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    Class Guide by evil_smiley

    Version: 0.7 | Updated: 11/30/06 | Search Guide | Bookmark Guide

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    Top Ten Most Powerful Classes FAQ
    (Partially Strategy Guide)
    This FAQ was written and compiled by me, Clement Lee Yew Xin 
    (evil_smiley, Ice Demon) and is only to be posted on GameFAQs.com.
    Reproduction of any paragraph or phrase from this guide without my
    consent is considered plagiarism. This guide is solely for personal 
    use. This guide should not be distributed or sold.
    01. VERSION HISTORY.........................................[TTMPC01]
    02. FOREWORD................................................[TTMPC02]
    03. OBJECTIVES..............................................[TTMPC03]
    04. MASTERIES/CLASSES.......................................[TTMPC04]
    05. CHARACTER BUILDING......................................[TTMPC05]
    06. GENERAL STRATEGIES/TIPS.................................[TTMPC06]
    08. FREQUENTLY ASKED QUESTIONS..............................[TTMPC08]
    09. CREDITS.................................................[TTMPC09]
    10. CONTACTING ME, THE AUTHOR...............................[TTMPC10]
    0.7 5:08 PM 11/30/2006
    - Guardian added
    - 4 more to go! it's near completion.
    0.61 1:06 PM 11/30/2006
    - improved FAQ section with additional info
    0.6 6:26 PM 11/29/2006
    - added the corsair
    - slightly refurbished the style of writing
    - added FAQ section
    0.51 6:26 PM 11/28/2006
    - posted version 0.5 on GameFAQs.com
    - corrected the spelling of 'weopon' into 'weapon' (thanks Shiver)
    0.5 11:30 AM 11/27/2006
    - completed typhon farming section
    - minor updates to various classes
    0.4 2:56 PM 11/20/2006
    - 4 out of 10 classes written; added the Slayer class
    - slightly modified the character building section
    - added general strategies for all classes
    0.3 5:13 PM 11/16/2006 
    - 3 out of 10 classes written
    - general strategies/tips updated
    0.2 long ago... 
    - assassin and brigand class written
    - overall faq body created
    - general strategies/tips completed
      Welcome to my very first guide. For this I apologize for any
    mistakes or inadequacies in content or style. I am writing this guide
    because I have finished the game countless times and I have noticed
    the lack of guides for this awesome game.
      I crafted this guide purely on my experience and memory with the
    game, so I will have a lot of statistical errors, please bear with
    me. I do make a lot of assumptions and approximations, so if your 
    build experiences variance, don't be alarmed. I will try to be as
    precise as possible, but this is really a guide FAQ, not a statistics
    FAQ with cold, hard figures. And thank God for that.
      This guide is NOT a walkthrough, so I will not explain in detail
    how to complete quests/sidequests. This guide may contain some
    spoilers, so if you are playing the game for the first time, I do not
    recommend that you read this guide. 
      Before you use this guide, I expect you to have an adequate
    knowledge on the different classes of characters in Titan Quest. This
    includes how to build those clases, the 8 main masteries and their
    respective skills.
      The purpose of this guide of this guide is to help you understand
    that every class can be built strong enough to at least reach
    legendary difficulty. Although some classes are able to reach the
    harder difficulties with ease, I can assure you that ANY class can
    also reach legendary with perseverance and the help of this guide
      I will not elaborate on those classes in this FAQ, but maybe in the
    later versions. Right now, we will see how to make the ten most
    powerful classes in Titan Quest.
      So if you're comfortable, let's move on!
      I will first refresh your memory on the masteries and classes
    related to them.
      When you reach level 2 in the game, your character will be given a
    choice to choose one of the 8 masteries available in the skill
    screen. The eight are;
    1) Storm
    2) Earth
    3) Spirit
    4) Warfare
    5) Defense
    6) Nature
    7) Hunting
    8) Rogue
      Each mastery is tied to a main attribute. This means that the
    mastery allow you to gain most stat points from that related
    attribute. They are related as the following;
    1) Strength - Warfare, Defense
    2) Dexterity - Hunting, Rogue
    3) Intelligence - Storm, Earth, Spirit, Nature
      The 'strength' masteries allows you to have a melee/tank oriented 
    character,'dexterity' masteries allows you to have high damage
    dealing characters while 'intelligence' allows you to have casters.
      When you reach level 8 later in the game, you will be given a
    choice to choose a 2nd mastery. You can choose to select your 2nd
    mastery at any time AFTER lvl 8, so feel free to leave it alone until 
    you have maxed your first mastery. You can only choose a different 
    mastery from your first one.
      When you have chosen your masteries, you will be given a class. The
    name of your class is shown in your character screen below your name.
    The classes for the main masteries and mastery combinations are;
    1) Storm   -  Stormcaller
    2) Earth   -  Pyromancer
    3) Spirit  -  Theurgist
    4) Warfare -  Warrior
    5) Defense -  Defender
    6) Nature  -  Wanderer
    7) Hunting -  Hunter
    8) Rogue   -  Rogue
      But what combination of classes are most powerful? Some masteries
    are meant to compliment another, with skills that augment each other.
    We call this skill synergies. I have made a rough survey on the most
    powerful classes, and they are listed as below, from the most
    powerful to the 10th most powerful.
     1) Warfare + Hunting  =  Slayer
     2) Warfare + Rogue    =  Assassin
     3) Hunting + Rogue    =  Brigand
     4) Warfare + Defense  =  Conquerer
     5) Defense + Rogue    =  Corsair
     6) Defense + Nature   =  Guardian 
     7) Hunting + Nature   =  Warden
     8) Storm   + Earth    =  Elementalist 
     9) Storm   + Spirit   =  Oracle
    10) Earth   + Spirit   =  Conjurer  
      So now, we have a good knowledge on the masteries and their
    classes. Time to move on to building our character.
      I will NOT describe how to build every single class here, as there
    are just too many. Well after all, this IS the top ten most powerful
    classes guide, isn't it?
