Military affairs shadow guide. The best and worst skill combinations. Aeschylus "Chained Prometheus"

May 20, 1859 Nikolai Petrovich Kirsanov, a forty-three-year-old but already middle-aged landowner, nervously waits at the inn for his son Arkady, who has just graduated from university.

Nikolai Petrovich was the son of a general, but his intended military career did not materialize (he broke his leg in his youth and remained “lame” for the rest of his life). Nikolai Petrovich married the daughter of a lowly official early and was happy in his marriage. To his deep grief, his wife died in 1847. He devoted all his energy and time to raising his son, even in St. Petersburg he lived with him and tried to get closer to his son’s friends and students. Lately he has been intensively busy transforming his estate.

The happy moment of the date arrives. However, Arkady does not appear alone: ​​with him is a tall, ugly and self-confident young man, an aspiring doctor who agreed to stay with the Kirsanovs. His name, as he attests to himself, is Evgeniy Vasilyevich Bazarov.

The conversation between father and son does not go well at first. Nikolai Petrovich is embarrassed by Fenechka, the girl whom he keeps with him and with whom he already has a child. Arkady, in a condescending tone (this slightly offends his father), tries to smooth out the awkwardness that has arisen.

Pavel Petrovich, their father’s elder brother, is waiting for them at home. Pavel Petrovich and Bazarov immediately begin to feel mutual antipathy. But the yard boys and servants willingly obey the guest, although he does not even think about seeking their favor.

The very next day, a verbal skirmish occurs between Bazarov and Pavel Petrovich, and it was initiated by Kirsanov Sr. Bazarov does not want to polemicize, but still speaks out on the main points of his beliefs. People, according to his ideas, strive for one or another goal because they experience different “sensations” and want to achieve “benefits.” Bazarov is sure that chemistry is more important than art, and in science the practical result is most important. He is even proud of his lack of “artistic sense” and believes that there is no need to study the psychology of an individual: “One human specimen is enough to judge all others.” For Bazarov, there is not a single “resolution in our modern life... that would not cause complete and merciless denial.” He has a high opinion of his own abilities, but assigns a non-creative role to his generation - “first we need to clear the place.”

To Pavel Petrovich, the “nihilism” professed by Bazarov and Arkady, who imitates him, seems to be a daring and unfounded teaching that exists “in the void.”

Arkady tries to somehow smooth out the tension that has arisen and tells his friend the life story of Pavel Petrovich. He was a brilliant and promising officer, a favorite of women, until he met the socialite Princess R*. This passion completely changed the existence of Pavel Petrovich, and when their romance ended, he was completely devastated. From the past he retains only the sophistication of his costume and manners and his preference for everything English.

Bazarov’s views and behavior irritate Pavel Petrovich so much that he again attacks the guest, but he quite easily and even condescendingly breaks down all the enemy’s “syllogisms” aimed at protecting traditions. Nikolai Petrovich strives to soften the dispute, but he cannot agree with Bazarov’s radical statements in everything, although he convinces himself that he and his brother are already behind the times.

Young people go to provincial town, where they meet with Bazarov’s “disciple”, the son of a tax farmer, Sitnikov. Sitnikov takes them to visit the “emancipated” lady, Kukshina. Sitnikov and Kukshina belong to that category of “progressives” who reject any authority, chasing the fashion for “free thinking.” They don’t really know or know how to do anything, but in their “nihilism” they leave Arkady and Bazarov far behind them. The latter openly despises Sitnikova, and with Kukshina he “is more interested in champagne.”

Arkady introduces his friend to Odintsova, a young, beautiful and rich widow, in whom Bazarov immediately becomes interested. This interest is by no means platonic. Bazarov cynically says to Arkady: “There is profit...”

It seems to Arkady that he is in love with Odintsova, but this feeling is feigned, while mutual attraction arises between Bazarov and Odintsova, and she invites young people to stay with her.

At Anna Sergeevna's house, guests meet her younger sister Katya, who behaves stiffly. And Bazarov feels out of place, he began to get irritated in the new place and “looked angry.” Arkady is also uneasy, and he seeks solace in Katya’s company.

The feeling instilled in Bazarov by Anna Sergeevna is new to him; he, who so despised all manifestations of “romanticism,” suddenly discovers “romanticism in himself.” Bazarov explains to Odintsova, and although she did not immediately free herself from his embrace, however, after thinking, she comes to the conclusion that “peace is better than anything in the world.”

Not wanting to become a slave to his passion, Bazarov goes to his father, a district doctor who lives nearby, and Odintsova does not keep the guest. On the road, Bazarov sums up what happened and says: “...It is better to break stones on the pavement than to allow a woman to take possession of even the tip of a finger. This is all nonsense."

Bazarov’s father and mother can’t get enough of their beloved “Enyusha,” and he gets bored in their company. After just a couple of days, he leaves his parents’ shelter, returning to the Kirsanov estate.

Out of heat and boredom, Bazarov turns his attention to Fenechka and, finding her alone, kisses the young woman deeply. An accidental witness to the kiss is Pavel Petrovich, who is deeply outraged by the act of “this hairy guy.” He is especially indignant also because it seems to him that Fenechka has something in common with Princess R*.

According to his moral convictions, Pavel Petrovich challenges Bazarov to a duel. Feeling awkward and realizing that he is compromising his principles, Bazarov agrees to shoot with Kirsanov Sr. (“From a theoretical point of view, a duel is absurd; well, from a practical point of view, this is a different matter”).

Bazarov slightly wounds the enemy and himself gives him first aid. Pavel Petrovich behaves well, even makes fun of himself, but at the same time both he and Bazarov feel awkward. Nikolai Petrovich, from whom the true reason for the duel was hidden, also behaves in the most noble manner, finding justification for the actions of both opponents.

The consequence of the duel is that Pavel Petrovich, who had previously strongly opposed his brother’s marriage to Fenechka, now himself persuades Nikolai Petrovich to take this step.

And Arkady and Katya establish a harmonious understanding. The girl astutely notes that Bazarov is a stranger to them, because “he is predatory, and you and I are tame.”

Having finally lost hope of Odintsova’s reciprocity, Bazarov breaks himself and breaks up with her and Arkady. In parting, he says to his former comrade: “You are a nice fellow, but you are still a soft, liberal gentleman...” Arkady is upset, but soon enough he is consoled by Katya’s company, declares his love to her and is assured that he is loved too.

Bazarov returns to his parents’ home and tries to lose himself in his work, but after a few days “the fever of work disappeared from him and was replaced by dreary boredom and dull anxiety.” He tries to talk to the men, but finds nothing but stupidity in their heads. True, the men also see in Bazarov something “like a clown.”

While practicing on the corpse of a typhoid patient, Bazarov wounds his finger and gets blood poisoning. A few days later he notifies his father that, by all indications, his days are numbered.

Before his death, Bazarov asks Odintsova to come and say goodbye to him. He reminds her of his love and admits that all his proud thoughts, like love, have gone to waste. “And now the giant’s whole task is to die decently, although no one cares about this... All the same: I won’t wag my tail.” He says bitterly that Russia does not need him. “And who is needed? I need a shoemaker, I need a tailor, I need a butcher..."

When Bazarov is given communion at the insistence of his parents, “something similar to a shudder of horror was instantly reflected on his dead face.”

Six months pass. Two couples are getting married in a small village church: Arkady and Katya and Nikolai Petrovich and Fenechka. Everyone was happy, but something in this contentment felt artificial, “as if everyone had agreed to act out some kind of simple-minded comedy.”

