not work; now you cannot call the Gods for help, and have to kill the Titan(s) yourself. After the talk Imhotep says you should find the Telkine, who is seeking something, but whatever it is it must be important. Reward: Normal: 10000XP + 2 Attribute points Epic: 50000XP + 2 Attribute points Legendary: 130000XP + 2 Attribute points 2.8 A Telkein in Egypt ----------------------------- Map areas: Dahsur (rebirth fountain) The Upper Nile (rebirth fountain) Thebes Outskirts Temple of Seti (rebirth fountain, portal) Highland Pass (rebirth fountain) Place of Truth Valley of Kings (rebirth fountain, portal) Tomb of Thutmes Tomb of Amenhetep I Tomb of Amenhetep I Tomb of Amenmeses Tomb of Merenptah Tomb of Seti I Tomb of Ramses The golden gates (where the priest stands) in Memphis plaza should now be open to you. Open them and proceed into Dahshur and activate the rebirth fountain, then to the upper Nile, where near the end there is another rebirth fountain. The general direction is NW, until you reach the Thebes Outskirts. Note: There are two caves in the region, one roughly to the NW, and the other N (from the entrance to the area), they only contain monsters and loot. If you keep following the general NW direction, you will pass two huge statues, and further on is the Temple of Seti. At the Temple, you will find a portal, rebirth fountain, merchants etc here, so rest and stock up. Talk to priest guy Amen-nahte for side quest (Search for the Corrupt priest). Leave the Temple, into the Highland Pass. Side Quest: The Corrupt Priest: Temple of Seti: Meretseger Ridge At the start of the Highland pass, if you proceed E you will eventually reach the Meretseger Ridge, at the far end is a tomb, and in the tomb is Neb-kemi the corrupt priest, who is now an undead priest. He should be quite easy, especially if you have any + damage to undead. Kill him, and return to the priest at the Temple of Seti (Amen-nahte) for reward. Reward: Normal: magical weapon + 15000XP Epic: magical weapon + 50000XP Legendary: magical weapon + 125000XP To exit to the Highland pass is to the N where you will find a rebirth fountain. Proceed down the slope to the place of truth. Keep following the general direction of the map to you finally reach the Valley of the Kings, which has a portal and a merchant. In the valley you will find lots of tombs of past Pharaohs, only one is the correct Tomb. Since you are reading this walkthrough I assume you want the quick way,so I might as well tell you the correct one; Tomb of Ramses. The Tomb of Ramses is in the area to the NW of the portal (Not the Northern tomb, but further W when you hit the northern wall). Enter the tomb of Ramses. The other tombs are just XP and loot. Inside the tomb are lots of monsters but they should not be a problem. Proceed until you reach the double stone doors; you know what to expect. Portal back and stock up on potions if you need to, before entering the doors. The Egyptian Telkine (Aktaios), is just like the previous Telkine except it does not summon those life sucker Limos. However it has many other spells, including the ability to clone himself. Anyway, I found this one easier than the previous Telkine, for all my games. Maybe that is because by now I had good equipment and a lot of resistance to elemental magic. Note: My melee character that usually has problems with magic users, had no problems neither, but I did have a high damage fast weapon with a 33% slow enemy attacks, which I am sure helped a lot. I always use slow enemy enhancements for my melee weapons, it helps a lot, and stacking these means your enemy will basically be so slow that you can kill it before they even have time for first attack. For bow users this is less helpful, but instead you should look for slow movement enhancements. Reward Normal: 12000XP + 2 Skill Points Epic: 55000XP + 2 Skill Points Legendary: 140000XP + 2 Skill Points After you kill the Telkine , grab the Cuneiform Tablet and the other loot, and portal back to the Temple of Seti, where you will find Imhotep. He reads the Cuneiform tablet and discovers that the Telkine is looking for the Sickle of Kronos, a powerful weapon used by the Titans with the power even to kill Gods. To stop them you have for get the Sickle before the Telkine, and best way is to use a portal at the Temple of Hatshepsut. The N door is now open to you. 2.9 The Sickle of Kronos ------------------------------- Map areas: Hatshepsut Path (rebirth fountain) Temple of Hatshepsut (rebirth fountain) Hall of Prometheus *Orient* Gardens of Babylon (rebirth fountain, portal) Temple of Marduk(rebirth fountain) Leave the Temple of Seti, into Hatshepsut Path, and to the Temple of Hatshepsut. Enter the temple and you will find lots of monsters, and a few Dark Obelisks to make your life more difficult. The monsters are mostly undead so bonus damage to undead weapons will be useful in these sections. Keep going until you reach the Hall of Prometheus, and there are three paths. I found this area quite hard for most of my characters, maybe because there are some many monsters in such a confined space. To help you out, the correct path is to the NE. You will eventually find a room with a boss (Sand Wraith Lord ¡V Nightmare of the Desert), this one is easy (compared to the monsters you found in the Hall of Prometheus). Kill it and enter the portal and to the Orient. The Orient, Gardens of Babylon, for most new players this is where things start getting hard. This will be the first part. As well as monsters you saw before in a new form (different name and stronger, and more skills), you will meet a lot of new creatures that can be deadly to both melee and ranged characters. Activate then portal and rebirth fountain, trade and buy potions. You should see if the merchants have any better equipment, as you will need it. Talk to the Order of Prometheus guy if you want. When you are ready proceed SE, along the Gardens. The first new problem you will encounter is that you are now traveling in a south direction (SW,S, SE). In previous stages you where were moving N most of the time. TQ main screen has perspective, which means the bottom (S) is closer to you and bigger, and the N part of the screen is further away and smaller. This means the N part you can see farther and also more area than the bottom. Since now you are moving south, you have two problems; one, once you see monsters they are too close, and two, monsters see you before you see them. This is a real pain, especially later on, but too bad, you cannot change the camera angle, maybe IronLore intentionally made it this way so this last part is a lot harder. Proceed up the garden, basically zigzag up the stairs until you get to the top and the entrance to the Temple of Marduk, where you will find a rebirth fountain. I will not describe this area in too much detail. Although each level is like a maze, there is basically one entry and one exit, so there is not much to say. Just be careful and kill all the monsters, in case you have to run back. There are four levels to the temple, and on the fourth, if you proceed slowly you will see two traps by the door. You should destroy these two first (before you enter the room ahead). Once destroyed, you should stock up on potions. After destroying the two traps, you will enter a long rectangular room (there are two more traps on the other side); there is a Chimera in the middle. The Chimera is hard, high health, fast and has fire and lightning damage. For melee characters, high resistances and defense is helpful. For ranged characters, just keep dodging and watch out for the traps on the other side. Again slow down attack or slow movement is very important for these fast creatures. After you killed the Chimera, and the two traps proceed and you will find a room with a symbol, step on it to open the door if you have not figured that out yet. In the next chamber you will find an injured Feiyan. Talk to her because this triggers the addition of your third and final inventory bag. She says she is not strong enough and the Telkine almost killed her with one blow. The Telkine has the Sickle. Anyway, it's now your job to hunt down the Telkine and get the sickle back. Reward : Talk to Fei Yan Normal : Relic + 15000XP Epic: Relic + 60000XP Legendary: Relic + 145000XP Congratuations you are now 75% through Titan's Quest. 2.10 Hunt for the Sickle ------------------------------ Map Areas: Babylon Outskirts (rebirth fountain, portal) Parthian Highlands (rebirth fountain) The Silk Road Bactrian woods Amdo Region Shangshung Village Natu La Pass Natu La Ridge (rebirth fountain) Amdo Region (rebirth fountain) Chumbi Valley Tsongmo Peak Tsongmo Ice Cavern (rebirth fountain) Khantai Mountains (rebirth fountain, portal) Orkhan Valley Outer Mongolia (rebirth fountain) Mongolian Plateau (rebirth fountain) Village of Guanzhong The Great Wall Shaanxi Province Village of Zhidan (rebirth fountain, portal) Jingyang Woods (rebirth fountain) Shaanxi Fields Chang'an Outskirts City of Chang'an (rebirth fountain, portal) Welcome to the final part of TQ. Before I go into detail of the quest, let me say a few things about this level. This level is hard, and as well as the moving South direction problem, you will meet some monsters which are hard and fast, and lots of them, so ranged attackers will find that they are surrounded easier. To make things even more difficult, you will visit a lot of forests. Forests are a pain, nice graphics with lots of tall trees and foliage. This makes the game harder because even with the transparencies, you will find may places where monsters are hidden because of the tree trunks and tree tops. Before you know it you will find four or five high melee creatures surrounding you. However, if this is your first time be prepared to meet more cool monsters. General guidelines have a few weapons, some for beasts, some of undead, and have slow movement and slow attack enhancements, more than one for harder levels. Bows are best with poison/bleed and slow movement; whilst with melee find a very fast weapon (with enhance attack speed, and slow monster attack). Also make sure your resistances are high since you will find lots of monsters with various attacks. Even on Epic level I found 2x +60% damage to undead sometimes still need two hits to kill some wraith lords, so be careful. OK on to the quest. Babylon outskirts proceed to find a clearing with some villagers. Activate the portal, and stock up, and housekeep your inventory. Buy a few different types of weapons if you need to, and pump up your offense and defense and resistances. You will find Appa, for an update of main quest, saying the Telkine with a sickle passed through. Also you will find a guy (Immeru) for a side quest: The seed of Destruction. Proceed to the E to the farmlands. Side Quest: The seed of destruction: Babylon outskirts: Babylon outskirts Clear out the farmland area of all monsters, and go back and talk to Immeru for reward. Reward: Normal: 18000XP Epic: 50000XP Legendary: 145000XP Keep following the area until you reach a bridge, cross the bridge into the Parthian highlands. You will see a few NPCs, talk to them if you want, they will just say the Telkine passed this way. Keep going, you know you are going the right direction if you see bridges (cross them of course). Keep going through the "Silk road", "Bactrian woods", "Amdo region", until you reach "ShangShung village", activating any rebirth fountains you see along the way. This section is just a big battle and a glimpse of things to come. You can start to familiarize yourself with the monsters since you will see a lot more of them and in larger groups. In ShangShung Village, stock up, and also change weapons. The previous section will give you an idea of what monsters you will face and this village allows you to tweak your equipment to these monsters. Talk to Pasang Do ma for the "A gargantuan Yeti" side quest and Kilu Tam ba for "Mystery in the mountain" side quest if you wish. Go E from the village, you will come to a bridge. Continue through Natula Pass, and Natula ridge, crossing the bridges as you see them. At Natula ridge you can go E for a side quest, otherwise, proceed N to the torches and exit. Side Quest: Caravan in trouble: Natula Ridge: Natula ridge If you decide to go E you will find a guy (Gong Li) chased by some monsters, which will lead to a cave. You cannot talk to the guy yet, and he will just stand there. Go in the cave, kill everything (including the boss), grab loot, now go out and talk to the guy for reward. Rewards: Normal: Powerful Ring + 18000XP Epic: Bug : Epic/Legendary has bug which prevents you from talking to Gong Li, so this quest is inaccessible. Legendary: Bug : Epic/Legendary has bug which prevents you from talking to Gong Li, so this quest is inaccessible. The exit from Natula Ridge is to the N and eventually you will enter the other side of the Amdo region. Keep going eastwards until you reach the Chumbi Valley where there is a rebirth fountain. Keep going until you reach a bridge. If you want to continue the main quest, cross the bridge otherwise, take the following detour. Side quest update: Mystery in the mountain: Village of ShangShung: Chumbi Valley Do not cross the bridge but instead, go NW up a slope, until you see a small house, with a guy (Ang Tshe-ring). He will say something about his son going after some magical weapons or something. Go E from the guy until you reach a cave. Enter the cave and kill everything, until you find the Wraithlords and the three magical cases. You cannot open the cases. Anyway, go back to Ang Tshe-ring, and tell him the magical items are gone. That's it for this part of the quest; this quest will continue later on. Turning our attention back to the bridge. Across the bridge is a large area, with a Neanderthal village and monsters, proceed in NE direction. Tsongmo Peak. Side Quest: Mystery in the Mountains: Shangshung village: Tsongmo Peak You will meet Da-Wa Phu-ti (the son) for an update on the quest and a marker to the cave (N direction). Go to the cave and battle the monsters, with two or three Neanderthal bosses. Eventually you will exit the cave into an open area, where you will met the big boss. This boss has high health, the shock attack (which you first saw from the Cyclops, polyphemus), and some cold attacks. He is quite tough, especially with his minions swarming you at the same time. It will take some time but should be able to beat him. Melee characters have the advantage, if you have high enough defense, and stun and cold protection. Clear the minions out first if you can. Grab the loot at the other side of the area. Portal back to ShangShung village and talk to Kilu Tem-ba for reward Reward: Normal: 22000XP Epic: 55000XP Legendary: 160000XP The exit to this area is another cave further N, which leads into the Tsongmo Ice caverns and a rebirth fountain. Keep going following the steps and eventually you will meet a giant Yeti. Side Quest: A gargantuan Yeti: Snagshung village: Tsongmo ice caverns Kill it for reward. This guy is tough, so patience is the key. He can do quite some damage as well as having a cold attack. Hit and run works, but in the end should not be too difficult. Reward: Normal: 20000XP Epic: 55000XP Legendary: 160000XP Keep going until you exit the cave into Khantai Mountains, and a bit further on you will find a portal, a merchant and rebirth fountain. There is basically one path, which winds around, with two caves around the area, eventually leading into Orkhan Valley. Orkan Valley has a cave to the N that you can also visit, for XP and loot. On to Outer Mongolia (with rebirth fountain), then to Mongolian Plateau and another rebirth fountain, and keep going until you reach the Village of Guanzhong. At the Village of Guanzhong, you will meet the Yerren for the first time. They are like another version of the Neanderthals, but much more faster and deadly. They have average health, but high speed and high attack damage, all of them (melee, archers and magical users). Without saying much, try to lure them out one by one or it will be a quick death for you if you get swarmed. They are tough, so be carerful. Side Quest: Child of the Raptor: Village of Guanzhong : Village of Guanzhong Eventually you will enter a village with a woman Chang-Er. Talk to her for the quest. Go N kill the raptor,who is fast, but raptor is by itself so no minions, unless you run too far and attack other monsters. The technique is generally hit and run, use slow down weapons to slow it down. Also only run into areas you have already visited, so you do not bump into new creatures. Kill it and a child appears and run back to the Mother. Talk to the mother for reward. Reward: Normal: 23000 EXP, Magical Jewelry Epic: 55000 EXP, Magical Jewelry Legendary: 170000 EXP, Magical Jewelry Keep following the road until you reach the Great wall and a rebirth fountain. Talk to Zi Chan for the side quest "Peng problems", which you have to do anyway, because it is along you path. Side Quest: Peng problems: Great Wall: Great Wall Talk to soldier (Zi Chan) and follow the great wall, and kill all the Peng, including a boss Peng (Xiao ¡V Collosal Peng). Kill it, and continue on to the next tower, where you exit and find a rebirth fountain. Talk to the other soldier Bai Li Xi (commander) for reward. Reward: Normal: 23000 EXP, Magical Weapon Epic: 55000 EXP, Magical Weapon Legendary: 175000 EXP, Magical Weapon Keep moving SE direction until you reach the Shaanxi Province. Keep going till you reach a bridge, and eventually you will reach the Village of Zhidan. Phew. Stock up, and adjust your equipment etc. More nasty monsters to come, so keep them relics, charms, armor and weapons in tune or you will find it harder and harder. Talk to a guy (Fan ye) for quest update ¡V Telkine passed through here ¡V doh. Talk to Bao-Er for side quest "Stalker in the woods", and talk to Lu Buwei for side quest "The Wealth collector". When you have rested and tuned up your weapons and staves for maximum damage (plus a few spare in inventory for different monsters), we can proceed. N to Jingyang Woods, which you basically follow the road (you know you are in right direction when you see the torches). There are three side quests here, if you want to skip them, just follow the road. Side Quest: Lesson in Despair: Jingyang Woods: Jingyang Woods At the entrance to Jingyang Woods, just follow the west edge, killing the creatures. Eventually you will reach an area, with a guy. Kill the monsters, and talk to the guy a few times for easy reward. I am not too sure why this side quest exists, it seems pretty pointless, maybe someone can explain this quest to me. Reward: Normal: 25000 XP Epic: 60000XP Legendary: 180000XP Side Quest: Stalker in the Woods: Village of Zhidan: Jingyang Woods From the entrance of Jingyang Woods, proceed in a E/SE direction. In the forest you will eventually find a big boss tropical Arachnos (or whatever). Kill it for reward. Reward: Normal: 27000XP Epic: 70000XP Legendary: 190000XP Side Quest: A Wealthy Collector: Village of Zhidan: Jingyang Woods From the entrance of Jingyang Woods, proceed in a E/SE direction until you reach a cave. Go inside kill the monsters and get the Jade figurine from the chest, and other loot. Portal or walk back to Lu BuWei in the Village for reward. Reward: Normal: Powerful ring + 25000XP Epic: Powerful ring + 55000XP Legendary: Powerful ring + 175000XP Follow the road until you reach a bridge which faces N with a rebirth fountain on the other side. Keep going through Shaanxi Fields and to Chang'an Outskirts cross the bridges and activating the rebirth fountains. Eventually you will reach the City of Chang'An. At the entrance is a woman (Huan Ye), talk to her for a quest update. Make your way east until you reach the city. At the City talk to the soldier Ma Feibai for the side quest "The Emperor's Clay Soldiers" and the other soldier Wai Zhen for the other side quest "Terra Cottas At Large". You will also find Feiyan here, fully healed; you can talk to her for a main quest update (to talk to the Yellow Emperor) to complete this part of the main quest. Anyway, talk your time to activate the portal and re-equip, etc. Talk to Fei Yan to complete this part of the main quest. Reward: Normal: 10000XP, powerful amulet Epic: 40000XP, powerful amulet Legendary: 90000XP, powerful amulet Before you continue you can do the two side quests that are relatively easy. You will also find that there are two doors/gates that are "quest locked", you can ignore them for now. Side Quest: Terra Cottas At Large: City of Chang'an: City of Chang'an Just clear all the monsters in the surrounding areas and go back and talk to Wai Zhen for reward. Note: The door to the north of Wai Zhen has a lot of Terra Cotta soldiers, but also leads into a Palace. You do not have to go in the palace for this quest, but is in fact part of the other side quest. Reward: Normal: Magical Weapon + 26000XP Epic: Magical Weapon + 60000XP Legendary: Magical Weapon + 180000XP Side Quest: The Emperor's Clay Soldiers: City of Chang'an: City of Chang'an To the N of Ma FeiBai is an area with a lot of Terra Cotta soldiers, whose only difficulty is that they have a lot of health. Anyway, if you did the other side quest, this area will be cleared. Right at the end is a palace; enter the palace to battle the boss (Bandari ¡V terra Cotta Sorceror) . In the palace you will meet the sorcerror boss, and a lot of Terra Cotta soldiers. Melee characters will find him hard, because he will teleport if you hand-to-hand, so ranged characters have the advantage. Anyway, keep killing the terra Cotta soldiers and avoid the sorcerers spells until all the terra cotta soldiers are destroyed then kill the Boss. Talk to the Emporer spirit and then to Ma FeiBai for reward. Reward: Normal: 30000 XP, 2 Attr points, Powerful Amulet Epic: 80000 XP, 2 Attr points, Powerful Amulet Legendary: 200000 XP, 2 Attr points, Powerful Amulet 2.11 Journey to the Jade Palace --------------------------------------- Map areas: City of Chang'an (rebirth fountain, portal) Chang'an Farmland Shrine of Zhang Kui Quinba Bamboo Forest Village of Binxan (rebirth fountain, portal) Jinghe River Valley (rebirth fountain) Qiyun Ascent (rebirth fountain) Mount Qiyun The Jade Palace Jinghe wetlands On with the main quest, compared to the previous part, this part is quite short. There are two double doors that are quest locked, but the exit is a bit hard to find. If you find the SE wall of the city, you will find a section of a crumbled wall that is the exit to Chang'an Farmland. Keep following the route through an area with huts, until you reach Quinba Bamboo Forest. In the middle of the area (towards the S at a small pass) you will find a "naked" man (Ran Ju). Talk to him for the side quest "A general in repose". The exit however is a general SW direction from Ran Ju. Side Quest: A General in repose: Quinba Bamboo Forest: Quinba Bamboo Forest To the SE of the guy Ran Ju is a cave. Kill the monsters and find the chests for the reward for this quest. There are two exits to the caves; one is to the E, which leads to Shrine of Zhang Kui (monsters for XP and loot), the other leads to another exit to Quinba Bamboo Forest (SE of the original entrance to the cave). The shrine has nothing on normal level, but on Epic and legendary you will find the Dragon Lych here, have some fun and gain the XP, but beware he has skill disruption and stun attacks. Reward: Normal: 26000XP Epic: 65000XP Legendary: 180000XP Keep going in the general S direction to find the Village of Binxan. Here you will find a portal and also rebirth fountain. You can talk to guy (Xiao Yishan) for the "Hermit mage" side quest. A bridge is to the W of the village. Further on across the bridge to reach the Jinghe River Valley. The exit to the area is in the S direction, across a bridge, rebirth fountain; there is only one exit so you cannot go wrong. The next part is hard. Lots of monsters, all fast and high damage, so be prepared, I hate the next section regardless of difficulty or character. Ready? Cross the bridge (to the W of the village), some tigermen, lure them back and let the soldiers of the village help you. This is an indication of how difficult the next section is; fast tiger men, archers, and magic users, and pack leaders, high damage, lots of them and high health. See inventory tips for more information. On the other side of the bridge in the S direction you see another guy (Liu Xu), talk to him for the "Behind the waterfall" side quest. The next section is big but the general direction is SW (bad). You will meet the tiger men again, plus some dragonians (or whatever). The red ones with one blue magic caster are hard; high damage and fast casting/shooting. Avoid them if you can. You will also find more tigermen with a little camp that you have to pass through which is tough. Side Quest: Behind the waterfall: Jinghe River Valley: Jinghe River Valley Go in the W/SW direction from Lui Xu and you will find a cave, enter the cave/waterfall and kill the four (I think) shades, and return to Lui Xu for reward. Reward: Normal: Powerful amulet, 28000XP Epic: Powerful Amulet, 70000XP Legendary: Powerful Amulet, 190000XP Side Quest: Hermit mage: Village of BinXin: Jinghe River Valley Pass the bridge with the rebirth fountain, going S direction is a village, pass the village in the SW direction is a waterfall, and some tigermen. Kill the tigermen, and you will find a small shelter with some chests. Open the chest and loot to complete the side quest. Reward: Normal: 28000XP Epic: 70000XP Legendary: 190000XP Keep going S direction to reach the bridges and into Qiyun Ascent. Across the bridge is a woman (Yi shan) who will give you the "Three Sisters" side quest that is later on. Keep going crossing the bridges as you see them until you reach Mount Quyin. Across one of the bridges you will meet Yao Guai an ancient demon bull, with fire attacks, and also summon shadow stalkers. They all do quite a lot of damage, and if you are a warfare character the battle standard is useless, because they will hack it down. The bull is quite tough, because it is fast. Best players can do is to slow it down. Just make sure you have enough potions, as it can be a long battle. After you killed it, proceed N passed another bridge and into The Jade Palace. Enter the jade palace and talk to the Yellow emperor, who will update the main quest (and complete this part of the quest). He will mention the last great Titan Typhon, and where he is imprisoned. Reward: Normal: Powerful ring, 25000XP health and energy restored Epic: Powerful ring, 80000XP, health and energy restored Legendary: Powerful ring, 225000XP, health and energy restored This part of the quest is basically complete. You can take the easy way and portal back to the City of Chang'An and talk to Fei Yan to continue the quest (if so skip to next section). However you can take the slow way as described by the Emperor by following the passageways behind the palace.
