A shadow business. Titan Quest: Immortal Throne Tips and Tactics

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

Nikolai Petrovich was the son of a general, but the military career intended for him did not take place (he broke his leg in his youth and remained "lame" for the rest of his life). Nikolai Petrovich early married the daughter of an ordinary official and was happily married. To his deep sorrow, his wife died in 1847. He devoted all his strength and time to raising his son, even in Petersburg he lived with him and tried to get closer to his son's comrades, students. Recently, he has been intensively engaged in the transformation of his estate.

There comes a happy moment of a date. 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 certifies himself, is Evgeny Vasilyevich Bazarov.

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

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

The very next day, a verbal clash occurs between Bazarov and Pavel Petrovich, and it was initiated by Kirsanov Sr. Bazarov does not want to polemize, but nevertheless speaks out on the main points of his convictions. People, according to his ideas, strive for a particular goal, because they experience various "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 meaning" and believes that there is no need to study the psychology of an individual individual: "One human specimen is enough to judge all others." For Bazarov, there is not a single "decree in our modern life ... which would not have caused 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”.

Pavel Petrovich sees the "nihilism" professed by Bazarov and Arkady, who imitates him, as a daring and unfounded doctrine that exists "in emptiness."

Arkady is trying to somehow smooth out the tension that has arisen and tells his friend the story of Pavel Petrovich's life. 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 the costume and manner and the preference for everything English.

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

Young people go to the provincial town, where they meet with Bazarov's "disciple", the offspring of the tax farmer, Sitnikov. Sitnikov takes them on a visit to the "emancipated" lady, Kukshina. Sitnikov and Kukshina belong to the category of "progressives" who reject any authority in pursuit of the fashion for "free-thinking." They do not really know anything and do not know how, but in their "nihilism" they leave behind both Arkady and Bazarov. The latter openly despises Sitnikov, while Kukshina's “does more champagne”.

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

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

In the house of Anna Sergeevna, the guests meet her younger sister Katya, who is constrained. And Bazarov felt ill at ease, in a new place he began to get irritated and "looked angrily." Arkady is also uncomfortable, and he seeks consolation in the company of Katya.

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 Madame Odintsova, and although she did not immediately free herself from his embrace, however, on reflection, she comes to the conclusion that "tranquility is the best in the world."

Not wanting to become a slave to his passion, Bazarov leaves for his father, a district healer who lives nearby, and Odintsova does not keep her guest. On the way, Bazarov sums up what had happened and says: “... Better to beat stones on the pavement than to allow a woman to take possession of at least the tip of her finger. This is all nonsense. "

Bazarov's father and mother cannot breathe on their beloved "Enyusha", but he is bored in their company. After a couple of days, he leaves the parental home, returning to the Kirsanovs' estate.

Out of the heat and boredom, Bazarov turns his attention to Fenichka and, finding her alone, kisses the young woman firmly. Pavel Petrovich becomes a casual witness of the kiss, who is outraged to the depths of his soul by the act of "this hairy". 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 was giving up his principles, Bazarov agrees to shoot with Kirsanov the elder ("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 holds up well, even makes fun of himself, but at the same time he and Bazarov are embarrassed. Nikolai Petrovich, from whom the true reason for the duel was hidden, also behaves in the most noble way, finding justification for the actions of both opponents.

The consequence of the duel is that Pavel Petrovich, who had previously strongly objected to 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 shrewdly notes that Bazarov is a stranger to them, because "he is predatory, and we are tame."

Having finally lost hope of reciprocity, Odintsova Bazarov breaks himself and breaks up with her and Arkady. In parting, he says to his former comrade: "You are a nice guy, but you are still a little, liberal barich ..." Arkady is upset, but soon enough he is comforted by Katya's company, declares his love to her and assures that he too is loved.

Bazarov, on the other hand, returns to his parents' penates and tries to forget himself in work, but after a few days "the fever of work jumped off him and was replaced by dreary boredom and deaf anxiety." He tries to talk to the men, but he finds nothing but stupidity in their heads. True, the peasants also see in Bazarov something "like a pea jester."

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 confesses that all his proud thoughts, like love, have gone to dust. "And now the whole task of the giant is how to die decently, although no one cares about this ... All the same: I will not wag my tail." He says bitterly that Russia does not need it. “And who is needed? A shoemaker is needed, a tailor is needed, a butcher ... "

When Bazarov was given communion at the insistence of his parents, "something like a shudder of horror was instantly reflected on the dead face."

Six months pass. In a small village church, two couples are getting married: Arkady with Katya and Nikolai Petrovich with Fenechka. Everyone was happy, but something in this contentment was felt and artificial, "as if everyone agreed to play some kind of innocent 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 duties of a peace mediator and works hard in the public arena. Pavel Petrovich lives in Dresden and, although he still looks like a gentleman, "it's hard for him to live."

Kukshina lives in Heidelberg and hangs out with students, studies architecture, in which, according to her, she discovered new laws. Sitnikov married a princess who pushed him around, and, as he assures, continues Bazarov's "business", ascetic in the role of a publicist in some dark magazine.

Senile old men often come to Bazarov's grave and cry bitterly and pray for the repose of the soul of their untimely deceased son. Flowers on the grave mound remind not only of the calmness of "indifferent" nature; they also speak of eternal reconciliation and endless life ...

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

Diogenes

Not a single thing arises without cause, but everything arises on some basis and by force of necessity.

Democritus

The secret has long been known that will allow the game to linger for a long time in the minds of the players and on the hard drives of their computers. And it is very simple - the presence of an editor who, with its accessibility, will bribe every interested person, and the globality of possibilities will allow you to create your own projects and add-ons 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 embody almost any plot on its basis, no matter whether it is historical or fantastic. However, we forgot about the multiplayer mode - the second reason for the long-term love of the game. In this game, it is ingeniously simple - joint walkthroughs 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 greeted "by their clothes." So let's start ad ovo, with the egg.