Over time, Arkady becomes a father and a zealous owner, and as a result of his efforts, the estate begins to generate significant income. Nikolai Petrovich takes on the responsibilities of a peace mediator and works hard in the public sphere. Pavel Petrovich lives in Dresden and, although he still looks like a gentleman, “life is hard for him.”

Kukshina lives in Heidelberg and hangs out with students, studying architecture, in which, according to her, she discovered new laws. Sitnikov married the princess who pushed him around, and, as he assures, continues Bazarov’s “work”, working as a publicist in some dark magazine.

Decrepit old men often come to Bazarov’s grave and cry bitterly and pray for the repose of the soul of their untimely deceased son. The flowers on the grave mound remind of more than just the tranquility of “indifferent” nature; they also talk about eternal reconciliation and endless life...

The Assassin is a powerful, attacking class, with weak defense, so trying to raise resistance to it is useless and you have to increase your attack with all your might in order to kill before they kill you.
Leveling up your skills
Military affairs
Weapon Proficiency - increases attack speed with a club, sword and axe. Also increases offensive ability. Max first.
Mastery of two swords - allows the hero to walk with two swords. With leveling up the skill, it increases the chance of hitting with two weapons at the same time - max it out, but not right away, for starters, you can invest one. His improvements will not be mentioned separately. Let's just max them out.
Evasion - increases the chance of evasion. Max.
We skip Furious Onslaught and all its improvements, because... An assassin is better off with a calculated strike.
We ignore the combat rage branch, it is completely useless.
We ignore the Call of the Ancestors with its improvement, because... We are melee fighters, not summoners.
The battle banner and its improvement are worth investing 2-3 units, and if you have free points, then max it out altogether.
With the Battle Horn and its improvement, the situation is similar to the previous one - we invest 2-3 points, if there are free points, max.
Whirlwind and lancet (improvement of the vortex) - we put one into the vortex itself and its improvement, because in my opinion this will be enough.
Shadow
A calculated strike and a successful strike - maxim. This is our main attack, but we will put it on the right key.
Blade sharpening - max. increases damage, and this is the main thing for our assassin.
Maxim the entire “poisoned weapon” branch, because This is damage and slowdown and a chance to send the enemy out.
We skip disarming traps, because... Traps are easy to destroy anyway.
Mortal blow and its improvement maxim, because. this is our attack against bosses and strong monsters. And it stuns, and increases bleeding and poisoning.
An open wound is a very questionable skill, because... the chance of triggering is not that great. But it’s worth investing another one.
Anatomy Knowledge is a skill that enhances bleeding damage. Maximize, because daggers cause bleeding.
Throwing knives is an attack that will help us a lot. To the east, invest at least one, but I personally maxed out this skill, because... Damage from bleeding will not be unnecessary.
Flurry of knives - improvement of the "knife throwing" skill. You need to invest at least 4 units into it, otherwise you will get a dozen deaths. But it needs to be maxed out quickly.
Branch of traps - you can put another one, because distracts, but nothing more.
Equipment
An assassin needs to carry two swords. This is not discussed. Otherwise, it will be the wrong assassin who has not used his full potential.
I would personally recommend “Pagos” and “Mind Slaying Sword”, and normally go with two “Sabertooths”.
There are no problems with armor - the assassin's kit is the best option. But this is on Epic-Legend, and before that you have to choose the best option yourself.
Now let's talk about amulets and rings. I have already said that the assassin is an attacking class and there is no point in increasing his resistance with rings and amulets. Therefore, we take the “pendant of eternal rage” as an amulet, and the “Mark of Ares” and “Will of Apollo” as the rings (although I personally went with two “Marks of Ares.”) It’s difficult to decide on an artifact, but I would prefer the “Blood of Ares” (name is not exact)
Tactics
On the right key we put a Calculated blow, on the left - a fatal blow. We put “poisoned weapons” on one, and “Sharpening blades” on two. And a C - knife throwing. We place a bugle on the number 4, and a banner on the number five. The tactics are as follows. We start the game, press 1 and 2, thereby turning on sharpening blades and poisoned weapons, then when we meet a crowd, press three (throwing knives) and throw them into the crowd. We put up the banner and blow the horn. Next, we go into close combat, holding down the right mouse button so that the hero himself switches between opponents. But you can bet your skills on other numbers.
Tactics against Draconid mages and Tigermen mages
We throw knives, run up, strike with a fatal blow, and run away. If alive, repeat until all magicians die.
Tactics against bosses
We throw the dagger, wait for the boss to try to attack you, and at the moment of the attack we dodge (it’s better to initially be on the other side), run up and deliver a fatal blow, and while the stun lasts, we do one or two calculated blows, then we run away. Repeat until the boss dies. It is advisable to first study the habits of the bosses.

Everything is in the power of the gods, the sages are the friends of the gods; but friends have everything in common; therefore, everything in the world belongs to the wise.

Diogenes

Not a single thing arises without a cause, but everything arises for some reason and due to necessity.

Democritus

The secret has long been known that will allow the game to linger for a long time in the minds of players and on the hard drives of their computers. And it is very simple - the presence of an editor whose accessibility will captivate everyone who is interested, and whose global capabilities will allow you to create your own projects and additions that are not inferior to the original game. Titan Quest is doing well with this - there is a global editor for levels, monsters and NPCs, which allows you to implement almost any plot based on it, no matter whether it is historical or fantastic. However, we forgot about the multiplayer mode - the second reason for the long-term love for the game. In this game it is brilliantly simple - co-op playthroughs and duels. Both open up new facets of the game, showing it in all its glory.

But all this is the “mind” of the game, and, as you know, they are met “by their clothes.” So let's start ad ovo, with the egg.

Thespians and comedians

Hundred-headed monster - Typhon,

Born of the earth. For all the gods

He rose up: a thorn and a whistle from his jaws

He threatened the throne of Zeus, and from his eyes

The fire of the frantic Gorgon sparkled...

Aeschylus "Chained Prometheus"

Background game world is quite short, which is surprising for a game based on the myths of Greece, Egypt, Mesopotamia and China. Let's start, perhaps:

As you all know very well, 12 titans of both sexes were born from Earth-Gaia and Sky-Uranus. The youngest and most cunning of them, Cronus, rebelled against his father, overthrew him and began to rule. And so that no one would encroach on his throne, he ate his children. However, one of them - Zeus - managed to escape. He subsequently returned, freed his brothers and sisters, who became Olympian gods, and led a rebellion against his Titan parents. In the war he was helped by the Cyclops and the hundred-armed giants Hecatoncheires, who later became the guardians of the titans in the eternal darkness of Tartarus. Then the angry Earth gave birth to the monster Typhon with a hundred dragon heads. From him came many terrible creatures, but Zeus defeated him too, pushing Mount Etna down, causing it to become a volcano.

For a long time, the Olympians lived quietly, reaping the benefits of human love and respect. Their peace was disturbed only once, when the titan Prometheus escaped from an underground prison and, having stolen fire from Olympus, gave it to people. ( This is where the plot actually begins)

Apparently, a bad example is contagious, and centuries later other titans decided to escape. History is silent about how they managed to bypass the Hecatoncheires, but the fact remains - the titans broke free, and an orgy began, without Bacchus and on a cosmic scale: mischievous satyrs and centaurs turned into shaped animals, the living dead, lizards, rat-men, jellyfish climbed from everywhere -gorgons...

But the worst thing is that someone thought of digging up Typhon, and he again began to smoke all over the world. The Olympian gods could not cope with the new scourge on their own, and they needed heroes. We will become one of them.