Choosing the passageways means you can complete the "Three sisters side quest". If you choose the passageway you basically go through the Passageway into Jinghe wetlands, and then the NE direction through the Chang'an farmlands, and back to the City of Chang'An through one of the double doors that was previously locked. Side Quest: The Three Sisters: Mount Qiyun: Jinghe Wetlands This is a big area, and to the N/NE direction is another woman (Ru zhao) the second sister. Talk to her to update the quest, telling you the third sister is in trouble. Go E direction to a small village and kill the tigermen. The N end of the village is the third sister (Lui Hua). Talk to her, and she will explain the situation. Go back to Ru Zhao (W) and talk a few times, and then back to talk to the rescued sister Lui Hua for reward. Reward: Normal: 30000XP and magical jewelry. Epic: 75000XP and magical jewelry. Legendary: 200000XP and magical jewelry. 2.12 Under Wusao Mountain ------------------------------------- Map areas: The Jade Palace City of Chang'An (rebirth fountain, portal) Forest of the Ancients (rebirth fountain) Wusao Barrens Wusao Caverns The Obsidian Halls *Olympus* Lower Olympus Olympus Summit This is the final part of the main quest. First return back in Chang'An. The previous locked door leading to area with monsters is now open, so enter the area, and to the NE wall is the exit into the Forest of the Ancients. There is a cave to the NE but just monsters and loot. Keep going until you reach a bridge made from a fallen tree trunk. Cross it into Wusao barrens. Keep going N and up to the portal and the cave entrance. Enter into the cave (Wusao Caverns) and the scary music starts. You should keep battling and following the exit points. You will go through a few set of stairs until you reach an area with a bridge made of black shiny rock (Obsidian made from cooled down lava). There is only one exit, so keep following it till you reach the Obsidian Halls. The exit is to the E but you have to go N first then SE to reach it. You will reach a long passage with a rebirth fountain at the other side. This level the destination is also to the E but again you have to go S then NE to get there. You will find a big broken double door. You should portal back and re-equip and buy potions, if you are short. Enter and you will be just in time to see the Telkine (so that's what a Telkine looks like under the robes) release Typhon, and Typhon will enter a portal. Nothing you can do about it. Go down and kill the Telkine. This should be quite easy if your character has handled all the creatures up to now. This Telkine has a telekinetic attack that can grab rocks and throw at you as well as elemental attacks and summons some Fire sprites (with bigger health) and some kind of freeze attack. Again kill the summoned creatures first then work on the Telkine. Ranged attackers have limited room to move, and melee characters must have strong armor (or the rocks which kill you). Best attack is area attacks, which is specialty of magic users. My magic user (Earth) just ran around casting ring of fire, boring but it did the job (run + cast, run + cast, did not even need to aim). Kill it and enter the portal. ****OLYMPUS*** Lower Olympus, rebirth fountain. This is the Typhon run, in other words, the part people play (after they complete the difficulty), just to kill Typhon again and again for the magical drops. Proceed up the steps, which have probably been damaged by Typhon on it's way up. You will meet some nasty Minotaurs (and Minotaur lords), which are fast and have massive damage. Keep you distance and use the hit and run tactic (they have a range before turning back), melee is hard unless you have high health and a lot of potions. Further up you will meet the Cyclops Elders. These are easy because they are slow. Do not get hit because they do massive damage, and keep your distance because of the shock attack. Keep going until you get to Olympus summit and you met Typhon. Typhon is quite easy but he/it has some massive damage attacks, especially the fire attacks. High melee characters can just go bashing, as long as you have high resistances and damage. However watch out for the fire attack, and the frost Liches he summons. Ranged players can run around but this will take time to kill, but there is plenty of room and Typhon is slow. There are some shrines (not the statues) at the outer edge of the area, battle marker, regeneration etc. Select the ones that help you out the most. When Typhon is nearly dead, choose the Experience shrine for that extra experience boost (do not know if it multiplies the XP, but should not hurt to use it). If you are wondering the four statues of the Gods actually gives Typhon extra skills. You can destroy these if you have problems with Typhon. Each of the statues grants Typhon a power for a limited time (so no, they don't last forever, he reverts back to his flame breath/melee combo soon afterwards (probably around 10-20 seconds) unless he hits another statue with one of his other powers). Hades - Abyssal Liche Summons, Life Suction Demeter - Thorns, Ranged Poison Attack, Stone Hand (comes up and grabs you and holds you, disabling movement and attacking) Zeus - Ranged Thunder Attack Apollo - Meteors, Energy Suction Wonder why the Gods didn't come out and help me out?? Too scared??? Congratulations you have completed the TQ single player quest, grab the loot, and listen to the explanation of why you do not see the Greek Gods interfering with the lives of men anymore. Normal: 30000XP Epic: 70000XP Legendary: 300000XP >>>> END OF WALKTHROUGH <<<<< ========================================================================== 3. Items and equipment ========================================================================== 3.1 Weapons, armor and rings types -------------------------------------------- Normal and magical items have a base type e.g. bow, short sword, reinforced leggings, garland, etc. This determines the base properties of the item, such as damage range, speed. In addition they may have a quality, such as copper, bronze, iron, or in case of bows, pine ash or oak. These determine the quality of the item, for example for armor, these may affect the armor rating of the item. Finally they have magical pre- and post-fixes, eg. Pupil's simple wraps, where "simple wraps" is the base type, and "Pupils" determine the magical property. Rare, epic and legendary items normally have special names. I will not go into too much detail of each item type as there are too many. I am sure some one else will someday produce one. There are so many types of items and modifiers that it will probably require another document just as big as this one to describe. I will instead give a general outline of each type of item you will find in TQ. The descriptions below are in general for normal (white) and magical (yellow) items, damaged (grey) items can be considered to be inferior versions of normal, and rare or above have special modifiers which may sway it from the standard properties. I have listed the max requirement of each class of weapon, the max damage because damage is relative to the speed, and enemy resistances, it should be used as a guideline to see if you base damage is near the top end of the scale. Note: These requirement statistics figures are generated therefore there is some adjustment +/- depending when it was generated, therefore use figures as a rough guide only. 3.1.1 Swords/Knives: The bladed weapon and a general all round melee weapon. They have speed which range from average to very fast (sabers) and there damage is related to speed, the faster the less damage. In general they have average damage and great for single weapon melee fighters. Having slow enemy attack enhancements make swords deadly, as slowing enemy will not only decrease your damage, but also increase the damage you do, and allow poisons and bleeding to work as well. Increasing attacking speed can also be a help and can make an average speed high damage blade into a deadly high speed high damage blade. Swords also have a piercing damage percentage which should also be a consideration in choosing the right sword. Highest requirement sword: Thunderbolt, Lord Seth's Chaos blade, Thyestes' theme, Zhanlu, Theseus' Inheritance, Stymphalian Talon, Amen-Ra's magebane, Mindrazor, Pagos. Str: 307 Dex: 250 Highest damage sword: Huo Qubing's ceremonial sword (Str:307, Dex:250) Damage: 128-134 Pierce: 10% Highest Pierce % sword: Kydoimos (Str:307, Dex:250) Damage: 116-124 Pierce: 15% 3.1.2 Axes: Axes are slow to average speed melee weapons, and suited for the high damage fighter. Everything that applies to swords will apply to axes, however, the need to offset the slower speed is important. Highest requirement Axe: Erysichthon's Hunger, Persephone's Caress, The furies, Phoenix, Acheron's touch, Axe of Tereus, Cerberus's bite. Str:407 Dex:150 Highest damage Axe: Persephone's caress (Str:407, Dex:150) Damage: 188-201 3.1.3 Clubs and maces: These are average speed "blunt" axes. Their damage is also in between axes and swords. In D&D terms these items are weapons of monks and clerics, and normally has bonuses to attacking undead. However I do not think this applies in TQ. These weapons also have a "spiked" version which can increase damage inflicted by this type of weapon. Highest requirement mace: Sapros the corruptor, Scepter of Thanatos, Areithous' mace, Glacial maul, Hand of Hephaestus, Horn of Hiamat, Kraken's Fist, Orion's Mace, Prometheus' gift, Agamennon's scepter. Str: 452 Dex: 136 Highest damage Mace: Horn of Tiamat (Str: 452, Dex:136) Damage: 200-231 3.1.4 Bows: This is the only general ranged non-magical weapon (excluding the Rogue, throwing knife). They are generally very slow to slow, but because they are ranged, it is not a major factor except for fast monsters. "Over time" enhancements work very well with bows, as well as slow movement (not slow attack), as it reduced the time the monster takes to reach you, effectively increasing damage done by poison and bleed, as well as allow you to get more shots. Also increasing attack speed, will speed up the bows, as well as increasing projectile speed. Bows also have a piercing % which should be considered. Highest requirement Bow: Apollo's curved bow, Artemis' Silver bow, Atalanta's bow, Bow of Herakles, Helios' fury, Nemesis' recurve, Painweaver, Qin Warbow, Serpent wispher. Str: 136 Dex: 378 Highest damage bow: Bow of Herakles (Str:136, Dex:378) Damage: 130-154 Pierce: 25% Highest Pierce % bow: Hyksos Compound bow(Str:113, Dex:263) Damage: 55-66 Pierce: 50% Highest Pierce damage bow: Bow of Herakles (Str:136, Dex:378) Damage: 130-154 Pierce: 25% 3.1.5 Spears: Spears are the slowest of the melee weapons and tend to have high damage, to offset. They are only effective one-on-one, because the slow speed really makes it a weapon to be avoided, especially since it melee (and you will get surrounded). If you use a spear, then all information about axes apply, and also note the importance of slow enemy attack, or boost damage to get that one-hit kill. Spears also have pierce %. Highest requirement Spear: Achilles' spear, Ares' wrath, Blood of Ouranos, Fury of the Three amazons, Kwan Yin's final mercy, Onuris' spear, Peleus' ashen spear, soulharvest,Telamon's boar skewer. Str: 150 Dex: 350 Highest damage Spear: Ares' Wrath (Str:150, Dex:350) Damage: 185-216 Pierce: 30% Highest pierce % Spear: Alexander's Spear (Str:150, Dex:350) Damage: 188-201 Pierce: 25% (+26% pierce damage) Highest pierce damage Spear: Alexander's Spear (Str:150, Dex:350) Damage: 188-201 Pierce: 25% (+26% pierce damage) 3.1.6 Staff: The magic users choice. Staves generally come in three forms, cold, lightning or fire. They can also be "base" which means single base damage or have damage which is ranged e.g. 3-9 fire damage. The different types of staves, I think is generally just an indication of how much damage the staff can inflict. I do not think staves can be used as melee as it always seem to fire a magic bolt. You can add other enhancements to stave attacks, but in general using the default attack does not use up your energy (by itself). Staves are slow. Highest requirement Staff: Archon's Judgement Int: 467 Highest Fire damage staff: Hades' Scepter (Int: 464) 140 base fire Highest Cold damage staff: Fingerbone of Boreas (Int:464) 133-144 Cold damage Highest Lightning damage staff: Cadeus (Int:464) 89-190 Lightning damage 3.1.7 Shields: The important fact for shields is the chance to block, and to judge the "quality" of the shield, just look at this figure. Damage is less important and only used for characters with the defense mastery that can use the shield for attack as well. In general choose the shield with the best block chance. You would probably change your shield around once every "quarter" of the main quest as better shields start appearing. Enhancements can be anything, and pierce protection, increase armor is find, but remember do not put critical enhancements to shields, or you will loose it when you change shield. Highest requirement Shield: Abyssal Shield, Alexander's pelta,Hector's shimmering shield, Hephaestus' molten shield, Hera's shield, Priam's gate, Scale of the Black Dragon,Golden shield of Pelaron, Hades' Aspis, Spectral Defender, Crest of Taurus, Chi Gon's resolve, Athena's mirrored shield, Ancile, Venomhusk shield, Ajax' bronze tower, Achilles shield, Zeno's third paradox. Str: 407 Highest Shield block: Ajax' Bronze tower 51% of block 280 damage Highest shield damage: Achilles' shield 160 damage 3.1.8 Head gear: Head gear comes in type types, the melee class (helms) and the magic user class (garlands, circlets), where the magic user class usually has less armor and have more dependency on intelligence (as opposed to strength for melee class head gear). For head gear add enhancements which are not too critical to your character, as you will change these a lot. Highest requirement helm: Strength: Alexander's Plumed helm, Hu Qubing's helm, Dark justice of Tartarus, helm of the Nemean lion, Conqueror's brain cage, Agamemnons Deathmask, Ares' warhelm, Helm of darkness. Str: 486 Dexterity: Hesione's golden veil. Str: 150 Dex: 378 Intelligence: Archmage's diadem Dex: 150 Int: 378 Highest armor rating: Strength: Dark Justice of Tartarus, Helm of the Nemean lion, Ares' war helm, ( str: 486) 245 armor Dexterity: Assassin's shroud, Tracker's hood (Dex:364) 170 armor Intelligence: Archmage's Diadem (Int: 378) 138 armor 3.1.9 Torso armor: Similar to head gear and comes in two types, one for melee and the other for magic users. Again Torso armor is very important, and according to manual, more likely to get hit (40% chance compare to other armor which has 20% chance). Again choose best armor over anything else, as you will change this every time you have a chance. Enhancements follow the same rule, less important enhancements as you will change your torso armor a lot. Highest requirement torso armor: Strength: Abyssal Plate, Black cage of Tartarus, Alexander's cuirass, Hu Qubing's cuirass, Pelt of the Nemean Lion, Conqueror's plate, Penumbra plate, Odysseus's armor, Overlord's iron shell, Minoxian armor, Horus' refuge, Armor of Achilles, Ferrus Gnosi, Armor of Peleus, Shroud of Eirene, Verdant plate Str: 486 Dexterity: Assassin's harness, Tracker's armor Str: 150 Dex: 364 Intelligence: Archmage's mantle, Calypso's cover, Feng Zhao's meditation robes, Iris' scintillating robes, Mantle oa Amun-ra, Mindrage robe, Robe's of Sidiros Loros, Vestment of the Overlord, Dex: 150 Int: 378 Highest armor rating: Strength: Overlord's Iron shell(Str: 486) 250 armor Dexterity: Assassin's harness(Dex: 364), Tracker's armor(Dex: 364) 170 armor Intelligence: Archmage's mantle(Int: 378), Calypso's cover(Int: 378), Feng Xao's meditation robes(Int: 378), Iris' scintillating robes (Int:378), Mantle of Amun-ra (Int:378), MindRage Robe (Int:378), Robe's of Sidiros Loros(Int:378), Vestment of the Overlord (Int:378) 138 armor 3.1.10 Arm bands: Again two types, but armor is less important than for head gear and torso armor, so start considering other benefits of the item, e.g. resistances etc. I like to add enhancements such as pierce and bleeding protection to these as they are rare (compared to all elemental resistances). You should change these when you get a better item, but armor is not the major issue with arm bands. Highest requirement arm bands: Strength: Inexorable Grip of Tartarus, Abyssal bracers, Alexander's bracers, Hu Qubing's armguards, Phobos, Bracers of the Nemean Lion, Conqueror's bracers Str: 486 Dexterity: Assassin's bracers, Trackers gloves Str: 150 Dex: 364 Intelligence: Archmage's clasp, Black pearl bracklet, Braclet's of Aman-Da, Senbi's Clasp, Truesilver bracelet. Dex: 150 Int: 378 Highest armor rating: Strength: Inexorable Grip of Tartarus, phobos, bracers of the Nemean Lion, (str: 486) 245 Armor Dexterity: Assassin's bracers, Tracker's gloves (Dex: 364) 170 armor Intelligence: Archmage's clasp(Int: 378), Black pearl braclet(Int: 378), Braclet of Aman-Da(Int: 378), Senbi's clasp (Int:378), TrueSilver Braclet (Int:378) 138 Armor 3.1.11 Leggings: Again two types, the less important of the armor items, in respect to armor. Choose leggings for it's other protection properties. Once you get a decent part of leggings add so good enhancements to it, such as elemental/poison/bleed/vitality/stun/skill disrupt protection. You should not need to change these often. Also I found +xx% slow enemy attacks/movement and +xx% damage to undead/demons etc also useful on these items as they allow you to apply the enhancement to both your primary and secondary weapon. Highest requirement Leggings: Strength: Abyssal greaves, Unyielding shackles of Tartarus, Alexander's greaves, Hu Quibing's greaves, Greaves of the Nemean Lion, Conqueror's buskin Str: 486 Dexterity: Assassin's greaves, Tracker's leg guard Dex: 150 Int: 364 Intelligence: Archmage's leggings Dex: 150 Int: 378 Highest armor rating: Strength: Unyielding shackles of Tartarus, greaves of the Nemean lion, (str:486) 245 armor Dexterity: Assassin's greaves, tracker's leg guard (Dex:364) 170 Armor Intelligence: Archmage's leggings (Int: 378) 138 armor 3.1.12 Rings and amulets: You rely on these for the best protection, more than leggings, so when you find a good ring or amulet, add the best enhancements on them as you should not need to change these. They take up small amount of space, so having a few different resistance types in inventory is a very good idea. What is good? Well + all resistances, +x skills etc are the best. You are likely to keep these for a long time and once you find a good one, add some extra critical enhancements to it, and you are set. Also I found +xx% slow enemy attacks/movement and +xx% damage to undead/demons etc also useful on these items as they allow you to apply the enhancement to both your primary and secondary weapon. Ring's highest requirement: Required level 45 Amulets's highest requirement: Required level 48 3.1.13 Sets: Sets are a set of equipment, such as helm, torso, armor, leggings, armbands, weapons etc. They share the same name such as Abyssal Armor, Abyssal Plates, Abyssal greaves, Abyssal shield. Each set may have a different type of items, and different number of items. What makes sets different is that when you equip more than one item in the same set you get special bonus, and when you complete all the items in a set you get a bigger bonus on to of the special bonuses. This document sill not cover sets as there is already a good guide on TQ set items on the internet. However here is a summary of the max requirements for the types of sets found in TQ. Note: These are max stats, some sets require less requirements, but may be more suited for your character, so use it as a guideline. By no means below is the complete list of sets, but they are the top of the stats range. Strength sets: Abyssal, Tartarus, Alexander, Huo Qubing, Children of Ares, Nimean Lion hide, Conquerers canoply. Strength 486 Dexterity Sets: Assassins cover, Trackers armor. Dexterity 364 Intelligence sets: Archmages regalia. Intelligence 378 3.1.14 Best ring/amulet bonus The following is a list of best bonuses from rings and amulets. The reason why I just list from rings and amulets is because they are more flexible, in the sense that you can swap them in an out, without changing your armor or damage etc. It is much easier to store special rings and amulets for that special occasion because they take up a small amount of space. Note: The below does not include stats for "Chance of one of the following¡K." + Health 692: Aphroditre's Favor : Level 48 + % health 14%: Prokopios : Level 35 + health regen per sec +2.0 : Aeon : level 40 + % health regen +142%: Amulet of Hygeia : Level 40 + Energy +238: Shavo's Relic : Level 47 + % Energy 20%: Thoth's Mark: Level 40 + energy regen per sec +1.0: Eye of Horus : Level 45 +1.0: Celestial band : level 40 +1.0: Serenity : Level 38 + % Energy regen +98%: Ring of Gaia : Level 40 - % recharge -17%: Eye of Horus : Level 45 - Energy cost -27 : Seal of the high priest : Level 36 - Energy reserve cost -28 : Seal of the high priest : Level 36 - % energy cost 15%: Polaris : Level 40 + Str +45 : Tyrvidar's Might: Level 37 + Int +48: Archimedes Cogwheel : Level 45 + % Int 21%: Thoth's Mark: Level 40 + Dex +47: Apollo's Will : Level 45 + % dex +11% : Adroit Loop : Level 37 + offense ability +101 : Mark of Ares : Level 45 + % offense ability +10% : Adroit Loop : Level 37 + defense ability +82: Essense of Styx : Level 47 + % defense ability +11% : Adroit Loop : Level 37 + % fire resistance 62%: Eye of Flame : Level 40 + % cold resistance 111% : Tibetan Necklace : Level 38 + % lightning resistance 117%: Shavo's Relic : Level 47 + % elemental resistance 51%: Essense of Styx : Level 47 + % damage resistance 10% : Tibetan Necklace : Level 38 + % pierce resistance +53%: Chiron's Loop : Level 40 + % poison resistance +52%: Apollo's Will : Level 45 + % stun resistance 122%: Serenity : Level 38 + % skill disruption resistance +25%: Crest of Murong : Level 38 + % Vitality damage resist 39%: Myrmidon's Pendant : Level 46 + % life leech resistance 105%: Band of Souls : Level 45 + % energy leech resistance 118%: Shadowformed Band : Level 38 + % bleeding resistance +23%: Crest of Murong : Level 38 + % reduced freeze duration 100%: Frostshield talisman : Level 38 + % chance to dodge +7%: Chiron's Loop : Level 40 +7%: Shifting Beads : Level 33 + % armor 31%: Essense of Styx : Level 47 + % shield block 5%: Captain's Signet : Level 22 + Burn damage 117 over 3.0: Seal of Hephaestus : Level 45 + fire damage 21-36: Eye of Flame : Level 40 + % fire damage 71%: Seal of Hephaestus : Level 45 + cold damage 34-43: Thundrite Charm : Level 38 + % cold damage 34%: Crystal totem : Level 36 + % lightning damage 18%: Storm Eye : Level 6 + elemental damage +23 : Polaris : Level 40 + % elemental damage 46%: Shavo's Relic : Level 47 + % pierce damage +103%: Apollo's Will : Level 45 + % vitality/life leech 82%: Band of Souls : Level 45 + % energy leech 67%: Band of Souls : Level 45 + Poison damage 90-120 over 6: Venom heart : Level 22 + % poison damage 32%: Jade band : Level 26 + % Stun damage +50% : Adroit Loop : Level 37 + % attack speed +19%: Shifting Beads : Level 33 + % casting speed 90%: Cartouche ring : Level 16 + % Projectile speed +58%: Apollo's Will : Level 45 + % movement speed +19%: Shifting Beads : Level 33 - % slow movement -34% over 3: Frostmoon : Level 10 - % requirement for armor -25%: Captain's signet : Level 22 - % requirement for weapons -25%: Captain's signet : Level 22 - % requirement for shields -25%: Captain's signet : Level 22 + all skills +2: Aphroditre's Favor : Level 48 + damage +37 : Mark of Ares : Level 45 + % damage 36%: Myrmidon's Pendant : Level 46 + % damage to undead 70%: Phantom Bane : Level 33 + % less damage from undead +44%: Signet of Hope : Level 33 + % damage to demons 70%: Phantom Bane : Level 33 + % less damage from demons +44%: Signet of Hope : Level 33 + % less damage from Titans 25% : Tyrvidar's Might: Level 37 + % Energy absorption 13%: Archimedes Cogwheel : Level 45 + % Damage to Health 17%: Necklace of Harmonia : Level 45 + % experience 10% : prokopios : Level 35 10% : Loadstone : Level 33 3.2 Relics and charms --------------------------- These are little stones and stuff that can be used to add enhancements to your equipment. Only one enhancement can be put onto a single piece of equipment. Once you enhance a piece of equipment, you can only add the same enhancement to that item. When it max the enhancement, you may get a bonus. Note: Bonuses seem to be random (or character level based), so you do not get the same bonus every time you complete a relic or charm. I have listed the ones I have found, there may be more. This also means that you should complete the relic/charm before using, so that you can see the bonus you got before using it. I have also seen completed relic/charms without bonuses (boo hoo). I will list them in alphabetical order, as it is easier to reference; note that I remove the "the", so "The Valor of Achilles" is under V for Valor. Relics can be stacked up to three and charms can be stacked to five. The comp bonus is the bonus you get when you stack to the maximum number. 3.2.1 Relics --------------- There are actually three types Essences (Ess), Embodiment (Emb), Incarnation (Inc) , the difference being the power, bonus and the level requirement. Amum-Ra's Glory: armor Type Level req Health Energy Ess 12 20/40/60 20/40/60 Emb 32 40/80/120 40/80/120 Inc 44 60/120/180 60/120/180 Comp bonus : +x Health, +x Int, +x armor, +x% Lightning resist, +x% Cold resist, +x% Fire resist, +x Energy, +x% Elemental resist Ankh of Isis: rings & amulets Type Level req Health regen Ess 12 35/70/105% Emb 32 50/100/150% Inc 44 65/130/195% Comp Bonus: +x Health, x Energy Leech for x seconds, +x% Lightning resist, +x% Cold resist, +x% Fire resist, +x Energy, +x% Elemental resist Anubis' Wrath: weapon Type Level req attack damage to health Ess 12 2/4/6% Emb 32 3/6/9% Inc 44 4/8/12% Comp Bonus: +x% Damage, x Life leech for x seconds , x Fire Damage, +x% Damage to Demons, +x% Damage to Undead, x-x Damage, x% chance Stun for x seconds , x Energy Leech for x seconds, x% slower Attack Speed for x seconds, +x offense, +x% Attack Speed Archimedes' Mirror: shield Type Level req chance 50% damage reflected Ess 3 3/6/9% Emb 25 4/8/12% Inc 40 5/10/15% Comp bonus: +x% Cold resist, +x% Fire resist, +x% Lightning resist, +x% Pierce resist , +x% Poison Resist, +x health , +x Str, +x% x-x Pierce retaliation, +x% armor, DA,+x% Life Leech retaliation Artemis' Bowstring: Bows Type Level req Pierce damage Attack speed Ess 3 3/6/9 2/4/6% Emb 25 6/12/18 3/6/9% Inc 40 10/20/30 4/8/12% Comp Bonus: +x% Damage, x Poison Damage for x seconds, x-x Damage, +x% slower Attack Speed for x seconds, +x Dex, +x offense, +x% Attack Speed, x-x Pierce Damage Code of Hammurabi: rings & amulets Type Level req Intelligence Ess 18 6/8/12 Emb 36 9/18/27 Inc 48 12/24/36 Comp Bonus: +x% Int, -x% recharge, +x% Lightning resist, +x% Cold Resist, +x% Fire resist, +x Energy, +x% Elemental resist Dionysus' Wineskin: rings & amulets Type Level req Damage resist Health Ess 3 2/4/6% 15/30/45 Emb 25 2/4/6% 40/80/120 Inc 40 2/4/6% 75/150/225 Comp Bonus: +x defense, +x health, +x Str, x% chance Stun for x seconds, +x% armor, +x% Cold Resist Djed of Osiris: weapon Type Level req damage to undead Ess 12 7/14/21 Emb 32 12/24/36 Inc 44 16/32/48 Comp Bonus: +x% Damage, x Life leech for x seconds, x Fire Damage, +x% Damage to Demons, +x% Damage to Undead, x-x Damage, x% chance Stun for x seconds, x Energy leech for x seconds, x% slower Attack Speed for x seconds, +x offense, +x% Attack Speed Domain of the Dragon-Kings: armor Type Level req Fire resist Ess 18 8/16/24 Emb 36 10/20/30 Inc 48 12/24/36 Comp bonus: +x Health, +x armor, +x% armor, +x Dex, +x% Life regeneration, +x Energy, +x% Elemental resist Golden Fleece: armor (body) Type Level req - Energy cost Ess 3 5/10/15% Emb 25 7/14/21% Inc 40 10/20/30% Comp Bonus: +x Int, +x Defence, +x health , +x% Lightning Resist, +x% Cold Resist, +x% Fire Resist, +x Energy, +x% Elemental Resist, -x% recharge Guan-Yu's Grace: armor (body) Type Level req Defense ability Chance to dodge Ess 18 5/10/15 2/4/6% Emb 36 10/15/20 3/6/9% Inc 48 15/30/45 4/8/12% Comp Bonus: +x Defense, +x% Attack Speed, +x armor, +x Dex, +x% Movement Speed, +x% Pierce Resist Hecate's Crescent: rings & amulets Type Level req Energy Energy regen Ess 3 2/4/6% 20/40/60% Emb 25 3/6/9% 30/60/90% Inc 40 4/8/12% 40/80/120% Comp Bonus: +x Int, x Energy leech over x seconds, +x% Lightning Resist, +x% Cold resist, +x% Fire resist, +x Energy, +x% Elemental resist, -x% recharge Herakles' Might : armor Type Level req Strength Ess 3 4/8/12 Emb 25 8/16/24 Inc 40 12/24/36 Comp Bonus: +x% Damage, +x armor, -x armor over x seconds, +x% Pierce Resist, +x Defense, +x health, +x Str, x% chance of Stun for x seconds, x% Attack Speed for x second, +x Offense Jade Emperor's Serenity: armor Type Level req Lightning resist Ess 18 7/14/21% Emb 36 10/20/30% Inc 48 15/30/45% Comp Bonus: +x Health , +x Int, +x armor, +x% armor, +x% Lightning resist, +x% Cold resist, +x% Fire resist, +x Energy, +x% Elemental resist Li-Nezha's Guile: armor Type Level req Dexterity Ess 18 6/12/18 Emb 36 9/18/27 Inc 48 12/24/36 Comp Bonus: +x defense, +x% Attack Speed, +x armor, +x Dex, +x% Movement Speed, +x% Pierce resistance Monkey King's Trickery: rings & amulets Type Level req reduced Element skill disrupt res 4s resist protection Ess 18 2/4/6 2/4/6% 5/10/15% Emb 36 3/6/9 2/4/6% 8/16/24% Inc 48 4/8/12 2/4/6% 12/24/36% Comp Bonus: +x defense, +x armor, +x Dex, +x% movement Speed, +x Int, +x% Pierce resistance Prometheus' Flame: weapon Type Level req Fire Dam Burn over 3s Ess 3 5/5/5% 9/18/27 Emb 25 10/10/10% 18/36/54 Inc 40 15/15/15% 30/60/90 Comp Bonus: +x% Damage, x-x Fire Damage, +x% Fire Damage, +x% Damage to Demons, x-x Damage, +x% Fire Resist, +x% Slow Attack Speed for x seconds, +x