Tragedians and comedians

Hundred-headed monster - Typhon,

Born of the earth. To all the gods

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

Threatened the throne of Zeus, and from his eyes

The fire of the fierce Gorgon blazed ...

Aeschylus "Chained Prometheus"

The backstory of the game world is rather 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 perfectly well, 12 titans of both sexes were born from Earth-Gaia and Heaven-Uranus. The youngest and most cunning of them - Cronus - rebelled against his father, overthrew him and began to rule. And so that no one encroached 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 the Olympian gods, and raised a rebellion against the titan parents. In the war, he was helped by the Cyclops and the hundred-handed 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. Many terrible creatures came from him, but Zeus defeated him too, rolling Mount Etna, which made it a volcano.

For a long time, the Olympians lived in peace, reaping the fruits of human love and respect. Only once their peace was disturbed when the titan Prometheus escaped from an underground prison and, having stolen fire from Olympus, gave it to people. ( From here, in fact, the plot begins.)

Apparently, a bad example is contagious, and after centuries 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 the orgy began, and without Bacchus and on a cosmic scale: mischievous satyrs and centaurs turned into uniform beasts, the revived dead, lizards, rats, jellyfish climbed from everywhere -gorgons ...

But the worst thing is that someone guessed to dig out Typhon, and he again began to smoke all over the world. The Olympian gods could not cope with the new misfortune themselves, and they needed heroes. We will become one of them.

On the way to Olympus, Greece, Egypt, Babylon, and even distant, distant China await us. We will cover all this distance on foot, destroying thousands of titans' minions along the way, and finally return to Olympus, talk to Zeus and let's kill Typhon. And it doesn't matter that even Zeus failed to accomplish this - our business is involuntary.

But do not hang your nose, the road will be extremely exciting - and do not look that it is linear.

Heroes of the Ancient World

I see, child, according to the words that your breed is noble! ..

Homer

So, we have a plot. For a good play, we now need to find an actor for the lead role. Let's press “ New game»And we will choose: name, gender, color of the dress? It doesn't matter at all, it has a purely aesthetic value. Let's scroll further!

Here we have Helos, a Greek village, and here we can, by pressing the key C , see your alter ego and the accompanying inventory, "doll" and passport. What do they mean?

Primary Stats

Attributes

  • Health ( Health) - shows how many more times you need to hit the hero in order for him to go to be reborn.
  • Mana pool ( Energy) - shows how much more you can conjure. If the hero is hit, it may decrease.
  • Power ( Strength) - the amount of damage inflicted by melee weapons and the ability to use heavy armor and weapons depend on it.
  • Intelligence ( Intelligence) - the amount of damage done by magic elements and the speed of mana regeneration depend on it.
  • Agility ( Dexterity) - the ability to attack, to defend, the amount of piercing damage inflicted and the ability to use small arms depend on it.

Resistances

  • Fire resistance ( Fire resistance) - how much% fire damage will be prevented.
  • Cold resistance ( Cold resistance) - how much% cold damage will be prevented.
  • Poison resistance ( Poison Resistance) - how much% damage from the poison will be prevented.
  • Lightning resistance ( Lightning resistance) - what amount of% damage from lightning will be prevented.
  • Impact resistance ( Pierce resistance) - how much% damage from piercing will be prevented.

Offensive

  • Average damage ( Average Damage) - shows the average damage done per hit.
  • Attack speed ( Attack Speed) - shows how many hits the 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 wizards are "measured" against each other.

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

Defensive

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

Secondary Stats

Secondary Resistances

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

Others

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

Getting more experienced

With each defeated enemy and each completed quest, your level of experience grows. The green bar at the bottom shows how much is left for the savior of the whole world until the next bar of his career.

This is a tip: the summoned creatures do not receive experience, but pass it entirely on to their master. So do not hesitate and call your partner as soon as possible. Almost any discipline allows this, but a friend will come in handy more than once or not twice. Either hide behind, as with a shield, then break away from the pursuit ...

When a hero gets a level, nothing automatically increases. He gains 2 Attribute points and 3 Skill points. Attribute points can be invested in any amount in Strength, Intelligence, or Agility, which will increase the corresponding attribute by 4 points for each invested AP. If they are invested in health or mana, then their supply will increase by 16 points in the same way.

Spending 1 SP, you can pump 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 efforts, 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. It is worth approaching the choice carefully, because the principle of the game is radically different for the follower of each skill. From this moment we get one of the basic 8 classes (by the number of disciplines), and at the 8th level of experience we will get the opportunity to study the second and last discipline, after which our alter ego will establish itself already 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 increase the main skill ( Base Skill). You can increase it up to 32, and each of its levels will increase class attributes, as well as open access to other skills / auras / spells. They, too, can be studied repeatedly, but at the same time only the action of this particular branch of skills increases (as a rule, 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 get to the attributes: +2 intelligence, +1 agility, +21 health and +10 mana, as well as access to skills: Regrowth (1) and Call of the Wild (1)... Hereinafter, in brackets 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 party, then we get truly limitless possibilities!

Warfare Mastery

Warrior surpasses everyone in the amount of physical damage dealt, but pays for this with a deterioration in defense. With an increase in skill, the Warrior can learn to deal damage to several opponents at once.

The scope of his skills is close combat. With training, the Warrior increases his mastery of the sword, ax and mace, the skill of attack with both hands and other methods of attack.

Base Skill (0-32)

Provides the necessary physical development and knowledge of the necessary martial techniques to achieve much in the martial arts. Increases strength, agility and health.

Battle Rage (1)

Every enemy hit on you can give you a seizure Battle rage, which will give a plus to the damage and increase the attacking skill for a short period of time.

Weapon Training (1)

Years of training with sword, ax, and club allow you to attack faster and respond sharper to enemy attacks.

