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Characters / Titan Quest

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A list of characters from Titan Quest. Note that multiclass characters won't be listed here.

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Tropes in common to all Heroes

  • Did You Just Punch Out Cthulhu?: When you can defeat Typhon, and Eldritch Abomination that even Zeus can't kill, and later Hades, you know you are a badass. Ragnarok has you fighting the Norse Pantheon instead, while Atlantis features the primordial deity Tiamat.
  • The Determinator: Just have a look at all the way you'll have to walk...
  • Heroic Mime: Never speaks to other NPC characters, but will say something on the lines of "You can't carry any more" when their inventory is full. Also, some NPCs lines strongly imply that they are answering to actual questions that aren't shown.
    • In Ragnarök, NPCs will have noticeable pauses in dialogue before responding to what is presumed to be the player character's response.
  • Magic Knight: Should you choose any combination of a melee-oriented class and a sorcery-oriented class.
  • Mighty Whitey: The PC is white and from Greece. He/She travels to Egypt and China and solve everyone's problems in a pinch while the local warriors who know the terrain and dealt with the regional monsters for generations can't.
  • The Red Mage: The player can choose an Intelligence-heavy mastery combination that uses both damaging spells and the Nature mastery's Regrowth for healing.

The Warrior

The Warrior excels at dealing out physical damage but pays little heed to defense. With higher mastery levels the Warrior can learn to deal damage to several adversaries at once.
  • Attack Its Weakpoint: The Hamstring power up for Onslaught allows you to deal more damage and slow down enemies by hitting their legs. Even against opponents lacking tendons or legs, somehow.
  • Damage-Increasing Debuff: The warrior's Battle Standard ability comes with the Triumph upgrade which lower monsters' resistance to physical and stunning damage.
  • Dual Wielding: The Warfare mastery contains a set of Dual Wielding skills. Initially, Dual Wielding deals less damage than the weapons combined, but eventually the skills compensate by pulling out some powerful special attacks.
  • Everything's Better with Spinning: The Warrior has a useful spinning attack called Warwind that deals damage to multiple targets and bleeding.
  • Ground Pound: Atlantis adds the ability to send a powerful shockwave that deals damage and prevents enemies from casting and/or firing straight.
  • Make Me Wanna Shout: The warrior can blow his/her War Horn to stun foes. Its modifier skill increases its effect to deal Percent Damage Attack and Anti-Armor.
  • Razor Wind: The passive power up for Warwind implies this, as it makes your targets bleed and suffer ulterior damage.
  • Summon Magic: At the strongest level, he/she can summon ghost soldiers for a while to help.
  • Weapon of Choice: The Onslaught skill requires any weapon besides a magical staff, while the Dual Wielding skill branch only works with one-handed melee weapons, including Throwing Weapons.

The Defender

The Defender specializes in surviving battles but offers little in the way of offensive enchantments. Many skills focus on utilizing the shield to deflect attacks and disable enemies.

  • Attack of the 50-Foot Whatever: The Defender can turn into a Colossus as one of its capstone skills, giving him/her increased strength, damage, health, and damage absorption, in exchange for lower speed and not being able to fit through doors.
  • Carry a Big Stick: The Defender receives several skills that give bonuses when wielding blunt weaponry like clubs and maces. Ragnarök Also allowed him to extend the stunning attack to axes as well.
  • Cavalry of the Dead: In Atlantis, the new top-level skill allows them to summon a phantom phalanx to aid them for a short while.
  • Luckily, My Shield Will Protect Me: Many active and passive skills of this mastery rely on a shield, both for offense and defense.
  • Mighty Glacier: The Defense mastery and most (if not all) mastery combinations involving it, especially with Colossus Form active.
  • No-Sell: One of the obtainable power ups greatly boosts the Defender's resistance against several Status Buffs such like stun or petrification, making him nearly immune when fully powered up. The Perfect Parry skill nullifies all damage and counterstuns enemies for a handful of seconds.
  • Shield Bash: The mastery includes such an attack, including a more powerful version which lets the Defender charge at foes.