offense, +x% Attack Speed Set's Betrayal: armor Type Level req Pierce damage 33% of x pierce retaliation Ess 12 6/6/6% 7/14/21 Emb 32 9/9/9% 9/18/27 Inc 44 11/11/11% 13/26/39 Comp Bonus: +x% Bleed, +x armor, +x Int, +x Dex, +x defense, +x offense, x Life leech for x seconds Shen-Nong's Dark Medicine: weapons Type Level req Poison over 5s Reduce resist 5s Ess 18 15/30/45 4/8/12% Emb 36 25/50/75 5/10/15% Inc 48 35/70/105 6/12/18% Comp Bonus: +x% Damage, +x% Poison damage, x-x Damage, x% chance Stun for x seconds, x% slower Attack Speed for x seconds, +x offense Udjat of Horrors: armor Type Level req Armor Ess 12 4/8/12 Emb 32 7/14/21 Inc 44 10/20/30 Comp bonus: +x armor, +x% Cold resist, +x% Fire resist, +x% Lightning resist, +x% Pierce resist, +x% Poison resist, +x defense, +x% armor Valor of Achilles: weapon Type Level req Damage Attack speed Ess 3 5/5/5 4/8/12% Emb 25 15/15/15 5/10/15% Inc 40 25/25/25 6/12/18% Comp Bonus: +x% Damage, +x Dex, x Reduce armor for x seconds , x-x Damage, Stun, x% slower Attack Speed for x seconds, +x Str, +x Offense , +x% Attack Speed, x% chance Stun for x seconds Yeng-Lo-Wang's Bloodletting: weapon Type Level req Bleed over 3s Bleed damage Ess 18 15/24/36 4/8/12% Emb 36 21/42/63 6/12/18% Inc 48 36/72/108 8/16/24% Comp Bonus: +x% Damage, x Life leech for x seconds, x-x Fire, +x% Damage to Demons, +x% Damage to Undead, x-x Damage, x% chance Stun for x seconds, +x% slower Attack Speed for x seconds, +x offense Zeus' Thunderbolt: weapon Type Level req lightning Dam Lightning dam Ess 3 5/5/5% 1-7/2-14/3-21 Emb 25 10/10/10% 3-12/6-24/9-32 Inc 40 15/15/15% 6-15/12-30/18-45 Comp Bonus: +x% Damage, +x Cold Damage, x-x Lightning Damage, +x% Lightning, x-x Damage, x% chance Stun for x seconds , x Energy Leech over x seconds, x% slower Attack Speed for x seconds , +x Dex, +x offense, +x% Attack Speed 3.2.2 Monster charms --------------------------- Type: N= normal, E= Epic, L=Legendary Level = level required Bat fangs: weapons Type Level Life leech over 3s N 3 3/6/9/12/15 E 25 6/12/18/24/30 L 40 9/18/27/36/45 Comp bonus: +x% Damage (Physical), x-x Fire Damage, +x% Damage to Demons, x- x Damage (Physical), x Energy leech over x seconds, +x% slow Attack, +x offense, +x% Attack Speed Boar hide: armor Type Level Armor N 3 1/2/3/4/5 E 25 2/4/6/8/10 L 40 3/6/9/12/15 Comp Bonus: +x% Resist Cold, +x% Resist Pierce, +x defense ability , +x armor Demon Blood: rings & amulets Type Level vitality dam resists% Stun resist % N 5 5/10/15/15/15 5/10/15/20/25 E 25 7/14/21/21/21 7/14/21/28/35 L 40 10/20/30/30/30 10/20/30/40/50 Comp Bonus: +x% Stun resistance, +x% Fire resist, +x% Elemental resists, +x% Damage to Demons, +x% vitality damage resists, +x% energy leech resist, +x offense Diseased Plumage: armor Type Level Poison damage % N 5 2/4/6/8/10 E 25 3/6/9/12/15 L 40 4/8/12/16/20 Comp Bonus: +x% Poison damage,+x armor, +x Dex, +x Offense, +x Defense Hag Skin: armor Type Level Pierce resist % dexterity N 12 6/6/6/6/6 2/4/6/8/10 E 32 8/8/8/8/8 3/6/9/12/15 L 40 10/10/10/10/10 4/8/12/16/20 Comp Bonus: +x armor, +x% Fire resist, +x Dex, +x% Pierce resist, +x defense, +x% armor Lupine claw: weapons Type Level Pierce damage N 12 2/4/6/8/10 E 32 4/8/12/16/20 L 44 6/12/18/24/30 Comp Bonus: +x% Damage, +x Pierce Damage, +x% Damage to Demons, +x% Attack Speed, x-x Damage, +x Energy Leech over x seconds, +x% Slow attack for x seconds, +x offense, +x% Attack Speed Mechanical Parts: torso armor Type Level Total speed % Strength N 10 1/2/3/4/5 0/0/0/0/0 E 25 2/4/6/8/10 0/0/0/0/0 L 40 2/4/6/8/10 3/6/9/12/15 Comp Bonus: +x armor, +x Str, +x Dex, +x Offense , +x Defense, +x% armor Peng Claw: weapons Type Level Damage N 18 1-4/2-8/3-12/4-16/5-20 E 36 3-7/6-14/9-21/12-28/15-35 L 48 5-9/10-18/15-27/20-36/25-45 Comp Bonus: +x% Damage, x-x Pierce Damage, +x% Attack Speed, +x Dex, -x armor over x seconds, x-x Damage, x Energy leech over x seconds, x% slower Attack Speed for x seconds , +x offense Pristine Plumage: armor Type Level poison resistance% N 3 4/8/12/18/20 E 25 6/12/18/24/30 L 40 8/16/24/32/40 Comp bonus: +x Defense ability, +x armor, +x Dex, +x offense ability, +x% Resist Poison Raptor tooth: rings and amulets Type Level damage % N 18 2/4/6/8/10 E 36 3/6/9/12/15 L 48 4/8/12/16/20 Comp bonus: +x% Damage, x-x Pierce Damage, +x% Attack Speed, +x offense , +x Str, -x armor for x seconds, x-x Damage, x% slower Attack Speed for x seconds, +x offense Rigid Carapace: shield Type Level pierce resistance % N 12 4/8/12/16/20 E 32 6/12/18/24/30 L 44 8/16/24/32/40 Comp Bonus: +x% Energy leech resist, +x% Fire resist, +x% Stun Resist, +x% Pierce resist , +x Health, +x Str, +x% armor, +x defense Saberclaw: Saberlions: shield Type Level Bleed over 3s N 18 9/18/27/36/45 E 36 15/30/45/60/75 L 48 21/42/63/84/105 Comp Bonus: +x% Damage, x-x Pierce Damage, +x% Attack Speed, +x% Bleed, +x offense, x-x Damage, x Energy leech over x seconds, x% slower Attack Speed for x seconds Spectral matter: rings & amulet Type Level energy leech over 2s energy leech resist % N 5 6/12/18/24/36 10/10/10/10/10 E 25 10/20/30/40/50 15/15/15/15/15 L 40 16/32/48/64/80 20/20/20/20/20 Comp Bonus: +x% Energy drain, +x Int, +x% Damage to Undead, +x Energy, x Energy leech over x seconds Turtle shell: shields Type Level Shield block % shield recovery time % N 3 1/2/3/4/5 -5/-5/-5/-5/-5 E 25 2/4/6/8/10 -10/-10/-10/-10/-10 L 40 3/6/9/12/15 -15/-15/-15/-15/-15 Comp Bonus: +x% Pierce resist, +x Health, +x Str, +x% armor, +x defense , +x Str Venom sacs: weapons Type Level Poison over 5s N 8 6/12/18/24/30 E 25 14/28/42/56/70 L 40 23/45/68/90/113 Comp Bonus: +Offense , x% chance Stun for x seconds, -x Reduce reduced armor for x seconds, x Poison Damage for x seconds, -x% slower Attack Speed for x second, +x% Poison Vile Ichor: rings & amulets Type Level Vitality vitality Damage % damage N 12 2/4/6/8/10 5/5/5/5/5 E 32 3/6/9/12/15 7/7/7/7/7 L 44 4/8/12/16/20 9/9/9/9/9 Comp Bonus: +x offense, x% Stun for x seconds , +x reduce armor for x seconds, +x Poison over x seconds, +x% slower attack for x seconds Viny growth: armor Type Level health regen % N 18 10/20/30/40/50 E 36 15/30/45/60/75 L 48 20/40/60/80/100 Comp Bonus: +x armor, +x health, +x% health regen, +x% Pierce resist , +x defense, +x% armor Yeti Fur: armor Type Level Cold damage % Cold resist % N 18 5/5/5/5/5 4/8/12/16/20 E 36 5/5/5/5/5 6/12/18/24/30 L 48 5/5/5/5/5 8/16/24/32/40 Comp Bonus: +x armor, +x% Resist Cold, +x Str, +x defense , +x% armor, +x health 3.3 Shrines ------------ Shrines have different properties are depending where your are. 1: Between the start and Megara which I will call Greece1 2: After megara to the end of Greece which I will call Greece 2 3: Egypt 4: Orient 5: Typhon The following are shrines which have the same properties throughout the game, regardless of location or level of difficulty. Battle Shrine: +100% physical damage; +75% elemental damage; +60% attack speed; +5% movement speed. Duration: 60 seconds Shrine of Healing instantly refills health Regeneration shrine regenerates health/energy at 7% per second (8 meter radius). Duration = 40 sec Shrine of Experience increases experience gained by 50%. Duration: 60 sec Energizing Shrine increases energy regeneration rate by 800% The following are shrines that are dependant on location and level of difficulty: Frostbite: Each hit xx cold/slowing per second, for 6 seconds. Total speed slowing = 75%. Duration = 60 sec. Thorns: Xx bleeding damage per second, for 3 seconds. Duration = 60 sec Mastery: Xx bonus to all skills. Energy cost reduction = 25%. Duration = 60 sec The following are the "xx" numbers for the above shrines Normal: Shrine Type Greece1 Greece2 Egypt Orient Typhon Frostbite 8 15 20 25 6 Thorns 11 17 24 32 13 Mastery 4 4 6 6 n/a Epic: Shrine Type Greece1/2 Egypt Orient Typhon Frostbite 33 40 45 17 Thorns 47 53 67 35 Mastery 8 8 8 n/a Legendary: Shrine Type Greece1/2 Egypt Orient Typhon Frostbite 50 55 60 31 Thorns 86 93 106 65 Mastery 10 10 10 n/a 4. Monsters --------------- Monsters in TQ, come in three forms. Normal spawned creatures, those you see running around all over the place. You can ignore these if you wish. Special creatures. Special creatures that have a name, and not really part of the quest. They tend to be unique and have special powers e.g. Polyphemus. You can ignore these if you wish but they normally have high XP when killed. Special bosses and minions. These are special unique characters that have special names and are part of a quest or side quest. If you do not kill these, you will cannot proceed with main quest or complete a side quest. Normal monsters, have a type, e.g. Beast, Undead, etc which determines their type. In addition to the type you will have the creature species, e.g. Satyr, Centaur. Each species will have a class that determines its mode of attack (some creatures do not have a class, such as carrion crows). Finally some have a skill level e.g. Elite, Veteran etc. Examples: Beastman: Dark Satyr - shaman Beastman: Dark Satyr - Soldier Beastman: Dark Satyr - Veteran peltast Spawn monsters are character level related as well as setting e.g. Greece, Egypt, Orient, so sometimes it is more difficult and sometimes not. As some monsters are random, I will describe some monsters roughly in the order you will meet them. You may encounter them on your journey, or you may not. Also, in regards to health and attack, both are described relative to the approximate level you met them, e.g. ratmen have can do some damage to a low level character, but by the time you met them you damage and defense should make them easy. Types are as follows: Beasts: General wild creatures; birds, hyenas, boars etc. Beastmen: Half man half beats; satyrs, centaurs, ratmen etc. Construct: These are monsters made from inorganic matter e.g. Automatoi, statues. Demons: Creatures of the underworld e.g. sprites, orthus etc. Devices: These are traps, standards etc. Insectoid: Insect type creatures e.g. spiders, mantids, scorpions etc. Magical: Mythical characters (and unclassed) monsters e.g. Cyclops Plant: Plant creatures e.g. Quill Vines, bog dwellers etc. Undead: Creatures of the spirit realm e.g. skeletons, Liches, wraiths, zombies etc. You may find items which allow you to do special damage to specific types of monsters (e.g. +30% damage to undead), or skills which do the same e.g. Hunting ¡V Call of the Hunt which give +33% damage to beasts and beastmen. 4.1 A troubled village --------------------------- Carrion crows: Beasts : Fast, not much damage but once in a group they can give you a good pecking. Low HP makes them easy. Ravenous boars: Beasts :Don't be fool by their appearance, these are fast mothers, and can surround you quickly. They have average damage but once they surround you, your health goes down quickly. They also have a good amount of health. Sometimes drop "boar hide" for your armor enhancements. Satyrs: Beastmen : Average speed; generally low health, and low speed. Damage is low but spell casters can be a pain. Ravagers have higher health but should not pose a bit problem. 4.2 Spartans at war ------------------------ Awakened dead: Undead : They appear from the ground. These are pretty fast but have low health, but the spell casters can be a problem, having damaging attacks and higher health. Watch out for the frost Liches; some ice protection would be nice. Captains can have damaging attacks. Note: I have read somewhere skeletons are immune to pierce damage. Brush Harpies: Beasts : Just a larger version of a crow with more health. Should not be a major problem, as at most only two or three. Cave Bats: Beasts : Just like carrion crows, but you find them in caves. They may also drop Bat Fang charms. Centaurs: Beastmen :These are fast and can deal some damage. However their damage is average as well as their health. But hard to outrun, making range attacks quite hard. Elders have more health and have some warfare skills. Eurynomus: Demon : These are like little goblins. They have average speed, and low health making them easy targets. Festering zombies: Undead : These are slow, with average health. Easy to pick of at range because they are so slow, even the captains are pretty easy. Releases poison gas when killed. Plague birds: Beasts :Just like crows but leave a trail of poison when move as well as release poison when killed. Zombies: Undead : These are slow undead monsters, which average health but a high damage. Because they are slow, they should not be a big problem. 4.3 The words of the Oracle ---------------------------------- Arachnos: Insectoids : Spiders, large and small. Some are average speed, like the drones, and the little ones are quite slow. They all have relatively low health, even spell casters so they can be easily killed. Their armor is great for an early warrior too. Sometimes drop "venom sacs" for your weapons enhancements. Arachnos Minions: Insectoids : These as small spiders that usually accompany an Arachnos. They should not pose much of a problem. Baleful Arachnos: Insectoids : These are just bigger version of Arachnos, with higher health, and more damage. Magenta in color. Cavern crawlers: Insectoids : Just like Arachnos minions, they are pretty easy to kill, but has a special magic attack (red mist, maybe life leech, or fire damage) Coastal Icthians: beastmen : These lizards are fairly fast, and can deal some damage. The spell casters are a real pain. They have higher health and seem to be able to heal, making killing them quite a long process. Dark Satyrs: Beastmen : Upgraded satyrs and just as easy to kill. Exhumed dead: Undead : Upgraded version of Awakened dead. Fen Icthians: Beastmen : These are the swamp equivalent of the coastal Icthians. Highland Centaur: Beastmen : Just an upgraded centaur, can be just as deadly, so be careful around these. Maenads: Beastmen : fast but very low health (you should have good damage by the time you met them). Average damage making them quite easy, contrary to mythology. Orbed Weaver: Insectoid : These look like large black widows (except they are not black). They have a ranged attack which shoots sticky web, but apart from that they are pretty harmless. Orthus : Demon : These are large demon like dogs and are pretty fast, with high damage and average to high health. Their speed makes them quite dangerous, and also has a flame surge attack. They are nasty when a few surround you, so try to kill them individually. If you are a melee character, hit them a few times, and move off, as they will most likely use their flames surge attack, and go back and hit them again, repeat. Rock Harpies: Beasts : Upgraded Brush harpies, can be a bother to get rid of, but not too bad. Ratmen: Beastmen : They are fast, but apart from that nothing special. They are hard to outrun so they may pose some problems for ranged attacks. Low health, and attack makes them easy. Salt spitters: Beasts : Slow but they have high armor and health, so even though they move a snails pace, you are in trouble if you get surround by a few of them. Sometimes drop "turtle shells" for your shield enhancements. Wraiths: Undead : They appear from the ground/sea. Slow, with slow speed, but can deal some damage. Should be picked off at range. Melee fighters should handle one or two at a time. 4.4 The source of the monsters -------------------------------------- Boarmen: Beastmen : These are bad; I met one or two first in the monster encampment and then four in the Athens battlegrounds. They are big and fast, and have high damage and health, as well as a lightning attack that saps your health. They should be easy one on one, but I encountered them with a group of other fast monsters. I used melee that dealt with them quicker but used a lot of potions in the process. Catacomb crawlers: Insectoids : Upgraded cavern crawlers. Crag Harpies: Beasts :The upgraded brush harpy. Deadly Orbed Weaver: Insectoids : Same as the orbed weavers, just upgraded. I think these slow you down when you walk over them. Desecrated dead : Undead : Upgraded skeletons. Again nothing special, but more health, and seem to have more magical resistances. Dusky boars: Beasts : Upgraded Ravenous boars. Gorgons: Beastmen : These have average attacks, although again magic users cause problems if your resistances are low. They are slow so they should not be any problem. The magic users have quite high health and tend to stay behind. I used my bow that had about 70 damage over 6 sec, shot them and ran off, and let the poison do its work. After about three shots they died from the poison. This is a slow method but it is effective. The bow works great with Centaur elders as well, but you have to keep running with centaurs. Limos: Demon : These are fast , life leeching creatures, with relatively high health. This is one monster which I find difficult both as melee because of life leech, and as range because of the speed. Malevolent Arachnos: Insectoids : These are just bigger version of Arachnos, with higher health, and more damage. Grren in color. Mountain Satyrs: Beastmen : Next upgraded satyrs and just as easy to kill. Mud spitters: Beasts : An upgraded version of the salt spitter turtles, just more health. Scrawny Ratmen: Beastmen: I think just a tougher version of the normal ratmen. 4.5 The Order of Prometheus ------------------------------------ Just a few new monsters to add to the Greek setting. Automatoi: Theses are in sense robots, and they are slow. The do average damage, but have high armor and health. I had a bow with burn and poison damage, which seemed effective. Because they are slow, you can easily pick them off. They seem to be susceptible to lightning attacks. Minotaur: These have high health, and pretty big damage, but average speed (they have a charge skill which makes them quick). You can get surrounded by them easily so best to kill them one by one. Orbed Brood mother: These are orbed weavers and pretty similar. I do not know if they have any special attacks because they are easy to kill. 4.6 The Blindness of the Gods -------------------------------------- Egypt and a whole new set of monsters. Bone scarab : Insectoid : These are like small beetles, and are quite fast, but have low damage and low health. They can be a problem with later difficulties, because of their numbers (small so more can surround you).
Colossal Scorpion : Insectiods : These are big scorpions, they have higher health, and because of their size, they are still slow, and you can get a few ranged shots before it gets close. Crypt worms : These are maggot like creatures, and there are two types, a smaller type and a large type. The large type have a bite which can do some damage, but are slow, and no ranged attack. The small ones are opposite, they have a ranged poison attack, which can be deadly, and limited short range attack. Dark Obelisk : Device : This is the only "spawning" object you will mean. They are like a small pillar and have the power to spawn hideous plasma, which are a pain. If you do not destroy these, monsters will keep spawning. Once the obelisk is destroyed all monsters created by the Obelisk will be destroyed as well. It is best to destroy the obelisk rather than destroy the hideous plasma. However in later difficulties, this may be difficult. Desert crones : Beasts : These are just like harpies of the desert. There is another variant the sandwing, but I cannot really tell the difference between the two. Desert Hag : another sandwing/desert crone type. Just the same, I cannot tell the difference. Desert witch : Beasts : Just like the desert crone, but with magical powers. Usually one in the midst of a few desert crones and sandwings. Desiccated dead : undead : These are the next type of undead. They look like mummies. They are slow, and do not cause as much problems are skeletons. Diseased vultures: Beasts : the carrion crow of the desert. Dune raiders : Demons : They are fast monsters, and have mounted and trapper types which makes them dangerous. Their health is average, but the common "soldier" type has a funny spin attack which is fast and can do some damage. Embalmed dead : Undead : Another type of Dessicated dead, again slow, and looks like a mummy. Should not be a problem. Gruesome bone scarab : Insectoid : These are big beetles and can do a bit of damage. But they usually appear as a single one, in midst of groups of the smaller less deadly bone scarab beetles. Hideous plasma : undead : These are glowing skeletons spawned by Dark Obelisks. They have high health and fast. They have physical and magical attacks and can be a big problem. It is best to ignore these and concentrate on the dark obelisk, as destroying the Obelisk will destroy all the hideous plasma it spawned. However in harder difficulties, you can either avoid it, or lure the hideous plasma away, destroy it, and run back for a few more shots at the obelisk. Repeat until the Obelisk is destroyed. Hyena beasts : Beasts : They are the boars of the desert. They are fast and have a bite attack that can do some high damage. Jackalman : Beastmen : Just like ratmen, pretty fast but easy to kill off. Poisonous Scorpions : Insectoids : These ware scorpions with a melee poison attack. They only have average health and average speed. Reptilians: Beastmen : These are big lizards; they are not very fast, but some Centurions or above have high health and big attacks. Magic, poison, burn attacks seem to work well. Melee is possible but they have high defense, and a pretty strong attack. Magic users are again a pain. The huge Centurions drop armor with high armors suitable for none fighter characters (require high intelligence). Sandwings : Beasts : Equivalent to the lower level harpies. They have a funny 360 degree vertical flip attack which can do some high damage. Salivating Hyena Beast: Beast : I cannot confirm this type, but it seems to be just a normal Hyena beast. I just saw it in the midst of some dune raiders and Hyena beasts. Shade : undead : These are like ghosts, or spirits, they are quite fast and can surround you very quickly. They also have magic user types, and when mixed together can be a big problem. However on the positive side, they have low health so they can be easily killed. Shadow Stalkers: Demons : Fast, with fast attack, but average health. The attacks can do quite some damage, and also can enter "shadow" state with cannot be attacked (but they cannot attack you neither). They are very dangerous because of high damage and speed. Stygian Scorpions : Insectoid : These have low health, but have a poison attack, some larger scorpions have medium to high health. Tomb Guardian ¡V Hound of Annubis : Undead : Mummified dogs/jackels. They are just like hyenas but of the undead class, so probably has some resistances normal beasts do not have. Again these can be quite fast and have high damage so be careful. Tomb rot: Magical : These are magical creatures, and are pretty slow. They have medium health and a poison ranged attack, which is quite fast. Not too difficult. 4.7 The Invocation ------------------------ Ant Lions: These look like giant lice. Really big and quite fast, average health but do massive damage. However they only operate within a small area, which makes killing them easier, and no ranged attacks. Blood wing : Beast : Just like harpies or desert crones etc. They can be fast and pretty nasty if you are surrounded. Fire beetles: Insectoids :There are lots of these and they have quite high defense and health (especially the bigger ones). They are quite fast (not very), and have melee and ranged fire attacks. However they should not be difficult. Magma beetles : Insectoids : These are big beetles, and quite fast. They have a flame surge attack which can be dodged quite easily. I found these actually easier than the smaller fire beetles, although they should be bigger and harder. This is because they only spawn singly on a group of fire beetles and lack a proper long range attack. Revolting Zombie : undead : The upgraded zombie, again poisonous gas when killed. They are very slow, but best to clear them out as their attack damage is quite high. Sandwraiths : Demons : These are strange wraiths which come out of the sand. They seem to be bound by a small area, and will not go very far from where they spawned. They have ranged magic attack and close range melee attack. They are fast, but should be easy to kill, but be careful when surrounded. Scorpus : Insectoids : two legged scorpions? These are quite fast and have high damage. However they have average health and susceptible to all forms of damage so you should be able to take them out easily. However because if you get surrounded or your health will be quickly reduced by three or four of these. 4.8 A Telkein in Egypt ----------------------------- Gilded Dead : undead : The next upgrade in skeletons. Just general skeletons, fast and archers are a real pain. Nothing new. Sandstone Guardian : Construct : You met these before in the pyramid of Khufu. This time they are the smaller non boss version. Again due to their slow speed, you should not have problems. Scorpus Manslayer: Insectoids : You may have met these earlier. These are larger scorpus, just as fast and a lot more damage. These are quite nasty, probably one of the nasty ones at this level, kill them first, before they kill you. 4.9 The Sickle of Kronos ------------------------------- Another set of whole new monsters. Chintinous Mantids: Insectoids : These bugs are bad. They are fast and can deliver high damage. They are so fast that you will be surrounded very quickly. The only advantage is that they only have average health and lower resistances. Creeping slime : Magical : This is an upgraded tomb rot. The slug like monsters that have at slow ranged attack. Again, theses should not pose any difficulty. Fire sprites: Demons : fast little creatures with fire based attacks, and seems to have high resistances. They have low health, and low physical resiatnce which makes them easier for melee characters, so easy one shot kills. Jungle creep: Plant : Slow but high health. Shoots poison. They are usually acommanied by Quill Vines, which means that you have to kill the vines first whilst avoid it's poison attack. Quill vines: Plant : Plants which are like archers. They do not move but shoots at a very fast rate so they can do quite some damage. Take them down first or have high pierce resistance. Tidal Icthians : beastmen : sames as the greek counterpart, except different graphics and upgraded stats. There is a new Lord of the Deep class which has some kind of water attack, and high health. Tropical spiders: Insectoids : Same as the spiders earlier but with higher damage and different graphics. Tropical widows: Insectoids : Same as the orb weavers earlier but with higher damage and different graphics. 