      In building a character from level 1, I almost always choose to max
    the mastery before I max skill points. This is so that I can unlock
    the most powerful skills as early as possible. In addition, the
    mastery adds important stat points for you to wield better equipment
    and they also boost your health/energy. 
      However, this playing style makes the game absolutely boring until
    max out both masteries, which take a whopping 64/3~=21 levels. Which
    means until a few levels later where your skills start to kick in,
    you'll be WEAK. Your damage will suck, but at least you'll survive.
    And with good equipment, it probably won't be so bad.
      Once you max out your main bread and butter skill, things will get
    really easy. And that would mean you're at approximately level 30,
    where things are supposed to get tough for others. This is where you
    reach act 3 and the end of normal difficulty. But at this point, you
    will realize all your effort has not been in vain.
      Do not bother putting stat points into health until you have about
    500 points into your main stat. The health you get from maxing
    masteries alone will be sufficient to carry you through all
    difficulties, especially when you get item bonuses such as +health or
    +% health regen.
      For those builds that involve the rogue mastery, I don't suggest
    that you use rogue as your 1st mastery. Learn the other mastery
    first, as rogue tends to be weaker by itself. Besides, most other
    masteries have a left click skill that clashes with calculated
    strike. Although calculated strike is good, onslaught and
    marksmanship is always better.  
      The slayer, in my opinion, is the class capable of dealing most
    damage, whether it be to bosses or the normal horde. However, it
    isn't as popular or common as the assassin or brigand. This is 
    probably because the slayer shows his potential very late, and most
    people wouldn't bear playing through the game 3 times to see his
      This class depends a lot on his skills and items, which is both
    good and bad. Most of the time you'll have to spam debuffs on the
    enemy and buffs on yourself, while hacking them away with the most up
    to date weaponry. Therefore, until you complete your legendary set of
    items, you probably won't be dealing tens of thousands of dps.
    As I said before, the slayer has to endure a weak starting for being
    the most powerful build at level 65. Which means that you'll be doing
    hit and runs, chugging potions like mad, and if unlucky, dying a lot.
    Until you get TWO good epic/legendary weapon, I suggest that you use
    the spear and shield combo early game. The spear has very good
    damage, but slow attack speed, so you'll have to draw out the
    monsters one by one. With a good shield, you'll be much healthier
    than dual wielding from the start.
    Therefore, don't pump dual wielding first. Use the mystic at later
    levels to respec your skills. You should be doing this post level 40,
    or best when you reach legendary (normally around lvl 45).
    Early game skills:
    Warfare skills
    a) Weapon handling
    b) Evasion
    c) Onslaught
    d) Ignore pain
    Hunting skills
    a) Take down
    b) Wood lore
    c) Art of the hunt
    d) Study prey (very important)
    e) Call of the hunt
    You should max take down as soon as possible, as well as passives
    such as wood lore, weapon handling and evasion. Second priority will
    be onslaught and study prey. Study prey will be your spammed skill,
    as it helps to magnify the damage you deal. However, I didn't
    recommend you to max it asap as it is a high level skill, and its
    effect won't shine until you have a good base damage.
    Onslaught on the warfare mastery should be gotten asap, as this will
    be your main attack. The 1 mana cost is negligible, and the extra dmg
    it gives is really good. Move up to ignore pain next, and then we can
    leave the warfare mastery until we complete hunting first.
    Art of the hunt is a very good reserve energy skill, don't miss out
    on this as well. Lastly, call of the hunt should be maxed followed by 
    its upgrade. Call of the hunt is an active skill, lasting around 1 
    minute at max level and has a significant recharge time. This skill 
    can be spammed later once we have good -recharge items.
    With this early game setup, we most like won't have trouble until
    epic Act 2 or Act 3, if you have good items. Or, if you have TQVault
    and another character to farm for you, you can start to shine in
    epic. But that's highly unlikely, we still need a lot of skill
    Once we have sufficient skill points to distribute, we will totally
    change the course of the game. Instead of making monster shish kebab
    with our spear, we will switch to dual wielding weapons. That
    includes swords, daggers, clubs and axes, but no spears. That means
    we can dump take down, wood lore, and most probably art of the hunt
    too. These skills only affect piercing weapons or spears and bows
    only. However, study prey and call of the hunt still applies as they
    give -enemy damage resistance and +% attack speed.
    Late game skills:
    Warfare skills
    a) Weapon handling
    b) Evasion
    c) Onslaught tree
    d) Dual wielding tree
    Hunting skills
    a) Study prey
    b) Call of the hunt
    c) Some points into herbal remedy for poison resistance
    BEWARE! Don't switch to this late game configuration too quickly.
    Besides skills, we also need to rely on weapons! So hold on to your
    spear and shield and skills before you do any drastic changes. Best
    yet, backup your character first. If you got used to your spear &
    shield, you may find dual wielding hazardrous or uneffective. It's
    okay if you prefer to stick to spear and shield for your slayer. It's
    an alternative slayer sub-class. However, a dual wielding slayer
    definitely dishes out more pain.
    a) Boss killer in legendary. Typhon, the Hydra, the Manticore, Talos
       etc. won't stand a chance!
    b) IMO, if you give the Slayer two Thorny Mauls, two Apollo's Will
       and the works, together with study prey and onslaught, he would
       be the highest dps class in the game.
    a) Only starts to shine VERY LATE in the game.
    b) Weaker than other builds in normal/epic.
    c) Moderately effective against mobs, horrible against mobs if using
    1 dex for 2 strength
    To allow for spear wielding and high attack/defense rating. Dexterity
    also improves spear piercing damage with take down.
    1 dex for 3 strength
    Do this when dexterity hits around 300 or when you start to lack str
    for weapon/armor wielding. We will need more than 400 str to start
    legendary, the items have really high requirements. After all, spears
    are only temporary.