The Rogue

The rogue is unmatched at dealing rapid damage to single opponents or wearing them down with poison and bleeding. Reliant on hit-and-run tactics, the Rogue is less well suited for handling hordes of enemies and must employ trickery to avoid being overwhelmed.
  • Anti-Structure: As Rogues' synergetic damage types (Poison and Bleeding) are ineffective against non-living beings, they also get a skill that increases damage done to Constructs and Devices.
  • Attack Its Weak Point: His/her basic attack skill involves hitting an enemy in its weak point every so often, dealing high damage.
  • Damage Over Time: The Rogue mastery specializes in Bleed and Poison damage, which are powerful compared to a regular attack, but has damage distributed across a short duration. This encourages a hit-and-run style of play.
  • Dark Is Not Evil: The Rogue is one of the good guys, even though any titles that have Rogue as a class sound sinister.
  • Flechette Storm: The Rogue can throw a spray of daggers as one of his/her skills.
  • Glass Cannon: The Rogue is adept at dealing high amounts of damage, but he/she isn't very resilient.
  • More Dakka: The Throwing Knives upgrade allows you to throw a volley of them at once. The same is applied to the toxic vials in Atlantis.
  • Poisoned Weapons: Some of the skills in the Rogue mastery give Poison damage, and as the player goes up the mastery, these poisons can further cripple the enemy. It also includes an explosive vial of poisonous gases.
  • Power Glows: Powering the Envenom Weapon skill will make your hands glow with green.
  • Smoke Out: One of his skills allows him to temporarily blind nearby enemies with a cloud of dust.
  • Trap Master: The Rogue can deploy traps to help him/her. Even the traps can be trapped; a skill allows traps to explode for damage upon being destroyed.
  • Weapon of Choice: The Blade Honing skill only works with bladed weapons, which include swords (including knives and daggers), spears, some throwing weapons and, in Anniversary Edition, axes.

The Hunter

Master of bow and spear combat. Piercing attacks penetrate enemy armor and high level bow skills will tear through large groups of enemies. The Hunter must rely on speed and range to stay out of the reach of enemies.
  • Armor-Piercing Attack: The Hunter specializes in spears and bows, both of which have high pierce ratios. "Take Down" and "Marksmanship", as one of their effects, boosts piercing damage done by spears and bows, respectively. "Puncture Shot Arrows" further increases pierce damage, "Art of the Hunt" buffs pierce damage, and "Study Prey" debuffs enemies' pierce resistance.
  • Attack Its Weak Point: "Eviscerate" is a special spear attack which deals massive damage and also makes the victim bleed.
  • Blade on a Stick: The Hunter gets skills that provide bonuses to spear-type weaponry, making it the preferred weapon for melee encounters.
  • Damage-Increasing Debuff: The Hunter uses the Study Prey and Flush Out skills to lower piercing, elemental and bleeding resistances of his foes.
  • Hunter of Monsters: While the Hunter will fight against a panoply of enemy types, the "Art of the Hunt" aura gives a damage bonus against Beast- and Beastmen-type enemies.
  • Inescapable Net: The Hunter can throw one on their enemies, making them sitting ducks for several seconds. It may not work if the enemy (usually bosses) is simply too big for it.
  • Multishot: The "Scatter Shot Arrows" skill has a variant of this trope, where the arrow bursts into fragments upon hitting an enemy. He can also learn a technique that randomly allows you to shoot three arrows at once. Combined with "Scatter Shot Arrows" and "Puncture Shot Arrows" is incredibly devastating against groups of enemies.
  • Weapon of Choice: The Hunter specializes in spears or bows. He also has a passive skill increasing the attack speed.