On the way to Olympus, Greece, Egypt, Babylon, and even far, far away China await us. We will cover this entire distance on foot, destroying thousands of the titans' minions along the way, and finally return to Olympus, talk with Zeus and we'll kill Typhon. And it doesn’t matter that even Zeus failed to accomplish this - our business is forced.

But don’t despair, the road will be extremely exciting - and don’t look at how linear it is.

Heroes of the Ancient World

I see, child, as they say, that your breed is noble!..

Homer

So, we have a plot. For a good play, we now need to find an actor for the main role. Let’s click “New Game” and begin to choose: name, gender, dress color? It doesn't matter at all, it has purely aesthetic value. Let's scroll further!

Here in front of us is Helos, a Greek village, and here we can, by pressing a key C , see your alter ego and the accompanying equipment, a “doll” and a passport. What do they mean?

Primary Stats

Attributes

  • Health reserve ( Health) — shows how many more times the hero needs to be hit for him to be reborn.
  • Mana reserve ( Energy) - shows how much more you can conjure. If the hero is hit, it may decrease.
  • Force ( Strength) - the amount of damage caused by melee weapons and the ability to use heavy armor and weapons depend on it.
  • Intelligence ( Intelligence) - the amount of damage caused by elemental magic and the speed of mana regeneration depend on it.
  • Dexterity ( Dexterity) - attack and defense abilities, the amount of piercing damage inflicted, and the ability to use small arms depend on it.

Resistances

  • Fire resistance ( Fire Resistance) - what % of fire damage will be prevented.
  • Cold resistance ( Cold Resistance) - what % of damage from cold will be prevented.
  • Resistance to poison ( Poison Resistance) — what % of damage from poison will be prevented.
  • Resistance to lightning ( Lightning Resistance) — what % of damage from lightning will be prevented.
  • Resistance to piercing blows ( Pierce Resistance) - what % of damage from a piercing blow will be prevented.

Offensive

  • Average damage ( Average Damage) - shows the average damage dealt per hit.
  • Attack speed ( Attack Speed) - shows how many hits a character can inflict per second, measured in %. Depends on skills and equipment.
  • Damage per second ( Damage Per Second) — DPS - this is the main parameter by which both warriors and magicians “measure” each other.

This is the advice: be sure to look at the speed of your weapon, it can be Very Fast, Fast, Average, Slow and Very Slow. Sometimes a fast knife with nominally low damage can provide more DPS than a good but slow club.

Defense

  • Total armor ( Combined Armor) — the amount of armor attached to the character. Allows you to endure a certain amount of damage painlessly.
  • Block ( Block) - the chance to block an enemy's blow, depends on the shield and is measured in %.
  • Damage Blocked ( Damage Blocked) — the amount of damage that will be prevented with a successful block.

Secondary Stats

Secondary Resistances

  • Bleeding Resistance - what % of damage from attacks that cause bleeding will be prevented.
  • Endurance ( Vitality Resistance) - what % of damage from attacks aimed at undermining stamina or draining life will be prevented.
  • Energy ( Energy Resistance) — what % of damage from attacks aimed at undermining Energy or siphoning mana will be prevented.
  • Resistance to Stagger ( Stun Resistance) - by what percentage of the total duration the duration of Stun will be reduced (a stunned character cannot attack).
  • Resistance to Destruction ( Disruption Resistance) - by what percentage of the total duration the duration of Destruction attacks will be reduced (a “destroyed” character cannot attack).

Others

  • Health regeneration ( Health Regeneration) — the number of life units restored within a second.
  • Mana regeneration ( Energy Regeneration) — the number of mana units restored within a second
  • Attack ability ( Offensive ability) - shows your chance to hit the target, as well as the ability to inflict a critical hit.
  • Defensive ability ( Defensive ability) - shows your chance to dodge a hit, as well as your ability to avoid a critical hit.
  • Spell Speed ​​( Cast Speed) — the time required to cast a spell, in % of the norm.
  • Running speed ( Run Speed) — character’s running speed in % of normal.
  • The most powerful monster ( Greatest Monster Killed) - defeated character.
  • Monsters killed ( Monsters Killed) - in total by the character and his assistants.
  • The biggest damage ( Greatest Damage Dealt) - done at one time.
  • Time ( Elapsed Time) — spent on the game.
  • Number of deaths ( Total Deaths) - and character revivals throughout the game.

Becoming more experienced

With every enemy defeated and every quest completed, your experience level increases. The green stripe below shows how much time the savior of the whole world has left until the next level of his career.

This is the advice: summoned creatures do not receive experience, but transfer it entirely to their master. So don’t be shy and call your partner as soon as possible. Almost any discipline allows you to do this, and this friend will come in handy more than once or twice. Either cover yourself like a shield, or break away from the chase...

When a hero gains a level, nothing increases automatically. He receives 2 Attribute points and 3 Skill points. Attribute points can be invested in any amount into strength, intelligence or agility, which will increase the corresponding attribute by 4 points for each invested AP. If you invest them in health or mana, then their supply will increase by 16 points in the same way.

By spending 1 SP, you can upgrade any available skill by one unit.

But before you develop your skills, you need to figure out what’s what. So...

Disciplines

The beautiful is comprehended through study and great effort, the bad is assimilated by itself, without difficulty.

Democritus

Having reached the long-awaited level 2, we get the opportunity to choose our first discipline. You should approach the choice carefully, because the follower of each skill has a radically different principle of play. From this moment on, we receive one of the basic 8 classes (according to the number of disciplines), and at the 8th level of experience we will have the opportunity to study the second and final discipline, after which our alter ego will establish itself in one of the advanced 28 classes, resulting from a combination of 2 disciplines.

Within each discipline, you can learn various skills/auras/spells or improve your main skill ( Base Skill). You can increase it up to 32, and each level will increase class attributes, as well as open access to other skills/auras/spells. They can also be studied repeatedly, but in this case only the effect of this particular branch of skills increases (usually there are 2-3 of them), without affecting the rest.

For example, by choosing the Nature Magic discipline and raising the main Nature skill from 0 to 1, we will gain attributes: +2 intelligence, +1 agility, +21 health and +10 mana, as well as access to the following skills: Regrowth (1) And Call of the Wild (1) . Here and below, in parentheses next to the name of the skill, the number of points that you need to have in the main skill is indicated if you want to teach.

The number of possible strategies is incalculable, and if we also take into account that the skills of different characters can be combined in any way in one game, then we get truly limitless possibilities!

Warfare Mastery

Warrior surpasses everyone in the amount of physical damage inflicted, but pays for it by deteriorating protection. With increasing skill, the Warrior can learn to inflict damage on several enemies at once.

The scope of his skills is close combat. Through training, the Warrior improves his skill with a sword, ax and mace, his ability to attack with both hands and other methods of attack.

Base Skill (0-32)

Provides what you need physical development and knowledge of the necessary martial techniques that allow one to achieve much in the martial arts. Increases strength, agility and health.

Battle Rage (1)

Every time an enemy hits you, it can cause you to have a seizure. Battle Rage, which will give a bonus to damage and increase attack skill for a short period of time.

Weapon Training (1)

Years of training with a sword, ax and club allow you to attack faster and react more sharply to enemy attacks.

Onslaught (1)

When you use the default attack, Onslaught increases the damage you deal with each unit of health successively taken from the enemy. Force Onslaught dissipates quickly if not attacked. Replaces the basic attack.

War Horn (4)

The victorious sound of your war horn temporarily stuns opponents

Dodge Attack (4)

Even in the strongest armor there is vulnerabilities. The best way to survive is to prevent the enemy from finding them.

Dual Wield (4)

Ability to effectively use two types of weapons.