    Spear and Shield Variant
    Try to lure enemies out and kill them one by one. The luring part is
    hard, as they tend to mob you on sight. Try to use the largest area
    of view if possible to scout the surroundings.
    For bosses, just keep casting study prey and use take down on it
    until it dies. Use call of the hunt if necessary.
    Dual Wielding Variant
    Stack up on health potions and get a good set of armor, preferably
    boosting up your health regen, armor and defense rating. Clear small
    mobs quickly before they do significant damage. Aim study prey to
    affect all of the mob.
    For bosses, just use study prey, call of the hunt and move in.
    Onslaught the boss to oblivion. Chug potions whenever necessary.  
      Just the name is enough to scare you, isn't it? Yes true to its
    name the assassin is one of the most deadly class in Titan Quest.
    This is the class that you read on GameFAQs.com boards oh so every
    often. And yes, the assassin can take down the legendary titan under
    10s. Maybe 5. 
    Note: You can dish out damage well, but you can't take it in. With
    dual wield, you won't have a shield, and rogue + warfare masteries
    don't have permanent pets to tank for them.
    Start your character as a warrior at level 2. Learn onslaught first.
    Concentrate stat points on strength, putting approximately 3 points
    into strength for every point of dexterity. Continue putting points
    into the mastery until you max it, while putting one point in all the
    dual wielding skills on the way.
    Ignore the rogue mastery first when you hit level 8. Instead,
    continue to pump onslaught and the dual wielding tree until you max
    it. Do not up hamstring in the onslaught tree.
    Onslaught > Ignore Pain > Dual Wield > Cross Cut > Tumult > Ardor >
    I suggest hew because it's the least effective dual wielding
    Now that you've successfully mastered the ways of war, it's time to
    increase the pain you cause. Start learning rogue mastery. Then,
    envenom weapon, put one point. Don't start using it yet, though, at
    this point the measly damage you get from envenom weapon isn't worth
    the 1 active mana cost per second. If you're planning to use
    swords/spears for a long time, I suggest you max blade honing; it's a
    wonderful skill for only 8 skill points. You can use the mystic later
    Once you hit nightshade, max it out slowly, 1-2 points into it per
    level. The rest goes into the mastery tree. Totally ignore toxin
    distillation, as we're not going to use poison as our main offense.
    Instead, go for mandrake. This skill will make those monsters run
    around helplessly while you hack them into pieces. Nice.
    This would be level 40 and onwards, where every single stat point and
    skill point count, because it takes forever to level up. But when you
    hit around this level, you've probably maxed out the two masteries,
    the dual wield tree, the onslaught tree and the two poisons. Feel
    free to put points into skills you see necessary. Now you will do
    better on using skills that help you survive against mobs and bosses.
    I would suggest;
    a) ancestral horn - being able to summon 5 hard hitting allies with
       moderate health is a big advantage, when you're in epic/legendary
       those monsters will kill you if you're mobbed. Yes, you can die,
       since you're not supposed to be a tank, remember? This is the only
       'pet' you can get.
    b) battle standard - this ward makes your damage even more ungodly;
       with battle standard on and onslaught and your items, you can
       easily exceed 10-20k dps. Imbalanced T_T
    c) flash powder - this roguely spell/skill allows you to keep the
       archers at bay, while you plow through their defenders. Useful to
       some extent, but don't rely on it too much.
    a) Definitely one of the top, if not the most damaging classes in the
    b) Good disabling skills (slow + confusion)
    c) Good mob handling (dual wield)
    d) Able to dual wield weapons
    e) Effective against bosses too.
    a) Not good in tanking or taking damage
    1 dex for 3 str
    Dexterity only for wielding swords (low dex req.) and attack/defense
    rating. Add additional dexterity when necessary.
    This build is very straight forward. Without any debuffs or buffs,
    you just move in and hack'em all to death. Much fun, I assure you.
    But be careful, the assassin doesn't have any healing or getaway
    spells to save his own skin. Other than that, it's pretty simple.
      The brigand is the cross between a hunter and a rogue. Both being
    dexterity masteries, this class is definitely a dps class. This is
    also the class with most dexterity, you will need it to wield the
    best bows and spears. Don't even bother with other weapons, you won't
    be able to fully utilize either of the masteries if you used other
    weapon types. 
    Spend stats into dexterity and strength, approximately 3 points of
    dex for 1 point of strength. Yeah, opposite of the assassin.
    As you start out with hunting, pick up a good spear until you have
    around 6/12 points into marksmanship. Only then should you switch to
    using bows, otherwise your damage will be horrible, and you won't
    even be able to kill satyrs with one hit. Not good. Distribute skills
    like this;
    Lvl 2: Hunting mastery, marksmanship, wood lore
    Lvl 3: Hunting mastery, wood lore, art of the hunt
    Lvl 4: Hunting mastery, marksmanship, wood lore
    Yeah you get it. Max wood lore first, for attack speed and damage.
    Then, go;
    Lvl n: Hunting mastery, marksmanship, art of the hunt
    Lvl n+1: Hunting mastery, marksmanship, art of the hunt
    Until you eventually max out both, then you learn pierce and study
    prey. Leave call of the hunt for last, the cooldown is too long and
    since it's +%, you won't benefit much right now. Wait until you have
    -recharge items and better damage.
    You may be tempted to learn a point of herbal remedy, seeing the
    amount of health it can heal over time, you can, but it's really not
    that useful. The health regen is negligible, but you will need the
    poison resistance when in Act 2. *coughslibrarybosscough*
    Once you move onto using bows, (having at least good marksmanship,
    pierce and art of the hunt), things will begin to get easy. Snipe
    away at foes from a range and run when they get too close. You may
    want to dodge some incoming missiles manually, do it. You will do
    this a lot later, anyway, to survive. Spend 2 levels now to max
    volley- trust me, it's worth it.