The Pyromancer

Adept at raining down destruction over large hordes of enemies. With most skills designed to deal damage, the Pyromancer relies on a colossal Earth Elemental to hold the attention of enemies.
  • Area of Effect: The Pyromancer can envelop himself/herself in flame, which deals Fire damage to enemies. Other skills allows this ring of flame to weaken enemy attacks and lower the effectiveness of their armor.
  • Convection Schmonvection: Averted, as one of the power ups for the fire shield makes it so hot that it softens the enemies' weapons and shields.
  • Death from Above: The latest expansion adds a Meteor skill that can cause a massive flaming rock to fall from heavens and crash on unsuspecting foes.
  • Dishing Out Dirt: Part of his magic.
  • Draw Aggro: One of the perk of the Core Dweller is its ability to taunt monsters and keep them away from you.
  • Flaming Sword: The Pyromancer can enchant his/her weapons with fire.
  • Having a Blast: The fireball spell will explode on impact, hitting multiple enemies at once. It can be powered up to further extend the range of the explosion and add fiery shards of rock to the blast.
  • Magma Man: The Core Dweller summoned pet is made of earth and hot lava. Naturally, it can deal physical and fire damage.
  • Playing with Fire: The Pyromancer specializes in fire elemental damage, from explosive fireballs to flaming shields to crevices filled with flames. The Atlantis expansion adds a Meteor shower and a Fire Nova.
  • Stone Wall:
    • The "Stone Form" skill temporarily lets the Pyromancer block all damage and increase his/her health regeneration rate, in exchange for being completely immobile.
    • The Core Dweller doesn't do a lot of damage, both physical and fire based. It serve as a monster attractor thanks to its Draw Aggro ability, huge health, high armor, and damage reduction, while your Pyromancer is doing the real damage.
  • Summon Magic: The the Core Dweller summon, which has high defenses and deals physical and fire damage.

The Theurgist

The Theurgist combines offence and defence with insidious life stealing skills that leech enemies' vitality while bolstering their own. At higher levels the ability to summon a powerful Liche King dramatically increases damage-dealing ability.
  • Beam Spam: One of their staff-related skills allows the Theurgist to fire three beams from his/her staff at once.
  • Cast from Hit Points: The Dark Covenant skill will replenish your energy and buff you up at the expense of your life points. With the "Unearthly Power" skill upgrade, it can further drain more life points to increase the damage you deal.
  • Charm Person: The "Enslave Spirit" skill temporarily turns any mooks on the player's side, up to 5 levels above the player character's level.
  • Dark Is Not Evil: The Theurgist may be the darkest-sounding of the heroes, but they're not different from the others.
  • Life Drain: One of their magical attacks, starts off as a single-target beam and can extend into hitting multiple enemies with the secondary flow upon hitting the original target.
  • Necromancer: The Theurgist draws on the spirits of the afterlife for his/her skills, and he/she can summon a Liche King. Consequently, the Theurgist is specialized in fighting undeads.
  • Our Liches Are Different: The summonable Liche King. It comes with different abilities and damage types making him the best pet of the game.
  • Spread Shot: The Ternion attack shoot three bolts from your magic staff in spread-like pattern.
  • Summon Magic: The Theurgist can summon a Liche King and later the Ether Lord. The latter though is temporary.
  • Walking Wasteland: The Theurgist's aura slowly drains the life of anyone within proximity, as well as slowing them down. Higher skills in the branch allows the aura to ravage away at the enemy's armor and resistances.

The Stormcaller

Excels at dealing massive lightning and cold damage to single opponents or small groups. The Stormcaller has limited personal defences but can slow, freeze and stun enemies with frost and thunder attacks.
  • An Ice Person: Half of the Stormcaller's powers include dealing Cold damage in the form of Ice Shards and Freezing Blast.
  • Attack Backfire: Lightning Surge, when active, can release a damaging and stunning ring of lightning bolts from you when you're hit by certain attacks.
  • Bolt of Divine Retribution: One of their most damaging attacks is a thunderbolt.
  • Chain Lightning: One of the higher-level skills allows the Stormcaller's lightning to leap from enemy to enemy.
  • Damage-Increasing Debuff: The Obscured Visibilty skill will lower enemies' resistance to elemental attacks and weaken their damage output.
  • Harmless Freezing: Averted. Freezing foes will harm them over time but also make them more resistant to melee weapons.
  • Invincible Minor Minion: The Wisp can actually die or get hit by certain magics, but it is too small and fast for any melee mook to hit.
  • Kill It with Ice: along with lightning attacks, the Stormcaller has various skills that deal cold damage.
  • Mana Burn: The Spell Breaker skill and its upgrade, the Spell Shock. Drain enemies' energy and convert it into damage. Also can used as a Dispel Magic to remove negative buffs from your allies and positive buffs from enemies.
  • Shock and Awe: Half of the Stormcaller's powers deal Lightning damage in the form of balls and bolts of lightning.
  • Summon Magic: The Storm Wisp is a summonable creature that specializes in dodging and providing a passive buff to Lightning- and Cold-element damage.
  • Weather Manipulation: The Stormcaller is focused on summoning the elements to wreak havoc down on his/her opponent. Some skills include Storm Nimbus, Squall, and Lightning Bolt.