Onslaught (1)

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

War Horn (4)

The victorious sound of your war horn temporarily stuns foes

Dodge Attack (4)

Even the toughest armor has 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)

Dealt when using a skill Dual wield damage increased by 50%

War Wind (10)

The Warrior fights by spinning around in place and hitting up to 4 targets simultaneously.

Battle Standard (10)

Calling the battle banner - all allies have increased attack skill and damage absorption.

Cross Cut (16)

Skill Dual wield allows you to deal damage to two opponents at once.

Hamstring (16)

An attack aimed at an enemy's feet temporarily reduces their defenses and movement speed.

Lacerate (24)

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

Triumph (24)

Seeing the inevitability of your triumph, 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 lowering the ability to defend.

Counter Attack (24)

Has a chance to counterattack when the enemy deals damage during Battle Rage.

Tumult (32)

When using the technique Dual wield you can hit up to three opponents at the same time

Ardor (32)

Stronger and faster attack, increased movement speed.

Ancestral Horn (32)

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

Defense Mastery

Defender focuses on survival in battles, which is why he does not really shine in the field of offensive skills. Many skills are aimed at using the shield as a weapon, as well as deflecting attacks from enemies and crippling them in return.

A character trained in the Defense skill will be able to better parry attacks with conventional weapons, use shields and armor more efficiently, and recover from damage faster.

Base Skill (0-32)

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

Concussive Blow (1)

Gives a chance to stun the enemy on impact and increases the duration of the 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 trigger an adrenaline rush, increasing your regeneration.

Rally (4)

The sound of your horn helps allies regenerate stamina.

Quick Recovery (4)

For a short time, the skill of using a shield increases, allowing you to block several attacks at once with great speed.

Shield Smash (4)

A combat technique in which damage is inflicted both with a weapon and a shield.

Resilience (10)

Increases the frequency of use Adrenaline.

Focus (10)

Improves reaction, increasing the chance to successfully block an enemy attack.

Shield Charge (10)

Striking an enemy with a running 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 at the same time.

Disable (16)

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

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 the shocking effect Shield Charge preventing enemies from using their skills.

Defiance (32)

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

Colossus Form (32)

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

Pulverize (32)

A technique for fighting with the use of 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. Its arrows, penetrating everywhere, will pierce any armor and will find their target even in a crowd of opponents. However, for the success of his actions, the Hunter needs to constantly move and maintain a distance.

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

Base Skill (0-32)

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

Ensnare (1)

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

Take Down (1)

Heavy jolts with a spear inflict increased damage to an enemy.

Wood Lore (1)

Increased skill with bow and spear. Years in the jungle make themselves felt.

Marksmanship (4)

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

Art of the Hunt (4)

Rich hunting experience gives 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. Heals poison and accelerates wound healing.

Barbed Netting (10)

Network E nsnare gets thorns that inflict bleeding wounds on the enemy.

Call of the Hunt (10)

Increases attack speed and damage done by Beasts and Beastmen.

Eviscerate (10)

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

Monster Lure (10)

A decoy that attracts the attention of nearby monsters.

Study Prey (16)

Shooting damage increases due to the use of enemy weaknesses.

Puncture Shot Arrows (16)

Arrows hit right through, thus hitting several targets at once.

Gouge (16)

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

Find Cover (16)

You can use cover, avoiding unnecessary damage, but without stopping the attack.

Exploit Weakness (24)

Using the weaknesses of enemies - increasing damage from shots.

Trail Blazing (24)

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

Detonate (24)

The bait becomes explosive. A full supply of energy is required to detonate.

Flush Out (32)

Forces enemies to open up, making them more vulnerable.

Scatter Shot Arrows (32)

The arrowhead becomes explosive, on contact, flying in all directions into many fragments.

Volley (32)

Accelerates an attack with a spear or bow three times.

Rogue Mastery

Rogue unsurpassed in the art of dealing with lonely enemies. After his attacks, opponents get poisoned and bleeding wounds. For Rogues, hit-and-run tactics are best suited, as a result of which they have 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 quick attacks that are deadly to most opponents. The Tramps enhance their deadly abilities by studying various poisons and knowledge in human anatomy.

Base Skill (0-32)

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

Calculated Strike (1)

Instead of one hit, you get the ability to land several at the same time. Replaces the basic attack.

Blade Honing (1)

Grants increased damage to the blades of swords or spears on you and your followers.

Envenom Weapon (1)

Adds poison damage to attack.

Throwing Knife (4)

Throws a knife at an enemy, causing them to bleed, which damages them for a while.

Disarm Traps (4)

Provides the ability to disarm traps.

Nightshade (4)

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

Flash Powder (4)

A flashing powder that blinds and disorients enemies.

Lucky Hit (10)

Gives a chance to hit an unarmored place, causing much more damage when activated Calculated Strike.

Open Wound (10)

Has a chance to inflict a bleeding wound that deals damage for some time after the attack. Possible by using a sword, spear, bow and ax.

Lay Trap (10)

Creates a crossbow trap.

Poison Gas Bomb (10)

A bomb that launches a poisonous cloud. Causes confusion, panic, and weakened defenses against ranged attacks.

Lethal Strike (16)

Deals one deadly blow force with greatly increased damage.

Rapid Construction (16)

Reduces the time to prepare for setting a new trap

Toxin Distillation (16)

An increase in the strength and duration of the action of the poison.

Anatomy (24)

Knowledge of anatomy increases the chance of inflicting 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 inflicts bleeding wounds.

Flurry of Knives (32)

Allows you to throw multiple knives. Increased Piercing Damage.

Improved Firing Mechanism (32)

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

Wind and Lightning Magic (Storm Mastery)

Stormcaller excellently knows how to summon lightning and snow storms, cracking down on small groups of enemies. Yes, his defense is weak, but he can freeze and stun his opponents, and then finish off the deadly wrath of Heaven.

Dedicated to serving the celestials, Stormspeakers learn to manipulate lightning, project hail, and direct arctic winds. In addition to swift attacks, the Magic of Wind and Lightning has in store for several more effective methods of self-defense.