    Once you max pierce, marksmanship, volley and art of the hunt, then
    we can move on to the rogue tree! As before, the only friends we have
    in the poison tree are nightshade and mandrake. Take your time maxing
    them, and make sure you have sufficient mana recharge before you
    activate poison. You will need around 2 for art of the hunt and
    poison, not to mention ~1 for the active energy cost for poison. So
    if you have at least 3 energy recharge/s, you're good to go. At the
    same time, learn  scattershot.
    Using the hit and run tactic, you can leisurely cruise your way to
    epic act 2. At epic act 3, you will realize that the monsters are
    becoming more and more, we say, impenetrable. Now is the time to spam
    study prey which we learned levels ago. This will soften them, and
    once they have that eye over their heads, they will die withing 1-2
    shots of your bow. Sweet, eh? Well you really didn't need it before
    this. But now, you will start chugging energy potions... like mad.
    You will  probably have ~300 energy, since you haven't put any stat
    points into it, right? Good, just buy them from merchants, they're
    pretty cheap anyways.
    Do not, do not get ensnared or mobbed or hit by bosses at this point,
    they're liable to kill you. I remember my brigand getting killed by
    one rock cast by the neanderthal in china... uh oh, not good.
    Otherwise, just cruise your way through epic china, and we're now
    good in legendary.
    a) Long range fighter with uber damage at late game
    b) Excellent crowd controller with poisons and scattershot
    c) Excellent against bosses by using hit and run tactics
    a) Horrible endurance. You're very likely to die by one hit in
    Otherwise, you're good. Hunting/Rogue armor are particularly good
    against pierce damage, heheheh. They're also one of the classes with
    highest attack/movement speeds.
    Follow the above, but your playing style will definitely be
    different. Instead of wielding a 2 handed bow, you'll be using a
    spear, short spear actually together with a shield. Instead of
    learning marksmanship, learn take down, and move over to rogue
    mastery earlier. Then, max blade honing asap followed with calculated
    strike. Use calculated strike as your left click skill, with take
    down as your boss killer. Easy as that...
    However, you will need more strength for wielding shields. So, I
    recommend about 1 strength for every 2 dex. This way you'll have
    sufficient strength for up to date shields, and you'll probably be
    able to wear warrior armor. Put additional points into strength as
    neccessary, as it also increases your spear damage, as it is a melee
    This class deals slightly more damage than the bow variant, but
    you'll be taking more damage as you're a melee class. Be more
    cautious epic onwards, and you'll be fine. But you'll probably be
    killing monsters fast enough before they touch you, anyway.
    a) Arguably the highest dps class in the game, comparable to assassin
    b) Godly offense coupled with good defense
    c) A shield means that you have another item to give you enchantments
    d) Ultimate boss killer with take down, lethal strike
    a) Being a main dex character means you won't take hits well
    b) Probably dies more than the bow brigand
    c) Not very good for mobs
    "Dies more? Shouldn't you be an uber character?" you may ask. Bear in
    mind, even the strongest tank can die if careless in legendary.
    Although the spear brigand can damage well, his survivability will
    depend on his resistances. Without good resistance, things can get
    out of hand. (x.x)
    No need to discuss this section, for both builds with maxed main
    skills, they can get through pretty straightfoward. Just continue
    playing hit and run, and monsters won't be able to touch you. Just
    farm for better items along the way.
    Put str only to wear up to date armor.
    Plain and simple, dexterity boosts your piercing damage, be it bow or
    spear. And strength is needed for wearing armor, the damage it
    provides to your melee spear is minimal. So only add it when
    necessary. Since pure dexterity armor is rare, and you can hardly
    find dex. based boots/gloves, I suggest you have enough strength to
    wear warrior armor. That's about 1 dex per 1 str until you hit 300~
    str. Don't forget that the masteries adds str too.
    Keep art of the hunt and envenom weapon on, blade honing too if
    you're the spear variant. Study prey on mobs, and volley/scattershot
    them to oblivion. The bow variant controls mobs better, because 
    scattershot carries whatever effects you imbue into your arrow. That
    means you have a mass-slow, mass-confuse, mass-murder machinegun.
    For bow brigs, just stay on the edge of the map and kill. Spear brigs
    should lure enemies out one by one.
    For bosses, hit and run, hit and run. Don't tank damage, and you'll
    be fine. With study prey, call of the hunt, lethal strike  
      Conquerers are the most authentic 'warrior' styled build, with two
    stength masteries.
    You should be allocating around 3 points of strength for 1 point of
    dexterity and 1 point of health. Meaning;
    Lvl 2 - Strength, Dexterity
    Lvl 3 - Strength, Health
    Lvl 4 - Strength, Dexterity
    And so on.
    And with 2 strength masteries, we would have approximately 500
    strength, ~250 dexterity and PLENTY of health. Approximately 3.5k to
    4k of health I guess lol. Very strong, very tough. But without proper
    equipment, I still die against legendary bosses. T_T
    Early Levels
    I suggest we first go warfare, since survivability is not a problem
    in normal difficulty. Blazing through normal is more important. So,
    we go onslaught and weapons handling, as well as ignore pain asap.
    After that, you can choose to be a play it safe sword and shield
    conquerer, or kill'em all dual wielder. I'd say we go dual wielding,
    the best defense is a good offense. Lol.
    Assuming that you took my advice of dual wielding, we will now ignore
    the defense mastery's shield skills. That includes shield recovery
    tree, concentrate tree, shield charge tree and all those passive
    shield skills. Yeah they take up a lot of valueble skill points 
    anyway. Instead, we will use these points to pump dual wielding.
    So wouldn't that make the defense mastery useless? No, not really. We
    still have 2 very good skills, adrenaline and colossus form. While
    dual wielding and in colossus form, nothing can probably stand in
    your way.
    Once we have weapon handling, onslaught and ignore pain almost maxed,
    start concentrating on dual wielding. I'd say by now your only
    problem is health, as you'll be taking in lots of damage. Doesn't
    matter, just continue to chug those potions. Stay alive, as you level
    up, you'll be increasingly strong and soon you won't be taking so
    much crap from those pesky monsters. Make sure you have at least 1-2
    levels in rally by act 3, this skill will soon be your life saver.