The Wanderer

The Wanderer can call on denizens of the forest to deal damage and shield them from enemies. Healing and defensive auras allow allies to survive longer and fight more effectively.
  • The Beastmaster: This is an archetype of the Nature mastery. The Wanderer can summon four pets (three Wolves and one Nymph), while all other masteries have either temporary summons or just one permanent summon.
  • Green Thumb: The Wanderer can grow brambles around him/her and to take damage for him/her and/or sting the enemy. The new skill in Atlantis summons a whole mass of roots to bind and damage enemies in an Area of Effect.
  • Healing Hands: Regrowth is a basic skill for the Wanderer, which can heal either the Wanderer himself/herself or any allies or NPCs.
  • Nature Hero: The Wanderer is in tune with nature and relies on it for help.
  • Poisonous Person: The Wanderer can create stinging nettle or summon a plague upon the enemy to inflict Poison damage.
  • Summon Magic: Wolves and nymphs. The former are strictly melee units and more than one of them may be summoned. The latter is a long-distance fighter with magical arrows.
  • Technicolor Toxin: Green, though it's more of a cloud of disease.

The Seer

Drawing power from the dream world, the Seer uses sheer force of will to dominate the battlefield. The arcane workings of the psyche, time and reality itself are all playthings for those who have mastered the secrets of the mind.

Added in Immortal Throne.

The Runemaster

The warrior-shamans of the North inscribe their weapons and armor with magical runes, or cast them on the ground to control the battlefield. Drawing power from the ecstasy of combat, they are both proficient and able to unleash magical fury.

Added in Ragnarök.

  • Area of Effect: One of the mid-level attacks summons a large circle of runes which, after a few seconds, explodes, dealing massive damage and stun to all enemies caught on it. Not exactly practical, but with the right behaviour, it's deadly.
  • The Berserker: As the mastery is inspired from Nordic mythology, the Runemaster has skills that trigger from the "ecstasy of combat".
    • The basic attack replacement temporarily improves Intelligence, which in turn boosts magical damage types. The Runemaster also receives a skill that increases damage absorption, health regeneration, and total speed when at or below 40% health, with a modifier skill that can cause a character in this state to frighten enemies, lower their health, and lower their damage.
    • A character who has both Warfare and Rune masteries has the title "Berserker". A dual-wielding Berserker (which requires this specific mastery combination) can use a skill that gives the player a chance of dealing double damage on an attack.
  • Elemental Powers: Including attack runes enchanted with Lightning or Cold, Runic Weapon dealing both Fire and Cold damage and the ability to summon Walls of Menhir and Guardian Stones in combat.
  • Glass Cannon: The Runemaster is powerful and can pack quite a punch, but his risible Health bonus leaves him vulnerable. Even one of his berserking skills activates at low health.
  • Magic Knight: Even more so than the Dream mastery; Runemasters receive boosts in Strength, Intelligence, and Dexterity when increasing their mastery level, in exchange for having the lowest Health bonus of any mastery.
  • Spell Blade: The Runemaster's basic attack replacement skill requires a weapon that is not a magical staff, enchanting it to deal increased normal damage and bonus elemental damage. Further skills in the mastery allows the weapon to explode on contact, drain the enemy's health/energy/offensive ability/speed, and convert the weapon's normal damage type to elemental damage.
  • Summon Magic: The Menhir Wall is a temporary summons that forms a duffing wall of stones to protect you from enemies. A later power up let you summon along a Guardian Stone that actually attack enemies caught in the area.
  • Trap Master: The Runemaster can inscribe runes on the ground to trigger when an enemy walks over it.


     Main Villains 

Act I


A centaur leader who's been attacking the Spartan camp.


Queen of the Arachnos, she guards the sacred Olive branch in the groove outside Ambrossos.
  • Authority Equals Asskicking: She's the queen of her race, and the strongest Arachnos met in Greece.
  • Cool Sword: Depending on the difficulty level, you can take it yourself after killing her.
  • Lightning Bruiser: Despite being the size of a truck, she can crawl around very fast.
  • MacGuffin Guardian: You have to kill her in order to obtain the Olive Branch.
  • Spider People: The queen of the greek Arachnos, it's unknown if her power extends to the Tropical Arachnos.
  • Summon Magic: Will call forth some ethereal spiders to deal with you.