Ignore Pain (4)

Full concentration on the battle allows you to ignore physical and piercing damage.

Crushing Blow (10)

Increases the chance of a critical attack with increased damage when Battle Rage.

Hew (10)

Damaged when using a skill Dual Wield damage increases by 50%

War Wind (10)

The warrior fights by spinning in place like a top and hitting up to 4 targets simultaneously.

Battle Standard (10)

Summon Battle Banner - All allies have increased attack skill and damage absorption.

Cross Cut (16)

Skill Dual Wield allows you to deal damage to two enemies at once.

Hamstring (16)

An attack targeting an enemy's legs temporarily reduces their defenses and movement speed.

Lacerate (24)

Adds additional damage to War Wind. It is required that the warrior have either an ax or a sword in his hand.

Triumph (24)

Seeing the inevitability of your triumph, your enemies lose hope and the power of their attacks decreases.

Doom Horn (24)

The sound of your War Horn promises death to enemies, frightening them and reducing their ability to defend.

Counter Attack (24)

Gives a chance to counterattack when the enemy inflicts damage during Battle Rage.

Tumult (32)

When using technology Dual Wield You can hit up to three enemies at the same time

Ardor (32)

Stronger and faster attack, increased movement speed.

Ancestral Horn (32)

The call of an ancient relic brings the ghosts of past heroes from the Champs Elysees to the battlefield for another battle.

Defense Mastery

Defender puts the main emphasis on survival in battles, which is why he does not shine very well in the field of offensive skills. Many skills focus on using the shield as a weapon, as well as deflecting enemy attacks and crippling them in return.

A character who trains in Defense will be able to better parry attacks with conventional weapons, use shields and armor more effectively, and recover from damage faster.

Base Skill (0-32)

Provides the mental strength and physical development necessary to protect both yourself and others. Increases strength, agility and health.

Concussive Blow (1)

Gives a chance to stun the enemy on impact and increases the duration of stun when attacking with a club.

Battle Awareness (1)

Grants an aura that allows you and nearby allies to defend more effectively.

Batter (1)

Shield attack. Deals damage and slows down the enemy.

Armor Handling (1)

Reduces armor requirements, making it possible to use heavier armor than skills allow.

Adrenaline (4)

Each enemy hit can cause an adrenaline rush, increasing your regeneration.

Rally (4)

The sound of your horn helps allies regenerate stamina.

Quick Recovery (4)

Over a short period of time, your skill with a shield increases, allowing you to block several attacks at once with great speed.

Shield Smash (4)

A fighting technique in which damage is caused by both a weapon and a shield.

Resilience (10)

Increases frequency of use Adrenaline.

Focus (10)

Improves reaction, increasing the chance of successfully blocking an enemy attack.

Shield Charge (10)

A running strike at an enemy with a shield, stunning and dealing additional damage.

Inspiration (16)

Partially restores energy lost by allies, allowing them to continue the battle.

Rend Armor (16)

Increases efficiency Batter, allowing you to attack up to three opponents simultaneously.

Disable (16)

A fighting technique that uses a shield to knock down an opponent or at least keep them off balance.

Defensive Reaction (24)

Increases damage and attack speed when using a skill Adrenaline.

Iron Will (24)

The aura grants all allies increased defense and resistance.

Disruption (24)

Increases shock effect Shield Charge, preventing enemies from using their skills.

Defiance (32)

A certain percentage of the damage you deal is returned to the enemy within a short time after use Rally.

Colossus Form (32)

You take the form of a Colossus, tower-like in grandeur.

Pulverize (32)

A fighting technique using a shield, in which you attack several enemies at once, breaking through their formation.

Hunting Mastery

Hunter - master in the use of bows and spears. His arrows, penetrating everywhere, will penetrate any armor and find their target even in a crowd of opponents. However, for the success of his actions, the Hunter needs to constantly move and keep his distance.

The art of hunting appeared long before civilized times for the purpose of obtaining food and for sporting competitions. However, now it is used to fight the minions of the Titans, who are more dangerous than any predator.

Base Skill (0-32)

Develops in its owner the mind and reaction of a predator necessary for hunting. Increases strength, agility and health.

Ensnare (1)

Envelops an enemy's legs in a net that prevents them from moving, but does not prevent them from attacking if you are within their reach.

Take Down (1)

Rough thrusts with a spear deal increased damage to the enemy.

Wood Lore (1)

Increased proficiency with bow and spear. Years spent in the jungle take their toll.

Marksmanship (4)

Allows you to shoot fire arrows instead of regular ones, which fly faster and deal increased damage. Replaces the basic attack.

Art of the Hunt (4)

Rich hunting experience gives you an advantage when meeting potential prey - creatures of the Animals and Beastmen classes.

Herbal Remedy (4)

The ability to create healing potions from plants that can be found on travel. Treats poison and accelerates wound healing.

Barbed Netting (10)

Net E nsnare receives thorns that inflict bleeding wounds on the enemy.

Call of the Hunt (10)

Increases attack speed and damage dealt by Beasts and Beastmen.

Eviscerate (10)

Allows you to find weak points and inflict bleeding wounds on enemies.

Monster Lure (10)

A bait that attracts the attention of nearby monsters.

Study Prey (16)

Ranged damage increases due to the use of weak points enemy.

Puncture Shot Arrows (16)

The arrows shoot straight through, thus hitting several targets at once.

Gouge (16)

When using a spear or bow, deep wounds are caused, leading to prolonged bleeding.

Find Cover (16)

You can use cover, avoiding unnecessary damage, but still not stopping the attack.

Exploit Weakness (24)

Exploiting enemies' weaknesses - increasing damage from shots.

Trail Blazing (24)

Gives hunters the strength to relentlessly pursue prey, so that even the thickest bushes cannot slow down the pursuit.

Detonate (24)

The bait becomes explosive. An explosion requires a full supply of energy.

Flush Out (32)

Forces enemies to open up, making them more vulnerable.

Scatter Shot Arrows (32)

The arrowhead becomes explosive, scattering into many fragments in all directions upon contact.

Volley (32)

Speeds up an attack with a spear or bow three times.

Rogue Mastery

Rogue unsurpassed in the art of dealing with lone enemies. His attacks leave his opponents with poisoned and bleeding wounds. Rogues are best suited to hit-and-run tactics, forcing them to be as sophisticated as possible when facing large groups of enemies.

The art of deception is rightfully the domain of murderers and thieves, because in the struggle for survival the end justifies the means. The thief's fighting style focuses on fast attacks that are lethal to most opponents. The Vagabonds enhance their deadly abilities by studying various poisons and knowledge of human anatomy.

Base Skill (0-32)

Gives the necessary physical training and secret knowledge in order to become a successful thief. Increases intelligence, agility and health.

Calculated Strike (1)

Instead of just one hit, you get the ability to deal several in the same amount of time. Replaces the basic attack.

Blade Honing (1)

Gives increased damage to the blades of swords or spears for you and your allies.

Envenom Weapon (1)

Adds poison damage to the attack.

Throwing Knife (4)

Throws a knife at an enemy, causing them to bleed and damage them over time.

Disarm Traps (4)

Allows you to disarm traps.

Nightshade (4)

Allows infected weapons to slow opponents. Valid when activated Envenom Weapon.

Flash Powder (4)

Flashing powder that blinds and disorients enemies.

Lucky Hit (10)

Gives a chance to hit a place unprotected by armor, causing much more damage when activated. Calculated Strike.

Open Wound (10)

Gives a chance to inflict a bleeding wound, causing damage for some time after the attack. Possible when using a sword, spear, bow and axe.