    Now about getting the damage we want. By dual wielding, we have a 
    choice of swords, axes, clubs or daggers. If you use clubs, you can
    choose to up the defense skill which gives you some stun effect, it
    helps but nothing really to be excited about. Axes have no pierce and
    are slower than swords but they deal more damage. Swords are the
    fastest so they're best for mobs of weak monsters. Maybe you can have
    2 sets of weapons; 2 swords and 2 axes/clubs. Daggers are mostly like
    swords, but they are very fast weapons. Of course, they are also the
    weakest weapons. On average dps, they're really the same.
    Try getting some +damage, +pierce dmg, +%dmg or +elemental dmg
    weapons. Best if they have 2 of the above enchantments. Further
    enhance them with runes, and you'll be using them for a long time to
    come. If you must know, the ultimate weapon is a maul (club) which is
    100% piercing with lots of damage. So, feel free to be clubbing your
    way to this weapon. *coughthornymaulcough*
    As I said, this is around level 40. You would've definitely maxed out
    your masteries, and onslaught, ignore pain, dual wielding and have
    some points in rally, colossus form and ardor. Good enough! By this
    point you probably don't need anymore advice, since your dps is 
    already in the thousands. Thank me. What, you don't? Don't worry you
    soon will, your items are probably the factor.
    Your priorities now will be maxing rally, ardor, and anything you
    left out earlier. Extra skill points can be spent in either ancestral
    horn or battle standard as I mentioned earlier.
    Pros and cons of build:
    a) Balanced character; with good power and endurance. High health and
       high strength makes sure you kill and avoid getting killed in the
    b) Very high dps character, another one of those super hack and
       slash'em to death builds.
    a) Without permanent pets, you're the tank. Bosses can still kill
       you if you're careless
    b) Your mediocre dexterity doesn't allow you to critical hit as often
       as the assassin or brigand
    c) Very old-school. Warrior.
    Aha... don't just dump everything into strength and ignore dexterity
    Dexterity allows you to do critical hits more and more importantly,
    you get to AVOID getting critically hit too often. Besides, swords
    and daggers have some minimum dexterity requirement.
    It would be wise to have around 1 dex per 2-3 str.
    As a conquerer, there are quite a few buffs to cast. Keep focus on,
    cast quick recovery as often as possible and use rally in place of
    For your warfare side, since you don't need dual wielding, battle
    standard is a nice compliment, or you can choose ancestral horn.
    Quick recovery is a must when facing mobs, as you get to block more
    Bosses can be dealt with by using battle standard and onslaughting
    them to death.
      The corsair... I particularly like the name of this build, I have
    one at epic too! No, not just because it sounds cool, but the corsair
    is actually quite a powerful class. A mix between the rogue mastery
    and defense mastery ensures that you get to deal damage and survive.
      The main weopons we will see in this guide will be swords, spears
    and the Thorny Maul. The last weapon is for late game only; you're
    one lucky @r$e if you get it before legendary. Anyways, let's move on
    to our corsair hero. 
    Early Levels
    You can choose to start out as a rogue or a defender, I really can't
    decide between these two. As I said before, the rogue is the
    damaging half, while defense is the well, defending half of the
    corsair build.
    If you start out a rogue, you will have trouble surviving until you
    get your defense skills up. But if you start as a defender, you will
    have trouble killing satyrs and other lesser monsters. Of course,
    you won't die, but you will be bored to death by having to hit a
    boss 1 million times before you kill it. Oh well, might as well go
    rogue first... since the more monsters you kill, the faster you 
    level up ;)
    Follow the order below using either a spear, sword or club with a
    shield. If you're using a club, just replace blade honing with
    concussive blow in later levels, its effect is only good with a good
    Lvl  2 -  6 : rogue mastery, calculated strike, blade honing
    Lvl  6 -  7 : envenom weopon, nightshade 
                  (put only 1 point into envenom weapon)
    Lvl  7 - 10 : rogue mastery until you unlock lethal strike (LS)
    Lvl 10 - 12 : distribute evenly between nightshade and LS
    Lvl 12 - 14 : defense mastery, rally, battle awareness,
                  quick recovery (QR)
                  (put only 1 point into battle awareness)
    Lvl 14 onwards, slowly max out nightshade, quick recovery and focus.
    Rally should be upped only once every few levels, concentrate on
    maxing the masteries first. Strangely, I have no fondness for
    adrenaline or defiance. I don't find them as useful as claimed.
    Instead, when you find a good shield, pump up shield smash, disable
    and pulverize. They're all equally useful, so feel free to max them
    as you like. The rest of the points goes into mandrake, shield 
    charge and colossus form.
    Once you reach level 30 and beyond, you probably won't have trouble
    killing or surviving. With quick recovery, battle awareness>focus,
    rally, blade honing, calculated and lethal strike, just pummel away
    at everything in your path. Even run into mobs when you have
    pulverize, it's really fun when it activates >.<
    Once you beat epic, return to farm the epic bosses repeatedly to find
    better weapons and armor. As mentioned, you might even stumble upon
    the Thorny Maul!
    If you have some good -recharge equipment, you can even keep colossus
    form on all the time. This significantly improves the power of your
    build, but you will be going through the game slower.
    Pros and cons of build:
    a) A balanced character with good attack and defense skills
    b) Able to survive very well with various defense skills
    c) Has many disabling abilities such as disable, nightshade, mandrake
    a) Using spears will make you attack slowly, thus ineffective in
       killing mobs 
    b) Limited AOE spells which are only mildly damaging at most
    c) Not as deadly as brigands or dual wielders
    If you're going with spears, I suggest 1 str per 1 dex
    Otherwise, oh well, just go with 1 str/ 1 dex... you're a corsair.