The Gorgon Queens

The three sisters Stheno, Euryale and Medusa. They're fought inside the Pythian caves.


The first Telkine, he's fought in the Minoan Labyrinth where he destroys the scrying pool connecting gods to mortals.

Act II

Scarabeus the Desert King

A giant beetle which somehow dug its way into the dungeons of Rakhotis library, preventing anyone from recovering the Invocation Scroll while allowing the monsters to invade. He's the first boss fought in Egypt.


Leader of the scorpion people of the desert, he's the guardian of the Eye of Chaos required for the ritual.
  • Beware My Stinger Tail: As with other Scorpos, he can lunge at you and use his tail in a powerful, poisonous attack which deals piercing damage, kinda like the Hunter's own spear skill.
  • King Mook: Actual king of the Scorpos.
  • Large and in Charge: He's bigger and older than his subjects.
  • MacGuffin Guardian: Wards the Eye of Chaos in his temple, with other treasures.
  • Scorpion People: He looks bigger than other Scorpos and is dark gray rather than orange.


The second Telkine who's been terrorizing Egypt. He's fought in Ramses' Tomb.



The Terracotta Sorcerer, a powerful specter who has awokened the Terracotta warriors and taken over the imperial palace of Chang'an.
  • Came Back Wrong: Implied to be the case.
  • Evil Sorcerer: A powerful sorcerer boss, he also sport unique equipment.
  • Flunky Boss: He has an entire cohort of Terracotta Soldiers in the palace.
  • "Get Back Here!" Boss: He's encountered in the palace's main hall, but after taking a certain amount of damage he will teleport back down the hall, behind another wave of warriors. He stops escaping once you reach the throne.
  • Optional Boss: Technically speaking, killing him is a sidequest, and the Imperial Palace is a dead end, so you can avoid him if you wish.
  • Summon Magic: Implied to be the one behind the Terracotta Soldiers and the current invasion of demons and skeletons in Chang'an.


An ancient demonic bull who guards the way to the Yellow Emperor's palace, and must be fought to proceed.


The last Telkine, who stole the Sickle of Chronos and use it to free Typhon.
  • Climax Boss: He's fought at the peak of the conflict in the third act, in order to stop him from releasing Typhon.
  • Combat Tentacles: Fully visible, they serve mostly as his legs and uses them to telekinethically charge rocks.
  • Dishing Out Dirt: Can throw gigantic rocks at you.
  • Eldritch Abomination: As he doesn't wear any clothes, his monstrous form is clearly visible.
  • Shock and Awe: Completing the Fire, Ice, Lightning trio with the other two Telkine.
  • Sinister Scythe: Which he uses only to free Typhon. If you manage to aggro him so that only Typhon's animation plays, then he will drop the sickle.


The last of the Titans and scourge of the Gods, was sealed under Mount Wusao in China. The Telkines plans to release him.

Act IV

Gray Sisters

The three monstrous hags dwelling in the Tsakonian Ruins, you must confront them to recover their Eye for Medea.
  • Adaptational Badass: The mythological ones weren't exactly known for their might or combat prowess.
  • MacGuffin Guardian: They possess the Eye of the Grays, but unlike most examples only one of them has the Eye, can use its powers and will give it to another Sister if killed.
  • Wicked Witch: They look like typical, deformed old crones, and mostly attack through magic.
  • Wolfpack Boss: You must fight three of them at once.


The guardian of the Styx river. Now that Hades has gone mad with power he has stopped ferrying souls.


The final boss in the Tower of Judgment.


The olympian god of the Underworld. In the Expansion, he's gone mad with power after Typhon's defeat, and now wants to take over the world.