Base Skill (0-32)

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

Ice Shard (1)

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

Storm Nimbus (1)

When this skill is active, you gain the power of the Storm, which adds cold and lightning damage to your attacks.

Spell Breaker (4)

A pulse of energy that removes useful slander from opponents and harmful ones from allies.

Thunderball (4)

Creates a ball of energy that dazes and damages enemies in its radius of explosion.

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 mages from using their skills when launched Spell Breaker.

Velocity (10)

Increases speed and damage from Ice shard... Gives the shards a chance to continue flying even after hitting the target.

Squall (10)

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

Freezing Blast (10)

Chains the enemy in ice, preventing him from moving, but reduces the effectiveness of your attacks in his direction.

Lightning Bolt (16)

A lightning attack spell.

Concussive Blast (16)

Increases radius and damage Thunderball.

Obscured Visibility (16)

Reduces visibility inside even more Squall.

Static Charge (16)

Provides retaliatory damage when attacking an enemy when activated Storm Nimbus.

Energy Shield (16)

Creates an energy shield that absorbs all elemental attacks.

Torrent (24)

Increases the number of shards Ice shard, turning it into a continuous stream.

Summon Wisp (24)

Calls on Storm Wisp

Storm Surge (24)

When active, each hit 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 will provide protection against 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 able to unleash fire on the heads of enemies and open the ground under their feet. Intimate knowledge in Earth Magic allows him to summon an Elemental, capable of single-handedly dealing with a crowd of opponents.

Comprehending the secrets of the blacksmith god Hephaestus, feel the spirit of stone and flame. In the name of the Core of the Earth, 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 create massive destruction along the way. Remember only that Pyromancer is strong in attack, but practically unprotected.

Base Skill (0-32)

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

the ability to receive strength from stone and fire.

Earth Enchantment (1)

Charges your weapons and those of your followers 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)

Imposes a shield that absorbs fire damage.

Ring of Flame (4)

For a while, it surrounds you with a circle of fire, setting fire to your enemies.

Volcanic Orb (4)

Imposes 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, which increases regeneration but impedes 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 by 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 fire to multiple enemies.

Flame Arch (24)

Increases the damage and the number of flames at Flame Surge.

Fragmentation (24)

Adds to Volcanic orb chunks of stone that fly apart on explosion and inflict additional physical damage.

Volativity (32)

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

Metamorphosis Core Dweller (32)

Gains increased resistance to enemy attacks.

Eruption (32)

Creates fountains on the battlefield that spew lava and chunks of stone at enemies.

Nature Mastery

Wanderer uses the power of the forest and forest dwellers 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 wildlife. And only a wanderer can enlist the help of plants and animals. Despite the fact that the main direction of the forces of Nature is protection and healing, she can show her anger.

Base Skill (0-32)

Grows the 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 the selected ally.

Call of the Wild (1)

Summons a wolf to fight by your side. At higher skill levels, there may be more wolves.

Heart of Oak (4)

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

Accelerated Growth (4)

Recharge time Regrowth is shrinking.

Maul (4)

An attack that rips apart enemy flesh and inflicts a bleeding wound.

Plague (4)

The target of the spell, being infected, loses health a little, 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 opponents.

Survival Instinct (10)

Survival instinct - increases damage and absorbs a small amount of damage. It is activated in the most critical situation.

Fatigue (10)

Infected enemies are slower and less effective.

Tranquility of Water (16)

Gives a chance to restore 50% of the energy spent on the use of any skill. Only works during action Heart of oak.

Dissemination (16)

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

Stinging Nettle (16)

Enemies attacking Briar ward get poisoned.

Sylvan Nymph (16)

The appeal Sylvan Nymph, who knows how to shoot a bow and cast spells on allies.

Permanence of Stone (24)

Protects allies from damage by magic elements.

Strength of the Pack (24)

Your wolves gain the Pack Howl skill, which cheers up the hearts of allies, forcing them to fight more desperately.

Overgrowth (24)

Bestows Nymph the ability to create a human shield that absorbs damage and retaliates against enemies.

Susceptibility (24)

Makes enemies more susceptible to poison and elemental magic.

Refresh (32)

Immediately recharges any skills that have not had time to recover.

Sanctuary (32)

Creates a grove in which mana regenerates faster and skills spend less.

Nature "s Wrath (32)

Fills attacks Nymph by 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 to its owner. At higher levels, the ability to summon a powerfulLiche King sowing death and decay around him.

Anyone who studies the forbidden knowledge of warlocks knows that with the death of the body, mind and spirit can be preserved in our mortal dimension. Knowledge in this dark art begins with experiments on their bodies, and later Theurgists get the opportunity to control the spiritual energy and life forces of their enemies and even command the living.

Base Skill (0-32)

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

Deathchill Aura (1)

The deadly cold emanating from the character forces 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 your staff attack.

Ravages of Time (4)

Increases the wear of the enemy's armor and weapons, which is why they are destroyed and lose their properties.

Vision of Death (4)

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

Spirit Ward (4)

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

Cascade (10)

Spell Life drain acts on several opponents at once.

Dark Covenant (10)

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

Summon Liche King (10)

Calling the Ancient Liche King.

Spirit Bane (10)

Adds to action Spirit ward damage done to the living dead.

Arcane Lore (16)

Increase the speed and attack power of the magic staff.

Necrosis (16)

Weakens enemies, making them more susceptible to physical damage.

Enslave Spirit (16)

It enslaves the minds of enemies, forcing them to fight on the side of the hero. Limited time available.

Death Nova (16)

Creates a wave of death that sucks life from 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 moves into another dimension, which makes him less vulnerable to all types of damage.

Circle of Power (24)

Creates a magic circle, inside which the living dead take damage, and all allies - additional protection from their attacks ..

Death Ward (32)

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

Summon Outsider (32)

Summons a very powerful ally for a short time.