4.10 Hunt for the Sickle ------------------------------ Bog Dweller : Plant : These are like a bunch of twigs. Compared with other plants you will meet. These are quite easy. Corpulent Djinns: Demons : Fast with magic attacks and welds double weapon. Low health makes them easy but they can do some damage. They can also cast squall which can be problems for bow users. These are green as opposed to Blue for the normal Djinns, and I think has a Squall attack. Djinns: Demons : Fast with magic attacks and welds double weapon. Low health makes them easy but they can do some damage. They can also cast squall which can be problems for bow users. Deadwater Icthians : beastmen : this must be the next upgrade from Tidal Ichitians, as they appear later in the games. Just the same, and again watch out for the water attacks. Dragonians: Beastmen : These are beast men of the dragon kind and not to be confused with the raptors. They come in soldiers, mages, archers etc. They are big and fast and have high health. They are deadly, and can swarm you quickly and kill you in seconds. However, most forms of attack can kill them. Elder Dragonians: Beastmen : These are beast men of the dragon kind and not to be confused with the raptors. The Elders are upgraded Dragonians, which makes them even more deadly. I have seem groups of two or three of theses. Gibbering Pengs: Beasts : This is a larger version of the ice peng, and more similar to sandwings. They are fast, but only dangerous when you are surrounded. Hulking Yeti: Beast : This must be the higher health version of the yeti. A slightly different graphics, but just the same slowness and attack. Jungle Raptors: Dinosaurs, small and large version. They are fast and do a lot of damage, but have pretty low health, so not a big problem. These appear in the Jungle areas of the orient. Note: These are not the dragonians which are more deadly. Ice Pengs: Beasts : The replacement for the winged creatures. These creatures are fast and high attack, but generally pretty easy to kill. Ice Raptors: Dinosaurs, small and large version. They are fast and do a lot of damage, but have pretty low health, so not a big problem. Ice Sprite: Demons : cold version of the fire sprite. Watch out they can be fast. Neanderthal: Beastmen : The general grunts. All types, from archers, soldiers and mages. They have quite a lot of health, and can do a lot of damage. They are quite slow so you can out run them. Razor Pengs: Beasts : These are a bigger version of the Gibbering Pengs. I would expect them to have a higher health and damage, but because they are not difficult to kill, it does not really matter. Rime Sprite: Demons : These are like ice sprites and usually one or two of these are accompanied by a lot of Ice sprites. The graphics are different, and they are slightly bigger than Ice sprites, but apart from that, there seems to be no difference. Sabrelions: Beasts : Like the saber-toothed tiger, and pets of the Neanderthals. These are fast and their bites are quite dangerous. Luckily their health is quite low. Tigermen : Beastmen : These come in a few forms, from the standard soldier, to sorcerors, pack leaders, trappers. The normal soldiers are OK, but the special types have high damage and high health, which makes them hard to kill. They are fast which makes things worse. Tropical Archnos : Insectoids :sames as the greek counterpart, except different graphics and upgraded stats. Yerren: Beastmen : These are upgraded Neanderthals. In other words every thing the same except they are fast. They have average health but a lot of damage. They can swarm you and kill you. This makes them really deadly. Yeti: Beast : These are well¡K.Yeti. Big slow, but have a lot of health and hit damage, so don't get too close. However they are so slow you should be able to dodge their attacks. 4.11 Journey to the Jade Palace --------------------------------------- Ancient Dragonians: Beastmen : These are beast men of the dragon kind and not to be confused with the raptors. The Ancient are probably the ones with the most health and damage. I think there is just one or two of these in a group of Dragonians. Like all Dragonians they are deadly. Mantid Hivelords: Insectoids : Mantid Hivelords are a upgraded mantid and just as deadly. They are a big bigger than normal mantids, and have a different color. You will meet one of these in a group of mantids. Terra Cotta warriors: construct : Slow constructs, with average to high health. They can do a lot of damage, but because they are not very fast, they should not be a problem. 4.12 Under Wusao Mountain ------------------------------------ Abyssal Liche: Undead : Upgraded undead mages. Has powerful ranged magical attacks, but apart from that they are quite easy. Brimstone Orthus: Demon : Just an upgraded Orthus but just as deadly. Elder Minotaur (lord): Beastmen :Upgraded Minotaurs, they are nasty; they are fast and have pretty good health, and high damage. They are bad. Elder Cyclops: Magical : They have high damage, and magic attacks and high health. However they are very slow. They take some time to kill but should be easy. Grotesk Zombies : Undead : Upgraded zombie. Pretty easy, again poison gas when killed. Master work Automatoi : Construct : Upgraded automatoi. Just as slow, and easy to kill, as any ranged attack will be able to pick them out. Sepulchal wyrm: Demon : These look like small fire dragons, and have a fire attack, they are fast, but their main fire attack is slow, so you should be able to avoid them. ========================================================================== 5. Skills and skill trees ========================================================================== 5.1 Character class table ------------------------------ The following table shows the different classes possible and also the maximum stats from the mastery tiers (assume you have invested a full 32 skill points into your tiers). Since your own attribute points are not included in the stats, these figures will give a rough guideline to your stats for each class. NOTE: The following has the base stats included (stats when you first create the character) Health Energy Str Int Dex Assassin: Warfare + Rogue 1980 300 170 50 189 Avenger: Earth + Hunting 1644 460 106 140 130 Battlemage: Earth + Warfare 1756 460 114 140 114 Bone Charmer: Spirit + Hunting 1644 460 106 146 178 Brigand: Hunting + Rogue 1868 300 162 50 205 Champion: Warfare + Nature 1868 620 114 130 162 Conjurer: Earth + Spirit 1420 620 50 236 98 Conquerer: Warfare + Defense 2316 300 162 50 178 Corsair: Defense + Rogue 2204 300 154 50 189 Defender: Defense mastery only 1420 300 98 50 114 Druid: Storm + Nature 1644 940 50 226 130 Elementalist: Storm + Earth 1532 780 50 236 82 Guardian: Defense + Nature 2092 620 98 230 162 Hunter: Hunting mastery only 1084 300 106 50 130 Illusionist: Nature + Rogue 1756 620 106 130 173 Juggernaught: Earth + Defense 1980 460 98 140 114 Magician: Earth + Rogue 1644 460 106 140 125 Oracle: Storm + Spirit 1532 780 50 242 130 Paladin: Storm + Defense 2092 620 98 146 146 Pyromancer: Earth mastery only 860 460 50 140 50 Ranger: Nature + Hunting 1756 620 156 130 178 Rogue: Rogue mastery only 1084 300 106 50 125 Sage: Storm + Hunting 1756 620 106 146 172 Spellbinder: Spirit + Defense 1980 460 98 146 162 Spellbreaker: Warfare + Spirit 1756 460 114 146 162 SoothSayer: Spirit + Nature 1532 780 50 226 146 Sorcerer: Storm + Rogue 1756 620 106 146 157 Slayer: Warfare + Hunting 1980 300 170 50 194 Stormcaller: Storm mastery only 972 620 50 146 82 Summoner: Earth + Nature 1532 780 50 220 98 Thane: Storm + Warfare 1868 620 114 146 146 Theurgist: Spirit mastery only 860 460 50 146 98 Wanderer: Nature mastery only 972 620 50 130 98 Warden: Defense + Hunting 2204 300 154 50 194 Warlock: Spirit + Rogue 1644 460 106 146 173 Warrior: Warfare mastery only 1196 300 114 50 114 5.2 Skills ------------ As well as defining your class, TQ also has skills that allow you to further refine your character. For example, a warrior, can be a single weapon killer with a shield or dual weapon killing machine. It is important not to spread your skill points on all skills in your class but to concentrate on specific skills that will increase your damage or increase your defense. There are eight different masteries in TQ, and each character can choose only one of two of the eight to develop his/her character. Each mastery contains 20 skills to choose from 6 tiers. Each tier must be unlocked by allocating the appropriate about of skill points. If the tier has not been unlocked then the skills cannot be chosen, regardless of the level of the character. Skills have active or passive, active skills require manually using the skills, for example assigning it to an attack, and only used when you "click". Passive skills are put into effect when to allocate a skill point e.g. increases your defense. I will not go into too much detail on this as the manual states clearly which the skill type is. The unlocking of tiers is done by allocation a skill point to a skill but on the tier bar. Each point put into a tier will also have attribute bonuses. The following will list the benefits of each mastery. The comments on each skill, are my own personal opinions whilst playing. It is a proven fact that every skill can be very useful, and how powerful you character is does not solely depend on the skills, and points allocated to them alone. It will depend on the equipment, the character attributes, the player style and relic/charms enhancements. 5.3 Mastery bonuses -------------------------- Each skill point allocated to a tier also gives attribute bonuses. The amount for each mastery is different and varies depending on the mastery and the level. The value in brackets shows the maximum value after putting 32 skill points into the mastery tier. I should also note that although each skill has a maximum level e.g. Defensive concussive blow has six levels; you can actually have more than this limit. The next skill level after the maximum cannot be obtained through adding skill points, they can only be increase by magic items e.g. +1 all skills (which cause it to be 7). And shrine of mastery which can add a massive 8 skill levels to each skill with at least one point in it. I have only listed the extra skill level values of the ones I have come across, but not the +8 from shrines because it does not last long enough for me to note down the figures. Defense Mastery Skill Bonuses Dexterity (64) Health (1120) Strength (48) Level Str Dex Health 1 +1 +2 +35 2 +2 +2 +35 3 +1 +2 +35 4 +2 +2 +35 5 +1 +2 +35 6 +2 +2 +35 7 +1 +2 +35 8 +2 +2 +35 9 +1 +2 +35 10 +2 +2 +35 11 +1 +2 +35 12 +2 +2 +35 13 +1 +2 +35 14 +2 +2 +35 15 +1 +2 +35 16 +2 +2 +35 17 +1 +2 +35 18 +2 +2 +35 19 +1 +2 +35 20 +2 +2 +35 21 +1 +2 +35 22 +2 +2 +35 23 +1 +2 +35 24 +2 +2 +35 25 +1 +2 +35 26 +2 +2 +35 27 +1 +2 +35 28 +2 +2 +35 29 +1 +2 +35 30 +2 +2 +35 31 +1 +2 +35 32 +2 +2 +35 Earth Mastery Skill Bonuses Energy (160) Health (560) Intelligence (90) Level Int Health Energy 1 +3 +18 +5 2 +3 +17 +5 3 +3 +18 +5 4 +3 +17 +5 5 +3 +18 +5 6 +3 +17 +5 7 +3 +18 +5 8 +3 +17 +5 9 +3 +18 +5 10 +3 +17 +5 11 +3 +18 +5 12 +3 +17 +5 13 +3 +18 +5 14 +3 +17 +5 15 +3 +18 +5 16 +3 +17 +5 17 +3 +18 +5 18 +3 +17 +5 19 +3 +18 +5 20 +3 +17 +5 21 +3 +18 +5 22 +3 +17 +5 23 +3 +18 +5 24 +3 +17 +5 25 +3 +18 +5 26 +3 +17 +5 27 +3 +18 +5 28 +3 +17 +5 29 +3 +18 +5 30 +3 +17 +5 31 0 +18 +5 32 0 +17 +5 Hunting Mastery Skill Bonuses Dexterity (80) Health (784) Strength (56) Level Str Dex Health 1 +2 +2 +24 2 +1 +3 +25 3 +2 +2 +24 4 +2 +3 +25 5 +2 +2 +24 6 +1 +3 +25 7 +2 +2 +24 8 +2 +3 +25 9 +2 +2 +24 10 +1 +3 +25 11 +2 +2 +24 12 +2 +3 +25 13 +2 +2 +24 14 +1 +3 +25 15 +2 +2 +24 16 +2 +3 +25 17 +2 +2 +24 18 +1 +3 +25 19 +2 +2 +24 20 +2 +3 +25 21 +2 +2 +24 22 +1 +3 +25 23 +2 +2 +24 24 +2 +3 +25 25 +2 +2 +24 26 +1 +3 +25 27 +2 +2 +24 28 +2 +3 +25 29 +2 +2 +24 30 +1 +3 +25 31 +2 +2 +24 32 +2 +3 +25 Nature Mastery Skill Bonuses Dexterity (48) Energy (320) Health (672) Intelligence (80) Level Int Dex Health Energy 1 +2 +1 +21 +10 2 +3 +2 +21 +10 3 +2 +1 +21 +10 4 +3 +2 +21 +10 5 +2 +1 +21 +10 6 +3 +2 +21 +10 7 +2 +1 +21 +10 8 +3 +2 +21 +10 9 +2 +1 +21 +10 10 +3 +2 +21 +10 11 +2 +1 +21 +10 12 +3 +2 +21 +10 13 +2 +1 +21 +10 14 +3 +2 +21 +10 15 +2 +1 +21 +10 16 +3 +2 +21 +10 17 +2 +1 +21 +10 18 +3 +2 +21 +10 19 +2 +1 +21 +10 20 +3 +2 +21 +10 21 +2 +1 +21 +10 22 +3 +2 +21 +10 23 +2 +1 +21 +10 24 +3 +2 +21 +10 25 +2 +1 +21 +10 26 +3 +2 +21 +10 27 +2 +1 +21 +10 28 +3 +2 +21 +10 29 +2 +1 +21 +10 30 +3 +2 +21 +10 31 +2 +1 +21 +10 32 +3 +2 +21 +10 Rogue Mastery Skill Bonuses Dexterity (75) Health (784) Strength (56) Level Str Dex Health 1 +2 +2 +24 2 +1 +3 +25 3 +2 +2 +24 4 +2 +3 +25 5 +2 +2 +24 6 +1 +3 +25 7 +2 +2 +24 8 +2 +3 +25 9 +2 +2 +24 10 +1 +3 +25 11 +2 +2 +24 12 +2 +3 +25 13 +2 +2 +24 14 +1 +3 +25 15 +2 +2 +24 16 +2 +3 +25 17 +2 +2 +24 18 +1 +3 +25 19 +2 +2 +24 20 +2 +3 +25 21 +2 +2 +24 22 +1 +3 +25 23 +2 +2 +24 24 +2 +3 +25 25 +2 +2 +24 26 +1 +3 +25 27 +2 +2 +24 28 +2 +3 +25 29 +2 +2 +24 30 +1 +3 +25 31 +2 0 +24 32 +2 0 +25 Spirit Mastery Skill Bonuses Dexterity (48) Energy (160) Health (560) Intelligence (96) Level Int Dex Health Energy 1 +3 +1 +17 +5 2 +3 +2 +18 +5 3 +3 +1 +17 +5 4 +3 +2 +18 +5 5 +3 +1 +17 +5 6 +3 +2 +18 +5 7 +3 +1 +17 +5 8 +3 +2 +18 +5 9 +3 +1 +17 +5 10 +3 +2 +18 +5 11 +3 +1 +17 +5 12 +3 +2 +18 +5 13 +3 +1 +17 +5 14 +3 +2 +18 +5 15 +3 +1 +17 +5 16 +3 +2 +18 +5 17 +3 +1 +17 +5 18 +3 +2 +18 +5 19 +3 +1 +17 +5 20 +3 +2 +18 +5 21 +3 +1 +17 +5 22 +3 +2 +18 +5 23 +3 +1 +17 +5 24 +3 +2 +18 +5 25 +3 +1 +17 +5 26 +3 +2 +18 +5 27 +3 +1 +17 +5 28 +3 +2 +18 +5 29 +3 +1 +17 +5 30 +3 +2 +18 +5 31 +3 +1 +17 +5 32 +3 +2 +18 +5 Storm Mastery Skill Bonuses Dexterity (32) Energy (320) Health (672) Intelligence (96) Level Int Dex Health Energy 1 +3 +1 +21 +10 2 +3 +1 +21 +10 3 +3 +1 +21 +10 4 +3 +1 +21 +10 5 +3 +1 +21 +10 6 +3 +1 +21 +10 7 +3 +1 +21 +10 8 +3 +1 +21 +10 9 +3 +1 +21 +10 10 +3 +1 +21 +10 11 +3 +1 +21 +10 12 +3 +1 +21 +10 13 +3 +1 +21 +10 14 +3 +1 +21 +10 15 +3 +1 +21 +10 16 +3 +1 +21 +10 17 +3 +1 +21 +10 18 +3 +1 +21 +10 19 +3 +1 +21 +10 20 +3 +1 +21 +10 21 +3 +1 +21 +10 22 +3 +1 +21 +10 23 +3 +1 +21 +10 24 +3 +1 +21 +10 25 +3 +1 +21 +10 26 +3 +1 +21 +10 27 +3 +1 +21 +10 28 +3 +1 +21 +10 29 +3 +1 +21 +10 30 +3 +1 +21 +10 31 +3 +1 +21 +10 32 +3 +1 +21 +10 Warfare Mastery Skill Bonuses Dexterity (64) Health (896) Strength (64) Level str Dex Health 1 +2 +2 +28 2 +2 +2 +28 3 +2 +2 +28 4 +2 +2 +28 5 +2 +2 +28 6 +2 +2 +28 7 +2 +2 +28 8 +2 +2 +28 9 +2 +2 +28 10 +2 +2 +28 11 +2 +2 +28 12 +2 +2 +28 13 +2 +2 +28 14 +2 +2 +28 15 +2 +2 +28 16 +2 +2 +28 17 +2 +2 +28 18 +2 +2 +28 19 +2 +2 +28 20 +2 +2 +28 21 +2 +2 +28 22 +2 +2 +28 23 +2 +2 +28 24 +2 +2 +28 25 +2 +2 +28 26 +2 +2 +28 27 +2 +2 +28 28 +2 +2 +28 29 +2 +2 +28 30 +2 +2 +28 31 +2 +2 +28 32 +2 +2 +28 ---------------------------------------------------------------------------- 5.4 Defensive Mastery Skill Bonuses ---------------------------------------------------------------------------- Defensive skills are for any character although the benefits are more for melee characters. Defensive skills concentrate on increasing the characters resistance to attack or reducing the enemies' resistance to attack. Well- balanced skill. 5.4.1 Defense Tier 1 ------------------------- Concussive Blow ( 6 levels) : passive Club-type weapons have chance to stun. Improve all stun attacks. This is the skill which determine if your use of clubs or swords, for a paladin type you would use a sword, for a cleric type a club/mace would be more suited. The chance of stun is low, but the damage enhancements for clubs is definitely a plus to max this skill. Stun is very powerful (stops enemies), and great for mobs, but you really need a lot of other stun enhancements to make this skill powerful. Level damage chance Duration(secs) 1 15% 5% 1 2 20% 5% 1.5 3 25% 5% 2 4 30% 5% 2.5 5 35% 5% 3 6 40% 5% 3.5 Battle Awareness (10 levels) : active Enter a state of enhanced defense; affects group players. ¡V75 energy. This may be an interesting group skill, but the fact is the 12 level requirement and the low figures really make this skill not very powerful. 12 armor is just nothing even in epic difficulty. Level range defense armor 1 5 10 3 2 6 16 4 3 7 22 5 4 8 28 6 5 9 36 7 6 10 42 8 7 11 46 9 8 12 52 10 9 13 56 11 10 14 64 12 Batter (12 levels) : active Strike enemies with your shield, slowing their attack for 8 secs This is a great skill but not one to max out immediately. However a skill point on it early on is recommended. Compared to Shield charge this is a low energy version. Use shield charge first the follow with batter. Great to clear out the mob of ranged attackers. Level Energy cost damage damage % slow chance 1 12 3 5% 18% 2 13 5 6% 20% 3 15 7 7% 23% 4 16 9 8% 25% 5 16 12 8% 30% 6 17 14 9% 33% 7 18 16 9% 35% 8 20 18 10% 38% 9 21 20 10% 40% 10 21 23 11% 45% 11 22 26 11% 48% 12 23 29 12% 50% Armor handling ( 6 levels ) : passive Lower armor requirements, increase armor absorption. This passive skill is a must to max for a defense mastery player. The damage absorption will be a plus where damage is high in later difficulties and every reduction of damage is welcome. Level strength requirement damage absorb 1 -8% 6% 2 -10% 8% 3 -13% 10% 4 -15% 12% 5 -17% 14% 6 -20% 16% 5.4.2 Defense Tier 2 -------------------------- Adrenaline Rush (10 levels) : passive 5% Chance of increased health regeneration when hit for 12 seconds. A nice to have passive skill but not priority. However this is one of those skills which become invaluable in later difficulties, as you need to worry more about other factors. This and it's enhancements will be a life saver. Invest in a few points to open the tree. Level increase regen per sec 1 6 2 8 3 10 4 12 5 15 6 17 7 19 8 21 9 22 10 25 Rally (12 levels) : active Heal and 150% life regeneration boost to nearby allies (10m) for 10s. This is one of those really powerful skills especially when you have a nature player with regrowth. Your team will hardly need to think about health, except those hasty one hit kills. As with all health skills it will benefit only those characters with low health. You certainly need some kind of ¡Vrecharge for this skill to be effective in later levels. Level energy cost health restored armor bonus 1 51 255 5 2 53 300 8 3 56 345 10 4 58 390 12 5 59 435 15 6 62 480 18 7 64 525 20 8 67 570 23 9 69 615 26 10 70 660 29 11 73 705 34 12 75 750 40 Quick recovery (8 levels) : active Increase shield block recovery and 5% armor absorption for a time. ¡V 50 energy The shield block recharge time of 3s is really a bad thing in TQ, making a shield pretty less desirable and less effective. This is where a Defensive mastery player can get the decent usage from the shield. Turn this on always, and you will be getting less hits, invaluable in harder difficulties. Level Duration(sec) recovery bonus(%) block bonus(%) 1 18 32 10 2 20 42 12 3 22 50 14 4 25 58 16 5 27 64 18 6 29 70 20 7 31 75 22 8 34 80 24 Shield smash (6 levels) : passive Chance to smash enemies with your shield for +30% damage. Level chance used 1 6 2 8 3 10 4 12 5 14 6 16 5.4.3 Defense Tier 3 ------------------------- Resilience (6 levels) : passive Adrenaline rush can happen more often. Adrenaline is pretty nice, but the slow recharge and the low health bonus (for high levels), means this is a must if your are using adrenaline. Max this even if you have one point in adrenaline. Level recharge bonus 1 30% 2 38% 3 46% 4 52% 5 58% 6 64% Focus (6 levels) : active Makes shield more effective for all members of group. ¡V15 energy reserved. Chance to block is very important to the effectiveness of a shield. Just six points for an extra 18% change is a good trade off. Level Chance block % 1 5 2 8 3 10 4 12 5 15 6 18 Shield charge (12 levels) : active Running attack (+300% speed) with shield that stuns enemies for 1s. If you are using your shield attack for a primary defense character. This is a must. One point is nice, because of the high energy cost. This skill is for the 300% speed increase and stun. One strike with this to reach those ranged users, and switch to batter for a more effective attack. Level energy cost damage 1 30 1-28 2 33 3-34 3 36 5-40 4 39 8-47 5 42 13-56 6 45 15-62 7 48 17-68 8 51 19-74 9 54 22-81 10 57 27-90 11 60 29-96 12 63 31-102 5.4.4 Defense Tier 4 -------------------------- Inspiration (6 levels) : active Adds mana regeneration to rally skill. +10% total speed and recovery of energy per second. I have not really used this skill much and later pretty much skipped it for my Defense character. However usually do not use defense with a caster, so I cannot say; but caster should have much better energy regeneration making this skill pretty useless. Level Duration energy per sec 1 1 2.8 2 3 3.6 3 5 4.4 4 6 5.2 5 8 6.0 6 10 6.8 Rend armor (8 levels) : active Hit multiple (3) targets, reducing armor for 5s. ¡V15 energy This is one of those skills which only shines if you have other enhancements. It is "area" because you can hit three, which means together with a slow attack from a relic or charm makes this a very nice skill. However the reduced armor is too low to help. Level arc(degree c) reduce armor 1 90 5 2 95 10 3 100 16 4 105 22 5 110 28 6 115 34 7 120 40 8 125 46 Disable (6 levels) : passive Chance to disable enemies, slowing their attack by 50% for 5 secs and+15% damage with shield. Although this is a passive and only six points, it is something not on the priority list. You could do better with relic or charm enhancements. However if you are not lucky enough to get these from charms, max it out and you will discover the power of slow enemies. Use a mystic to take it out when you don't need it. Level Chance(%) 1 6 2 8 3 10 4 12 5 14 6 16 5.4.5 Defense Tier 5 ------------------------- Defensive reaction (8 levels) :passive Modifies adrenaline rush. Adds damage and speed boost. This is the second enhancement to adrenaline rush, and a much better skill to enhance the adrenaline rush. A few points is very nice, and max it when you have the spare points. Level damage bonus speed bonus 1 15% 4% 2 19% 6% 3 23% 8% 4 29% 10% 5 33% 14% 6 37% 16% 7 43% 18% 8 50% 20% Iron Will (6 levels) : active Adds stun, trap, disruption and freeze resistances to allies, - 10 energy reserve. For just 6 levels, and just ¡V10 energy reserve. This is a must, considering the bonuses you get at level 6 (+ any all skills or + defensive skills), this is a must, especially helps you with bosses even at harder levels. Level Stun resist entrap reduce freeze duration skill disrupt duration protection 1 30% 30% 30% 30% 2 40% 40% 40% 40% 3 50% 50% 50% 50% 4 60% 60% 60% 60% 5 70% 70% 70% 70% 6 80% 80% 80% 80% Disruption (6 levels) : active Charged enemies cannot use skills for a time. This is a later level skill and can be useful in harder levels, when normal monsters start using their skills to cause some major damage. However, I hardly invested points in this simple because it is active, and I do not consider using this as any of my primary or secondary attacks. At tier 5 I would rather put points elsewhere. Level energy cost num targets skill disrupt(sec) 1 12 2 1.5 2 14 2 2.0 3 16 3 2.5 4 18 3 3.0 5 20 3 3.5 6 22 4 4.0 5.4.6 Defense Tier 6 -------------------------- Defiance (12 levels) : active Adds defense and chance of damage reduction, and also increased elemental resistance. Modifies Rally and affects all allies. Pros: A lot of people will want you on their party for farming on multiplayer legendary. However sacrificing 4 levels of skills points just to boost to 50% on a tier 6 skill. Not something you would do. Not worth it, you would be better of farming for items for the same protection, and they would be passive. Level energy cost elemental resist damage reflect 1 8 10% 5% 2 10 14% 10% 3 12 17% 15% 4 14 21% 20% 5 16 24% 25% 6 18 28% 30% 7 20 31% 35% 8 22 35% 40% 9 24 38% 45% 10 26 42% 50% 11 28 45% 55% 12 30 50% 60% Colossus form (8 levels) : active Assume form of a giant for 24s, 10 energy cost per sec; +50% damage, -15% speed, increased strength, health and damage absorption. This is really the only tier 6 defensive spell I found useful, and once I got it, it became one of my most used skills, especially for bosses. The strength bonus for high levels means much more damage, and the damage absorb is a nice bonus. At least one point on the first chance. However make the most of your increase stats for the 24s because the recharge time is really long. Level strength bonus health bonus damage absorb 1 30% 30 30% 2 32% 32 32% 3 35% 35 35% 4 37% 37 37% 5 40% 40 40% 6 43% 43 43% 7 46% 46 46% 8 50% 50 50% Pulverize (6 levels) : active Chance to stun one or several (3) enemies within 120 degree arc with shield.; -50 offense and skill disruption for 3 sec, and increase damage. Although only 6 points, I did not use it due to the fact it is tier 6 and I would invest my points into other skills instead. By this level a defensive player will be using other methods to do more shield damage and stun. Level Chance Damage bonus 1 6% 10% 2 8% 12% 3 10% 15% 4 12% 18% 5 14% 21% 6 16% 25% ---------------------------------------------------------------------------- 5.5 Earth Mastery Skill Bonuses ---------------------------------------------------------------------------- Earth master is the magic users fire skill tree, concentrating on the Earth (rock/lava and fire). If your character has Earth mastery, then Earth Enchant is a must, otherwise your damage is not enough. 5.5.1 Earth Tier 1 ---------------------- Earth Enchantment (12 levels) : active Imbue weapons with fire damage. 6 meter radius group affect. ¡V1 energy per second, 5-8 fire damage for 1-3 secs, -75 energy reserve + fire damage bonus on weapons. If you choose earth mastery, this is a must to max. No questions asked. Just slowly max this skill and your fire damage will be incredible; 100% bonus on fire damage. Level Fire damage bonus 1 12% 2 20% 3 28% 4 36% 5 44% 6 52% 7 60% 8 68% 9 76% 10 84% 11 92% 12 100% Flame surge (12 level) : active Fires three jets of flame at a short range. I did not like this skill. For normal it was OK, but the small damage, and will not make much difference in harder difficulties, due to small damage and fire resistance. There are better skills to make an escape route. Level energy cost fire damage 1 37 8-15 2 40 11-18 3 43 13-22 4 47 17-27 5 51 20-31 6 54 23-34 7 57 25-38 8 61 29-43 9 65 32-47 10 68 35-50 11 71 38-54 12 75 43-59 5.5.2 Earth Tier 2 ------------------------ Brimstone (8 levels) : active Modifies Earth Enchantment and adds bonus physical damage and 15% chance of burn damage for 3 secs I have maxed this skill out, simply because it is tier 2 and only eight points. For a character using Earth as a primary attack, this is a great bonus. However, at later difficulties, I have to reallocate these points as the bonus is just not that high. Level Fire damage burn damage 1 1-3 25 2 2-4 29 3 3-5 34 4 5-7 39 5 6-8 43 6 7-9 48 7 8-11 52 8 10-12 58 Heat shield (12 levels) :active Protective shield. Vanishes after too much damage or after a time.+15% Fire resistance bonus and reduced fire damage. I played with this for a time, just boosted it to level 12 and then took it off. In fact it is trash. Even Epic bosses with fire attack can take it out. 12 levels and 70 energy cost, makes this skill pretty useless. Another thing is that this skill has a longish recharge time, so watch out. Level energy cost fire damage reduction 1 45 112 2 47 124 3 49 136 4 52 148 5 54 160 6 56 172 7 59 184 8 61 196 9 63 208 10 66 220 11 68 232 12 70 245 Ring of fire (8 levels) : active Burns enemies who get too close. This is a low energy and low tier skill, and at just 8 levels, seems like a nice choice. However, the damage is too low, even with all the bonuses of a main fire user. It was interesting, in normal, but after that it was pretty useless. However I did (just for fun) use it once, on Epic Egypt Telkine. I had a slowdown attack bonus and sword. I would hit the telkine and just run around it spawning the ring of fire, and hitting it. Worked real nice. Level energy cost per sec radius fire damage 1 1 1.5 3-5 2 1 1.8 6-8 3 1 2.0 8-11 4 2 2.2 10-13 5 2 2.4 13-16 6 2 2.6 16-20 7 2 2.7 19-23 8 2 2.8 23-27 Volcanic orb (12 levels) : active Lob a ball of fire that does area damage. Fragments in 2.5m radius. Earth mastery characters will benefit from this attack. Not only is it a ranged attack, but also area attack. With enhancements it is even better, because it adds physical damage as well. Level Energy cost damage fire damage 1 64 18 25-54 2 68 21 31-60 3 72 25 37-68 4 76 28 43-74 5 80 31 49-80 6 84 35 55-88 7 88 38 61-94 8 92 41 67-100 9 96 45 73-108 10 100 48 79-114 11 104 51 85-120 12 108 55 91-128 5.5.3 Earth Tier 3 ---------------------- Stone Form (12 levels): active Hide and heal in shell of stone; 100% damage absorption for 6 sec, but cannot move. Increased health per sec. This can be a life saver, and best to the weak melee character who gets surrounded. It gives you 6 secs basically to plan a escape route. 1 point is enough, as once it ends, rush for the exit and drink potions instead. Level energy cost health per sec 1 64 24 2 68 28 3 72 32 4 76 36 5 80 40 6 84 44 7 88 47 8 92 52 9 96 55 10 100 58 11 104 61 12 108 66 Summon core dweller (15 levels) : active Summon an elemental earth guardian. This is a nice pet, and although it has low health and damage. It is a good shield, and can be great with some other group effects piled onto it. The CD by itself cannot last very long in difficulty levels. The recharge time for this skill is longish, so if your core dweller gets killed immediately when you summon it, don't expect to summon another one immediately. Level Energy cost Health Energy Damage 1 250 651 131 12-21 2 258 714 143 14-25 3 266 781 154 17-29 4 274 843 166 20-34 5 282 910 177 22-38 6 290 972 189 25-42 7 298 1039 200 27-47 8 306 1101 212 30-51 9 314 1168 223 33-56 10 322 1230 235 35-59 11 330 1297 246 38-64 12 338 1359 258 40-69 13 346 1426 269 43-74 14 354 1488 281 46-79 15 362 1555 292 48-84 Barrage (8 levels): active Modified Flame surge and fires more often at less cost, as well as chance to pass thru enemies and burn damage for 3 secs and reduce recharge time. Flame surge is not really that useful, especially in harder difficulties, and the bonus of these is not really worth it. It is great for normal, but really this skill tree should be reallocated for harder levels. Level pierce chance burn bonus recharge 1 45 14 -30% 2 50 20 -40% 3 55 27 -50% 4 60 34 -60% 5 65 41 -70% 6 70 49 -80% 7 75 57 -90% 8 80 66 -100% 5.5.4 Earth Tier 4 ---------------------- Stone Skin (6 levels) : passive Modified Earth enchantment and enhances armor and fire resistance. A nice 6 point modifier for the important Earth Enchantment skill. Although 12 armor and 12% does not seem a lot, it certain worth it for 6 points and the ¡V100% resistances in Legendary. Level Armor fire resist 1 2 3% 2 4 6% 3 6 8% 4 8 10% 5 10 13% 6 12 15% Inner fire (8 levels): passive Modifies core dweller and adds speed boost and fire retaliation Definitely an improvement for Core dweller, even if you just have one point in Core Dweller. It will increase the life and make it much more useful. Level damage dexterity health regen speed 1 3 15% 24% 5% 2 5 20% 32% 6% 3 7 25% 40% 8% 4 9 30% 48% 9% 5 11 35% 56% 12% 6 13 40% 64% 14% 7 15 45% 72% 15% 8 18 50% 80% 17% Soften Metal (8 levels) : active Reduce damage, armor effectiveness for 3 secs of enemy weapons and armor. 