Act V

Porcus the Ketos

A giant sea monster accidentally summoned by some Corinthian followers of Poseidon, he's destroying the harbor and must be stopped.
  • Breath Weapon: Spits boles of poisonous sludge on the arena.
  • Foreshadowing: Downplayed, but with Atlantis his and the Merfolk's presence can be linked to the actual Atlantis.
  • Flunky Boss: During his second phase he summons Tritones to deal with you while he lurks away from the shore. If you kill all the enemies, he approaches again.
  • Full-Boar Action: Despite being a giant sea snake, he has the head and tusks of a giant boar, possibly due to his Punny Name.
  • Gone Horribly Wrong: Details are scarce, but they involve something about Poseidon's cultists trying to carry out some rites even though their God can't answer them anymore.
  • Lone Wolf Boss: He has absolutely no relation to the Norse enemies.
  • Sea Monster: He's a colossal fins and spikes-covered serpent-like monster with traits of moray eel and pig.
  • Starter Villain: He and his minions are fought in Corinth, but after their deaths, the adventure continues in another direction entirely.
  • Stationary Boss: He doesn't move from his spot, attacking from far away with poison bullets or biting the hero if he gets too close.

King Goldtooth

The king of Trolls, lives in the wild woods outside of Heuneburg and has stolen a golden sickle from the local druids.
  • All Trolls Are Different: Like other Trolls, he resembles a pale, grimacing humanoid with large mouth, pointy nose and sharp ears. Unlike them, he's the size of a Giant.
  • Bonus Boss: "The Golden Sickle" is a sidequest, there's no need to actually face him to proceed.
  • Ground Pound: Comes in two flavours, both done by smashing the pole on the ground: one causes a rockfall inside the cavern, the other sends a linear, soil-splitting shockwave at the player.
  • Large and in Charge: He vastly outsizes his subjects, even the largest Giant Mook trolls.
  • MacGuffin Guardian: Has stolen the Golden Sickle and you must kill him to recover it.
  • Telephone Polearm: Who needs clubs, axes, spears or swords when an uproot tree can solve all your troubles?

Austri and Nar

Renegade lords of the Dvergar who rule with an iron fist. You must defeat them in order to access the branch of Yggdrasil.
  • Authority Equals Asskicking: As kings of the Dvergar, they're quite powerful, even before they reveal their ace in the sleeve.
  • Dual Boss: You fight both brothers at the same time. Later they both jump on a War Beast for round 2.
  • King Mook: Of the Dvergar race.
  • Playing with Fire: Mostly Nari employs fire magic to empower himself and his brother.
  • Sequential Boss: First, you fight the two Dvergar on foot. After defeating them they jump on a Dverg Beast and fight from its back as a single boss.


Allfather of the Norse Gods, his brethern and children are currently at war with the humans, manipulated by Loki. After being defeated, he and his sons come to their senses and help the hero defeating Loki and Surtr.
  • Blade on a Stick: Wields the legendary Gungnir itself.
  • Climax Boss: He's fought on the highest hall of Valholl with his fellow Asgardians and defeating him reveals that he and the other Asgardians were tricked by Loki.
  • Defeat Means Friendship: He and his fellow Asgardians come back to their senses after you defeat them.
  • Flunky Boss: He fights you alongside Tyr, Baldr and Freyja.
  • Grandpa God: His title of Allfather ain't for show.
  • Top God: He's the boss of the Norse Gods.


An Asgardian God and overaching antagonist of Ragnarök, He's the one who put the Norse Gods against the mortals, knowing that the Hero's involvment would cause Ragnarok.


The lord and master of the fire Jotuns, lord of Muspelheim.

Act VI

King Arganthonius

Former and long dead king of Gardis, he was buried with the lost diary of Herakles. Unfortunately, he has awakened and kills whoever tries to breach his tomb.


High Priest of the Serpentoids, he leads his servants in the battle for the control of Atlantis and tries to summon Tiamat into the city.
  • Reptilian Conspiracy: He leads a race of Snake People who are secretly conspiring in a mysterious city and want to summon their Lady Tiamat in the world of men to subdue them. They also have agents who are willing to hire humans, though they're open about it.
  • Sinister Minister: He's the high priest of Tiamat, a monstrous dragon Goddess who'll bring death and destruction to earth.
  • Snakes Are Sinister: Serpentoids, and while most other reptilian monsters are generic mooks, these guys know what they're doing.
  • Snake People: Serpentoids here resemble large serpents with four limbs which allows them to move and use weapons.


A primordial dragon goddess who's planning to conquer the world, starting from Atlantis.
  • Breath Weapon: She breathes poison from her mouths.
  • Climax Boss: She's fought in the depths of Poseidon's Temple in Atlantis, but the story isn't over yet when you kill her.
  • Draconic Abomination: A primordial monster from the dawn of time, resembling a huge serpent with a plate-coveder back.
  • Ground Pound: One of her ways to attack.
  • Multiple Head Case: She has three heads, costantly moving across the arena.
  • Tail Slap: One of her attacks has her pull her tail from the ground and attack the player.