    Mobs: Try to keep quick recovery on often as possible, it is safe to
          run into mobs until you start legendary. If anything goes
          wrong, just cast rally or chug potions. Shield charge into
          archers and casters to clear them out. Try to aim calculated
          strike so that it always hits a full health target. Of course,
          you will want to keep your energy reserve skills on too. D'uh.
    Bosses: Cast colossus form and quick recovery, and do repeated
            calculated strikes and lethal strikes. Nah, shouldn't be a
            problem. Just stay away from 1 hit killer spells.  
      The guardian is a defender of nature, hero of the forest. With
    skills in defense and an ability to commune with mother nature
    herself, the guardian calls upon the wilds to aid him in his task of
    preserving the woods. 
      Pretty nice description, huh? Well, in the world of TQ, the
    guardian is the best tank IMO. With two super healing spells, a giant
    form that grants +50% health, an aura that gives +92% additional
    health, tanking pets, and to top it off, an instant refresh skill.
    Wow, huh? Not only that, at higher levels when you get -recharge
    items to attain no recharge time, you can keep colossus form on all
    the time and squish everything in your way! But all defenders can do
    that too...
    Early Levels
    I would recommend starting with... Nature mastery. As I said,
    defenders are friggin' boring to play in early game. A nature mage,
    on the other hand, gets to sit back and relax while the wolves gain
    levels for him. 
    Lvl  2 -  3 : 1 point into nature, call of the wild to get 2 wolves
    Lvl  3 -  5 : nature mastery, 1 pt regrowth
    Lvl  5 - 11 : unlock and 1 pt into all the wolf tree
    Lvl 11 - 14 : 1 pt into sylvan nymph, max nature mastery
    Lvl 14 onwards, unlock the defense mastery. You may want to max your
    other skills, but I strongly recommend you get points into the
    defense mastery for all those health and strength to wear equipment.
    Use any 1 handed weopon of choice, as we want to utilize the defense
    mastery's skills. If you're gonna go staves, might as well choose
    another mastery. So you chose sword and shield? Good good good...
    Now, unlock rally. This is the skill we want; it heals all allies in
    a certain radius and gives bonus enchantments for a short duration.
    But don't go maxing it yet! We also have the wonderful battle
    awareness tree which is an aura- meaning that your wolves and nymph
    will also get buffed. 
    Oh, and I forgot to mention, don't start using heart of the oak until
    it gives at least around 50% more health, the active mana cost is not
    worth chugging energy potions for.
    Now, you can slowly max your offense, namely your wolves and nymph.
    You can learn some plague skills, but I doubt you have enough skill
    points to spend. Don't ever invest into the rally/regrowth tree
    except for the main skill. Regrowth and rally itself takes 28 points,
    which equals to almost 10 levels. The wolves and nymph are costly
    too. I don't suggest survival instinct and strength of the pack, both
    being costly and the buffs are nothing to jump for joy.  
    When your wolves, maul, nymph and auras are almost maxed, I would
    expect that you find no problems. Cast regrowth when needed, and
    rally is best when you're dangerously close to dying or when all your
    pets need health.
    Once again, with a Thorny Maul or a similar good weopon, you can
    pummel through your enemies with ease. Bear in mind that the wolves
    and nymph doesn't scale with difficulty as well as the Core Dweller
    or Liche King, so you'll have to tank instead later on. With refresh
    and colossus form, you get a 48s avatar, and with ~50% less recharge,
    you would probably be able to cast everything again after that time.
    Your main problem will be bosses, as you yourself won't do much hurt.
    Rely on your pets for their enemy health reduction skills to help
    soften the bosses, then move in for the final blow. 
    Pros and cons of build:
    a) You're the best tank in the game. Walk up to anything and let it
       b1tc4 slap you as it likes. Kill it when you're tired.
    b) Many pets, which is good for animal lovers. No, JK, they're really
       good and powerful later on.
    c) Decent against bosses who are susceptible to health reduction.
    a) Not very good damage output.
    b) More of a hybrid, which requires all-around stats, making you
       significantly weaker than pure str/dex/intel.
    This is really questionable, as you will have well distributed stats
    with your two masteries maxed. It's okay to have some dex with str,
    or some dex with int, but you'll need all three if you're gonna wear
    a guardian's set. I'd put less points into int, you only need it to
    wear better items. It doesn't contribute to your damage unless you're
    using a staff, which you really shouldn't be using ;)
    So I'd say around 3 str for 1 dex AND 1 int. Not really sure, I'm not
    good at hybrid classes >.<
    Mobs: Shouldn't give you any problems. As a supertank, you should be
          able to rush mobs even until epic. Double heal when you're in
          a tight fit, and you'll be okay.
    Bosses: I'm not sure if the supertank guardian would be able to
            survive some of the 1 hit killing spells... Erm, my advice is
            not to try! Your pets are your best bet here in dealing
            massive damage by health reduction. Finish him off then.  
    1. Multiplayer runs? Your best friend.
      To max your character as soon as possible, it is recommended to
    have a friend to use a higher level character to run you through the
    game. However, this may not be possible for all of us, so there is an
    alternative in doing so, although less efficient.
    2. Play linearly
      The general rule to complete a difficulty as soon as possible is to
    simply run from area to area, completing the main quest. Only
    necessary side quests should be done, such as those that give
    unusually high xp or stat/skill points. All you have to do is run
    from fountain to fountain and stay on the main path. Avoid being
    mobbed by monsters, especially trappers. Get a pair of boots that
    increase movement speed asap, this will really help.
    3. Backtrack
      Once you reach the end of the difficulty, you will be slightly
    underleveled. This is the time to backtrack and complete those
    sidequests you've missed. They gain you a lot of xp, and are your
    main xp source once you hit the harder difficulties. This should be
    easy as you outlevel the monsters in previous areas. Your level
    should be at least 26 for normal typhon, 40 for epic and 50 for
    legendary. Of course, these levels also require you to have
    appropriate equipment and skills!
    4. You must survive!
      Always, always avoid dying. If you're running through the game,
    make sure you have your fingers ready to press the pause button. Why?