1 energy cost per second. This is not really a skill for the pure caster. For the melee/caster this can help a lot. The reduced armor it self will compensate for the lower strength and offense of a melee/caster. This is more than some reduction armor skills for warfare. Level damage reduce damage reduce armor 1 3 3 18 2 6 5 24 3 8 6 30 4 10 8 38 5 13 9 44 6 16 11 50 7 19 12 58 8 23 15 65 Conflagration (8 levels) : active Modified Volcanic orb and increases burn damage over time (3s) and radius to 3m. Nice to have in volcanic orb, but not necessary, better to add points later on and point points into fragmentation instead. Level energy cost fire damage 1 6 11 2 8 16 3 10 21 4 12 27 5 14 32 6 16 37 7 18 42 8 20 48 5.5.5 Earth Tier 5 ---------------------- Molten rock (8 levels) : active Adds fire retaliation (fire damage over 2s ) to stone form. No pretty useless. Low damage and extra energy cost. Skip this one. Level energy cost damage 1 16 6 2 18 7 3 20 9 4 22 10 5 24 11 6 26 13 7 28 14 8 30 15 Wildfire (12 levels) : active Modifies summon core dweller; Dweller can cast lethal fire spell on area(5 sec 4m radius). Adds magical attack for the Core dweller and allows it to use some of it's energy. Definitely add a few points into this skill if you are relying on the Core dweller. Level energy cost fire damage 1 49 16-25 2 50 20-30 3 50 24-35 4 51 29-41 5 52 33-46 6 53 37-51 7 54 41-56 8 54 46-62 9 55 50-67 10 56 55-73 11 57 59-78 12 58 65-85 Flame arch (12 levels) : active Modifies flame surge. More damage, pass-through and more jets of flame. The Flames surge, although not powerful, can be used as a escape route creator. If you have invested in Flame surge, this skill really comes too late, as by the time your get to this, flame surge is really not worth using. Level energy cost jet increase damage 1 10 1 4% 2 11 1 8% 3 12 1 12% 4 14 1 16% 5 20 2 20% 6 21 2 24% 7 23 2 29% 8 24 2 33% 9 30 3 38% 10 32 3 42% 11 33 3 48% 12 34 3 55% Fragmentation (12 levels) : active Modifies volcanic orb.Fragments from the orb scatter, doing extra damage(3m fragmentation and 1.5 sec stun) A must for volcanic orb caster. The physical damage and fragmentation and stun is just awesome. This is a must, because of the physical damage, which helps a lot for those nasty fire resistant monsters. Level energy cost fragments physical dam fire dam 1 10 3-5 35 12 2 11 4-5 43 16 3 13 4-7 51 20 4 15 4-7 60 25 5 16 5-8 68 29 6 17 5-9 76 33 7 19 5-9 84 37 8 20 6-10 95 42 9 22 6-11 101 46 10 23 6-11 109 50 11 25 7-12 117 54 12 26 7-13 126 59 5.5.6 Earth Tier 6 ----------------------- Volatility (12 levels): passive 33% Chance of increase fire attacks doing increase damage In harder difficulties, fire resistances go up, and the to compensate this skill really boosts the damage on each successful hit. A nice passive skill, and a few points really makes a bit difference. Level fire damage bonus 1 75% 2 83% 3 92% 4 104% 5 112% 6 120% 7 129% 8 141% 9 149% 10 157% 11 166% 12 178% Metamorphosis (8 levels) : passive Modified core dweller; Core dweller becomes more resistant to damage; 33% increase armor and other bonuses Damn, at the top tier. This is a must for core dweller user, in order to make it more survivable in harder levels. Just eight points, but pretty hard to get (3 level ups at later difficulties). Level health armor elemental resistance 1 10% 10% 4% 2 15% 15% 6% 3 20% 20% 8% 4 25% 25% 10% 5 30% 30% 12% 6 35% 35% 14% 7 40% 40% 16% 8 45% 45% 18% Eruption (12 levels) : active Make volcanic fissures open beneath your enemies' feet. Open up the Earth for 6 secs within a 3m radius. At the top level, this skill is not really that powerful. By this time, you should be topping volcanic orb tree instead. Level energy cost fragments Physical dam fire dam 1 95 2-3 31 28-33 2 98 3-4 38 35-41 3 100 3-4 44 41-48 4 103 3-4 49 46-54 5 105 3-4 56 53-62 6 108 4-5 62 59-69 7 110 4-5 67 64-75 8 113 4-5 74 71-83 9 115 4-5 80 77-90 10 118 5-6 85 82-96 11 120 5-6 92 89-104 12 123 5-6 98 95-112 ---------------------------------------------------------------------------- 5.6 Hunting Mastery Skill Bonuses ---------------------------------------------------------------------------- The hunting skill is a very balance skill, with a lot of percentage based enhancements. It also has skills that benefit the group (which works single player as well). However it has to be said that it benefits projectile (spear/bow) characters in general. Groups with magic users and melee characters may not benefit from some of the group effects. Note: if you are thinking of using decoy, invest not too many on Monster lure, and more on detonate to get full advantage of damage. Too many Monster Lure points means it takes longer to destroy the decoy. Only invest more in Monster lure at higher levels where monsters do more damage, in this case decoy lasts a bit longer to attract more monsters. 5.6.1 Hunting Tier 1 ------------------------- Ensnare (6 Levels):active Throws a net that keeps enemies from moving, and reduces enemy defense by 33%. This might work on your, but not for you. Skip this tree, really! Level Energy cost Duration Pierce damage 1 15 3 15 2 17 4 19 3 19 5 23 4 20 6 27 5 22 7 31 6 24 8 35 Take down (12 levels): active Strike with a forceful, well-aimed blow of the spear;+300% movement thrust with spear weapons, for pierce damage and reduction of enemy health. This is the skill for spear users. Spears class weapons have high pierce and damage but are slow. Without this, you will have a hard time. Max it out. Level Energy cost Pierce damage Health reduction 1 30 25 8% 2 32 31 12% 3 34 38 15% 4 36 47 18% 5 38 52 21% 6 40 57 24% 7 42 61 26% 8 44 68 28% 9 46 72 30% 10 48 77 32% 11 50 81 34% 12 52 88 36% Woodlore (6 levels) : passive Increase attack speed, defensive ability. This is the skill that is a must if you choose hunting as a mastery. All % based bonuses, passive and only 6 points. Level Defense bonus Attack speed bonus 1 10% 5% 2 14% 8% 3 18% 12% 4 24% 15% 5 28% 18% 6 32% 21% 5.6.2 Hunting Tier 2 -------------------------- Marksmanship (12 levels): active Shoot an arrow with increased speed and damage. ¡V3 energy. This does not apply to spears, but bows. Bow users this is a must as bows are slow to very slow. The bonus in speed is essential, and together with slow monster movement, and over time damage (poison, burn,bleed), mobs will never get near you. Level Pierce damage projectile speed bonus 1 5 30% 2 7 40% 3 9 50% 4 12 60% 5 14 70% 6 16 80% 7 18 90% 8 21 100% 9 23 110% 10 25 120% 11 27 130% 12 31 140% Art of the hunt (10 ranks): active Adds bonus damage against animals and beastmen. Increases pierce damage. Affects the whole party members within 15m. requires 75 energy reserve. Beast and Beastmen are probably the most common monsters in TQ. As this is a group skill, it is one which is pretty much worth it. The damage is low, but the % increase in pierce is certainly a welcome bonus. Level Pierce damage damage to beasts/beastmen 1 12% 3 2 18% 5 3 23% 8 4 30% 10 5 34% 12 6 40% 15 7 45% 17
8 52% 19 9 56% 22 10 62% 25 Herbal remedy (6 levels): active Increases health regeneration and poison resistance. This is not really a very useful skill, but only six points. I can say that poison resistance is not in most peoples main concern but very important later on. However this skill is active, that means you have to activate it. Best to leave this skill out, and only put points in it when you met some poison spewing bosses in hard difficulties (hint hint). Level Energy cost duration Health/sec poison resistance bonus 1 35 180 3 30% 2 40 240 3.6 38% 3 45 300 4.2 46% 4 50 360 4.8 54% 5 55 420 5.4 66% 6 60 480 6.0 72% 5.6.3 Hunting Tier 3 -------------------------- Barbed Netting (8 levels) : active Netted enemies takes bleeding damage.Modifies ensnare, and adds bleeding damage over 3s. As I said before leave this skill tree, but if you are having fun with the ensnare skill, might as well put some points to make the monster more miserable. Level Bleeding damage 1 45 2 57 3 72 4 84 5 96 6 111 7 123 8 135 Call of the Hunt (8 levels): active Grant attack speed boost to yourself and nearby allies(15m), adds bleeding damage over 3 secs and +33% damage bonus to beasts/beastmen. Comparing art of the hunt with call of the hunt, I will definitely choose this one. Definitely a good skill for both single player and multiplayer. However the recharge time for this skill is quite long, so you cannot keep casting it useless you have some ¡Vrecharge gear. Level Energy cost duration bleed damage attack speed bonus 1 45 28 18 15% 2 47 31 22 17% 3 49 33 26 19% 4 51 36 30 22% 5 53 42 34 24% 6 55 44 38 26% 7 57 47 41 28% 8 59 50 46 31% Eviscerate (10 levels) : active Modifies Take down and adds bleeding damage over 3 secs for extra 5 energy cost. Bleed damage is always nice, but the damage here is low, nonetheless it is a bonus and a few spare points will definitely not hurt. Of course you should max out takedown first. Level Bleeding damage 1 33 2 45 3 60 4 72 5 84 6 99 7 111 8 123 9 138 10 150 Monster lure (6 levels) : active Place a lure that attracts monsters. The decoy Summons 3 monsters, 30 sec duration (longest), 15 energy, and has provoke skill which requires ¡V15 energy cost. This is not really a good skill. For single player, this may be the only option for a low defense ranged player to lure monsters away from the player. Better to use another mastery, with pets to do this kind of job. Level energy cost decoy health radius of attraction 1 34 120 5 2 38 150 6 3 42 180 7 4 46 210 8 5 50 240 9 6 54 270 10 5.6.4 Hunting Tier 4 -------------------------- Study prey (8 levels): active Lower enemy physical and pierce resistance for 8 seconds within a radius of 6m. 35 energy For bow and spear users, this is active skill number two. It has fast recharge which makes it excellent. Call of the hunt first and study prey second, and your bow/spear will be invincible. Level damage resist Pierce resist 1 -30% -25% 2 -35% -30% 3 -40% -35% 4 -45% -40% 5 -50% -45% 6 -55% -50% 7 -60% -55% 8 -65% -60% Puncture shot arrows (12 levels) : active Arrows fly throw enemy and hit those behind it. Increases pierce and bleeding damage. Requires 1 energy per shot. A must for the bow character. All percentage improvement, and allows you to get a head start of monster in the back like magic users and archer because of passthrough. Level passthru chance Pierce damage bleeding damage 1 8% 5% 9% 2 12% 8% 12% 3 16% 10% 15% 4 21% 12% 20% 5 25% 15% 23% 6 29% 18% 27% 7 33% 20% 30% 8 38% 22% 35% 9 42% 25% 38% 10 46% 28% 42% 11 50% 30% 45% 12 55% 33% 50% Gouge (6 levels) : passive Chance of bleeding damage(over 3s) with bow or spear. Although passive and only 6 points, avoid it unless you have spare skill points. The chance is low and the damage not really that good. Work your other skills to improve bleeding damage before you put points in this skill. Level Chance used Bleeding damage 1 6% 45 2 8% 60 3 10% 72 4 12% 81 5 14% 96 6 16% 108 Find cover (8 levels) : active Higher chance to dodge projectiles for whole group. 10 Energy reserve You are going to benefit from this as well as other players. In later difficulties, those archers are going to be a pain. This skill will be difference between death and getting out alive. Level chance avoid 1 8% 2 10% 3 12% 4 15% 5 17% 6 19% 7 23% 8 25% 5.6.5 Hunting Tier 5 -------------------------- Exploit weakness (10 levels) : active Modifies Call of the Hunt skill and adds enhanced pierce and bleeding damage for allies. 10 energy cost. Call of the hunt is real nice and this enhancement really adds to the skill. Level Pierce/bleeding damage 1 58% 2 66% 3 77% 4 85% 5 93% 6 104% 7 112% 8 120% 9 131% 10 139% Trail blazing (6 levels) : active Modifies the Art of the hunt skill and adds movement speed and reduces trap durations(100%) of the whole group. Requires 1 energy per second. Art of the hunt is really put in the background by call of the hunt. This enhancement does not really make it any better. I mean how many times have you been ensnared. Level Movement bonus 1 5% 2 8% 3 10% 4 12% 5 16% 6 18% Detonate (12 levels): active Lure can explode, causing area damage (fires 6 fire projectiles over 3 meters). ¡V15 energy Lure the creatures then explode. Nice, but lure is not worth getting. However, one point in lure (low health) and max this, can be useful. Level fire damage 1 36-58 2 42-66 3 49-75 4 58-86 5 64-94 6 70-102 7 77-111 8 86-122 9 92-130 10 98-138 11 105-147 12 114-158 5.6.6 Hunting Tier 6 -------------------------- Flush out ( 6 levels): active Modifies study prey and lowers enemy resistances. 10 energy cost. At the last tier this is a harder difficulty skill, and definitely a good one. Maxed out it can take out general elemental resistance bonus on Legendary, making their resistances the same as in normal difficulty. Level defense ability elemental resistance 1 14% 14% 2 18% 18% 3 22% 22% 4 26% 26% 5 30% 30% 6 36% 36% Scatter shot arrows (12 levels): active Arrow fragment on impact, damaging nearby enemies. 1 energy per shot. Any archer will need this. This is the only area damage skill in the hunting tree, and a must for any archer. Level fragments pierce damage 1 3-4 9 2 3-5 12 3 4-5 15 4 4-5 19 5 4-6 22 6 5-6 25 7 5-7 28 8 5-7 32 9 6-7 35 10 6-8 38 11 6-8 41 12 7-9 45 Volley (6 levels): passive Chance to attack three times with bow or spear (3 projectiles). Any spear user will benefit from this. A higher difficulty levels, the 16% chance is not much guarantee, but if you have points to spare , then add a few. For bow users it is better to invest in other tier 6 skills. Level Chance used 1 6% 2 8% 3 10% 4 12% 5 14% 6 16% ---------------------------------------------------------------------------- 5.7 Nature Mastery Skill Bonuses ---------------------------------------------------------------------------- Nature is the skill to boost your health, and summon beasts of nature to help you out. This is more of an offensive skill, and used for characters who do not intend on investing too many points in health. 5.7.1 Nature Tier 1 ------------------------ Regrowth (12 levels): active Heal yourself or ally. This is a life saver skill, but not really worth investing points in early on, even if it is a tier one skill. You will not need it for normal levels, and potions will do. However in harder difficulties, this is your panic button. Level Health restored Energy cost 1 300 44 2 380 48 3 460 52 4 540 56 5 620 60 6 700 64 7 780 68 8 860 72 9 940 76 10 1020 80 11 1100 84 12 1180 88 Call of the wild (15 levels): active Summon wolf companions Wolves are nice little companions, but not really worth the points early one. They are great to get those archers in harder difficulty but really there are better pets. Do not rely on wolves, but they can be a great support if you have other pets. Level Energy cost Health Energy Summon Limit Chance dodge attacks/proj % 1 120 155 45 1 15 2 124 180 48 1 16 3 128 205 51 1 17 4 132 232 54 1 18 5 136 257 57 1 19 6 140 283 60 1 20 7 144 308 63 2 21 8 148 335 66 2 22 9 152 360 69 2 23 10 156 387 72 2 24 11 160 413 75 2 25 12 164 441 78 2 26 13 168 467 81 2 27 14 172 494 84 2 28 15 176 523 87 2 29 5.7.2 Nature Tier 2 ------------------------ Heart of Oak (12 levels): active Bolster health and speed. Affect allies with 18m, increase speed by 10%. Requires 100 energy reserve and 1 energy cost per second. Wow, almost doubles your health at maxed level. Just what you and your companions need when your are in trouble. Slowly max this out and ensure you have energy and turn it on all the time! Level Health bonus 1 8% 2 16% 3 24% 4 32% 5 40% 6 48% 7 56% 8 64% 9 72% 10 80% 11 88% 12 96% Accelerate growth (8 levels): active Cast regrowth more often. In harder difficulties, bosses can be a real problem, this is really necessary if you need to boost health quickly. However, for mobs, you really should not be look at this as an option for survivability. Level cast recharge time 1 -18% 2 -26% 3 -34% 4 -42% 5 -50% 6 -58% 7 -66% 8 -75% Maul (10 levels): active Modifies Call of the wild; Wolves may use a special attack and clause bleeding damage over 3s. 24 energy cost. Adds nice damages to your wolves. If you are using the wolves well, add spare points here. Skill points are better invested elsewhere. Level Bleed damage Pierce damage reduce enemy health % 1 9 3 6 2 13 5 6 3 17 7 8 4 22 9 8 5 25 10 8 6 29 12 10 7 33 14 10 8 38 16 10 9 41 17 12 10 45 19 12 Plague (8 levels):active Cast a poisonous disease that spreads amongst enemies. This skill is useless in itself, but what really makes it a consideration is the enhancements you can get for it. This is also nice if have pets fighting for you. Invest a point in it to open the tree Level Energy cost Duration Reduce enemy health % 1 64 3 3-8 2 66 3.4 4-9 3 67 4 5-10 4 69 4.3 6-11 5 70 4.7 7-12 6 72 5.3 8-13 7 73 5.6 9-14 8 75 6 10-15 5.7.3 Nature Tier 3 ------------------------ Briar Ward (15 levels):active Create a protective circle that enemies cannot enter. Last for 30s Unless you are really lack, the briar ward tree can all be skipped. However, if you are playing a lazy, stay back and let the summons do all the work, you might as well have this as well, and let it do some small amount of damage. The recharge time is quite long, for this skill. Level Energy Cost Briar Health Briar pierce retail 1 112 64 1-3 2 116 88 1-3 3 120 112 1-3 4 124 136 2-5 5 128 160 2-5 6 132 184 2-5 7 136 208 2-5 8 140 232 3-7 9 144 256 3-7 10 148 280 3-7 11 152 304 3-7 12 156 328 4-9 13 160 352 4-9 14 164 376 4-9 15 168 400 4-9 Survival instinct (15 levels): active Modifies Call of the wild; Wolves may rally when their health is low. Activates when health goes below 33%, and lasts for 6s This a skill to keep your wolves alive, in practice it does not work too well, as wolves health regen does not compensate for the more damage absorption at high difficulties. Having said that, adding heart of oak, and using regrowth will definitely make your wolves last much longer. Level Damage absorb Damage bonus 1 15% 15% 2 20% 20% 3 24% 25% 4 30% 30% 5 38% 35% 6 42% 40% 7 47% 45% 8 51% 50% 9 54% 55% 10 60% 60% 11 63% 65% 12 67% 70% 13 70% 75% 14 74% 80% 15 80% 85% Fatigue (8 levels): active Modifies plague and saps strength and speed from those afflicted. Affects enemies. Reduce damage for 3s, and 5% chance to reduce health of enemies. Plague is pretty useless, but this enhancement really makes it much better. Max this out, and let your pets take out mobs with ease. Level Less dam Reduce health % Reduced dam % -speed % 1 3 50 15 15 2 3-5 52 18 18 3 3-6 55 20 20 4 3-8 57 23 23 5 3-9 61 28 25 6 3-11 64 31 28 7 3-12 66 34 30 8 3-15 69 36 33 5.7.4 Nature Tier 4 ------------------------ Tranquility of water (6 levels): active Modifies heart of Oak and adds chance of reduce skill energy cost by 50% Just the nature skills takes a lot of energy, and this is a must for any heavy energy user. At only 6 points, you have more than 1 in 4 chance of using 50% less energy. Level Chance % 1 8 2 12 3 16 4 19 5 24 6 28 Dissemination (10 levels): active Modifies regrowth; healing spreads to allies nearby. Regrowth being such a nice skill, why not let other players get the benefit. In reality it does not work that well. The fact is different allies have different health at different times. It will benefit one player but wasted on another. Call me a selfish bas**** but this skill is not worth it. Level Health restored 1 180 2 260 3 340 4 420 5 500 6 580 7 660 8 740 9 820 10 900 Stinging nettle (8 levels): active Modifies Briar wall and adds poison retaliation damage for 6s Level Poison retailiation 1 15 2 24 3 33 4 42 5 51 6 60 7 69 8 78 Sylvan Nymph (15 levels) :active Summon a bow-welding nymph. Nymph has bow attack which reduces 3% of enemies health. 1m radius. High energy cost, and difficulty keeping her in range of some of the beneficial group skills, makes this a tough choice. For all her defensive bonuses, she does not last well in harder difficulties. However as a boss, blocker she can be great. Invest in one early one, and if you are using pets, work on the wolves first. Level Energy cost Health Energy pierce damage Dodge attack/proj % 1 200 198 130 9-21 18 2 204 226 138 12-25 20 3 209 255 146 15-28 22 4 213 283 154 18-31 24 5 217 311 162 21-36 26 6 222 340 170 24-39 28 7 226 368 178 27-43 30 8 230 396 186 30-46 32 9 235 425 194 33-49 34 10 239 453 202 36-54 36 11 243 481 210 39-57 38 12 248 510 218 42-61 40 13 252 538 225 45-64 42 14 256 566 234 48-67 44 15 261 595 242 51-72 46 5.7.5 Nature Tier 5 ------------------------ Permanence of Stone (6 levels): active Modifies Heart of Oak and adds resistance to elemental damage. 1 Energy cost per second. Affects allies. If you have nature, you should have heart of oak, and if you have heart of oak, then you should have this. Instant 18% elemental resistant for that extra boost against those nasty bosses. Level Elemental resistance 1 5% 2 8% 3 10% 4 12% 5 15% 6 18% Strength of the pack (12 levels): active Modifies Call of the Wild; Wolves howl, buffing all nearby (10m);adds 1 energy regeneration per second, +15% increase speed and damage and armor bonus to pack for 15s. 25 energy cost. Wolves are pretty weak, and do low damage, but they are fast. This is a good boost for wolves, if you are on the pet summoning class. Level Damage bonus % Armor bonus 1 15 4 2 20 6 3 24 8 4 30 10 5 34 12 6 39 14 7 43 16 8 49 18 9 53 20 10 58 22 11 62 24 12 68 26 Overgrowth (12 levels): active Modifies Sylvan Nymph; Nymph can cast a living shield (33% chance) with retaliation damage on allies. You like the nymph, then this should be invested, as it boosts the survivability of the nymph. However, you may consider improving the damage with Nature's wrath (tier 6) skill instead. Level damage absorption Pierce retaliation (33% chance) 1 79 1-5 2 86 3-7 3 95 4-9 4 103 6-12 5 111 7-14 6 120 9-16 7 128 10-19 8 136 12-21 9 145 13-25 10 153 15-30 11 161 16-31 12 170 18-33 Susceptibility (8 levels): active Modifies plague and further lowers speed and damage resistance. With just one point in plague and getting another great enhancement, you will have enough stuff to make your pets destroy everything in their path (OK maybe not). This skill will probably play some part in the grand scheme of things. Level Damage resistance Elemental resistance 1 -12% -12% 2 -15% -15% 3 -19% -19% 4 -24% -24% 5 -27% -27% 6 -30% -30% 7 -34% -34% 8 -39% -39% 5.7.6 Nature Tier 6 ------------------------- Refresh (6 levels): active Instantly refreshes all recharging skills. Damn, wish I had this earlier on. Just six points and basically increasing your cast rate. A must, if you can get enough points at tier 6. Level Energy cost 1 200 2 170 3 150 4 135 5 125 6 115 Sanctuary (8 levels): active Modifies briar ward and aids regeneration and damage absorption in briar circle (18s), 3m radius Level Damage absorb % health Energy Reduce energy regen % regen % cost % 1 12 148 148 15 2 14 160 160 20 3 16 172 172 25 4 18 184 184 30 5 20 196 196 35 6 22 208 208 40 7 24 220 220 45 8 26 232 232 50 Nature's Wrath (12 levels): active Modifies Sylvan Nymph and adds elemental damage to Nymph's attack Adds 33% chance pass through enemies and increase radius of 1.5m This is the damage improvement for the Nymph. If you have put a lot of points on her, then this is a must. However, this is too little too late. If you are a pet summoner, you should really improve your other pets. Keep the nymph as an extra block, but do not add too much points unless you have some spare. Level Energy cost Elemental damage 1 8 33-58 2 8 38-66 3 9 42-74 4 9 48-82 5 10 52-91 6 10 57-100 7 11 61-109 8 11 67-118 9 12 71-127 10 12 76-137 11 13 80-148 12 13 88-160 ---------------------------------------------------------------------------- 5.8 Rogue Mastery Skill Bonuses ---------------------------------------------------------------------------- Rogue master for characters who want to play with poison damage and trap damage. Rogue skills can complement any other skills quite nicely. The poison and attack bonuses will help melee and bow characters. Gas bomb and flash powder may be used by magic characters. The rogue mastery is not really a first mastery but can be a useful secondary mastery IMHO. The early skills do not have enough boost power to make life easy the first eight levels. 5.8.1 Rogue Tier 1 ------------------------ Calculated strike (8 levels): active Every fourth hit does extra damage. 3 charge levels This may see a great skill, for any melee or bow/spear character but really fails because it is active. If it was a energy reserve skill it would be awesome, but the fact that it is just active means you cannot use it with another skill which makes it less desirable. Level Damage bonus % Pierce damage 1 45 35 2 60 45 3 75 53 4 93 64 5 108 72 6 123 83 7 138 91 8 156 103 Blade Honing (6 levels): active Boost pierce damage on swords and spears. 16m radius, 50 energy reserve Now this is a energy reserve skill and definitely complements other skills for melee characters. At just 6 points it is worth investing in. Level Pierce bonus % Pierce damage 1 16 3 2 24 5 3 32 7 4 40 9 5 48 12 6 56 15 Envenom weapon (12 levels): passive Adds poison to all attacks. 