Arcane Blast (32)

Allows Liche King throw charges of element magic at opponents.

War song

The annihilation of one is the birth of the other.

Aristotle

Equipment

In principle, weapons and armor in Titan Quest do not differ from their counterparts in Diablo 2.

They still have a prefix in front of the name, for example Iron Ax, which means that the ax is made of iron material and has the appropriate quality level. 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 you can determine the spell imposed 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 there is no need to identify anything in Titan Quest in principle.

There are 4 slots for weapons, the main and additional for the right hand and the same for the left. Moreover, on the left hand, without special skills, you can not take anything except a shield. You can put on a little: a helmet, armor, bracers, leggings, a couple of rings and a necklace. Yes, in ancient times they always walked in sandals and with bare thighs, so we will not wear boots and pants that have not been invented until now.

In addition to weapons, shields, armor and bottles, the game has Relic Shard - fragments from magical symbols that can be used to enchant weapons. But you can wait, having saved 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 can be a banal decrease in armor requirements, and an increase in armor, and an acceleration of regeneration and the addition of poison damage.

Altars and wells

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

Having once touched 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 other 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 luminous aura around them. If you touch the Altar, it will bless you once, after which for a short time a pleasant company to the savior of Hellas will have a positive effect. It can be additional protection, and increased regeneration, and an increase in all skills ... But the unconditional top of the pyramid will be held by the Altar, which doubles the experience gain!

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

In the name of Zeus!

Love is a desire for rapprochement, caused by the appearance of beauty.

Zeno of Kitis

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

The first players are already exploring the multiplayer expanses of online Hellas and glorifying the Greek gods in all parts of the world. Let's not lag behind them! And if you like the game too, we will return to it in the "Tips of the Masters" and tell you what else is worth paying attention to.

Well, good luck!

Do you know that?..

The head and chief designer of Titan Quest is Brian Sullivan, who founded Ensemble Studios in the early 90s. It was in it that the glorious game Age of Empires, now widely known and revered, saw the light of day. Brian even won the Best Game Design-98 award for her at the Game Developers Conference. However, his favorite brainchild was and remains the game Age of Mythology, from which he drew inspiration, having decided to take episodes of the real history of the ancient world, add a little mysticism, creepy monsters and magic - and get the result of an original and exciting role-playing game!

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

Hotkeys

W- change weapons

WITH- character window

S- skill window

Q- task window

M- map window

1-0 - fast cell from 1 to 10

D- throw a thing

Z- show all things

Alt- do not show broken things

X- do not show ordinary things

Down- next skill

Up- previous skill

Num 1- maximum approximation

Num 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

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

Nikolai Petrovich was the son of a general, but the military career intended for him did not take place (he broke his leg in his youth and remained "lame" for the rest of his life). Nikolai Petrovich early married the daughter of an ordinary official and was happily married. To his deep sorrow, his wife died in 1847. He devoted all his strength and time to raising his son, even in Petersburg he lived with him and tried to get closer to his son's comrades, students. Recently, he has been intensively engaged in the transformation of his estate.

There comes a happy moment of a date. 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 certifies himself, is Evgeny Vasilyevich Bazarov.

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

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

The very next day, a verbal clash occurs between Bazarov and Pavel Petrovich, and it was initiated by Kirsanov Sr. Bazarov does not want to polemize, but nevertheless speaks out on the main points of his convictions. People, according to his ideas, strive for a particular goal, because they experience various "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 meaning" and believes that there is no need to study the psychology of an individual individual: "One human specimen is enough to judge all others." For Bazarov, there is not a single "decree in our modern life ... which would not have caused 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”.

Pavel Petrovich sees the "nihilism" professed by Bazarov and Arkady, who imitates him, as a daring and unfounded doctrine that exists "in emptiness."

Arkady is trying to somehow smooth out the tension that has arisen and tells his friend the story of Pavel Petrovich's life. 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 the costume and manner and the preference for everything English.

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

Young people go to the provincial town, where they meet with Bazarov's "disciple", the offspring of the tax farmer, Sitnikov. Sitnikov takes them on a visit to the "emancipated" lady, Kukshina. Sitnikov and Kukshina belong to the category of "progressives" who reject any authority in pursuit of the fashion for "free-thinking." They do not really know anything and do not know how, but in their "nihilism" they leave behind both Arkady and Bazarov. The latter openly despises Sitnikov, while Kukshina's “does more champagne”.

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

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

In the house of Anna Sergeevna, the guests meet her younger sister Katya, who is constrained. And Bazarov felt ill at ease, in a new place he began to get irritated and "looked angrily." Arkady is also uncomfortable, and he seeks consolation in the company of Katya.

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 Madame Odintsova, and although she did not immediately free herself from his embrace, however, on reflection, she comes to the conclusion that "tranquility is the best in the world."

Not wanting to become a slave to his passion, Bazarov leaves for his father, a district healer who lives nearby, and Odintsova does not keep her guest. On the way, Bazarov sums up what had happened and says: “... Better to beat stones on the pavement than to allow a woman to take possession of at least the tip of her finger. This is all nonsense. "

Bazarov's father and mother cannot breathe on their beloved "Enyusha", but he is bored in their company. After a couple of days, he leaves the parental home, returning to the Kirsanovs' estate.

Out of the heat and boredom, Bazarov turns his attention to Fenichka and, finding her alone, kisses the young woman firmly. Pavel Petrovich becomes a casual witness of the kiss, who is outraged to the depths of his soul by the act of "this hairy". 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 was giving up his principles, Bazarov agrees to shoot with Kirsanov the elder ("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 holds up well, even makes fun of himself, but at the same time he and Bazarov are embarrassed. Nikolai Petrovich, from whom the true reason for the duel was hidden, also behaves in the most noble way, finding justification for the actions of both opponents.