Lay Trap (10)

Creates a crossbow trap.

Poison Gas Bomb (10)

A bomb that releases a poisonous cloud. Causes confusion, panic and reduced defense against ranged attacks.

Lethal Strike (16)

Inflicts one deadly blow with greatly increased damage.

Rapid Construction (16)

Reduces preparation time for setting a new trap

Toxin Distillation (16)

Increased strength and duration of action of the poison.

Anatomy (24)

Knowing anatomy increases the chance of causing a bleeding wound and increased damage.

Mandrake (24)

Gives a chance to confuse the enemy with a successful poison attack.

Shrapnel (24)

Adds to Poison Gas Bomb shrapnel.

Mortal Wound (32)

Adds poison damage to any attack and causes bleeding wounds.

Flurry of Knives (32)

Allows you to throw multiple knives. Increased penetration damage.

Improved Firing Mechanism (32)

Modified Bolt Trap. The number of bolts produced has been increased.

Wind and Lightning Magic (Storm Mastery)

Stormcaller Excellent ability to cause lightning and snow storms, dealing with small groups of enemies. Yes, his defense is weak, but he can freeze and stun his opponents, and then finish them off with the deadly wrath of Heaven.

Dedicated to serving the celestials, Stormcasters learn to control lightning, project hail, and channel arctic winds. In addition to rapid attacks, the Magic of Wind and Lightning has several more in store effective ways self-defense.

Base Skill (0-32)

Allows the mage to control weather phenomena. Increases intelligence, agility, health and mana.

Ice Shard (1)

Throws an ice star at the enemy, dealing cold damage and slowing their movement.

Storm Nimbus (1)

When this skill is active, you gain Storm Power, adding cold and lightning damage to your attacks.

Spell Breaker (4)

An energy impulse that removes useful curses from enemies and harmful ones from allies.

Thunderball (4)

Creates an energy ball that stuns and damages enemies within its explosion radius.

Heart of Frost (4)

When Storm Nimbus active, the air around you becomes cold and all enemy attacks are slowed down.

Spell Shock (10)

Deals energy damage and prevents enemy magicians from using their skills when running Spell Breaker.

Velocity (10)

Increases speed and damage from Ice Shard. Gives fragments a chance to continue flying after hitting the target.

Squall (10)

Creates an air storm around the enemy, reducing the accuracy of his attacks.

Freezing Blast (10)

Encases the enemy in ice, preventing him from moving, but reduces the effectiveness of your attacks towards him.

Lightning Bolt (16)

Lightning attack spell.

Concussive Blast (16)

Increases radius and damage Thunderball.

Obscured Visibility (16)

Further reduces visibility inside Squall.

Static Charge (16)

Provides the possibility of retaliatory damage when attacking an enemy while activated Storm Nimbus.

Energy Shield (16)

Creates an energy shield that absorbs all elemental attacks.

Torrent (24)

Increases the number of fragments Ice Shard, turning it into a continuous stream.

Summon Wisp (24)

Summons Storm Wisp

Storm Surge (24)

When active, each strike has a chance to unleash a barrage of storm energy.

Chain Lightning (32)

Spell Lightning Bolt hits several opponents at once.

Eye of the Storm (32)

Using this skill will increase lightning and cold damage for all allies and provide protection from lightning and cold damage.

Reflection (32)

Gives Energy Shield the ability to reflect damage back to opponents.

Earth Mastery

Pyromancer , a connoisseur of many spells, is capable of bringing down fire on the heads of enemies and opening up the earth under their feet. His intimate knowledge of Earth Magic allows him to summon an Elemental capable of single-handedly dealing with a crowd of opponents.

As you learn the secrets of the blacksmith god Hephaestus, feel the spirit of stone and flame. In the name of the Earthly Core, make the sword in your hands burn, and the stones crash into the ranks of your opponents. Establish a spiritual connection with the Elemental and cause massive destruction in your path. Just remember that the Pyromancer is strong in attack, but has practically no defense.

Base Skill (0-32)

Training your mind and spirit with ancient techniques that will give you

the ability to receive powers from stone and fire.

Earth Enchantment (1)

Charges your weapon and the weapons of your allies with the power of stone and fire.

Flame Surge (1)

Three tongues of flame destroy everything near the magician.

Brimstone (4)

Adds physical damage to attacks and increases the chance of dealing critical fire damage when attacking under Earth Enchantment.

Heat Shield (4)

Places a shield that absorbs fire damage.

Ring of Flame (4)

Temporarily surrounds you with a circle of fire, setting your enemies on fire.

Volcanic Orb (4)

Casts a burning ball that explodes among enemies and deals physical damage to them, damaging everyone in a small radius.

Stone Form (10)

Turns you to stone, increasing regeneration but preventing movement.

Summon Core Dweller (10)

Summons a defender from the depths of the Earth to the battlefield.

Barrage (10)

Reduces recharge time and energy costs for Flame Surge.

Stone Skin (16)

Temporary armor, increases resistance to physical and fire damage.

Inner Fire (16)

Increases speed Core Dweller and adds fire damage to his attacks.

Soften Metal (16)

Adds heat to Ring of Flame, which softens the metal on enemy armor and weapons, reducing their effectiveness.

Conflagration (16)

Increases radius Volcanic Orb and adds flame damage, setting enemies on fire.

Molten Rock (24)

Adds fire damage to Stone Form.

Wildfire (24)

Allows Core Dweller set multiple enemies on fire.

Flame Arch (24)

Increases damage and number of flames Flame Surge.

Fragmentation (24)

Adds to Volcanic Orb pieces of stone that fly apart during an explosion and cause additional physical damage.

Volativity (32)

Draws additional power from the Earth. Your fire attacks have a chance to deal very high damage.

Metamorphosis Core Dweller (32)

Gains increased resistance to enemy attacks.

Eruption (32)

Creates fountains on the battlefield that spew lava and pieces of stone onto enemies.

Nature Mastery

Wanderer uses the power of the forest and forest inhabitants to attack and defend. Regeneration and protective auras allow allies to survive longer and fight more effectively.

Traveling outside the walls of any city, you find yourself at the mercy of wild nature. And only a wanderer can enlist the help of plants and animals. Despite the fact that the main direction of Nature's forces is protection and healing, she can also show her anger.

Base Skill (0-32)

Builds inner harmony and patience necessary to learn the language of wild creatures and dominate the wild. Increases intelligence, agility, health and mana.

Regrowth (1)

Allows you to restore life to a selected ally.

Call of the Wild (1)

Summons a wolf to fight at your side. On high levels Wolves' skill may be greater.

Heart of Oak (4)

An aura that keeps you and your allies alive and increases your speed.

Accelerated Growth (4)

Recharge time Regrowth is shrinking.

Maul (4)

An attack that tears through the enemy's flesh and causes a bleeding wound.

Plague (4)

The target of the spell, when infected, loses a little health, and then the disease is transmitted further, from enemy to enemy.

Briar Ward (10)

A wall of thorny bushes grows around you, slowing down and damaging enemies.

Survival Instinct (10)

Survival Instinct - increases damage and absorbs a small amount of damage. Activated in the most critical situation.

Fatigue (10)

Infected enemies act more slowly and less effectively.

Tranquility of Water (16)

Gives a chance to restore 50% of the energy spent using any skill. Only works while active Heart of Oak.

Dissemination (16)

Action Regrowth applies not only to the specified target, but also to nearby allies.

Stinging Nettle (16)

Enemies attacking Briar Ward, get poisoned.

Sylvan Nymph (16)

Call Sylvan Nymph, who can shoot a bow and cast spells on allies.