The mastermind behind the events of Atlantis.
  • Big Bad: Of the Atlantis expansion set.
  • Eldritch Abomination: One of the perks of being a Telkine who can even evolve into a stronger form and become an actual Titan.
  • Final Boss: Of the Atlantis expansion.
  • Last of His Kind: He's the last Telkine, his transformation Omega Telkine refers to both his power and his uniquity.
  • The Man Behind the Man: He's the actual mastermind behind the coming of the Serpentoids to Atlantis and the summoning of Tiamat.
  • One-Winged Angel: Ascends to full-blown Titanhood and becomes the Omega Telkine, growing much bigger and more menacing and spikier.
  • Self-Duplication: When low on health he will become invincible and summon some ghostly copies you must defeat.
  • Shock and Awe: Mostly attacks with lightning magic.
  • Spider People: His final form has four spider-like legs and two arms.
  • Spikes of Villainy: His Omega Telkine form is covered in spikes and turns the tips of his tentacles in full-blown spikes.



King of the Spartans. Tries to keep the monsters from destroying Greece.
  • Break the Badass: Minor example, but when you meet him he's confident that they can win this war against the monsters. When you meet him again just outside Athens, he's no longer so confident.
  • Reasonable Authority Figure: Unlike what you may think, Leonidas comes across as a calm, smart leader, willing to lend some of his soldiers to lesser villages to protect them from monsters.


Leader of the Order of Prometheus in Greece. He tells you about Megalesios' plan.
  • Distressed Dude: The first time you meet him he's menaced by Alastor, Scourge of the Acheron.
  • Took a Level in Badass: From a storyteller to leader of a secret cult protecting the world from the forces of evil.


A Chinese warrior and member of the Order, she's met several times through the game.
  • Roaring Rampage of Revenge: Against the Telkine who killed her family and burnt her village.
  • Sinister Scimitar: Subverted: she uses a Dao, but she's one of the good guys.
  • Slap-Slap-Kiss: At first she's sceptical and a little hostile towards the player, but she eventually grows out of it and starts to respect him/her.
  • Sole Survivor: She's the only one left of her village which was ravaged by the Telkine.
  • Taken for Granite: In the encounter with the Gorgon Queens, she's discovered by the player in a petrified state. She was freed when you defeat the gorgon queens. Unfortunately for other victims you found, they weren't restored to life.


Leader of the Order in Egypt. He tries to make another scrying pool using two precious artifacts.
  • Failed Attempt at Drama: Imhotep performs the ritual that will summon the gods and save humanity from the monsters. The ritual fails miserably and a panicking Imhotep says that humanity is on their own now.
  • Gonk: Harsh to say, he's no looker.
  • Mr. Exposition: Fills you in just about every progress in Egypt.

The Yellow Emperor

The divine emperor of China, living on the top of Mount Quyin. Will inform the hero about the last part of his mission.

  • Color-Coded for Your Convenience: White beard and golden robes, he can't be a bad guy.
  • Dissonant Serenity: Ok, he's Chinese and he's a god-like entity, but considering that there are hostile monsters even in his own palace, how can he be that calm?!


The king of the gods.

  • Everybody Loves Zeus: Unlike the one from the myth, who was a Jerkass God, this one seems much more level-headed.
  • The Voice: Zeus is never seen in person, not even when you journey to Olympia. You only hear his voice.


A ghostly hermit and seer. He follows your mission during the last act.


The sorceress of Rhodes, she's the only person who knows a way to the underworld.

  • Good Is Not Nice: Threatens to turn your blood into oil for killing her guardians. Still, she'll help you... for something in exchange, of course.
  • Green Thumb: She has giant tree-monsters guarding her home.
  • Hot Witch: Her dress shows her curves.
  • Pretty in Mink: Her green dress has a white fur collar.
  • Vain Sorceress: She wears very fancy clothes.


One of the Greek heroes in the Elysian Fields, he's actively trying to break through Hades' palace.


Hades' poor wife, basically the only sane deity in the underworld.


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