
The maenads have more DPS than previous monsters, but less health. Oh, and take out the sorceresses first, then the pet-throwing huntresses. The ages-old wisdom of “take out the casters first” more or less holds (“casters” including buffers, such as captains, and pet summoners).Notable difficulty spikes for beginners : TQ doesn’t have a reverse difficulty curve. That is, the beginning isn’t the hardest part of the game. Proceed with caution for the first few levels, but that’ll be done quickly.Ĭertain enemy heroes are a tad bullshit even in Normal difficulty. The three-headed hound hero that sometimes appears in the caves after the olive grove comes to mind. Three non-random monster heroes in Egypt are also far deadlier than their surroundings. The big problem with TQ is that it’s all too easy to have a build that works fine in Normal and even Epic, but will just come apart at higher difficulty levels or against some bosses on high difficulty levels. Hence the interest of following build guides, for those have been tested against tough enemies.Įven if you’re pure melee, a ranged weapon in your alternate (preferably with a DoT such as life leech) is useful to pull sometimes. Even if you’re pure ranged, a low-STR buckler of recovery in your alternate can be useful – switch to that when running around between fights. You can also pull by opening chests and using shrines not too far from monsters. This can often split a big pack.Īreas that have been cleared will have a bit of respawn while you’re away. Nothing remarkable, but do avoid blindly dashing through “cleared” areas with but a sliver of life left. You could run into a pair of djinn heroes (actual example)… Difficulty spikes The maximum per-item payout of the merchants rises. For instance it’s 10K in Greece, but 25K in Egypt. Thus, early on, it’s worth keeping big-ticket items in an expanded storage space to sell during the following chapter. This becomes less true once you’re in Epic difficulty.Ī key skill is to know… where the merchants will be. That is, when it’s worth to keep forging ahead because there’ll be a merchant soon to sell loot, and when you do have to run all the way back. But that mostly means you have to be familiar with the zones.Your inventory space gets expanded several times. The first is by Timon in Megara, and is easy to see. But the second happens after the Telkine fight in Crete, and is easy to miss.Early on the only genuinely useful shrine is the shrine of experience, burning white. Make sure not to confuse them with shrines of frostbite. On the other hand, having so many shrines make it possible to have a deliberately underpowered build early on. Shrines also help with some overtuned heroes, and play an important role when fighting Typhon.


At least one source of life regeneration and one source of movement speed are two important quality-of-life features. Movement speed is particularly valuable when running back to a merchant to sell loot, then back where you were. Health regen (and mana if applicable) negates dead time between fights, keeps things rolling.Do not beeline. You’ll need the xp and loot later on, and the side areas usually are the ones with the side quests, enemy heroes and chests clusters. Just clear everything, especially the side caverns. Said side areas are frequently on the edges of the map.With a bow clearing the satyrs in the early game is easy. It also makes it easy to take on the first mini-boss shaman. Shoot an arrow, run a bit to the side to dodge, shoot an arrow, etc.