    So that you can exit the game without dying, and reload at the
    nearest fountain. Running again is better than losing a bar of xp. 
    5. Play dirty and stay healthy
      Hit and run is a must. If you notice, monsters always stop chasing
    you after you've run a certain distance. Then, they will give up and
    return to their spawn point. This is called the 'invisible wall'- an
    area that bounds the particular monster. This area is within a radius
    from that creature's spawn point, and different creatures have
    different radii. Lure them to the end of the wall, hit them once or
    twice and let them run back. Rinse and repeat as necessary. This is
    the general rule that applies to ALL CLASSES, including melee
    tankers. Once you hit the late difficulties, getting mobbed = instant
    death. Yes, even with uber equipment.
    6. Manual dodge whenever possible
      As mentioned, left click all over the map so that you don't stay
    stationary. This applies especially in epic/legendary, where those
    archers start to dish out the pain. You may be tempted to take one or
    to hits, like "bah, one tiny scratch from talos won't kill me...".
    Wrong. Monsters in epic/legendary tends to 1 hit kill you, because of
    resistances and such. Even if they DON'T kill you, there are all
    kinds of nasty status effects they can inflict on you, like stun,
    freeze and skill distruption all of which can be dangerous.
    7. Resistance over armor
      Aim for resistances in epic/legendary instead of armor. If you are
    to choose between a breastplate that gives 100 armor and another with
    60 armor and 20% pierce resistance, GO FOR THE 60 armor one. Pierce
    is a great problem in epic, and a total achilles heel for you in
    8. Titan Quest Vault
      Use the vault. It is really invalueble. Until I started to use it,
    my characters were running around like pack mules carrying tons of
    nice buy useless equipment around. And charms only took a whole
    inventory bag. Besides, if you are successful in creating one of the
    top ten most powerful characters, you can farm and transfer items to
    your lower level characters. Sweet.
    9. Use up the relics and charms!
      Don't be like me, I like to collect those charms and relics in a
    nice pile in the vault. Having 6 different characters, I have 4-5
    pages in the vault just for charms! For goodness sake, you should use
    them up whenever necessary. You can remove them later by using TQ
    Vault, so don't be afraid to do so. 
      However, don't add charms to your  items just because the charm is
    complete. Make sure that you actually need that particular bonus; for
    instance, if you're an archer, don't bother adding a completed
    essence of zeus's thunderbolt to your bow, add artemis's bowstring
    instead. In later difficulties, incarnation relics and legendary
    charms imbued in a green item tend to be better than most legendary
    items. Do it.
    10. Ask for help/read guides
      No, I'm not trying to promote my guide here. Well, maybe just a
    little... but anyway, my point is that all those wonderful people out
    there on GameFAQs.com are ever willig to write guides and provide
    help when you're stuck with your character. By reading, you can get
    nice info on how to build a better class, so you can further enjoy
    the game. Most importantly, have fun!
    If you do all of the above, and you are still finding difficulty in
    epic or legendary, don't worry. You are probably lacking the
    equipment that can only be found much later. So, hang on and you'll
    be there... a Titan slayer. 
      For those of you having trouble with Typhon, this is the part to 
    read for strategies. To me, usually side quest bosses give most 
    trouble in epic/legendary, but they don't have many skills or spells 
    so it makes them simple. Just stay out of the way and hit them
    whenever possible.
      When you respawn or first reach Mount Olympus, you will spawn at
    near a fountain at the bottom most of the map. Proceed north.
    Here, you will find the orthus, limos and a bunch of skeletons. The
    skeleton mages deal most damage in epic/legendary, and should be
    dealt with asap. Those black dogs have mildly damaging fire attacks,
    while the limos, as usual, loves to suck. Life, that is.
    Move up the stairs, and the path turns left, here you'll find 
    automatois. They're very much pushovers, and my favourite part in my
    runs. Just slay'em all.
    Proceed onward, as the path heads north, you'll see a big bunch of
    minotaurs lurking around. Careful, they're very fast with their
    charge attack, and can stun you. So, lure them to you one by one, and
    kill them. Not hard, but just be careful.
    As you pass the four statues which leads to a gate, you'll see
    another bunch of minotaurs behind the gate. Same strategy, and move
    on. You'll find a primitve chest here.
    Then, as you move on, there will be 6-8 cyclop elders in your way.
    They have high health, a roar that does a LOT of damage and stuns,
    and a moderate melee attack. My best bet is that you run past all of
    them straight into the lion's den.
    Once you head up the steps into heaven, you'll find our guy in the
    Typhon is the last boss, and his strength varies greatly between
    version 1.15 and 1.20. Personally, I've not fought him in version
    1.20, but I know roughly the mods they made to him.
    a) Has destroyable statues
    b) Can only use specific skills when near each statue
    c) Has less health
    d) Does less damage
    a) Statues are indestructible
    b) Can use any of its skills at any time
    c) Has more health
    d) Does more damage with attacks
    I'd pretty much say that the v1.15 Typhon is more of a pushover, but
    he's still threatening. They both have the following skills;
    a) Melee attack
       Typhon swipes at you with his large claws, dealing physical dmg.
       Attack is very slow, mostly avoidable even with melee characters.
       Mildy damaging even to casters.
    b) Flame breath
       Typhon charges up, and releases a breath of fire from his mouth,
       to a far distance in front of him. Small width of attack, fire
       damage. As he charges up, the attack is unmistakable, so just move
       aside and hack him. This breath is moderately damaging, does dmg
       over time, and can kill in epic/legendary. Counter with higher
       fire resistance, or just avoid it totally.