Permanence of Stone (24)

Protects allies from elemental damage.

Strength of the Pack (24)

Your wolves gain the ability to pack howl, which cheers the hearts of allies, causing them to fight more desperately.

Overgrowth (24)

Grants Nymph the ability to create a living shield that absorbs harm and deals retaliatory damage to enemies.

Susceptibility (24)

Makes enemies more susceptible to poison and elemental magic.

Refresh (32)

Immediately recharges any skills that haven't had time to cool down.

Sanctuary (32)

Creates a grove in which mana regenerates faster and skills consume less of it.

Nature's Wrath (32)

Fills attacks Nymph the power of the magic of the elements.

Spirit Mastery

Theurgist combines attack and defense with insidious magic that steals health from enemies and replenishes it for its owner. At higher levels, the ability to summon a powerfulLiche King , sowing death and decay around itself.

Anyone who studies the forbidden knowledge of warlocks knows that with the death of the body, the mind and spirit can be preserved in our mortal dimension. Knowledge of this dark art begins with experiments on one’s body, and subsequently Theurges gain the ability to control the spiritual energy and life forces of their enemies and even command the living.

Base Skill (0-32)

Learning the dark art of controlling spirits through witchcraft and thought power. Increases intelligence, agility, health and mana.

Deathchill Aura (1)

The deadly cold emanating from the character causes the enemy to slow down their movement and attack.

Life Drain (1)

Allows you to drink life from enemies, replenishing your own.

Ternion Attack (4)

Adds additional magic damage to a staff attack.

Ravages of Time (4)

Increases wear and tear on enemy armor and weapons, causing them to collapse and lose their properties.

Vision of Death (4)

Allows you to show your opponents the sight of their own death. The weaker in spirit run away, the stronger fight less effectively.

Spirit Ward (4)

Gives a protective aura that reduces damage from attacks of the living dead on the character and his allies.

Cascade (10)

Spell Life Drain affects several enemies at once.

Dark Covenant (10)

At the expense of your own life, you can communicate with spirits, replenishing your energy supply.

Summon Liche King (10)

Summoning the Ancient Liche King.

Spirit Bane (10)

Adds to action Spirit Ward damage inflicted on the living dead.

Arcane Lore (16)

Increases the speed and attack power of a magic staff.

Necrosis (16)

Weakens enemies, making them more susceptible to physical damage.

Enslave Spirit (16)

Enslaves the minds of enemies, forcing them to fight on the side of the hero. Valid for a limited time.

Death Nova (16)

Creates a wave of death that sucks the life out of any living creature in its path.

Unearthly Power (24)

At the expense of your own life, you are allowed to increase your strength and the strength of your allies.

Wraith Shell Liche King (24)

Partially transforms into another dimension, making him less vulnerable to all types of damage.

Circle of Power (24)

Creates a magic circle within which the living dead receive damage, and all allies receive additional protection from their attacks.

Death Ward (32)

Gives the hero extra life, protecting him from death. At the moment when health runs out, its entire supply is replenished.

Summon Outsider (32)

Summons a very powerful ally for a short period of time.

Arcane Blast (32)

Allows Liche King Throw charges of elemental magic at your opponents.

Song of War

The destruction of one is the birth of another.

Aristotle

Equipment

Fundamentally, weapons and armor in Titan Quest are no different from their counterparts in Diablo 2.

They still have a prefix before the name, for example Iron Ax, which indicates that the ax is made of iron material and has the appropriate level of quality. There are 145 prefixes in the game. This number also includes unique and quest items.

In addition, all magical weapons also have a suffix in their name, by which one can determine the spell cast on it. For example, the name Short sword of Agility tells us that the lucky owner of this sword has increased agility. There are only 121 suffixes in the game. What a blessing that you don’t need to identify anything in Titan Quest.

There are 4 slots for weapons, a main one and an additional one for the right hand and the same number for the left. Moreover, on your left hand, without special skills, you cannot take anything except a shield. You can put a little on yourself: a helmet, armor, bracers, leggings, a couple of rings and a necklace. Yes, in ancient times people always wore sandals and bare thighs, so we will not wear boots and trousers that have not yet been invented.

In addition to weapons, shields, armor and bottles, the game contains Relic Shards - fragments of magical symbols that can be used to enchant weapons. But you can wait and accumulate five identical ones, and then they can be combined into one full-fledged artifact. Each type of Relic, and there are 75 types in total, allows you to enchant a certain type of equipment - armor, shield, or weapon, adding a new property to them. This could be a banal reduction in armor requirements, an increase in armor, acceleration of regeneration and addition of poison damage.

Altars and wells

In addition, on the way to Olympus, the Wells of Rebirth and Enchanted Altars will be an indispensable help to you.

Once you touch the Well, you will bind your immortal spirit to it, and in the event of your tragic death, the blessed waters will revive you next to it again. Wells are generously scattered everywhere, you will find them in every second location, and therefore the path will be pleasant. If you leave the game, you will also wake up next to the Well, and not in the nearest city.

Enchanted Altars have a completely recognizable shape and a glowing aura around them. If you touch the Altar, it will bless you once, after which the savior of Hellas will be in pleasant company for a short time positive effect. This could be additional protection, increased regeneration, and an increase in all skills... But the absolute top of the pyramid in terms of attractiveness will be held by the Altar, which doubles the experience gain!

Altars also serve as a kind of “litmus test” - by their presence you can determine that there is a difficult or dangerous area not far ahead.

In the name of Zeus!

Love is the desire for intimacy caused by the appearance of beauty.

Zeno of Citium

What do we have in the end - great game in the Diablo genre, like a beautiful antique statue, carved in imitation of a person. Yes, she is not so flexible, but she is attractive and monumental.

The first players are already mastering the multiplayer spaces of online Hellas and glorifying the Greek gods in all parts of the world. Let's not lag behind them! And if you also like the game, then we will return to it in “Tips from the Masters” and talk about what else is worth paying attention to.

Well, good luck!

Do you know that?..

The director and chief designer of the Titan Quest game is Brian Sullivan, who founded Ensemble Studios back in the early 90s. It was in it that the illustrious game Age of Empires, now widely known and revered, saw the light of day. Brian even received the “Best Game Design” award for it at the Game Developers Conference in 1998. However, his favorite brainchild was and remains the game Age of Mythology, from which he drew inspiration, deciding to take episodes from real history ancient world, add a little mysticism, creepy monsters and magic - and the result is an original and exciting role-playing game!

Despite the fact that Iron Lore is a very young game studio, people who worked on Asheron's Call and people from Blizzard found themselves in it, so success and the creation of new masterpieces are probably ahead of them!

Hotkeys

W- change weapons

WITH- character window

S- skill window

Q— task window

M- map window

1-0 — quick cell from 1 to 10

D- throw a thing

Z- show all things

Alt- do not show broken things

X- don't show ordinary things

Down- next skill

Up- previous skill

Num 1— maximum approximation

Number 3— maximum distance

Num 2- default camera

Num 0— center the map

L— activate the portal

R- drink the elixir of life

E- drink the elixir of mana

Mouse wheel up- zoom in

Mouse wheel down- move away

Shift- stationary attack

T- chat window

P- command window

G- game menu

H- help window

Space- pause

Class Description

Assassin (martial arts + shadow) - a two-handed warrior with many skills for poison, blood flow, traps, bombs, etc. In general, you won’t be bored, because there are many interesting skills

Advantages

One of the advantages I have already said is interesting walkthrough games, not monotonous mochilovo. The second thing is that there are skills that slow down enemies, give a chance for an unsuccessful attack and a chance for confusion. The third plus is the chance to evade an attack, which the Evasion skill gives a maximum of 30%, provided that +4 for all skils. Another plus is +50% attacks in the Weapon Mastery skill. And finally - Mortal Strike, at max it gives +600% damage and +450% piercing

Flaws

This is poor defense, there is no shield, no defensive skills, no dodging flying projectiles in the skills, but this will only make the game more interesting. And besides, the disadvantage is a large consumption of mana

Characteristics

You can’t pump up life, intelligence is the same, you can invest a little in mana, because you’ll need a lot of it, or improve your gear with a relic for mana (for example, the Hecate crescent with a bonus for mana), we pump up strength only for gear, everything else goes into agility. We will raise the defense industry, because somehow we have to survive

Military affairs

1) Weapon mastery - maxim, gives +50% attack and +25% attack speed, attack is important for us, since we need to hit with a fatal blow and generally take out enemies as quickly as possible before they take us out. 2) Battle rage, we invest only one point in this skill, the skill will periodically give us +50% attacks.
3) Furious onslaught is the maximum, it gives +75% damage after twelve hits, although some say that this is a bug and the skill gives +150% damage. 4) Ignoring pain, also a good thing, gives resistance to damage by 20% and piercing, which somehow increases our vitality. 5) Cut the tendons - maxim, the skill slows down the speed of movement of enemies by 55% and demolishes the defenses.
6) Zeal - at max, +25% attack and movement speed is still not superfluous.
7) Evasion, also at maximum, gives a 30% chance to evade an attack.
8) Mastery of two blades - maximum, 30% chance of use.
9) Cleave - max, 15% chance of +50% damage.
10) Slash - maximum, 15% chance to strike two targets and + 175 units. damage from blood flow, which in combination with Knowledge of Anatomy is also not bad.
11) Rampage - maxim, a skill similar to Cross Strike, only for 3 targets.
1.12) War banner - maximum, gives 45% damage absorption, +120 units. attacks and 274 units. damage, this skill is very good when meeting bosses and heroes.
13) Triumph - at max, gives -60% damage, _60% damage resistance, - 50% stun resistance.
14) Whirlwind - we’ll invest one point so that you can quickly run up to the enemy, the skill gives +300% movement speed.

1) Sharpening blades - max, will give +88% piercing and 31 units. piercing will cause us damage.
2) Poisoned weapon, adds damage from poison, max.
3) Sleepy dope, gives 50% slow for 5 seconds, max.
4) Purified poison, increases poison damage and duration, max.
5) Mandragon root - just an excellent skill, naturally maximum, 70% chance of an unsuccessful enemy attack for 3 sec. and 56% chance for 1.8-7.6 sec. confusion, it's just some kind of holiday.
6) Mortal blow, maxim, +600% damage and +450% piercing.
7) Mortal wound, adds damage from poison and blood flow, max.
8) Throwing knives, one point to unlock the flurry of knives skill.
9) A flurry of knives, maxim, there will be 8 projectiles covered with poison and mandragon root

General tactics and gear

The assassin does not have any speed bonuses in schools, and it is advisable to wear frog leggings on his legs to raise his defenses, so the running speed will be the same as initially 100%, unless of course you are playing on a fan patch, because in this case there is a chance of finding a relic Leggings of Hermes, which gives a bonus to running speed, but the fanpatch fixed a glitch with the gomad, although the attack speed will be at maximum even without it if you upgrade the swords with Achilles with a speed bonus. So what am I talking about? As for running speed, having pumped up your agility enough, you can, of course, put on the leggings of the Argonauts, the combat leggings of Athena or the needle-shaped leg armor of the barbarians and defense forces, but the problem is, where to look for them? In Act 4 on the legend, what to do before that? Before that, it’s best to go bomb frogs in the swamps, not far from Rhodes, which is where I got these leggings twice. As a result, the speed is 100%, so put one into the whirlwind as quickly as possible, with its help we can sometimes run to them at a speed of 300% when we see mobs. It is worth using a whirlwind when you attack contact monsters, because when you see archers, it is best to first launch knives at them and only then, slowing them down or confusing them, attack with a whirlwind and finish them off.

It’s difficult to level it up because schools don’t have arrow dodging, which means that our main enemies are archers and magicians. But there is a melee dodge, the maximum you can level up to is 30% dodge, which is not bad, you don’t need any gear for melee dodge. But they are needed from flying projectiles, for example, the veteran belt gargon of immortality (or with some other prefix, I personally had the prefix of immortality) is good), the belt gives +20% defense and 20% dodge from flying projectiles and another 10% damage resistance, In addition, I have a plus to life. You can knock one out of the Gargons, the easiest of the three Gargon bosses. From these same gargons, if you try, you can knock out bracers that turn into stone, which give +3 to all skills on legend and +1 and +2, respectively, on normal and epic. These bracers take a very long time to knock out, so you have to get tricky with them, but from the same gargons you can knock out, for example, clasps of gargons of deceit, they give a bonus to damage from poison and blood flow, as well as dodge from flying projectiles. Frog leggings are ideal for the legs; I knocked them out in the swamps after Medea's grove, and so they fall out of all the frogs. They give about 110-145% defense and % attack evasion, I personally didn’t have any suffixes and prefixes, although I knocked out the greaves twice. Among the helmets, a helmet with the suffix luxurious (% to agility, strength, intelligence) or sacred (+1 point to all skills), as well as an atvk, which has the same basic bonus as the luxurious one, is suitable. And from violet - this is the hood of the filer (-100% time in a trap, -% reload, +% piercing), helmet of darkness (cuts, % attack evasion and the powder flash skill), the deadly mask of armageddon (protection from some additional cuts, +100% damage from blood flow). Suitable artifacts include the fist of eternal rage, the shadow veil, the symbol of the erudite, the star of Ishtar. With rings, decide for yourself what is more important to you and what you are lucky enough to find, but the will of Apollo and the ring of Chiron (for cuts and piercings) would be a good fit, and of the pendants I had the one that gave % strength, + units. strength (to invest less in strength) and improved by the legendary raptor tooth (+ 30% damage in total with the bonus). Blades with a bonus to blood flow and poison, from greenery - saber teeth (veteran would be nice) or a chthonic cutter, can be improved with Achilles (for speed), dark medicine, a wineskin of poison, Set's betrayal, the bloodthirstiness of the Wong, a tiger, etc.

Particularly dangerous monsters




Some dangerous bosses

When using the tactics described above, there should be no problems with bosses, but nevertheless, there may be places along the way where our assassin will lose his life in a matter of seconds.
For example, in Greece it happens that there are several centaurs standing and next to them the leader of the pack, as soon as you start approaching them and the archers see you, they will immediately launch an eye at you, and in the meantime the leader will put up a flag as soon as you come close. a bugle will sound to the leader and you will stand rooted to the spot, and if there are no cuts to the camp, then for a long time, and you will be extinguished in three seconds. Therefore, be careful in such places, do not get into trouble and use the knife-whirlwind or knives-whirlwind-forge (flash) tactics.
There may also be problems with minotaurs, especially on Olympus, due to their special stun attack; if you don’t have good stun cuts, you will constantly stand stunned. It is best before Olympus, and in general, to take care of the cuts to the camp as quickly as possible; for this, relics such as the blood of a demon, the spirit of Hector, and the iron will of Ajax will be useful.
Dragonoid mages shoot with balls of lightning that stun, which is why they can cause problems even with good cuts; it’s better to throw knives at them before they even notice you.
Mahi archers are dangerous due to the fact that our chances of evading flyers in best case scenario 30-50%, and, in addition, the swings constantly run and very rarely cluster together, we use the already familiar tactics of knives-whirlwind-forge (flash).
Empusas can make a circle that sucks out mana and life, so don’t stand in such circles, and some can freeze for a few seconds, which is especially dangerous.

Some dangerous bosses:

Three gargons - two shoot from a bow, one extinguishes with a spear, the gargon Stheno knows how to heal, so it is advisable to kill her first. If it is problematic to deal with three gargons at once, then you can approach them from the right and lure them out one by one. These gargons drop bracers that turn to stone.

The first Telkhin is not dangerous, you need cuts for lightning and damage to health, you can use a scroll of elemental protection or improve the gear with the wisdom of the Jade Emperor, cuts for damage to health can be raised with the blood of a demon, if there is a corresponding bonus.

The second telkhin is also not dangerous; lure him to the upper corner of the screen on the ladders and you will be saved from his solar attack.

Fire Bull, this is a problem for me personally, you need 80% fire cuts and an elemental defense scroll if you want to survive his attack.

The third Telkhin is no more dangerous than the stones that fall from above.

Typhon, in my opinion, is the most dangerous of the quest bosses; you need fire, lightning, and protection from life theft. But if you don’t fall under his special attacks, then good cuts are not at all necessary; if you study Typhon a little, it will become clear when he wants to cause a meteor shower and when he will strike with lightning.

Three old women with one eye, I think their name is Grayami, are mainly dangerous because of the attack on life, but nothing special, we are stupidly wet at point-blank range, under the scroll of elemental protection.

The boatman Charon in the first guise is not dangerous, but in the second he can kill with one blow, run back if you see that he has risen up, this is what he does before hitting, do not stand in the holes and do not place a flag in these holes.

Cerberus is a very easy boss, cuts are needed only for poison, 80% of cuts save even on a legend, even when attacking at point-blank range. Therefore, do not be shy, come closer and quickly extinguish this dog.

I forgot about the Manticore, a dangerous beast, it has three special attacks: lightning, poisonous thorns and just paws, defense will save you from being hit by paws, 1500 is quite enough, cuts from lightning and a scroll of elemental protection, from thorns cuts to poison and dodges flying projectiles. Personally, poison cuts of 80% and a 40% chance of dodging flying projectiles saved me from a point-blank attack, but, nevertheless, such attacks should be avoided.

Dracolich, he is only dangerous from a distance, I will not list his special attacks, you don’t need to know them. Run up to it using a whirlwind and then extinguish it without stopping, the defense will save you from regular attacks.

The story with Hydra is the same as with the Dracolich, extinguish it point-blank, under the flag.

Typhon's skeleton is also weak, there are no special tactics against it.

Hades will cause a lot of trouble because of his three guises. We need cuts to damage health and good cuts to the stun.

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In this add-on, while playing, you can do the following joke. If you imported Persians and you don’t need all of them, then you can use them as sponsors, buying with their money, and then taking everything you need through the transfer panel.




Don't be stupid in developing the Persians. There is no need, for example, to develop military skills and defense. Warfare develops an attack with two swords, and defense develops a shield. But you can’t run with two swords and a shield.
I recommend the following developments: earth and air magic have very powerful spells, you can make a good magician. The spirit takes emphasis on staves, it is better to develop with nature. Develop military affairs with the shadow. It turns out a bomb. Hunting with some elemental magic or shadow. Protection with shadow. Spontaneous development can be done in any direction, it won’t turn out badly. But it’s better to develop the Power of Dreams alone; once fully developed, you can get a killer character.
Try to have relics inserted into all available items.
I'll list some good things. 1. In Babylon, running through the forests, where the general gives the task about armor, killing tigers, you can find Sabretooth. Green, damage is somewhere around 35-45, but magical properties add fire damage (whatever else you need), from 30% to 50% attack speed, agility. Native speed is Very Fast. Also in Babylon there is a Babylon Clothes set. Not bad things. In Egypt you can find the Ramses kit. Not bad for a magician. In this add-on, while playing, you can do the following joke. If you imported Persians and you don’t need all of them, then you can use them as sponsors, buying with their money, and then taking everything you need through the transfer panel.
Don't be stupid in developing the Persians. There is no need, for example, to develop military skills and defense. Warfare develops an attack with two swords, and defense develops a shield. But you can’t run with two swords and a shield.
I recommend the following developments: earth and air magic have very powerful spells, you can make a good magician. The spirit takes emphasis on staves, it is better to develop with nature. Develop military affairs with the shadow. It turns out a bomb. Hunting with some elemental magic or shadow. Protection with shadow. Spontaneous development can be done in any direction, it won’t turn out badly. But it’s better to develop the Power of Dreams alone; once fully developed, you can get a killer character.
Try to have relics inserted into all available items.
I'll list some good things. 1. In Babylon, running through the forests, where the general gives the task about armor, killing tigers, you can find Sabretooth. Green, damage is somewhere around 35-45, but magical properties add fire damage (whatever else you need), from 30% to 50% attack speed, agility. Native speed is Very Fast. Also in Babylon there is a Babylon Clothes set. Not bad things. In Egypt you can find the Ramses kit. Not bad for a magician. In this add-on, while playing, you can do the following joke. If you imported Persians and you don’t need all of them, then you can use them as sponsors, buying with their money, and then taking everything you need through the transfer panel.
Don't be stupid in developing the Persians. There is no need, for example, to develop military skills and defense. Warfare develops an attack with two swords, and defense develops a shield. But you can’t run with two swords and a shield.
I recommend the following developments: earth and air magic have very powerful spells, you can make a good magician. The spirit takes emphasis on staves, it is better to develop with nature. Develop military affairs with the shadow. It turns out a bomb. Hunting with some elemental magic or shadow. Protection with shadow. Spontaneous development can be done in any direction, it won’t turn out badly. But it’s better to develop the Power of Dreams alone; once fully developed, you can get a killer character.
Try to have relics inserted into all available items.
I'll list some good things. 1. In Babylon, running through the forests, where the general gives the task about armor, killing tigers, you can find Sabretooth. Green, damage is somewhere around 35-45, but magical properties add fire damage (whatever else you need), from 30% to 50% attack speed, agility. Native speed is Very Fast. Also in Babylon there is a Babylon Clothes set. Not bad things. In Egypt you can find the Ramses kit. Not bad for a magician. In this add-on, while playing, you can do the following joke. If you imported Persians and you don’t need all of them, then you can use them as sponsors, buying with their money, and then taking everything you need through the transfer panel.
Don't be stupid in developing the Persians. There is no need, for example, to develop military skills and defense. Warfare develops an attack with two swords, and defense develops a shield. But you can’t run with two swords and a shield.
I recommend the following developments: earth and air magic have very powerful spells, you can make a good magician. The spirit takes emphasis on staves, it is better to develop with nature. Develop military affairs with the shadow. It turns out a bomb. Hunting with some elemental magic or shadow. Protection with shadow. Spontaneous development can be done in any direction, it won’t turn out badly. But it’s better to develop the Power of Dreams alone; once fully developed, you can get a killer character.
Try to have relics inserted into all available items.
I'll list some good things. 1. In Babylon, running through the forests, where the general gives the task about armor, killing tigers, you can find Sabretooth. Green, damage is somewhere around 35-45, but magical properties add fire damage (whatever else you need), from 30% to 50% attack speed, agility. Native speed is Very Fast. Also in Babylon there is a Babylon Clothes set. Not bad things. In Egypt you can find the Ramses kit. Not bad for a magician.

Preference