1 energy cost per sec, poison damage is over 5s, and requires 50 energy reserve. Another nice energy reserve skill, for melee and bow users. Although not the best skill to pump up to max in one go (12 levels). For bow users, this will be enough. For melee users, use it with blade honing. Your energy will not be wasted. Level Poison damage 1 18 2 25 3 33 4 40 5 48 6 55 7 63 8 70 9 78 10 85 11 93 12 100 5.8.2 Rogue Tier 2 ------------------------ Throwing knife (10 levels): active Throws a blade with 100% chance pass through, that does bleeding damage over 3s This is the rogue's ranged attack and can be quite useful. Not the best, but you should consider it if you plan on using two melee weapons, and having this as backup. Level Energy cost Bleed damage pierce damage 1 18 48 11 2 19 63 15 3 20 78 19 4 21 90 23 5 22 105 27 6 23 120 31 7 24 132 35 8 25 147 39 9 26 162 43 10 27 174 47 Disarm Traps (6 levels): passive Disable and avoid damage from traps. Although this is passive, and seems a basic skill for any rogue, in TQ this skill tree is totally useless. Unless you are very dumb, you should be able to avoid all trap devices. As for traps monster throw, just move out of range. Skip this skill tree. Level Damage to devices damage from devices 1 25% -10% 2 50% -20% 3 75% -30% 4 100% -40% 5 125% -50% 6 150% -60% Nightshade (8 levels): passive Modifies envenom weapon and slows enemies for 5s when you hit them. For any bow user this is a must. Even if you only put one point in envenom weapon, max this skill out. Just 8 points to slow enemies , awesome. Level Poison damage % slow enemies % 1 15 10 2 20 14 3 25 18 4 30 22 5 35 26 6 40 30 7 45 34 8 50 39 Flash powder (8 levels): active Flash and smoke blinds and confuses enemies. Adds chance to fumble attacks for 8s, chance of 3-8 seconds of confusion. Skip this skill unless you have no other skills to make a quick escape. There are better ways to get out of trouble, instead of keeping a finger on the quick slot for this skill. Level Energy cost radius Chance fumble chance confusion 1 53 3.8 30 30 2 56 4.4 35 35 3 59 5 40 40 4 62 5.6 45 45 5 65 6.2 50 50 6 68 6.8 55 55 7 71 7.4 60 60 8 74 8 65 65 5.8.3 Rogue Tier 3 ------------------------ Lucky hit (6 levels): active Modifies calculated strike and adds chance (33%) of some extra damage, pierce damage and bleeding over 3s This makes calculated strike even better, and the pierce bonus is something any melee character should consider. However as I said before, calculated strike is active, which makes it not worth the skill points. If you use this skill, then you should have other energy reserve skills active to boost you attack speed and damage, as well as offense. Level Damage Pierce damage % Bleeding 1 39 50 45 2 48 59 69 3 57 68 96 4 66 77 120 5 75 86 144 6 84 95 171 Open wound (12 levels): passive Adds 33% chance that blade weapon attacks will do extra bleeding damage over 3 s. A nice addition for any melee character. Add a few points for the extra damage if you have spare. Remember melee characters should work on quick kill rather than over time damage. Not essential but nice to have. Level Bleed damage 1 27 2 36 3 45 4 57 5 66 6 75 7 84 8 96 9 105 10 117 11 126 12 141 Lay trap (15): active Bolt trap that fires at enemies. Up to 3 traps of 1m radius that lasts for 30s and shoots one projectile for piercing damage. Your Rogue pet. Not very nice damage and not very nice health, but if you want to play the trapper, this is your choice (OMG 15 levels). This is useless in harder difficulties. However, lay a trap to get rid of those ranged attackers, but really you should look at the poison bomb for this. Level Energy cost trap health pierce damage 1 29 74 14-21 2 31 86 18-24 3 33 98 21-29 4 35 110 24-32 5 37 122 28-35 6 39 134 31-38 7 41 146 34-41 8 43 158 38-46 9 45 170 41-49 10 47 182 44-52 11 49 194 48-55 12 51 206 51-58 13 53 218 56-63 14 55 230 59-66 15 57 242 62-69 Poison gas bomb (12 level): active Throws a bomb that releases poison gas. Adds poison damage over 6s and also 66% chance of impaired aim for 9 seconds for all skill levels. This is high energy skill for a rogue character but it is one of the best skills for a Rogue, for harder difficulties. Throw a few of these to get rid of those archers and magic users. Level Energy cost Radius Poison damage 1 33 3.2 32 2 35 3.4 41 3 37 3.6 50 4 40 3.8 61 5 42 4.0 70 6 44 4.2 78 7 47 4.4 87 8 49 4.6 98 9 51 4.8 107 10 54 5.0 115 11 56 5.2 124 12 58 5.4 136 5.8.4 Rogue Tier 4 ------------------------ Lethal strike (12 levels): active Single deadly strike multiplies normal damage. Another active skill with lots of levels. It goes to say, if you are going to use these for melee characters, you will be skipping a lot of the other skills for their masteries (hunting and warfare). This is another skill for a rogue/casters. Level Energy cost Damage bonus % Pierce damage bonus % 1 52 225 225 2 53 250 240 3 55 275 255 4 56 300 270 5 58 325 285 6 59 350 300 7 61 375 315 8 62 400 330 9 64 425 345 10 65 450 360 11 67 475 375 12 68 500 390 Rapid Construction (8 levels): active Modifies lay trap and reduces time before you can lay another trap and also energy cost. You like traps, then add a few of these. Traps get destroyed so fast in harder difficulties, that you may benefit from this. But really skip the traps. Level recharge Energy cost 1 -18% -5% 2 -27% -10% 3 -36% -15% 4 -44% -20% 5 -52% -25% 6 -60% -30% 7 -66% -35% 8 -72% -40% Toxin distillation (12 levels): passive Modifies envenom weapon and increases potency and length of all poison damage. If envenom weapon is working for you, then get this. Definitely one to max. Level Poison damage % Duration % 1 12 10 2 24 16 3 36 22 4 48 28 5 60 34 6 72 40 7 84 46 8 96 52 9 108 58 10 120 64 11 132 70 12 144 76 5.8.5 Rogue Tier 5 ------------------------ Anatomy (8 levels): passive Increases effectiveness of bleeding damage. Now this a small (8 level) passive skill, which makes it desirable. However before investing on this, really look at what weapons you have that cause bleeding (no many do, and the damage is low). Level Bleeding damage 1 36% 2 48% 3 60% 4 72% 5 84% 6 96% 7 108% 8 120% Mandrake (8 levels): active Modifies envenom weapon and adds chance to confuse enemy. 1 energy per second, chance to fumble attack for 3 seconds, chance to cause confusion Another devious enhancement to envenom weapon. These are so good. This is the tree you should spend the most points on, for a melee character. Level Chance fumble Chance confusion confusion duration 1 15% 12% 1.8-2.4 2 20% 16% 1.8-2.8 3 25% 20% 1.8-3.2 4 30% 24% 1.8-3.5 5 35% 28% 1.8-3.9 6 40% 32% 1.8-4.3 7 45% 36% 1.8-4.6 8 50% 40% 1.8-5.0 Shrapnel (10 levels): active Modifies Poison gas bomb; bomb explodes with shrapnel (9-11 fragments) over 1.5m, causing bleeding damage for 3s and pierce damage The poison gas bomb really helps in harder difficulties, to do some damage. Although the poison gas method is slow, it gets the job done. You may consider a few points in this, but really not that necessary. Level Energy cost Bleed damage Pierce damage 1 5 33 9 2 6 39 11 3 7 45 13 4 8 51 16 5 9 57 18 6 10 63 20 7 11 69 23 8 12 75 25 9 13 81 27 10 14 87 30 5.8.6 Rogue Tier 6 ------------------------ Mortal wounds (8 levels) : active Modifies lethal strike and magnifies bleeding and poison damage and 3 seconds of stun. 15 energy cost This is the only skill which makes Lethal strike a consideration over other skills for the melee character, making lethal strike a primary attack. A must for the Lethal strike tree. Level Bleed damage Poison damage 1 60% 60% 2 95% 95% 3 130% 130% 4 165% 165% 5 200% 200% 6 235% 235% 7 270% 270% 8 305% 305% Flurry of knives (6 levels): active Modifies Throwing knife adding multiple blades at once. All I can say is that if you are using throwing knife, then add a few points in this. However, this skill is hard to control. Level Energy cost projectiles Pierce damage bonus % 1 5 1 51 2 6 2 60 3 6 2 69 4 7 3 78 5 7 3 87 6 8 4 96 Improved firing mechanism (8 levels): active Modifies Lay trap; Trap fires more rapidly and does more damage. If you are using traps over poison bomb, because you are running away an letting it the trap do the damage. Max this out. Level Projectiles Chance pass thru % Pierce damage Trap Health 1 3 10 15% 30% 2 4 15 20% 35% 3 4 20 25% 40% 4 5 25 30% 45% 5 5 30 35% 50% 6 6 35 40% 55% 7 6 40 45% 60% 8 6 45 50% 65% ---------------------------------------------------------------------------- 5.9 Spirit Mastery Skill Bonuses ---------------------------------------------------------------------------- Spirit mastery is the mastery of the occult and undead. You can summon undead to help you out, mind control, or just life zapping. 5.9.1 Spirit Tier 1 ---------------------- Deathchill aura (6 levels): active Aura slows and saps life from enemies. Also saps your life. 1 energy cost per second, 1 second duration The deathchill aura is a hit and miss, some people like it some not much. However for 6 points, you may choose it. The reduced speed is the greatest advantage (although you mostly will not need it in normal). Level radius Reduce enemy health % reduce speed % 1 2.5 1-3 13 2 2.7 1-4 15 3 3.0 2-5 17 4 3.2 2-6 19 5 3.4 3-7 21 6 3.7 3-9 25 Life drain (12 levels): active Steal life from enemies This skill is really nice, especially for high damage melee characters. It have found that most monsters have bad vitality damage resists. However I have to say that it does not help with the heavy hitting bosses in harder levels, and you will need something to guard against the ranged attackers. Level Energy cost Vitality damage % damage convert to health 1 54 49 150 2 58 53 160 3 64 57 170 4 68 61 180 5 72 65 190 6 78 69 200 7 82 73 210 8 86 77 220 9 92 81 230 10 96 87 240 11 100 93 250 12 106 99 260 5.9.2 Spirit Tier 2 ---------------------- Ternion Attack (12 levels): active Fires three projectiles from your staff that go faster, and do more damage. This the spirit skill tree to go for. Even at level 1 with the ¡V50% damage it is a killer. Although you do not max this out initially, and only add a few points, and invest the rest in Archane Lore on the same tree for the area damage. Level Energy cost Elemental damage 1 30 -50% 2 31 -45% 3 31 -40% 4 32 -35% 5 32 -31% 6 33 -27% 7 33 -23% 8 34 -19% 9 34 -15% 10 35 -11% 11 35 -7% 12 36 +5% Ravages of time (8 levels): active Modifies Deathchill aura; all enemy weapons dull and armor crumbles.1 energy cost per sec. If you are using death chill aura, maxing this out will give your melee character twice the damage (-36% absorb, from an initial 66%). However, for a ranged character this is not very useful because the range is small so the pierce damage from archers probably will not be affected. For magic characters, armor absorption is useless. Personally I skip this tree. Level Damage Pierce damage Armor absorption 1 -11% -11% -11% 2 -15% -15% -15% 3 -18% -18% -18% 4 -22% -22% -22% 5 -25% -25% -25% 6 -32% -29% -29% 7 -32% -32% -32% 8 -36% -36% -36% Vision of death (6 levels): active Fill the minds of enemies with fear and confusion, within 3m, causing them to deal less damage for 3s and 66% chance to fumble attacks for 11s. If you need a quick escape, this is better than any of the other fumble skills in other masteries. Only six levels, which is nice. Not a mainstream skill to invest in but nice to have sometimes. Level Energy cost Reduced damage Fear duration 1 55 3 3.0 2 60 5 3.5 3 65 7 4.1 4 70 9 4.6 5 75 11 5.2 6 80 13 5.9 Spirit ward (8 levels): active Ward protects all from undead near you (6m). If you are having problems with undead, this is the skill to have. You will find undead quite difficult, due to high resistances and no bleed or life leech from them. Not much use if you are handling them without problems. Level Energy cost /s Damage to undead Damage from undead 1 1 3 15% 2 1 5 18% 3 1 7 21% 4 1 9 25% 5 1 11 28% 6 2 13 31% 7 2 15 35% 8 2 17 39% 5.9.3 Spirit Tier 3 ---------------------- Cascade (10 levels): active Modifies Life drain; life drain arcs from enemy to enemy. Vitality damage cannot be under estimated because there are so little resistances to it. Not something to concentrate on, but a nice enhancement to Life drain. Level Vitality damage % damage to health 1 35 150 2 39 160 3 44 170 4 48 180 5 52 190 6 57 200 7 63 210 8 71 220 9 79 230 10 88 240 Dark Covenant (6 levels): active Energy regeneration boost at the cost of life; -18 health per sec, 15 m radius Although just 6 skill levels, this is not really worth it. As a magic user, one of your priorities would be high energy regeneration anyway. Stocking up potions is another option. Skip this. Level Duration Energy regen /s Total speed 1 10 5 +9% 2 12 7 +11% 3 14 9 +14% 4 16 11 +16% 5 18 13 +18% 6 21 15 +21% Summon Liche King (15 levels): active Summons the spirit of an undead mage. The Liche King has two attacks Spectral Bolt and soul blight (figures shown with / seperator, left is for spectral bolt and right for soul blight) Spectral bolt available at level 1 and has 15% attack damage converted to health Spectral bolt available at level 5 and has 33% attack damage converted to health and reduce resistances for 8 seconds and radius of 6m. The Lich King is the pet for Spirit. You will have mixed success with this pet. In general invest a few points in it, but also remember to boost up the enhancements to this skill. Energy Spirit -Elem % Vital to Reduce Erg Level cost Health/Energy Damage health Damage cost Res% 1 250 369/307 13/0 3/0 19/0 0/0 0/0 2 258 389/324 16/0 3/0 23/0 0/0 0/0 3 266 408/341 20/0 4/0 27/0 0/0 0/0 4 274 426/358 24/0 4/0 30/0 0/0 0/0 5 282 446/375 28/0 6/33 34/0 0/32 0/13% 6 290 465/392 31/0 6/33 38/0 0/33 0/17% 7 298 483/409 35/0 6/33 41/0 0/35 0/20% 8 306 503/426 39/0 7/33 45/0 0/36 0/23% 9 314 522/443 43/0 7/33 49/0 0/38 0/27% 10 322 540/460 46/0 9/33 52/0 0/39 0/30% 11 330 560/477 50/0 9/33 56/0 0/41 0/33% 12 338 579/494 54/0 9/33 60/0 0/42 0/37% 13 346 597/511 58/0 10/33 63/0 0/44 0/40% 14 354 617/528 61/0 10/33 67/0 0/45 0/45% 15 362 636/545 65/0 12/33 71/0 0/47 0/47% Spirit Bane (6 levels): active Modifies spirit ward; nearby allies do extra damage to undead. 1 energy cost per second. As said before if you have problems with undead (mainly skeletons), this is a great skill. Add an extra damage to undead from relic or charm and undead will be flying across the screen. Level Damage % to undead Damage to undead 1 33 9 2 37 13 3 42 17 4 46 21 5 50 25 6 55 29 5.9.4 Spirit Tier 4 ----------------------- Arcane Lore (6 levels): active Modifies Ternion attack and adds speed boost and area damage. 4 energy cost If you have ternion attack (even one point) max this out, and see the power of ternion attack. This gives a speed boost, but most important an area boost, so it damages enemies around the target. If you max both, mobs get killed in one shot. However, Ternion is only magic based attack and later difficulties you really need to compensate for the high elemental resists. Level radius Projectile speed 1 1.5 +10% 2 1.7 +18% 3 1.9 +26% 4 2.1 +34% 5 2.3 +42% 6 2.5 +50% Necrosis (8 levels): active Modifies deathchill aura and makes enemies susceptible to life-sapping attacks. 1 energy cost per second. Death chill has not been my favorite because better life regen may be nice but definitely can be replace by potions. Design your character carefully and don't rush into mobs, and this skill is really useless. Level Bleed/Vitality/Life leech 1 -23% 2 -32% 3 -39% 4 -48% 5 -56% 6 -65% 7 -72% 8 -81% Enslave spirit (12 levels): active Control the mind of an enemy for a while. This skill is fun, but definitely pretty useless. There are no boosts, so you will find harder levels, the monsters just don't get controlled. High energy cost makes it even worse. Level Energy cost Duration (seconds) 1 90 36-48 2 92 40-54 3 94 44-60 4 96 48-66 5 98 52-72 6 100 56-78 7 102 60-84 8 104 64-90 9 106 68-96 10 108 72-102 11 110 76-108 12 112 80-114 Death Nova (12 levels): active Modifies summon Liche king; deadly aura that saps the life and strength of enemies. Radius 6m, 50% attack damage converted to health The lich King only shines when you start adding these enhancements. If you rely on one, add a point. Death Nova is not very good, but it unlocks further skills for the Liche King which is essential for its survival. Level Energy cost Reduce to Vitality Enemy health Damage 1 60 11% 33 2 62 13% 42 3 63 15% 50 4 66 17% 60 5 67 19% 68 6 69 21% 77 7 71 23% 85 8 73 25% 95 9 74 27% 103 10 77 29% 112 11 78 31% 120 12 80 33% 130 5.9.5 Spirit Tier 5 ---------------------- Unearthly power (8 levels) : active Modifies Dark covenant and adds better attack speed, damage is converted to life, plus extra elemental damage. Dark covenant is a relatively useless skill, but this enhancement is really a very nice skill enhancement. It is something to consider if you are having difficulty in later levels. Level Health/sec Physical/Elemental/Vitality damage 1 10 +8% 2 10 +14% 3 11 +20% 4 11 +26% 5 12 +32% 6 12 +38% 7 13 +44% 8 13 +50% Wraith shell (12 level): active Modifies summon liche king and adds increased resistances of all damage types. 50 energy cost, 2 active energy per second. 33% damage resistance. This is another must for the Lich King to keep it alive later on. Sometimes the lich king seems to be very lame, and dies quickly, adding this may not help in those levels, but certainly a bit later on. Level Damage absorb 1 19% 2 24% 3 28% 4 33% 5 38% 6 42% 7 47% 8 51% 9 56% 10 61% 11 65% 12 70% Circle of power (12 levels): active Create a circle that protects against the undead for 12 seconds, 6m radius Nice to have if you are having problems with undead, but it is not powerful enough for higher difficulties, even when maxed out. Level Energy cost Damage to undead 1 64 17 2 68 21 3 72 25 4 76 30 5 80 34 6 84 39 7 88 43 8 92 49 9 96 54 10 100 60 11 104 67 12 108 75 5.9.6 Spirit Tier 6 ---------------------- Death ward (8 levels): active This will heal you if your life goes too low. Activates when health goes below 15%, 3 second duration This is the life saver, this is a nice skill, but not essential for the spirit character. However this skill has a long, and I mean long recharge time, so really be careful after you have used it once. Level Health restored 1 330 2 360 3 390 4 420 5 450 6 480 7 510 8 540 Summon Outsider (15 levels): active Summon an extra-dimensional ally (Ether lord) for short duration Ether lord attacks base attributes: 200 arc of attack, 3 targets, 33% reduction in enemy health A lot of people have given this guy a lot of praise and prefer it over the Lich King. I agree that this is a better pet than the Lich King, but the fact is that it is a high energy cost spell, and really should be used for bosses. But it fails because really 58s is not a lot of time for a boss, and the recharge time is so long. Minion Minion Elemental Level Energy cost Life time Health/Energy Ergy cost Damage 1 285 30 1065/518 27 75-115 2 290 32 1130/536 29 83-124 3 295 34 1195/554 31 91-132 4 300 36 1260/572 33 98-140 5 305 38 1325/590 35 105-148 6 310 40 1390/608 37 113-157 7 315 42 1455/626 39 120-165 8 320 44 1520/644 41 128-173 9 325 46 1585/662 43 135-181 10 330 48 1620/680 45 143-190 11 335 50 1715/698 47 150-196 12 340 52 1780/716 49 158-206 13 345 54 1845/734 51 165-214 14 350 56 1910/752 53 173-223 15 355 58 1975/770 55 180-231 Arcane blast (16 levels): active Modifies Summon Liche King and adds a new powerful attack. Attack base attributes: 1 second of stun,15% slowed for 1.5 seconds This is a very nice mob killer for the liche king. Put a few points into it. Again remember you will get mixed performance from the lich king on different difficulties and area, but without this your Lich King will be pretty useless. Level Energy cost Projectiles Elemental damage Vitality damage 1 32 2 51 15 2 33 2 56 19 3 36 3 61 23 4 38 3 66 26 5 39 3 73 30 6 40 3 77 33 7 42 3 82 37 8 42 3 87 41 9 46 4 92 44 10 47 4 100 49 11 49 4 104 52 12 50 4 110 56 13 51 4 114 59 14 52 4 120 63 15 55 5 129 69 16 57 5 133 72 ---------------------------------------------------------------------------- 5.10 Storm Mastery Skill Bonuses ---------------------------------------------------------------------------- Storm is the magic users lightning and ice spells. Mainly spells of the ice and lightning type, and mostly active skills, meaning you will probably need a matching passive skill mastery. 5.10.1 Storm Tier 1 ------------------------ Ice shard (12 levels): active Fires a deadly sliver of ice which slows enemies 15% for 1.5 seconds You only have two skills at tier one of the storm tree. If you go the cold way, a few initial points into this is nice. However this will benefit from The heart of frost, which incidentally is in the second skill tree. Level Energy cost Cold damage 1 21 16-25 2 23 20-31 3 25 23-36 4 27 28-43 5 29 32-47 6 31 36-53 7 33 39-58 8 35 44-64 9 37 48-68 10 39 52-73 11 41 55-77 12 43 60-83 Storm nimbus (10 levels):Active Adds elemental damage to attacks. 1 energy cost per second, 75 energy reserve Chance of a cold damage or lightning damage but not both This is not really a good skill to look at, but the skill enhancements is very nice. Invest not to many points in this skill, but put at least one to open up the tree. Level Cold damage Lightning damage 1 3 1-21 2 4 3-27 3 7 5-33 4 10 7-38 5 12 9-44 6 14 11-50 7 16 13-55 8 19 15-61 9 21 17-67 10 23 19-75 5.10.2 Storm Tier 2 ------------------------ Spell breaker (6 levels): active Dispel enemy enchantments, skill disruption and drain energy, 6m radius, +50% damage to magical I have never effectively used this skill, (which may mean it is very good). The energy drain really looks nice, but damage to magical seems very useless, considering the number of monsters which are magical. Level Energy cost Energy drained Damage to magical 1 32 24% 15 2 34 32% 30 3 36 40% 45 4 38 50% 60 5 40 58% 75 6 42 66% 90 Thunderball (12 levels):active Hurl a stunning ball of electricity; 1.8m radius This is a great attacking storm skill. If you have no ranged magical attacks, this is better than ice shard. Level Energy cost Lightning damage Second of stun 1 50 7-31 1.5 2 53 11-36 1.8 3 56 16-40 2.1 4 59 22-46 2.5 5 62 26-50 2.8 6 65 30-55 3.1 7 68 35-59 3.4 8 71 41-65 3.8 9 74 45-69 4.1 10 77 49-74 4.4 11 80 54-78 4.7 12 83 60-84 5.1 Heart of Frost (8 levels): active Modifies storm nimbus and slows attacking and movement of enemies for 3s, extra cold damage, +25 energy reserve This is a must for storm users. Although it only enhances cold damage, the slow movement % really shines. I recommend really to max this skill. Level Cold damage Slow attack/movement 1 10% -10% 2 16% -15% 3 22% -19% 4 28% -24% 5 34% -27% 6 40% -31% 7 46% -34% 8 52% -38% 5.10.3 Storm Tier 3 ------------------------ Spell shock (8 levels): active Modifies spell breaker and adds damage and extra disruption I have not really considered the spell breaker tree, but this really looks like something interesting. Level Energy cost % Drain cause damage Duration of skill disruption 1 15 30% 3.0 2 16 45% 3.6 3 18 60% 4.2 4 20 75% 4.8 5 22 90% 5.4 6 24 105% 6.0 7 26 120% 6.6 8 28 135% 7.2 Velocity (8 levels): active Modifies ice shard; Fires shards faster for more damage, and chance to pass through enemies. Cold characters, this is a must. Increasing cold damage by a percentage and together with Heart of Frost, you can boost your cold damage enough to make it useful even harder difficulties. Level Energy cost Chance pass through Cold damage Projectile speed 1 2 18% +10% +15% 2 2 24% +16% +20% 3 3 30% +22% +25% 4 3 36% +28% +30% 5 3 42% +34% +35% 6 4 48% +40% +40% 7 4 54% +46% +45% 8 4 60% +52% +50% Squall (12 levels): active Enemy projectiles are all swept off course in area of squall for 6 seconds. Chance of lightning damage and chance of impaired aim for 1 second Squall is a strange skill, where when you first try it, it is pretty lame. However, I discovered it's strength at Epic difficulty where it really saves lives against those archers. Chance Lightning Chance Level Energy cost Radius Lightning Damage Impaired aim 1 52 4.0 30% 3-21 50% 2 57 4.8 38% 7-25 55% 3 60 5.6 45% 11-29 60% 4 64 6.3 51% 14-32 65% 5 67 6.9 57% 18-36 70% 6 70 7.5 62% 22-40 75% 7 74 8.0 67% 25-83 80% 8 77 8.5 71% 29-47 85% 9 80 9.0 75% 33-51 90% 10 84 9.4 79% 36-54 95% 11 87 9.8 82% 40-58 100% 12 90 10.2 85% 44-62 100% Freezing blast (8 levels): active Traps enemies in ice , but makes them harder to damage (85% damage absorption) This is not very useful, because of the damage absorption bonus it give. However for the cold player this is the equivalent of stun, and used as a escape route maker rather than attack spell. Level Energy cost Duration Radius Cold damage 1 50 3.0 1.8 3 2 54 3.4 2.1 5 3 58 3.8 2.4 6 4 62 4.2 2.7 8 5 66 4.6 3.0 10 6 70 5.0 3.3 12 7 74 5.4 3.6 13 8 78 5.8 3.9 15 5.10.4 Storm Tier 4 ------------------------- Lightning bolt (12 levels): active Strike down enemies with your own lightning bolt and adds 1 second of stun This is the lightning skill but really not worth the effort. Even maxed out, the radius is 1.6m which is really small. If you are a main storm character, make sure you have ¡Vrecharge for lightning attacks, they are slow to recharge. Level Energy cost Radius Lightning damage 1 80 0.5 51-109 2 88 0.6 63-133 3 96 0.7 74-156 4 104 0.8 86-178 5 112 0.9 97-202 6 120 1.0 109-225 7 128 1.1 120-247 8 136 1.2 132-271 9 144 1.3 143-294 10 152 1.4 155-316 11 160 1.5 166-340 12 168 1.6 178-363 Concussive blast (8 levels): active Modifies thunderball and increases radius (1.5m), adds electrical fragments Thunderball is a nice area spell and this enhancement makes it better. The energy cost is low making this very attractive. Level Energy cost Fragments Lightning damage Seconds of stun 1 14 2-3 3-11 1.0 2 15 2-4 6-16 1.2 3 16 2-4 9-22 1.5 4 18 3-5 12-27 1.7 5 19 3-5 15-32 1.9 6 20 4-5 18-38 2.3 7 22 4-6 21-43 2.5 8 23 5-6 24-48 2.8 Obscured visibility (6 levels): active Modifies Squall; enemy attack and defense are reduced inside squall. Reduce damage and resistances for 6 seconds As I mentioned earlier squall really shine when used against those pesky archers. With this enhancement your get even better, Obscure visibility really messes them archers up. Now with reduced resistances, and reduced damage, it makes squall useful even for non archer monsters. Level Energy cost Reduced damage Reduced resistances 1 6 10% 10% 2 7 14% 14% 3 8 18% 18% 4 9 22% 22% 5 10 26% 26% 6 11 30% 30% Static charge (12 levels): active Modifies storm nimbus, adds 15% chance of lightning retaliation damage and extra lightning damage. 25 energy reserve If you are a lightning character this is the skill to max out. This does to lightning what heart of frost does to cold. Level Lightning damage Lightning retaliation 1 10% 54 2 16% 66 3 22% 78 4 28% 90 5 34% 102 6 40% 114 7 46% 126 8 52% 138 9 58% 150 10 64% 162 11 70% 174 12 74% 186 Energy shield (12 levels): active Blocks elemental damage (Lightning and cold only) An active skill that blocks cold and lightning. Very fitting for a storm player. Nice to have but not essential. This skill has a longish recharge time. Level Energy cost Damage absorption 1 60 125 2 64 149 3 68 174 4 72 198 5 76 223 6 80 247 7 84 272 8 88 296 9 92 321 10 96 345 11 100 370 12 104 394 5.10.5 Storm Tier 5 Torrent (8 levels): active Modifies Ice shard; fires multiple shard, adds frostburn damage for 3s. This is another nice addition to the cold characters, and as ice shard is a ranged character you will benefit from the frostburn damage, and the slow from heart of frost will mean more time to work damage before they reach you. Level Energy cost Projectiles Frostburn damage 1 14 1 21 2 16 1 33 3 21 2 39 4 23 2 48 5 28 3 57 6 30 3 63 7 32 3 69 8 38 4 78 Summon wisp (15 levels): active Summon a storm wisp to fight with you. 200 energy cost Ability 1: Plasma burn (lightning damage only) Ability 2: Dodge attack (no lightning, 99% dodge attacks and projectiles) Ability 3: Level 5 or above: Thunderclap ; 3m radius The wisp, as a storm character one point in the wisp is almost default. Although low health, this guy can really survive. Do use it as a main pet, or rely on it too much. But just like wolves in the nature mastery the wisp can be a great secondary pet. Ability 1 Ability 3 Ability 3 Ability 3 Stun Level Health Energy Light dam Ergy cost Lightning dam duration 1 153 186 6-25 0 0 0 2 165 195 9-28 0 0 0 3 177 204 11-31 0 0 0 4 189 213 15-34 0 0 0