    The above two is always available in v1.15, whereas those listed 
    below are only available when Typhon is near the statues.
    c) Life leech
       Typhon sucks up his chest, and very quickly after that sucks life
       from your character. This attack is unavoidable, only midly
       damaging, but it heals him A LOT. We would want to avoid him using
       this attack, of course, or all the damage you previously did to
       him will be in vain. For version 1.20, I have no idea how to
       prevent this. As I said before, this attack sucks. In v1.15, this
       attack is linked to Hades's statue, nearest to you as you enter
       the the round area. Just keep him away from it.
    d) Energy leech
       Similar to life leech, Typhon sucks up and prepares to drain you
       of every bit of energy you have left. I seldom see him use this,
       in v1.15 it is tied to the upper most statue. Just chug energy
       potions when he uses this; his energy never runs out anyway.
    e) Poison breath
       This attack, tied to Demeter's statue, allows Typhon to release an
       arc attack of poison, similar to that of the boss in the egypt
       library. Very damaging, this could kill you quickly in higher
       difficulties. Move away from him as soon as you see him do this,
       or pump up poison resistances if you want to tank it. Otherwise,
       not too disturbing.
    f) Meteor
       This attack is tied to Zeus's statue all the way in the back, and
       lets Typhon cast meteor on you. Similar to the Wusao Mountain
       Telkine, this attack is rather hard to predict where it hits, and
       can kill you instantly in higher difficulties. Best bet is to run
       away as far from him as possible. Otherwise in v1.15 just keep him
       away from the statue.
    Other than that, Typhon has moderate health, not very much more than
    most other bosses. His life leech will be your main concern, deny him
    of that and he'll fall much easier. Have fun salvaging his remains
    for nice items ;)
    Ahaha, this is the real part of the FAQ. I will post here all the
    questions which I see so very often on the message board or those
    mailed to me. Do not mail me these questions please.
    1. Your guide stinks/sucks/is horrible/useless!
       Well, if my guide does not make you happy, then I'm happy. I did
       not write this guide to make anyone happy, I'm just voluntarily
       trying to help out.
    2. The information in your guide is incorrect/inaccurate!
       As I've already mentioned before, I am writing a guide, not a
       technical data spreadsheet. So don't expect me to tell you how
       much %piercing dmg a level 3 blade honing gives you, etc. I'm
       writing this based on experience/memory.
    3. Your guide is insubstantial/lacking.
       Kindly point out what you would like to see in my guide, and I'll
       try to make amends. Hopefully I will enter the information you
       desire on the next update.
    In-game questions below:
    4. What's piercing/elemental damage?
       There are many types of damage you can inflict in TQ, each with
       its own resistances. When a weapon says it deals 25% piercing
       damage and a damage of say, 100-200, you will do 25-50 piercing
       damage to the enemy, the other 75% will be normal damage. If you
       increase your piercing damage by say, 5%, you will do 30%
       piercing damage, thus dealing 30-60 piercing damage.
       | Damage Type |    Resistance     |
       | Normal      | Armor rating      |
       | Piercing    | Pierce resist     |
       | Fire        | Fire resist       |
       | Frost       | Frost resist      |
       | Lightning   | Lightning resist  |
       | Poison      | Poison resist     |
       | Bleed       | Bleed resist      |
       | Life leech  | Life leech resist |
    5. How does dual-wielding work?
       All skills that are passive with a x% chance to activate works 
       off your normal attacks. Suppose you wield 2 weapons, and have 6%
       to dual-wield.
       Normally, you'll have 50% for left hand attack, 50% for right hand
       attack. Now, you'll have 6% for a simultaneous attack, 44% left
       and 50% right. Just like that.
    6. What does [skill] do?
       Please refer to a skill guide. There are too many to list here.
    7. What does -recharge?
       Items that give -recharge will reduce cool down before you can
       cast the same spell again. Each spell has a base recharge time,
       for example say 12s for lightning bolt. If you wear a -25%recharge
       item, it will only take you 9s before you can cast the next
       lightning bolt. The effect is direct cumulative, which means if
       you have 4 items with -25% recharge, you will have -100% recharge.
       That means you will have NO cool down time for all spells. Nice.
    8. Then what is cast rate?
       Cast rate is the rate which your character takes to cast a spell,
       more widely known as casting time. For example say, again,
       lightning bolt requires your caster to spastically wait 2s before
       he calls a air-strike from zeus. With a Cartouche ring (+96% cast
       rate), it would take take only 1s for you to cast the spell. The
       stacking is direct, as observed from the character screen.
    9. Is ternion attack worth it in version 1.20?
       At maxed level in version 1.15, you get 3 bolts which do +5%
       extra elemental damage. Post 1.20 it becomes 3 bolts which do -20% 
       elemental damage. In addition, the arc at which the bolts spread 
       are much wider in 1.20, so it becomes more of an AOE spell rather 
       than a single target nuke. Nope, I wouldn't recommend it unless 
       your class lacks an AOE spell. 18 points should go else where.
    10. Why does my character suck after following your guide?
        A few reasons, this guide is written based on v1.15, besides, you 
        may not have a legendary character farming items for you ;)
        Items are a huge factor in TQ, skills alone won't make you.
    Titan Quest for making this game. Everything mentioned in this guide
    is part of the game, and I wouldn't be writing this guide if the game
    didn't exist.
    Me, Clement Lee Yew Xin aka evil_smiley aka Ice Demon for taking
    effort in writing and compiling this guide for your viewing.
    All the people who contributed on my post on GameFAQs.com. titled:
    Thanks to;
    iohc -  for advice on suggestions for many builds
    goofyhippie - for advice on the brigand
    Sh4D0w D3m0N - for advice on the assassin
    tachiKC - on the supertank warden
    helene_lin - for advice on the conjurer build
    Shiver - for pointing out my spelling error of weapon 
    Blame my memory and not my heart if I didn't post your name here.
    GameFAQs.com for providing me with faqs and guides that brought me
    through so many games. I feel only right to contribute as gratitude.
    My summer job for being boring enough. Otherwise I'd be actually
    I can be contacted at evil_smiley@hotmail.com, but most of my mails
    are sent to junk if your address is not on my list. Best to post on
    my board titled top ten most powerful classes on gamefaqs.com message

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