The consequence of the duel is that Pavel Petrovich, who had previously strongly objected to 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 shrewdly notes that Bazarov is a stranger to them, because "he is predatory, and we are tame."

Having finally lost hope of reciprocity, Odintsova Bazarov breaks himself and breaks up with her and Arkady. In parting, he says to his former comrade: "You are a nice guy, but you are still a little, liberal barich ..." Arkady is upset, but soon enough he is comforted by Katya's company, declares his love to her and assures that he too is loved.

Bazarov, on the other hand, returns to his parents' penates and tries to forget himself in work, but after a few days "the fever of work jumped off him and was replaced by dreary boredom and deaf anxiety." He tries to talk to the men, but he finds nothing but stupidity in their heads. True, the peasants also see in Bazarov something "like a pea jester."

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 confesses that all his proud thoughts, like love, have gone to dust. "And now the whole task of the giant is how to die decently, although no one cares about this ... All the same: I will not wag my tail." He says bitterly that Russia does not need it. “And who is needed? A shoemaker is needed, a tailor is needed, a butcher ... "

When Bazarov was given communion at the insistence of his parents, "something like a shudder of horror was instantly reflected on the dead face."

Six months pass. In a small village church, two couples are getting married: Arkady with Katya and Nikolai Petrovich with Fenechka. Everyone was happy, but something in this contentment was felt and artificial, "as if everyone agreed to play some kind of innocent 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 duties of a peace mediator and works hard in the public arena. Pavel Petrovich lives in Dresden and, although he still looks like a gentleman, "it's hard for him to live."

Kukshina lives in Heidelberg and hangs out with students, studies architecture, in which, according to her, she discovered new laws. Sitnikov married a princess who pushed him around, and, as he assures, continues Bazarov's "business", ascetic in the role of a publicist in some dark magazine.

Senile old men often come to Bazarov's grave and cry bitterly and pray for the repose of the soul of their untimely deceased son. Flowers on the grave mound remind not only of the calmness of "indifferent" nature; they also speak of eternal reconciliation and endless life ...

The Ancient Greek Trench War

For a long time, it seemed that the Brigand's auras and Study Prey were the only way of making traps inflict good damage on the long run. Without buffs, progress in Legendary is sluggish at best. Pet bonuses do not help them in the regular game, and burn damage has little effect beyond looking nice. A long overlooked bonus granted by the Warrior's Battle Standard, however, increases the damage of almost everything in its radius, including trap bolts, by up to 274 physical points!
The idea behind the build at hand is to make use of that bonus as often as possible, using the traps ’rapid rate of fire as well as flurries of throwing knives to deliver it to the enemy.

And this works quite well, to say the least. Especially on Legendary, thanks to high% physical bonuses.
What is more, the Assassin needs fewer skillpoints for this than the Brigand, can make do with little -recharge, and is quite safe to play, which makes him an interesting build for new players. Old boys, on the other hand, can explore some interesting possibilities opened up by specific equipment.

Standard bonus affecting traps and knives:

Gameplay

The basic principle is quite simple: Our “trench fighter” builds a fortification consisting of three traps and a Standard, then lets the enemy storm it with their clubs. When they are down he attracts the next wave, or moves the “front” forward.
This makes his progress depend a bit on how often he can place a new Standard (recharge). However, thoughtful placement does allow players to use each one for a relatively long time.
Tactical support comes in the form of confusing knives, Warhorn stun, the Standard's other benefits (45% damage absorption, + skills, -50% energy cost) and whatever else the player chooses to do.

Actually, the only other thing he needs to do at this point is not die, and maybe replace the occasional trap. But why stop at that?

"Don’t forget your stick, Lieutenant."
“Rather, Sir. Wouldn’t want to face a machinegun without it! ”
- Blackadder goes forth

Varieties The beauty of this Trapper is that, after completing the core build relatively early, you are left with a lot of points to distribute freely according to your preference and playstyle.

As a general direction, he can become a Fighter, Caster, or both.
Let’s call the last one a Hybrid (for lack of a better word, since he excels at both).

THE FIGHTER
... is initially not much of a trapper, but rather resembles the ordinary assassin in style and gear. Fighting through trash mobs with Warwind and Onslaught (maybe even dual wielding), the knives are used only to help distribute the poison. Usually able to defend himself, he only takes the time to construct fortifications to ensure victory against larger groups or bosses.
He is a straightforward char who capitalizes on the strength and dexterity granted by the masteries, needs little to no -recharge, and is therefore a good choice for newer players. By finding the right gear, he can gradually evolve to become the Hybrid.

  • Attributes: str / dex about 2: 1, int of a youghurt.
  • Equipment: The usual Warrior stuff.

THE CASTER
… Tries to stick to the basic idea as much as possible, as early as possible. Accordingly, he strives to have traps and Standards up all the time, while supporting with knives. Melee skills are only used in emergencies, and are not trained for. - His main goal is the reduction of recharge time.
This requires him to increase his intelligence in order to wear things like Archmage's Clasps. On the other hand, he also needs strength and dexterity - to carry a decent shield, to block better, and to hold or wear any other equipment that may reduce recharge times (Hunter's Helm, Tracker's Hood, Ceremonial Buckler ...) or support his traps (MButi spear). All those requirements, in turn, make him appreciate equipment which reduces them, like a Captain's Signet or Hephaestus' Shield.
The advantage of the caster lies in his flexibility, and in trap / knife damage being completely independent of player attributes. By disregarding melee, he can distribute those with the sole purpose of wearing equipment - which is perfect for players who would like to play trapper style, but need or want to do it with whatever rag-tag -recharge gear they have or find.
And it is worth collecting, not only for more Standards: With enough -recharge Throwing Knives becomes a spammable attack, allowing for some active buttkicking by the caster himself. It can also allow him to have a permanent escort of Ancestor spirits (they, too, get the Standard's bonus!), Which makes him a petmaster on top. And with enough intelligence to carry Hades' Scepter, he can temporarily increase their number to eight.