5 201 222 17-38 31 36-51 0.5-1.0 6 213 231 21-41 32 41-57 0.6-1.1 7 225 240 24-44 33 45-65 0.6-1.2 8 237 249 29-48 34 50-73 0.6-1.3 9 249 258 32-51 35 55-80 0.7-1.4 10 261 267 36-55 36 60-88 0.8-1.5 11 273 276 40-58 37 65-95 0.8-1.6 12 285 285 46-62 38 70-104 0.9-1.7 13 297 294 50-66 39 76-113 0.9-1.8 14 309 303 55-69 40 85-126 0.9-1.9 15 321 312 59-74 41 94-140 1.0-2.0 Storm surge (12 levels): active 15% chance to release energy damage when hit. 5m radius, 1.5 s of stun, +150 energy reserve Can be nice but really due to low chance, it is not worth putting points into it unless you have points to spare. Level Cold damage Lightning damage 1 25 3-43 2 30 9-50 3 36 15-57 4 43 23-63 5 49 30-73 6 54 37-80 7 60 43-87 8 67 50-96 9 73 56-104 10 80 63-112 11 88 69-123 12 97 77-134 5.10.6 Storm Tier 6 ------------------------- Chain lightning (12 levels) : Active Modifies lightning bolt; cause bolt to leap from enemy to enemy. 0.5 seconds of stun Nice lightning effect. This is the area damage for lightning and together with squall, the lightning character can kill before the monsters even know what hit them. Level Lightning damage 1 31-53 2 41-69 3 53-84 4 65-101 5 74-115 6 86-130 7 96-145 8 107-163 9 117-177 10 128-192 11 138-207 12 150-226 Eye of the storm (8 levels): active Modifies summon wisp; wisp enhances lightning and cold damage to allies for 30 seconds. 14m radius. This is a must even if you put one point into wisp. Add this to make you wisp more useful as a shield. Cold/Lightning Cold/Lightning Level Energy cost damage Resistance 1 30 30% 12% 2 32 40% 15% 3 35 50% 18% 4 37 60% 21% 5 39 70% 24% 6 42 80% 27% 7 44 90% 33% 8 46 100% 33% Reflection : active Modifies Energy shield and adds general retaliation damage. 30 energy cost Because of the high tier, I have not really used this skill. It must be useful, but the scare skill points in higher difficulty, means I have not had time to try this skill out. The low chance does make this skill less tempting. Level Chance Damage reflected 1 5% 25% 2 6% 33% 3 7% 41% 4 8% 49% 5 9% 57% 6 10% 65% 7 10% 73% 8 11% 81% ---------------------------------------------------------------------------- 5.11 Warfare Mastery Skill Bonuses ---------------------------------------------------------------------------- Needless to say warfare is for the melee character. Weapon training is a must, as it increases damage early in the game, and is also based on percentages. There are skills to boost attack and attack speed for both single player and multiplayer. This skill in general is slightly below par, when compared to the others, but not terrible. The stats bonuses are slightly lower, and some skills are not very useful. 5.11.1 Warfare Tier 1 --------------------------- Weapon training (6) passive Increase attack speed and offense with melee weapons If you are going the warfare path, this is the skill to max out, and will help regardless of what path you are going to take. Level Offense ability Attack speed 1 10% 5% 2 14% 8% 3 18% 10% 4 24% 12% 5 38% 14% 6 32% 16% 7 36% 18% Battle rage : (12) passive Chance to enter extra-lethal state when hit. 8% chance of +50% offense ability for 10s. This s a passive skill so it helps pretty much by itself. You will find this is a great skill for normal level, but later on in harder difficulties, this is useless, and you will be relying on other skills. Level Damage bonus 1 5 2 8 3 10 4 12 5 15 6 18 7 20 8 24 9 27 10 30 11 33 12 38 Onslaught (8) active Build up a charge that increases damage. 1 energy Onslaught very nice for any melee character and recommended, especially the enhancements later on. Use it as you main attack and at one energy, even a pure melee can and should handle this. Level Damage bonus charges 1 10% 1 2 15% 2 3 19% 3 4 20% 4 5 31% 5 6 37% 6 7 42% 7 8 50% 8 5.11.2 Warfare Tier 2 --------------------------- Dual weld (6) passive Fighting with weapon in each hand. It may seem that dual weapon is pretty bad idea for a melee character but the fact that a shield requires a 3s recharge to block again makes this a good option, especially if you do not have Defense as your other mastery. Level Chance 1 12% 2 14% 3 16% 4 18% 5 20% 6 22% Dodge attack (6) passive Chance to dodge melee attacks. This is a good passive skill to invest in especially if you dual weld and do not have the protection from a shield. Although 15% chance maxed does not seem that much, it will prove invaluable in a lot of circumstances. Level Chance 1 3% 2 6% 3 8% 4 10% 5 12% 6 15% 7 16% Ignore pain (6) active Modifies Onslaught; Charge lets you ignore some damage. If you use onslaught, then this is a skill you need. Even if you just invest one point in onslaught for the slight added damage bonus, you should have more points in this skill. Level Damage resistance Pierce resistance 1 3% 3% 2 6% 6% 3 8% 8% 4 10% 10% 5 12% 12% 6 14% 14% War horn (10) active Stun enemies with your war horn within a radius of 12m This is not a main warfare skill mainly because of the high energy cost (for a strength based character), and also because in harder difficulties, many monsters have stun resistances. If you want to use this you should invest in Triumph (battle standard tree), as it reduced stun resistance, making this skill worthwhile. Level Energy cost Stun duration 1 52 1.5 ¡V 3.0 2 54 1.5 ¡V 3.5 3 56 1.5 ¡V 3.9 4 57 1.5 ¡V 4.3 5 60 1.5 ¡V 4.6 6 62 1.5 ¡V 5.0 7 64 1.5 ¡V 5.3 8 66 1.5 ¡V 5.6 9 68 1.5 ¡V 6.0 10 70 1.5 ¡V 6.5 5.11.3 Warfare Tier 3 --------------------------- Hew (6) passive Modifies Dual weapon; Chance to attack with a jump for massive damage (+50% damage). This is not really a enhancement for the dual weapon, skip it if you wish. Level Chance 1 3% 2 4% 3 6% 4 7% 5 9% 6 10% Crushing blow (12) passive Modifies battle rage and adds chance to cause bonus extra Battle rage is not good, and in harder difficulties, you will not use it. This enhancement does not really make it any better. Level chance damage 1 10% 16-57 2 10% 19-61 3 10% 24-67 4 12% 27-71 5 12% 34-79 6 12% 38-84 7 12% 42-89 8 14% 46-94 9 14% 50-99 10 14% 56-106 11 14% 61-112 12 16% 64-116 Battle standard (10) active Increases melee ability of allies in range. Adds +1 all skills bonus for all allies in 12m radius. 50 energy cost This is a very good skill in the warfare, because of the group factor and the +1 all skills, which is such a great bonus. Problem is that your have to guard it to prevent it being destroyed, and it lasts only a short time with high cost. However, together with Triumph, this can make killing mobs easier. You should be aware that there is a longish recharge time, but not too long. Level duration health damage all skill duration offense ability 1 18s 180 15% 24s 40 2 20s 210 18% 30s 50 3 22s 240 23% 36s 60 4 24s 270 26% 43s 70 5 26s 300 29% 48s 80 6 28s 330 34% 54s 90 7 30s 360 37% 60s 100 8 32s 390 40% 66s 110 9 34s 420 45% 72s 120 10 36s 450 50% 78s 130 War wind (8) active Spin attack (360 degree arc), 4 targets. This is a nice attack, but uses a lot of energy. Although not a primary attacking skill, I would recommend it if you have a lot of slow attack bonuses; do a war wind to slow the attackers then normal attack to clean them out. I would not really put more than one point on this skill, and zero if you do not have slow attack bonuses. Level energy damage bonus 1 75 -25 2 79 -20 3 83 -15 4 87 -10 5 91 -5 6 95 5 7 99 10 8 103 15 5.11.4 Warfare Tier 4 --------------------------- Cross cut (6) passive Modifies Dual weapon; Chance to hit two enemies with one attack, 90 arc, two targets. Nice to have and a good addition on the dual weld tree. Only six points to max, although 10% is a bit small. Level Chance 1 3% 2 4% 3 6% 4 7% 5 9% 6 10% Hamstring (6) active Modifies onslaught; Slows enemies and lowers defense 3 seconds, reduce armor for 6 sec, and slow movement for 5s. On the onslaught tree, the ignore pain is much better to max than this. The reduce armor and reduce defense is really very small in later difficulties, and you will need modifiers to really take advantage of this. The slow is for slow movement which allows you to escape, but does not slow attacks. Level reduce defense reduce armor slow 1 8 8 10% 2 12 12 15% 3 16 16 20% 4 20 20 25% 5 24 24 30% 6 28 28 35% 5.11.5 Warfare Tier 5 ---------------------------- Counter attack (12 levels): passive Modifies battle rage and adds chance to cause retaliation damage. The battle rage tree is pretty lame. This modifier again has low damage (for higher difficulties) and the chance is not high. However the only advantage is that it is passive. Level Chance Damage retaliation 1 6 18-31 2 7 20-35 3 8 23-38 4 9 25-40 5 9 30-46 6 10 33-49 7 10 35-53 8 11 38-56 9 11 40-58 10 12 45-64 11 12 48-67 12 13 50-71 Triumph (6 levels): active Reduces melee ability of enemies in range (8m), -50% stun resistance. If you have battle standard, this should be maxed out once you have the chance, even before you max out battle standard. For just 6 points enemies do ¡V40% less damage and have less damage resistance. Level Damage Damage resistance 1 -15% -15% 2 -20% -20% 3 -25% -25% 4 -30% -30% 5 -35% -35% 6 -40% -40% Lacerate (8 levels): active Adds bleeding damage over 3 second, 20 energy cost. Bleeding damage is nice, because like pierce, it is not absorbed by armor. However, for melee, the main objective is to kill as fast as possible, and not use over time (which gives enemy more time to hit you). Invest if you wish but the damage is not really great. Level Targets Bleeding damage 1 1 19 2 1 27 3 1 35 4 1 44 5 2 50 6 2 58 7 2 66 8 2 75 Doom horn (6 levels): active Also reduces enemy life and armor for 10 seconds. 20 Energy cost Doom horn is a great high level skill and for 20 energy cost it is not bad. Doom Horn saved me a few times. The reduction in health and armor is great, but make sure you kill them in 10 seconds. Level Reduced health Reduced armor 1 9% 12 2 12% 16 3 15% 20 4 18% 24 5 21% 28 6 25% 33 5.11.6 Warfare Tier 6 Tumult (6 levels): passive Chance to execute spin attack 360 degrees arc at 3 targets Spin attacks are not really that effective, unless you can get one hit kills, in later difficulties this can be hard. The only advantage is using it in combination with slow attack bonuses. As for a maxed out 10% chance, you are better off using the low level active war wind, which hits four targets. Level Chance 1 3% 2 4% 3 6% 4 7% 5 9% 6 10% Ardor (6 levels): active Charge increases attack and movement speed. This skill is only 6 levels and has a 16% increase, which is a noticeable difference. In later difficulties, you will gain advantage as the speeds stack. The only big disadvantage is that it is active, so to stack you need to active, which means allocating to quick slot which is not really that desirable in harder difficulties. Level Movement Attack speed 1 6% 6% 2 8% 8% 3 10% 10% 4 12% 12% 5 14% 14% 6 16% 16% Ancestral horn (15 levels): active Summon ancestral heroes to your aid for 24 seconds. 190 energy cost I really did not think much of this skill, being a melee character and did not want pets to do my fighting. The health and damage seemed low for higher difficulties also. However the melee character really struggles in harder difficulties and to be honest these guys are a good shield, especially if you have no buffer against those ranged attacker. Invest in this skill, if your are primary melee, they will save your life in harder difficulties. This skill has a very long recharge time, so higher health is a big advantage. Level Summon limit Health Energy Damage 1 3 330 300 47-53 2 3 360 300 52-61 3 3 390 300 47-68 4 3 420 300 62-75 5 4 450 300 69-86 6 4 480 300 74-93 7 4 510 300 79-100 8 4 540 300 84-108 9 4 570 300 91-118 10 5 600 300 96-125 11 5 630 300 101-133 12 5 660 300 106-140 13 5 690 300 115-151 14 5 720 300 120-159 15 5 750 300 125-166 ========================================================================== 6. Combat and character builds ========================================================================== 6.1 Combat --------------- 6.1.1 Melee and ranged ----------------------------- There are two types of combat, melee and ranged (or more accurate close range and long range). Close range tends to do more damage and lose more health, whilst long range tends to be slower and less damage. According to the manual ranged attacks always hit (if it strikes the target, and not off to side). Melee on the other hand can miss. Anyway I think the logic is that ranged will hit but amount of damaged determined after all resistances are taken into account. Melee on the other hand may or may not hit, depending on offense ability and defense ability. But when it the damage is less affected by resistances and more on armor. This works both ways, in other words the same method of calculation of hit and damage of monsters attacking you. In general each character should have both long range and short range attacks. This does not mean that magical users will have to hold a sword; there are short-range magical attacks such as the flame surge (Earth). For ranged characters (bows, magic), it is best to have a short range attack that allows you go gain a quick escape route. For a melee character, a long- range weapon allows you to pick of a few of the crowd as well as those pesky magical users and archers. 6.1.2 types of damage ---------------------------- There are three types of damage; i) Physical damage. This subtracts the health upon successful hit once per hit. ii) Time based damage. This will subtract health over a period of time, after a hit is successful. For example, burning, poison, bleeding. iii) Magical damage: This is one of damage and damage depends on whether the roll (internal dice rolls) against the targets resistance is successful. In addition certain attacks have an effect, such as slowing you down, reducing your stats, stunning you, or stopping you from moving. As you play the game you will notice monsters using these various methods, and it goes to say that you should have a variety of these attacks, as different monsters are susceptible to different types of damage. I have found that for weapon based characters (bows, axes, swords, spears, knives) having a few different weapons with different properties very useful. Rings and amulets with a variety of different resistances is also useful in inventory. You should sell those you do not need e.g. a ring with 11% fire resistance and a ring with 15% fire resistance, sell the 11% ring, and keep the 15% either equipped or in inventory until you need it. Keeping unused items may take up some room, but let me tell you, you will not run out of money, merchants normally sell rubbish, and you sell more than you buy. Have a weapon for physical damage, and some for elemental damage and some for bleeding damage etc. Bows should have bleeding and poison damage, as it allows you to fire at one target, let the damage work on them whilst firing at another target. Magical users are not left out; look for attacks with elemental damage as well as physical damage, for example the Earth master has Volcanic Orb which deals both physical and fire damage. Relics and charms also have a use in that you can add other types of damage to existing weapons damage, so you do not need as many types. Piercing, bleeding and poison damage is great. Close range combat, you may have fire, lightning damages to add to your physical damage. Here are some brief explanation of each type of damage. Damage/Physical damage: This is damage done by physical weapons, such as knives, swords, axes, bows, maces and spears. The damage is immediate. +% damage will increase your damage to your weapon, but will not affect damage if you are not inflicting physical damage. Physical damage is absorbed by armor. % pierce : Some weapons have a % pierce. This is the percentage of the damage inflicted is done by piercing. For example if your weapon has 25% pierce and inflicts 100 hp damage, then 75 will be physical and 25 will be pierce damage. Pierce damage is NOT reduced by armor. Pierce is affected by pierce resistance. Elemental damage : This is fire/lightning/cold damage. This is not affected by armor but by the fire/cold/lightning resistances. Elemental is increased by +% fire/cold/lightning/elemental modifiers (if you use attack using fire, lightning or cold). Bleeding damage : Normally most weapons does not produce bleeding damage. Bleeding is like pierce but works over time. Bleeding damage is gained from weapons and skill modifiers. You can get more bleeding damage using +% bleeding (but only if you have bleeding damage from a skill or weapon). The bleeding damage is affected by the bleeding resistance. Poison damage : Similar to bleeding but for poison, and is affected by poison resistance. Burn damage : This is the fire equivalent over time damage. It is affected by the fire resistance. Frostburn : This is the cold equivalent over time damage. It is affected by cold resistance. +damage to undead/beasts/demons/magical¡K : Exactly what it says, increased the physical damage to the monster type. +% damage to undead/beasts/demons/magical¡K : This is a better version and increases damage of all types to the type of monster. Vitality/Life leech : This is over time health damage. In other words reduces your health over a period of time if hit. This is protected by vitality resistance (note: There is a bug that shows an incorrect value for your vitality resistance). Energy leech : Same as life leech, but protected by energy leech resistance. %damage converted to health: This converts a % of the damage you inflict into your health. Life leech/vitality is over time, this is immediate, and also this increases your health, life leech does not. This is dependant on the damage your inflict (or receive). X% stun for y seconds: If you hit the target with a weapon which has stun, then there is a chance the target will be stunned. If so, a check against the stun resistance, if the check (virtual dice roll) fails then the target is stunned. X% skill disruption for y seconds: Just like stun, but stops you or your target from using skills instead. Checks against skill disruption resistance. X% reduction health : Immediate reduction in the health of enemy by the amount stated. 6.1.3 Weapons and casting speed ----------------------------------------- Weapons all have a speed attribute, which is very important, however they tend to be balanced in the sense fast weapons deal less damage than slow weapons. However, use your relics and charms to speed up weapons or increase damage. For dual weapon fighters, two fast weapons will do more damage quicker than one slow weapon. Relics are important not just to add attack attributes, you can use relics to increase you offensive ability or to increase you attack speed making a slow weapon at least average in speed. Slowing down the monsters can counter your slow weapon problems. Bonuses such as slow movement or slow attack should be treasured, it can reduce the damage you take as well as deal more damage in the same amount of time. Just imagine a slow enemy attack combined with a very fast weapon can do for a melee character. 6.1.4 Local and area attacks ----------------------------- Previously I have mentioned the type attack strategies of melee and long ranged attack, and also the types of damage these attacks can inflict. In addition it should be noted that TQ has localized and area attack for melee, ranged (bow) and magical attacks. A character should have some skills and/or equipment that allows them to attack locally or an area. High local damage is great for bosses, and can handle monsters in most cases. Area damage is less idea for bosses but can clear out a mob of monsters really quickly. Whilst are skills are not really needed, they will really help you out in later difficulties. Close ranged attacks: For melee, the localized attack is basically the weapon hitting the monster. Only one monster is affected by your damage. The area attack for this type of melee is something like war wind (warfare skill) which allows you to hit more than one monster on each attack. For magic users, the localized skill is just the same, a blast at the enemy with a single shot. Any monster next to the monster being hit is not affected regardless of how close they are. The area effect of close range magic use is like the flame surge or ring of fire (Earth mastery). Bow attacks: It is obvious that for bow attacks each arrow will strike the intended target and that target only. However skills such as scatter shot (hunting) can make arrows explode on impact. Long ranged magical Ranged magical attacks using a staff only hits one monster, even if you use lightning (which should be conductive, but is not). Anyway the point is that no matter what the animation looks like, staff blast only affect the monster you hit. Many magical masteries, have skills which has area effect, such as volcanic orb(Earth) and Ternion attack (spirit). You should invest in these skills and their enhancements, in order to do more damage in a shorter time. 6.1.5 Choosing the right equipment -------------------------------------------- Equipment is very important, not just weapons. Melee characters should have high armor to increase defensive ability as well as items that improve offensive ability. Heavy magic users should use items to increase intelligence and speed up casting and also energy and energy regeneration. Never equip an item you do not need. I have seen so many people equip an "epic" or "legendary" item just because they are very rare. Bad idea. Only equip it if you need it. What is equipping a 25 armor, 150% energy regeneration, +50% fire damage, +50 energy, 1-25% lightning damage epic piece of armor going to help a fighter with a blade which does physical damage only. You might as well just have a 48 armor normal armor instead. Also avoid equipment that increases your stats that you do not need. For example, magic users should not have armor that enhance strength, and melee characters should not have items which increase intelligence. This is even if you are lacking in the attributes mentioned. You will regret it. For example, Bob a melee character finds armor with 34 armor and +15 dexterity, great he puts it on. Now he can use a fast long bow because of the extra dexterity, later on he finds a 48 armor suit, once he puts it on he no longer is able to use the bow, because he has lost the +15 dexterity bonus. Items that increase strength, dexterity, and intelligence are pretty useless; health and energy are OK bonuses to have. Finally choose equipment with lots of bonuses, and weigh the advantages. It may better to equip an item with lots of useful bonus. A 38 armor with +1 all skills plus other bonus is much better than say armor with 48 armor, and +20 defensive ability. However you may start to reconsider when you find an armor say with 78 armor and some extra small benefits. Bigger is not better, another example, a +20% fire resistance ring and a +10% all resistances ring. The all resistances ring is much better; trust me. Weigh the cost. As for rings, keep a few rings with different protections, e.g. lightning resist, cold resist, fire resist, and swap them when you need them. Bows: Use "over time" enhancements such as poison and bleeding damage, cause this allows damage to be done whilst they and coming towards you. Slow movement is also quite good, as it slows down their approach. Slow attack is less useful, because it does not slow down their approach. Melee Weapons: Weapons do not benefit too much from "over time" enhancements, as you want to do as much damage and kill as fast as possible. Fire/cold/light bonuses are nice, but best would be "Slow attack" enhancements. These are a must for any melee weapon, and when used with a very fast weapon, it can become the ultimate killing machine. I had two slow attack bonuses (one on weapon, one on ring), a very fast sabre, and the Warfare whirlwind attack. Four enemies instantly slowed down. Even Yerren could not get a blow in. A second choice will be + attack speed for slower, higher damage maces and axes (however slow attack is still preferred). Staffs and magic weapons No bleeding or poison, extra casting speed would be best. Slow down is nice, but slow attack speed is not really essential especially if you try to keep your distance. Again % bonuses to the base staff class will increase the damage the staff can deal, however these bonuses may be better off on other equipment such as rings and amulets or armor. Armor Armor should have defense or resistances; complement these with relics and charms. Most of these charms are protection based any way. Rings and amulets: You should choose any that complement your character. As they are small you should have a few high resistance rings and amulets in place, so you can swap then in and out when you need them. Best enhancements are Damage to undead, slow enemies, or slow attacks, as they can then be applied to all your weapons. Also they get stacked so you can bonus +60% damage to undead on a ring and a weapon, making it lethal to all undead. Finally, here is a bit of advice. Don't get too attached to your equipment. To play best, you need to keep upgrading, and you should sell your old stuff, even if you have great bonuses and relic/charm enhancements. I always keep the "next" upgrade weapon/armor in inventory (e.g. one with better damage or whatever), and wait for a complete charm or relic to upgrade it and then use it as the main equip item. Just because its rare/epic/legendary does not mean there is not something better for your character. 6.1.6 How damage is calculated in combat --------------------------------------------------- After browsing forums and web sites here are some of the information summarized on how hit and damage is calculated in TQ. With physical damage, first a calculation is performed to see if you get hit (some kind of offense to defense comparison). If a hit is made, then next is deciding where it hit; 40% chance on torso, and 20% chance on other three (head, arm legs). Next the physical damage then has 66% of the armor rating subtracted to reduce the damage (66% can be increase with skills). This means even if your armor is higher than the damage dealt e.g. damage = 10 hp, armor = 11, you still receive 34% damage. If you or enemy has a shield then there is a chance to block for damage. If your block is successful, 100% of the damage your shield can take will be subtracted from the physical damage. However there is a delay (recharge) on how often the shield is used, to prevent you from blocking every attack. Physical attacks have chance of being critical which adds extra damage to your hit. The chance of going critical and the increase in damage is calculated but the offensive ability of the attacker and the defensive ability of the defender. The big the ratio, the more chance and more damage a critical hit is. Note: Dexterity will increase OA and DA. Magic is not affected by armor, but is based on your resistances. So if you hit a target or an enemy hits you with a magic attack, a "dice roll" is made with your resistance value to see if you suffer the damage. Magic attacks are never critical. 6.1.7 Putting it all together --------------------------------- To summarize have both short and long range attacks. Try to have a few weapons or attacks with different types of damage. When you equip new weapons, look at the stats to see if there is improvement. See where your equipment is weakest and use relics and charms to improve them. Try to balance your character as much as possible. Use different rings, amulets, and weapons for different situations. 6.2 Character builds --------------------- First the bad news; there is no ultimate build. TQ is designed so that there are many ways to accomplish the same objective, and also there are many objectives. So just relying on the build does not make your character super in all situations. Character builds define the attributes (which affect attack and defense) as well as the skills available to the character. This is usually not enough. You will have to balance this with the equipment your find, which either boosts certain statistics or use to compensate for a particular lack of ability. This is the same for relics and charms, which also affects how well you character can handle harder difficulties. In addition your character's statistics will determine how your play e.g. low health characters will definitely stay away from crowds etc. However, although there is no such thing as the ultimate build, there are certain classes which are more powerful than other for single player. It is also possible with planning and skill for you to create a character which can handle most of the situations fairly well; this is what you would aim for in single player. 6.2.1 Attribute points -------------------------- Points allocated to mastery tiers will give bonus attribute points to your character. These reflect in general what a character specializing in that particular master needs. This does not mean you let it decide (and if you do, you will have problems). Your extra attribute points should also be allocated in a similar way. Since you gain str/int/dex/health/energy from your mastery tier increases, you should save a few attribute points. Just 10 can give you a boost of 40 to str/Int/Dex so save a few, you will not regret it. Use it when you find that extra special item, which you do not have the requirements (yet). You attributes affect the following: Health: +25 per point: Increases your health pool Energy: +25 per point: Increases your energy pool Strength: +4 per point: Increases melee damage and piecing damage only Each 50 points of Strength adds 10% Physical damage and +2 flat Physical damage. Intelligence: +4 per point: Increases energy regeneration rate, and all elemental damage over time (even on enchanted melee/ranged weapons) Each 65 points of Intelligence adds 10% Elemental damage, and roughly 1.625 flat Elemental damage (I'm not certain how far out TQ keeps the decimal) Each 50 points of Intelligence adds 10% to Elemental duration damage, spread evenly over the duration (yes, you get a bigger bonus to Burn/Frostburn!) Dexterity: +4 per point: Increases OA (chance to land critical hits) DA (chance to avoid critical hits ) shield abilities (chance to block) and piercing damage Each 65 points of Dexterity adds 10% Piercing damage and roughly +1.95 flat Piercing damage Here are useful attributes for each type of player in order of importance, this is just a guideline, as it will also depend on what items you find , and what enhancements you have. Some of the attribute points will be allocated from your mastery tier increases, and hence , it may not be necessary for a magic user to put all points into intelligence. Attribute points are one of the most problematic areas in character creation mainly because you cannot take them out and reallocate them. Also the attributes you need are dependant on the items you find, so it is wise to keep a few in stock. Also check out the items sections of this document to see the highest stats of the epic and legendary items. If you find in later difficulties that you have not enough attribute points for what ever purpose (e.g. for an item, or dex for offensive or defensive ability or str or int for the melee or magical damage, or health), you have to rely on the points you reserved. If these are used up (and you have completed all the +attr quests), you have two choices; 1: Level up, do some XP runs 2: Use some +% DEX,STR,INT items (This is best but will mean you cannot change to another item or you will lose the bonus) Melee fighters: These characters will benefit from more damage from strength and better armor. Health is important, as you will lose a lot of health. Dexterity should be added for the option of ranged weapons such as bows. Energy and intelligence is least important, better to find items to improve these rather than invest points into it. In later difficulties, melee characters are going to have a lot of problems with ranged attackers, especially archers and such. You really need some skills (such as squall in storm) or high pierce protection, otherwise you will find it very difficult, even in Epic difficulty. Strength Health Dexterity Energy Intelligence Ranged weapons (hunters): Go for dexterity to allow you to use better bows. Strength and heath are only important so that you can get slight better armor and a bit more damage. Energy and intelligence (even for the elemental bonuses) is less useful and it is better to find items to improve these rather than invest points into it. + offense is useless for ranged users, because offense only used in melee calculations. Also ranged non magic users have limited area effect skills (hunting), the only being the scattershot, which is almost a must for any bow characters. Dexterity Strength Health Energy Intelligence Magic users: You will need a lot of energy but there are not many spells that constantly use energy, most use a small amount with can be offset with regeneration and potions. Invest in energy if you constantly use energy draining skills. It is better to use say a staff, and have enhancements and skills to boost the damage, rather than cast the spells yourself. Intelligence comes first; so that you can get better armor specifically those that will boost your energy and regeneration, as well as get the special equipment that can boost your skills. Health should also be considered so that you do not die from a few ranged attacks. Strength and dexterity is less important, you do not need powerful armor. In later difficulties, the deficiencies in armor for "Intelligence" based magic users becomes apparent. You really need those + defense. + offense is useless for magic users, because offense only used in melee calculations. Intelligence Health Energy Dexterity Strength Rogues: Dexterity for your choice of weapons, energy I find useful because rogues/thieves/assassin tend to use a lot of skill based attacks which use energy. Intelligence and strength are important to a point. I find rogues have to be a bit more balance than the other types of characters. Although quite a few rogue skills use energy, the most constantly used ones are energy reserve, so do not invest in energy unless you are short on this attribute. Rogues are not really a melee character, although there are blade based skills. Rogues are pretty much a defense mastery, used to complement another skill. You will have problems in later difficulties from both melee and ranged as you cannot get the offense or defense. Poison, bleed and poison skills will benefit a bow, and you will need a buffer such as pets or decoys. Dexterity Health Energy Intelligence Strength 6.2.2 First mastery ----------------------- The first mastery is very important and forms the basis for your character. In fact by the time you choose your second mastery you will have put in at least 18 skill points into your first mastery (level 2-7 = 6 levels, with 3 skill points per level). Although later on you can make up the skill points in you second mastery, it is most likely your first mastery will have the most skill points allocated. Choosing you first mastery is like choosing you main form of attack, and how you play your character. See the section 5 for more details. However once you choose you first mastery, you do not just dump skill points into the skills and tiers at random. It is not good to say lets try this and try that. If you allocate your skill points wrong, you can use a Mystic to remove skill points but not the mastery. However, this will mean you will have played with some wrong skills at least through some part of the game. Therefore it is best to plan your skill advancement. Just because you chose your mastery does not mean you cannot specialize. Every mastery has various options that can affect the way you play your character. Let us use the Warfare mastery as an example. The warfare has 20 different skills and it is wise to select the type you need for your character. For example Barbarian: You want a massive melee character. Then put your skills in the weapons training, Dual weld branch, and the onslaught branch. These will be your main skill points. Some points into dodge attack will also help. War wind and battle rage tree is also nice. The Centurion: Ignore the onslaught, and dual weld as you will probably have a weapon and a shield. Weapon training is a must, then dodge attack. Also battle rage as that is a passive skill that may help you in a sticky situation. The multiplayer character: You should first build your single character with a few skills for single player campaign then put a lot more skills in the multiplayer skills such as battle standard. Just one mastery can give you so many options, when combined with your second mastery you can have a truly unique character. 6.2.3 Second mastery --------------------------- When you choose you second mastery at level 8, you basically define your full character. However choose wisely as certain combinations work better with less effort. For example, I tried a Battle mage build and it was a very difficult build, because of contrasting requirement. That is not to say you should not build a battle mage. However if you want to quickly build up a killing machine, careful choosing of your second skill is best. IMHO, Iron Lore has made the different masteries slightly unbalanced in order to encourage you to use dual masteries rather than a plain class. For example, Warfare lacks the ranged attacks, or Earth lacks the percentage- based skills. What this means is that you will probably choose the second class based upon the weakness of your first class, and the equipment you have found. Remember by the time you choose your second class, you will have found a lot of good items, and also had time to see how your character perform in combat. If you do not choose the second mastery there is a slight disadvantage, in that you only have 32 points on your mastery tier, so you only get attribute bonuses from one mastery. Consider this when you stick to solo mastery. You could of course choose a second mastery that closes resembles your first mastery, and only invest skill points into the tier (but this would mean you are not a Rogue, or Warrior, or Storm caster etc.). In the end it is your choice. The main purpose of the second class is to supplement your first class, unless you first class is doing very well, in which case go ahead and experiment. Warfare will benefit from defense, and also Hunting whose attributes bonuses are pretty similar, choosing this will give your character pretty good strength, for more damage, and more blocking (from defense) or ranged skills (from hunting). Magic users have the same choice Earth characters may choose Storm, Spirit that will have high-energy bonus, as well as attacks that deals with fire resistant monsters. You should also consider the second mastery skills that boost your first skill. For example if you have a warfare dual weld + war wind character, you may consider Hunting because of the Call of the Hunt/Exploit weakness skills; you can do massive damage with two weapons on weakened beasts. To a lesser extent equipment you find should also affect your character advancement. Why, because you may have two or three choices for your second mastery and to narrow down to one choice, you should choose one that can enhance your equipment skills. "So what happens if I do not find similar equipment later on?" First I did say lesser extent, and secondly I found that early on when you're low level and just starting to develop your first and second mastery, greater damage means faster leveling. This means the second mastery together with your equipment will be more in turned allowing faster leveling. By the time you reach higher levels, and other equipment, you will have developed higher-level skills that will offset original equipment. OK so what do you mean by equipment affecting choice. Well a nice "epic" shield may benefit from Defense mastery that will have a lot of shield attacks and shield bonuses. A good poison damage bow of a hunter may benefit from Rogues poison and enhancements. Staff bonuses may affect a magical mastery. In the end you objective is to create the ultimate monster-killing machine. The difference between a standard player and expert lies in correct character development and how you uses all your skills, weapons, armor, relics, rings etc. and of course your adaptability and creativity. 6.3 Difficulty levels ------------------------- There are three levels of difficulty in TQ, normal, epic and legendary. Each one is unlocked when you complete the previous level in the main quest. In Epic and legendary, not only do the monsters get harder, more resistances, health and damage, but also your own character resistances start of negative, so you need more resistance bonus just to make up for the loss. 6.3.1 Normal ----------------- No resistance modifications. This level is pretty straightforward and any character build can get through (some with a lot of potions and hardly any skill). As long as you have some skills to help you out, a few relic and charm bonuses, and an OK set of equipment, this level should be a breeze for melee, ranged or magic user. You can basically proceed and complete the side quests at your own pace, from start to end. 6.3.2 Epic ------------- 1.15 and before -40% fire/cold/lightning/poison/pierce resistances modifications. -25% bleed/vitality/energy leech/stun/ disrupt skill resistances modification. 1.2 -40% fire/cold/lightning/poison/pierce resistances modifications. 0% bleed/vitality/energy leech/stun/ disrupt skill resistances modification. Minus resistances means that you need more resistance enhancements in order for them to start having an effect. In other words on Epic, if you have 51% fire resistance it shows as 1% and actually only gives 1% fire resistance. The monsters are harder, and a lot more difficult to kill. However it is wise to proceed with the main quest and all side quests just for the XP (which now goes up slower, because you need a lot more XP to gain next level). Fight with skill and caution as you may find you will die often if you use the rush and attack method for normal. Pick off monsters one by one. Mistakes usually mean death. This is quite difficult and you will start to concentrate more on your equipment, skills and relic bonuses to gain the best attack/defense combination. You have to start combining skills to get multiple bonuses especially for bosses. No more one-hit kills and monsters start doing one-hit kills on you instead. You will find it wise to boost up your resistances before starting epic, especially your primary resistances, it will save you lots of problems right from the start. You will find that your attacks seems feeble and your armor is not doing it's job. That's because of your resistances, so do some item farming on the last few areas of the previous difficulty is wise. You should improve your pierce resistance, as many people will find that a group of archers can really cause problems at this level. For Epic, to be comfortable your character should be in the mid 30s level, otherwise the difference in monster and you character level would be too high and the game get increasingly difficult. You cannot rush into monsters anymore, and you should use more a hit and run tactic. Poison, bleeding resistances are much more important at this level. 6.3.3 Legendary -------------------- -100% fire/cold/lightning/poison/pierce resistances modifications. -50% bleed/vitality/energy leech/stun/ disrupt skill resistances modification. This level is very hard. All your skills, and weapons and bonuses seem to be less effective, and leveling is slow. If it is anything like Diablo II, then it will take a few characters and a few legendary runs, to really master this difficulty. It is best to concentrate on the main quest and skip the side quests. Rush through the areas, skipping the monsters, (if you are fast enough), and open the portals for later areas. This would mean a few boss attacks, and lots of potions. Fight with caution and expect long battles. You will notice certain attacks will work better with certain bosses, and also certain skills will keep you alive better. You may need to redistribute some skills points. Once you have got a few portals turned on, it is useful to go back to areas with monsters that your character can handle. You should have an idea of what kind of monsters you character can beat and return to those areas and battle around to gain XP. The more you level the better the equipment you find, both dropped and in the merchants. Once you have attained that build with the right equipment, even certain parts of Legendary can be easy. However mistakes most definitely end in death, and rushing is a mistake. Since you do not level much on Epic, you will have a difference in level on Legendary with the monsters. You should be around mid 40s with your character on entering Legendary. However you can do a few runs of bosses on epic, just to gain that one or two level. Any higher would be better but the time spent leveling on Epic would be too long. As for your character, you really have to try to improve all aspects, from resistances (all of them), offense, defense, movement, and your regeneration. You have really no real choice but to play hit and run, and concentrate on the bosses. There are so many one hit deaths at legendary so probably best to improve movement. Just remember resistances (including secondary) are very important at legendary ( a lot of the bosses use various secondary resist damage skills), and I would go as far as to say, more than damage. If need be, give up the legendary, and epic items, and use magical and rare items, for just one simple reason; you can have good relic/charm bonuses on them. You will find some legendary relic/charm bonuses essential such as ¡Vrecharge for magic users. There is not much more I can say about legendary, except it is over difficult, especially the first time through. However, my melee character was really struggling in Legendary, and only right at beginning, when my magic character started. In the end my magic user was the first to complete Legendary, so I think magic users have the advantage on Legendary. My melee finished legendary only from equipment help from my magic user (oracle). 6.4 What am I doing wrong? ---------------------------- What am I doing wrong? You may have heard or seen people who can do 50 Typhon runs in Legendary and kill Typhon and other bosses in 10s on Legendary. You character on the other hand seems like a weakling and takes ages, and even a minor boss take ages to kill. What am I doing wrong? Well, If you have been following this guide, and still have problems then here is your answer¡K¡K Nothing. In fact you are probably going the right direction. In order to do the things stated above, you have to have the right combination of everything to compliment your character and skills. The hardest part is the right equipment balance end enhancements to keep your damage, offense , defense and resistances. The fact is that the players who are finding it easy have most of this right. You are not going to achieve this with your first few characters through epic and legendary. To be honest, these first few characters will have a hell of a time doing so (even with some popular ultimate builds like the Ternion attack Oracle). Once you have some characters through these harder difficulties, you can start passing great items to your newer characters who will benefit from these items, and find it much easier. The older characters, now armed with better equipment will probably start running Typhon runs in Epic, to get a few more items, before they reach the ultimate, Typhon in 10s on Legendary. So keep going, it is normal to have some problems, on harder difficulties. ========================================================================== 7. Hints and Tips ========================================================================== 7.1 General ---------------- On early levels, you can listen for the "heart pounding" warning, which means DRINK potion fast (Key R). Later on, it is best to keep an eye on the health bar. This is good practice, just like looking at the rear view mirror when driving. Do not zoom in; I know it looks nice, but you will regret it. Always zoom out to smallest, so that you will not be caught off guard by ranged (archers and spell casters) firing at you from off the screen. You may zoom in to
look at the damage you made after a battle. 7.2 Exploration -------------------- Explore the map thoroughly, always walk around the edges and clear out the "fog of war". The maps are pretty linear, so if it is not a main route, it will lead to a dead end, e.g. ruin or cave etc. Main paths are indicated by braziers/torches normally on each side of the road. Explore caves/ruins etc for the special loot. 7.3 Combat --------------- Put all your useful skills in the first few slots, this makes access to them easier. Do not use the "9" or "0" key for potions, use the other default keys which is much more accessible (see manual, he he- OK they are "E" and "R"). Kill minions first as they are a pain, lure them away if you can. Kill ranged attackers first if you can or lure the melee monsters away so the ranged attackers are out of range. Try to create a character with melee and ranged attack, one primary and the other secondary. Clear out as many monsters a possible to gain XP and equipment. Don't rely on regeneration of health or energy because it is slow. Use the hit and run method. First used in the Nessus the Centaur. Most monsters have a range and an invisible boundary that they will not cross and hence will not follow or attack. Once you pass this point, the creature will stop attacking turn its back and walk back towards its origin spawn point. This is a good time to move forward and attack. As it approaches you again just run pass the invisible boundary and repeat. However remember to clear the area you intend to run to or else, trouble! Know your enemy. This may seem obvious but you'll be surprised how many do not care. In harder difficulties you will need this knowledge. Not only do different enemies have different resistances to different damage, but also they have speed differences. The Minotaur boss is slow, you can probably hit it at least once with an average speed sword and run off before he raises his double axe; try that with the spider queen and you would have been hit and with poison damage as well. If you are a bow user, never under estimate the usefulness of poison/bleeding. Enough poison on your arrows and you need less shots to kill a monster, and they will die before they reach you. You can also do more damage to more monsters, you can shot one, the shot another whilst the poison is working on the first monster (doing damage on two or more monsters at once). The 3D image uses perspective, that means the bottom of the screen is "bigger" and top of the screen is "smaller"; this means you actually see more of the landscape at the top. When fighting always keep enemies at the top, and the top left and top right actually provides the longest field of view. For ranged combat, the top left and top right is the greatest distances, and enemies at these directions take longer to reach you. You can fire more shots before they reach you. 7.4 Inventory ----------------- Try not to pick up normal items, unless you need them. No stash so they take up space and their sell value is low anyway. When you have time, organize your inventory, TQ AI does a bad job of placing the items you pick up and wastes space. Don't equip items that are useless to your class. This is important in character building as well. In other words, say you are a magic user and find this cool very rare shield with lots of strength and damage bonuses but require over 20 strength above your current strength point. Don't invest point into strength if this is not what your class need the most (you will regret it later). Sell the item instead. Magic items are worth more than armor and weapons e.g. complete relics, charms, magic user staffs etc. This is same for buying items as well. Concentrate on weapons and skills. Spawn monsters are level specific, so the creatures you will encounter will be leveled around your current character level. Therefore your only advantage is greater damage done, by clever use of inventory, relics and skill allocation. If you do it well, most spawned monsters will be a hack (pun intended). This is especially important in higher difficulties. Use and collect relics and charms, stack them up for the bonus. However do not use them just because you have them, or you have completed a set for the bonus, add them if your character needs that bonus. For example, magic users can benefit from ¡V requirements or increased energy relics and charms, fighters do not. If your character does not need the bonuses provided by the charm or relic, then sell them (completed items will sell for a lot more). + all are the best. + all skills are the best. Never throw these away unless you have something much better. These are basically lots of extra skill points. You can in fact have more skill levels than the maximum with this. For example Warfare weapons training has six levels, when you max this out to six and wear a +1 all skills item, you are actually level 7 on weapons training. + all resistances comes a close second. Don't throw these away unless you have something better, you will need lots of these items in legendary. 7.5 Character building ---------------------------- Work on your character according to his/her class. For example, do not add points to attribute intelligence just to equip a nice item if you are a melee character, or do not increase your strength just to wear a nice armor if you are a magic user. If your character is doing well in killing enemy you can then afford to use your points on these "lesser" attributes, otherwise concentrate on attributes needed by your character. Concentrate on specific skills required by your character, do not put skill points on skills your character does not need, just because you have skill points left, or just because the skill is available. For example, Do not put skill point in Dual weapon, if you do not intend to use dual weapons (tier 2) for a warrior, put it in weapon mastery (tier 1) instead. If you have "spare" skill points, put it in your secondary masteries or put it in your tiers. Secondary skills are more important later in game and also in harder levels to balance your character. Re-organize your skills, especially or harder difficulties. This is not just for tweaking your character or correcting mistakes. In harder difficulties, you will level slower, and paying to re-organize skills is vital. You can put up a particular skill for a certain part of the game e.g. to increase health or damage, and change it to something else later on. Use it to your advantage. You can also make use of this when switching between multiplayer and single player, where in multiplayer you can change to more group benefit skills. ========================================================================== 8. Interesting little things ========================================================================== 8.1 Cheats? No I do not encourage cheating, so no real cheats here, not even special modes the game may provide. All the following are just little "work arounds" which are allowed in a "normal game". You can look for other facts if you want real cheats. Say you have an item with +10 str bonus but you need another 5 str points to wear it, then equip another item with has at least +5 str bonus or - requirements, then wear the item you want, and then remove the other item. The +10 bonus on the first item will allow you to keep wearing it. You could also use skills which increases your str such as rage, and wear it. As long as you do not remove your item, you can always wear it. Mule-ing, or using another computer (probably a friend on the internet) is not cheating but allows you to exchange equipment between characters. Just get a friend to open a new game on the internet, you join the game, drop the items you want to pass to a another character. Exit game with first character and join game with second character and pick up the stuff. You can also create special characters (mules) whose purpose is to hold all these goodies and pass it to your "real" characters. Infinite XP : This is not really a cheat, but definitely a way to get to level 65. So skip this now, or it will spoil the fun¡K¡K..First you will need a good ranged attack for this, and if you are using magic, have an attack which uses with low-ish energy usage. In the Egypt level where you get the hand of balance, you will have to battle the four big statues; remember? When you get to this part, Destroy the obelisk and two statues closest to the door, leaving the other two statues and obelisks. Now move SE corner of the room, and use shift to stay put and fire at the center of the room. If you position right, you will hit the undead monsters. When one is killed another will spawn, and so on. Each undead will give you XP. Use something to hold down the shift and the first button and leave it to run. Infinite XP. (This tip was found in www.titanquest.net forums) 8.2 Final things On 1.11 patch ( I do not know if it appeared earlier ¡V or later) is that once, I was battling the Telkine. He killed me and was walking off, when I went back, his back was turned and did not see me. I just creep behind and hit him, and he did not turn round. I just kept on bashing him from behind after that and killed him without another bit of health lost. Your enemies drop what they wear, and attack with the weapons you see. Look at them carefully. Look at the different color armor and the different weapons they wear. The detail is quite impressive. They will drop these items too, when killed. The physics is so over exaggerated. Bash monsters on the edge of pits, and cliffs and they fall off. I once used a club to bash a satyr and it flew up in the air. It's just really fun to watch as you play. Also look at the twisted bodies of some of your enemies, when they lie dead on the ground. Some NPCs have better animation than your character. I notice this talking to Diomedes right at the start. Diomedes was actually waving his arms and everything, whilst my character was starting blankly in an attack pose looking stupid. You will see the heads of the cows/bulls move as well, and of course the rippling of water and swaying of grass as you walk through the fields. There is no blood, probably to keep the rating down, stupid really because it's a really violent game. Bleeding damage and no blood? ========================================================================== 9. Credits and acknowledgments ========================================================================== Thanks to THQ and Ironlore for creating and distributing this amazing game. www.gamespot.com for telling me about this game www.gamefaqs.com for all the other faqs and walkthroughs, which helped me through other games www.titanquest.net for all the interesting information and tips whilst I was playing TQ to help me get through some of the more difficult situations.