  • Attributes: Mixed, depending on the equipment. Do not affect damage.
  • Equipment: Whatever reduces recharge, or strengthens knives and pets. See below.

THE HYBRID
… Is a fighter as well as a caster who, thanks to excellent equipment, can get rid of recharge time while still only focusing on strength (and still having room for resistances, + skills and melee / knife / pet bonuses). Except for the ability to use Hades's scepter, he combines all combat abilities of the above two classes.
However, he is extremely gear dependent, and therefore only viable for “rich” players (or miserable cheaters: P), or as a future goal for those starting out as a Fighter.

  • Attributes: Like Fighter
  • Equipment: Odysseus' Armor, Tracker's Hood, Talisman of the Jade Emperor, Polaris, Lykaion Malleus, SBCs.

Obviously, the transitions between possible variants are smooth. Besides, I would not stop anyone from supporting his traps as a staff mage or archer (with no recharge Lethal Strike ...).

Do whatever you like - the char allows it.

Maiev the Fighter, aspiring to become a Hybrid:

Equipment & Tips

  • When using + skills, the tooltips will not always show the correct Standard bonus. It works perfectly, though, going up to 274 at level 14.
  • The Standard's aura boosts itself, ending up one level higher than initially stated. Placing one Standard while in the radius of another yields one more level.
  • When using the Fanpatch , Triumph is another great boost to your fortification by protecting it against melees (even more) and reducing enemies' physical resistance. It does, however, draw aggro to the Standard, which is rather fragile in normal.
  • Since keeping the Standard alive is crucial, an obvious thing to do is to spread out your summons, especially when facing AoE attacks.
  • The added physical bonus greatly exceeds the innate pierce damages of both knives and trap bolts. Therefore points in BS, and Improved Fire Mechanism for traps, are more important than the base skill levels.
    When points are scarce, level 1 traps will do. They also cost less mana to build. Likewise, knives can be left at 1-max unless you really want the extra damage .
  • Fun fact: After being granted some damage to its “hands”, the Standard, just like some ranged pets, occasionally performs a melee attack.
  • The only way of boosting trap damage further are ally auras, which in the Assassin's case means magic scrolls or other party members. Considering the latter, your best friends are Hunting (Pierce damage boost, high level Study Prey) and Nature (SotP, HoO, Plague). Team up with a Ranger for insane traps and wolves.
  • In the Anniversary Edition, you can and want to boost your traps with physical damage pet gear that synergizes with the Standard's bonus.
    And while the Standard's aura itself will mean less of a DPS increase in the AE, this will make already make traps better outside of it.
  • Blade Honing does not affect the traps because they lack the required weapons. The flat pierce damage would get added to your knives, however, and more pierce conversion helps your spear if you also have lots of +% pierce damage on you.
    Though if not, enemy pierce resistance might cancel the benefit. You decide whether it is worth the points.
  • What you can do is increase the damage the enemy receives, by reducing their physical and pierce resistances... Triumph, as mentioned, does this. So do Monkey King relics on jewelery, which also apply on knives. Sheng Nong or weapons which inherently do this (Sapros, Boreas, Defiler, Bramblewood) work too, but only on direct attacks with that weapon.
  • The best way to reduce both physical and pierce resistances is using a Mbuti’s Advocate (Anouran MI spear), which grants a chance to cast Study Prey - even when throwing knives! This allows you to spread it from afar, with many opportunities of activating.
    It also works well in melee, combined with Onslaught and Lethal Strike. But even if you are a low-strength Caster, using War Wind with a Sheng Nong’d, Mandrake-poisoned Mbuti can ruin a small crowd’s day.
  • Lastly, another way to more damage when using many small attacks is to reduce enemy armor. Weapons like The last Emperor, suffixes like “of Ruin” (direct attack only) and Hamstring all make each bolt / knife hurt a bit more.
    This is where a partner with Dream can shine (especially pet Ritu / trap Illu), because Chaotic Resonance annihilates around 300 points of armor in an AoE.
  • Standard and equipment bonuses all add up on your knives. So do special effects like leech, stun or reduced resistances. They are more like arrows than spell projectiles.
  • The one exception to this are bonuses on weapons (and shields), which only affect knives via global%, or granted skills. Fortunately, there are affixes (e.g. Tyrant's) and relics (Thanatos, Achilles) which increase physical or total% nicely - if you want to focus on damage.
  • Generally, the key to good knife damage is to stack as many flat bonuses of a type as possible on them, and then boost that same type (s) by many%.
    Tracker's Hood, for example, increases the knives' base pierce damage by 100% and grants another 40 flat lightning which, in turn, would profit from% lightning and, in this case, intelligence.
  • Physical and pierce damage on knives do not care about str / dex. Yet this char should use those, especially physical, because they are already present and supported.
    Items like the Pendant Of Immortal Rage or Ares relics help here. Phantom Bane and Ring of Dexterity are worth a look, too.
  • Battle Rage and its mod affect knives! Due to their numbers, this can be quite useful: Up to 80 points per knife (before +%) and 25% chance of another 300.
  • Open Wound (chance of bleeding) works as well, as long as you carry a bladed weapon. In normal difficulty, blood / poison knives are a viable option.
  • For survival, your primary equipment should always include a shield. The best one, obviously, is Aionios. Ankil is good too, for extra blocking, and so is a Vengeance with good affixes and a Turtle Shell.
    Casters already have some strength from masteries, and should have little trouble ending up with at least a medium shield thanks to -requirments, like the “Flowing Shield of the Euphrates” or an epic Vengeance.
    If you want to get by without strength for some reason, as always, use Santa's inedibly hard peppermint.
  • Strong guys can put one or two Onagers on switch to quickly regenerate mana.
  • As it should be, bows are an Assassin's friend! Early on, they are great Envenomed Weapons, and a cheap alternative to knives for luring enemy groups.
    Later, the ability to deliver Nightshade and Hamstring slow, Lethal Strike / Onslaught damage and stun, and other weapon effects from a distance makes them great for sniping bosses.
  • Casters who use Ancestors a lot may think about getting physical pet gear for them. The% bonus works on their damage, the added damage, and the Standard's boost.
  • Though it’s neat to have, there may be better options than going all the way up to 500 int just to hold Hades ’Scepter. The extra Ancestors' cooldown cannot be reduced, and you must not switch back to your shileld while they are up.
    If you also own the Demonskin Walkers, though, or want to support with staff shots, more power to you.
  • The best artifact to get is certainly the Jade Emperor's Talisman. Resistances, recharge reduction and an ally aura are all useful to us. Thot's Glory and Polymath are good for Casters, for their requirement reduction. And those focusing on throwing knives may like anything that grants flat bonuses, like the Tyrant's Fist.
Printable page:
Read all the latest about games and look at
In this add-on, while playing, you can make such a joke. If you imported the Persians, and not all you need, then you can use them as sponsors, buying with their money, and then picking up everything you need through the transfer panel.




Do not be dull in the development of the Persians. It is not necessary, for example, to develop military affairs and defense. Warcraft develops an attack with two swords, and defense develops a shield. And you can't run with two swords and a shield.
I recommend such developments: the magic of the earth and air has very powerful spells, you can make a good magician. The spirit takes emphasis on staves, it is better to develop with nature. Develop a military business with a shadow. The bomb turns out. Hunting with some kind of elemental magic or with a shadow. Protection with a shadow. Spontaneous development can be done with any direction, it will not work out badly. But it is better to develop the Power of Dreams alone, you can, by fully developing it, get a killer Persian.
Try to have relics inserted into all available things.
I will list some good things. 1.In Babylon, running through the woods, where the general gives a task about armor, killing tigers, you can find Sabretooth. It is green, the damage is somewhere around 35-45, but the magical properties add fire damage (which you still have to do there), from 30% to 50% of the attack speed, agility. Native Speed ​​Very Fast. Also in Babylon there is a set of Babylon Clothes. Nice stuff. A Ramses kit can be found in Egypt. Not bad for a magician. In this add-on, while playing, you can make such a joke. If you imported the Persians, and not all you need, then you can use them as sponsors, buying with their money, and then picking up everything you need through the transfer panel.
Do not be dull in the development of the Persians. It is not necessary, for example, to develop military affairs and defense. Warcraft develops an attack with two swords, and defense develops a shield. And you can't run with two swords and a shield.
I recommend such developments: the magic of the earth and air has very powerful spells, you can make a good magician. The spirit takes emphasis on staves, it is better to develop with nature. Develop a military business with a shadow. The bomb turns out. Hunting with some kind of elemental magic or with a shadow. Protection with a shadow. Spontaneous development can be done with any direction, it will not work out badly. But it is better to develop the Power of Dreams alone, you can, by fully developing it, get a killer Persian.
Try to have relics inserted into all available things.
I will list some good things. 1.In Babylon, running through the woods, where the general gives a task about armor, killing tigers, you can find Sabretooth. It is green, the damage is somewhere around 35-45, but the magical properties add fire damage (which you still have to do there), from 30% to 50% of the attack speed, agility. Native Speed ​​Very Fast. Also in Babylon there is a set of Babylon Clothes. Nice stuff. A Ramses kit can be found in Egypt. Not bad for a magician. In this add-on, while playing, you can make such a joke. If you imported the Persians, and not all you need, then you can use them as sponsors, buying with their money, and then picking up everything you need through the transfer panel.
Do not be dull in the development of the Persians. It is not necessary, for example, to develop military affairs and defense. Warcraft develops an attack with two swords, and defense develops a shield. And you can't run with two swords and a shield.
I recommend such developments: the magic of the earth and air has very powerful spells, you can make a good magician. The spirit takes emphasis on staves, it is better to develop with nature. Develop a military business with a shadow. The bomb turns out. Hunting with some kind of elemental magic or with a shadow. Protection with a shadow. Spontaneous development can be done with any direction, it will not work out badly. But it is better to develop the Power of Dreams alone, you can, by fully developing it, get a killer Persian.
Try to have relics inserted into all available things.
I will list some good things. 1.In Babylon, running through the woods, where the general gives a task about armor, killing tigers, you can find Sabretooth. It is green, the damage is somewhere around 35-45, but the magical properties add fire damage (which you still have to do there), from 30% to 50% of the attack speed, agility. Native Speed ​​Very Fast. Also in Babylon there is a set of Babylon Clothes. Nice stuff. A Ramses kit can be found in Egypt. Not bad for a magician. In this add-on, while playing, you can make such a joke. If you imported the Persians, and not all you need, then you can use them as sponsors, buying with their money, and then picking up everything you need through the transfer panel.
Do not be dull in the development of the Persians. It is not necessary, for example, to develop military affairs and defense. Warcraft develops an attack with two swords, and defense develops a shield. And you can't run with two swords and a shield.
I recommend such developments: the magic of the earth and air has very powerful spells, you can make a good magician. The spirit takes emphasis on staves, it is better to develop with nature. Develop a military business with a shadow. The bomb turns out. Hunting with some kind of elemental magic or with a shadow. Protection with a shadow. Spontaneous development can be done with any direction, it will not work out badly. But it is better to develop the Power of Dreams alone, you can, by fully developing it, get a killer Persian.
Try to have relics inserted into all available things.
I will list some good things. 1.In Babylon, running through the woods, where the general gives a task about armor, killing tigers, you can find Sabretooth. It is green, the damage is somewhere around 35-45, but the magical properties add fire damage (which you still have to do there), from 30% to 50% of the attack speed, agility. Native Speed ​​Very Fast. Also in Babylon there is a set of Babylon Clothes. Nice stuff. A Ramses kit can be found in Egypt. Not bad for a magician.
Share this: