Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

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Boss Strategies/Farming, Relic / Charm / Monster Infrequent Farming (Act 1-5) -- Atlantis not included
By chris.ferrantegerard
Guide for Boss Strategies/Farming, Relic / Charm / Monster Infrequent Farming (Act 1-5) -- Atlantis not included
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Introduction
Having difficulty on a certain boss? Not sure what resists you need? Don't know what you should be farming? This is a quick guide of various fights and valuable loot drops and will be updated over time.

Loot can come from various sources.
  • A monster can be carrying the them and drop it on death. An interesting quirk of the game is that the monster is actually using and equiping the item. So if it has a legendary weapon with a cold attack that freezes and it attacks you the weapon proc can freeze you. Also, the enemy is rendered with the weapon so if you see a common enemy with a weapon that looks more flashy, hey, it might have something cool on it.
  • Loot can come from containers. The best level of containers are Majestic Chests. They can be randomly scattered around or rewards for beating bosses. Certain bosses have much better loot tables in their chests than others with a higher chance of dropping good items.
  • 'Monster Infrequents' (items are shaded a darkish green hue) are special items that only drop from certain monsters. The have a set of base stats and get an unique prefix and/or suffix.
  • Charms shards are dropped by a specific monster type and can be used to enhance non-epic/legendary items. 5x charm shards make a full charm. Each full charm has a completion bonus selected from a random list of possible bonuses.
  • Relics are the same as charms, however, 3x relic shards make a full relic and they are randomly dropped. Each act has their own set of relic shards. A lower act relic shard can be dropped in a higher act but the current act's shards should drop the most. The best source of relic shards are bosses majestic chests imo.

Another interesting tidbit, quest monsters have a better loot table than normal. They have a higher chance of dropping their types's monster infrequents, uncommons, etc.

Boss sections of the guide are listed as the follows:
Synopsis: A quick summary of who and where the boss is

Strategy: What type of attacks the boss does, what resists to stack, etc.

Farm: Is the boss worth farming? May depend on current difficulty.
Act 1 - Part 1
Nessus


Synopsis: The first real boss in the game. He is just outside the Spartan camp. When aggroed he'll call his nearby pack of centaurs to his aid. He has a big damage attack he uses when he has enough energy.

Strategy: Aggro Nessus and kite him and his adds away. Once Nessus disengages kill the adds. Continue until he is out of adds. Engage Nessus and chug health potions whenever they are off cooldown. Make sure you're health is not excessively low when Nessus energy is above 50% to avoid getting downed by his special attack.

Farm: Centaur monster infrequents are petty nice for starting str/dex chars. As a quest mob, Nessus has a better chance to drop these items. So a bit of farming is okay and can give you some practice in normal. In epic, he's your first chance a few legendaries so a bit of farming is okay if you want to grab one early.

Boar Snatcher


Synopsis: Boar Snatcher only appears on epic and above difficulty. He is located south-west of the village of Tegea, between Sparta and Megara. Go south from the village through the monster camp, then west into a clearing. At the end of the clearing there is a cave, Boar Snatcher is literally right at the entrance.


Strategy: Boar Snatcher does some poison damage and can also web you. Grab a little poison resist and it shouldn't be too difficult.

Farm: He usually drops a venom sac. His chest is decent, worth farming in epic if you need some better gear, I'd skip him in legendary to farm later bosses through.

Polyphemus


Synopsis: A big cyclops with a big club. He's just north of Megara.

Strategy: When you cross the bridge you'll find a squadron of spartan soldiers. They will die almost immediately. Use them as a distraction to start attacking. Polyphemus has several attacks.
  • A ground wave slam attack that in a diagonal line if you're out of melee range. It will do heavy amounts of physical damage.
  • A more powerful melee stomp attack if you're within melee range
  • A vitality based instant damage attack can slow and stun you

If you're melee, get in close and hit and chug your potions. If you need to heal and your potion is still on cooldown, back and run in a big circle around Polyphemus too avoid the ground wave and roar attacks. Once your healed again, return to melee. Continue until he dies.

If you're ranged, kite and nuke. When he lifts his club he's going to do the ground wave so move out of the way; it's goes in a straight line and is easy to dodge. If you do get hit, chug a potion and continue kiting and nuking until dead. If you get hit by the roar, chug a potion and move around until the slow wears off then continuing kiting and nuking.

Suggested by kschang77: if you are right UNDER him he can't do his scream or his ground wave attack.

Farm: His chest isn't anything special. He always has a club equipped through, so if you're looking specifically for a club type weapon, you'll likely get a uncommon pretty quickly.


Arachne


Synopsis: Arachne is located in the olive orchard to the north of the village of Ambrossos.

Strategy: Arachne will occasionally summon a trio of small spiders to attack you. They do some physical damage. Her special attack is to fire a poison bomb attack that will do poison damage to you if you stand in the cloud. Having poison resist will mitigate the damage. Her default physical attack isn't very impressive.

Clear the spider adds when she spawns them. When she does her poison damage just move a few steps to avoid the cloud; it's a really small area of effect.

Farm: It's a really fast farm run from the nearest fountain but her chest doesn't have a good loot drop. Only good for getting relics shards.

Gorgon Queens


Synopsis: A trio of Gorgons at the entrance of the Pythian Caves after the monster war camps east of the Parnassus portal. Medusa is the archer/CC, Euryale is the healer/archer, Sstheno is the melee.

Strategy: Medusa has a fire damage bow and can petrify you, turning you into stone and immobilzing you for a few seconds.

Euryale has a cold damage bow and can casts healing spells.

Sstheno has a poison damage spear and has a charge attack similar to the Hunting mastery's Take Down skill.

Like all RPGs, the healer must die first! Burn Euryale as fast as you can. Otherwise, you'll find her healing her sisters as you try to take them out. Once she's down Sstheno should go next. Her charge/poison attack are pretty strong. Medusa is an easy kill afterwords.

If you're having issues fighting all three or if you need to heal but potion is off cooldown, run around the pit. This will give you time to get your potion ready as you dodge Sstheno's charge and her sisters arrows. It also let's you kite Sstheno away from the others.


Farm: The Gorgons are worth farming if only for the gorgon monster infrequent 'Stonebinder Cuffs'. The drop rate is pretty low (but not crazy rare like some others). The cuffs are a dex based armour that give +1 skills in normal, +2 skills in epic, +3 skills in legendary. The legendary version with a +3 skills is really sought out.

You can also get the cuffs by farming the special gorgons (Geomancers and Profaners); the Minoan Labyrinth is a good place to find them.

Lernean Hydra


Synopsis: The Lernean Hydra spawns only in legendary difficulty. A multi-headed optional boss that spawns out of the way in the Athenian swamps.

Strategy: The Hydra has multiple breath attacks and does a strong poison attack. Poison is most important resist, followed by fire then cold.

If you're in melee range he won't use his breath attacks so you just need to stack up poison resist to tank. Other than the big poison bite attack he shouldn't do much damage. Pets like wolves, core dweller can tank Hydra pretty effectively, but if you're ranged watch out for him suddenly aggroing you and using his breath attack.

If you're at range stack poison/fire resists as much as you can and get some cold as well. Pop potions as required.

Farm: Hell yes. Hydra has a great loot table and has one of the highest drop % for legendaries in the game. For end game sets you'll need to farm later act bosses but Hydra is great for getting good gear in act 1 legendary.
Act 1 - Part 2
Alastor Scourge of Acheron Scourge of Rogues and Hunters


Synopsis: The boss of the Athenian Catacombs. A undead summoner/caster.

Strategy: One of the most annoying bosses in the game for sure. As an undead, Alastor is immune immune to poison, life drain and bleeding and extremely resistant to pierce damage. This boss is excruciating for rogues and hunters whose skills tend to do bleed, poison and pierce damage.

  • Staff attack - Does random elemental damage
  • Deathchill Aura - slows attack speed of those within range (ie melee) and does cold/vit damage
  • Cold/Vit bolt attack
  • Life/Energy Drain
  • Summons 3x skeletons that are either mages and do cold damage or are warriors and do physical damage. Can summon up to 6x at one time.

Buff cold resist first. Buff vitality resist if you can (you should be okay without it in normal and you'll only really find some from demon's blood charms at this point anyways). Buff fire/light to mitigate random staff damage.

Kill the summons first. If you have a elemental damage skill attack use it. If you have a weapon with elemental damage equip it. A scoll of storm witches or something like that can help out. If you only have pierce/bleeding/poison damage, you could try getting a staff from vendor in sparta with +undead dmg and use that, it should be more efficient than trying to do pierce damage. Or bring a crap ton of potions and try to whittle him down (no, get an elemental attack)

Farm: Hell no


Talos


Synopsis: Talos is a giant automaton and is located at the entrance of the Minoan Labyrinth. Talos only spawns on epic and above difficulty. Talos is surrounded by normal mook auotmatons.

Strategy: Talos does the following attacks:
  • Thunderclap - aoe lightning attack
  • Fire breath - cone shaped fire attack that does big upfront damage and also applies a fire damage dot
  • Melee Special Attack - fire based damage

Kite the normal mooks away and kill them first. Stack fire and lightning resist for Talos. Chug potions as needed.

Long range attacks can easily cheese Talos (archer especially). There's a narrow alleyway to where Talos spawns. Firstly you can pull the mooks here and clear then start attacking Talos. The alleyway is too big for Talos to enter so if you do it properly you can nuke Talos down without much risk. Depending on how far to the alleyway exit you get, Talos may be able to hit you with his fire breath attack but nothing else.

This boss is a bit more difficult for pet builds. The fire breath in particular is a big hassle; it hits a wide area and the dot is pretty nasty to pets. So if it's likely your whole pack of pets will take massive damage quickly and go down at the same time. Pets do better against bosses that can't hit them all with big dots. Most likely you'll have to retreat and resummon your pets and try to whittle him down a little.

Farm: He's got a good chest but not as good as Hydra imo. Worth farming in Epic, not as much in Legendary. Too much of a hassle for pet builds.


Minotaur Lord


Synopsis: The penultimate boss of act 1. A bigger, bad version of the minotaurs you encountered in the Minoan Labyrinth, he is just before the first Telkine, Megalesios. He's in a room with fours traps surrounding his spawn location.

Strategy: The Minotaur Lord has a buffed up version of Onslaught. It has the same synergies as the warfare tree. However, it stacks up way more than you can; I believe he can stack it up to 20 times! Onslaught synergies will buff his damage, buff his resistance, slow you and strip your Defensive Ability. He also has some sort of ground slam type attack.

If you have a ranged attack, you can potentially kill the closest two traps before aggroing the Minotaur Lord.

Kite the Minotaur Lord away from the center of the room to avoid the traps. If you need to heal or the Minotaur Lord stacks onslaught too much, run around in a big circle until cooldowns are off / onslaught wears off and continue.

The Minotaur Lord is a fairly difficult fight in normal/epic (relatively speaking) but can become 'That One Boss' in legendary. He's not a huge health boss, but he puts out tons of physical damage and has a huge critcal rate. Physical resistance don't get affected by difficulty but it's also very rare on gear. Int based gear is extremely squishy; the Minotaur Lord can murder them extremely quickly and it's not too easy to mitigate the damage as bosses that do elemental damage.

The Effigy of the Panther artifact will give 15% resist, Archmage's Mantle gives a whopping 30% resist, Stheno's Wisdom has a bit of resist too. These can help mitigate some of the incoming damage for casters. Also, any sort of gear that reduces damage taken from beastmen will help. Don't get this mixed up with less damage from beasts which is a difficult category of monsters.

Farm: He's kind of right in front of the Telkine so if you want to farm the Telkine...

Megalesios


Synopsis: The ultimate boss of act 1. A big evil Eldritch Abomination. When you enter his room, he'll seal himself inside a shield and throw (slow moving) magical bolts at fours statues.

Strategy: The statues are on opposite sides of the room. Run close to one pair and kill them when they animate. Then run over to the other pair and kill those as well.

When the four statues are destroyed or you take too long to kill them, Megalesios will destroy the conduit and break his shield and engage you. If the statues are still up finish them off before facing Megalesios.

If at ranged, Megalesios will fire a slow projectile that disrupts skills and fire an electic attack.
If in melee, Megalesios will use an electric aoe and single target spell.

Megalesios also has an ability to summon a pair of limos that can leech your health and give it to Megalesios healing him. If you have vitality resist it will limit the amount of life leeched. If you have any stuns, use them whenever he summons the limos to prevent them from having time to trigger their leech. Burn the limos down as fast as possible to prevent them from healing Megalesios.

If you are a pet build it's important to note that Megalesios also has an ability that your pets turn on you for a short time. The affected pets will have a red icon above their head when this happens. Run away from your pets until the affect wears off; it lasts for a couple of seconds.

Basically stack electric resistance for Megalesios and the fight is pretty straightforward.

Farm: Yes and no? He has the best chest in act 1 normal, through early parts of normal are fairly easy. Difficulty doesn't really start hiking until act 3. If you want to farm some gear in act 1 normal this the best place to farm through.

He's more valuable for farming in epic when you might be trying to get some better gear to cover your missing resists. I don't really like farming him in legendary through. He's an easy fight there, it's just the Minotaur Lord is a bit of a pain in Legendary and Hydra feels like a faster, easier clear.
Act 2
Act 2 coming in future update

Scarabeus the Desert King


Synopsis: A big scarab at the end of the Rhakotis Library.

Strategy: Scarabeus has the following abilities:
  • Casts a summons that makes a group of four weak mini scarabs spawn
  • Launches a multi projectile poison attack in an arc

Circle strafe around Scarabeus until he does his poison arc then whack him a few times then circle strafe again. Kill the summons when Scarabeus spawns them. Stack poison resist to mitigate damage from the poison damage.

Farm: No


Pharaoh's Honor Guard


Synopsis: Four giant constructs. They're resistant to bleed and I think pierce damage. They are inside the Sphinx in Giza.

Strategy: The constructs are stationary at the start. The room they are in is full of ranged casters but they don't do too much damage overall. The constructs will be activated once you destroy their shrine in front of the statue. A mini-boss skeleton spawns when the shrine is up and despawns when it is destroyed.

I usually go in a circle, clockwise and burn each shrine down fast. Then run around and kill the casters. Finally, I concentrate on the honour guard. The honour guard are really slow so they are really easy to kite with ranged attacks.

Farm: Their chest isn't that great but I remember each guard being worth a good chunk of exp.


Nehebkau


Synopsis: A giant scorpion located to the northeast of Fayum

Strategy: Nehebkau has the following abilities:
  • Casts a summon that makes a group of three weapon scorpions spawn
  • Poison aoe attack like a gas bomb

Stack poison resist. Kill the adds when he spawns them. Kite out of the poison aoe to avoid taking damage.

Farm: He has two majestic chests but neither are really all that good.


Sandqueen Masika


Synopsis: Sandqueen Masika is a random hero who got promoted to an optional boss in AE version. She's in Sobek Plateau, and out of the way area with no associated quests. It can be reached by going southwest from Fayum or taking the door in Memphis to the left of the way to Giza.

Strategy: Sandqueen Masika has the following abilities:
  • Flame surge similar to earth mastery
  • Drop a pool of fire on the ground
  • Casts a standstorm that cause some damage, slows you and disrupt skills
  • Summon hags one at a time

Stack fire resist. There's a number of sandwraiths surrounding her chest location. Clear them and her hags when she summons one then burn her down. Don't step in the fire.

Farm: I'd say her chest is decent but not as good as the good chests. She can often drop a hag's skin charm.


Manticore


Synopsis: The Manticore only spawns on epic and above difficulty. He's an optional boss at the bottom of the Sandswept Cave east of Fayum.

Strategy: The Manticore has the following abilities:
  • A lighting attack that goes straight forwards
  • A high damage pounce attack
  • Projectile quills in a small one

Stack lightning resist for the breath attack. It's not too hard to dodge through so try to do that instead of tanking the damage. Stack poison and pierce resist for the other two. Try to dodge the pounce.

Farm: Yes. It's a bit of long run and harder than the Telkine but he has a nice loot chest and is worth quite a bit of exp. If you have good movement speed you can easily run past everything until you get to the bottom floor where the Manticore is.


Aktaios


Synopsis: The penultimate boss of act 2. He's at the end of the Tomb of Ramses in the Valley of the Kings.

Strategy: Aktaios has the following abilities:
  • Creates two low health clones of himself
  • Volcanic orb
  • Casts a standstorm that cause some damage, slows you and disrupt skills
  • Cast a summon that spawns two hounds
  • Calls down sunlight on certain spots of the tomb that deal fire damage if standing in it

Stack fire resist to mitigate damage from the orb. Kill the hound summons when he spawns them. When he clones himself spread damage around to all three to remove the clones. Don't stand in the sunlight when he triggers it.

Farm: Very much yes. You can easily and quickly run from the Valley of the Kings portal to him, skipping all the fights. He's a pretty easy fight overall and doesn't require extreme gearing to do on any difficulty. He has the best loot chest beside the Manticore in act 2.


Sand Wraithlord - Nightmare of the Desert


Synopsis: The ultimate boss in act 2. He is guarding the portal to Babylon at the end of the Hall of Prometheus.

Strategy: Sand Wraithlord has the following abilities:
  • Casts a standstorm that cause some damage, slows you and disrupt skills
  • Fire aura which causes him and allies to do fire damage
  • Fire based attack
  • Casts a summon to spawn up to four weak Sandwraiths

Stack fire resist to avoid damage. Clear the summons when spawns them. Overall his damage is pretty pitiful and there's nothing really to worry about.

Farm: His loot chest is inferior to both the Telkine and the Manticore. There is no reason to farm him instead of either the other two.
Act 3 - Part 1
Act 3 coming in future update

Chimera


Synopsis: A three headed monster at the bottom of the Temple of Marduk. His room has four traps, two near the entrance to his room, two at the back.

Strategy: The Chimera has the following abilities:
  • Physical damage melee attack
  • Fire breath that applies a dot
  • Lightning aoe around him that disrupts skills

If you have a ranged attack you can clear the two traps near the door without aggroing the Chimera. After traps dead, kite Chimera to near the entrance. Once dead, kill the last two traps. Stack fire/lightning resist. Not too hard off a fight.

Farm: Not worth farming.


Barmanu


Synopsis: Barmanu is an optional boss for a quest.

Strategy: Barmanu has the following abilities:
  • A scream attack in a cone that damages and stuns
  • Ice 'meteors' that rain from the sky
  • Strong physical melee attacks

If unprepared this boss can be 'That One Boss'. Part of the reason is the synergy between his scream and meteor attack. Even with strong resists the ice attack basically cannot be tanked. You need to avoid it. The scream attack stuns you, locking you in place, letting the meteors 1-shot you.

Maxxed stun resist will help protect you from getting stunned by the scream. Otherwise, maxxed out cold resist and +health stuff may let you survive the meteors.

Farm: Pretty challenging boss but chest isn't very good. Skip.


Gargantuan Yeti


Synopsis: A giant yeti inside the Tsongmo Ice Caverns.

Strategy: He has the following abilities:
  • Basic melee attack
  • Ice breath that freezes you
  • Ice projectiles in all directions

Try to avoid the frost breath as it will freeze you in place letting him get free hits while you can't do anything for a few seconds. If you circle around him you can dodge the breath and hit him for a bit then circle again as it takes some time for the attack seems to have a cooldown. Stack cold resist to protect from the ice projectiles as they can be fairly random and hard to avoid.

He's pretty slow through so he can be kited pretty easily. His lair is also not barred so you can just run away if needed to heal or get more space.

Farm: He usually drops a Yeti Fur relic but his chest isn't too good. Yeti furs have an insanely high drop rate through so I've never felt myself lacking in their supply, if you want yeti furs just kill some regular yetis.


Bandari


Synopsis: Bandari is a optional quest boss in Chang'an Palace.

Strategy: Bandari has the following abilities:
  • Random elemental damage staff blast
  • Earth mastery Eruption

Stack fire resist primarily, cold/light next. Bandari starts at the front of the hall. The hall has multiple waves of terra cotta soldiers slowly moving forwards. They'll engage you when you get too close. After taking some damage he'll teleport further down the hall while the terra cotta soldiers tie you up. He'll double back and start shooting you again.

This will continue until you reach the throne. Kill the last of the terra cotta soldiers then kill Bandari.

Farm: He has double majestic chests but neither are really great. He has his own monster infrequent set that only he drops so if you're interested in that you'll need to farm him. Maybe a little better than some other bosses but there are better bosses to farm later.


Dragon Liche


Synopsis: The Dragon Liche only spawns in epic and higher difficulty. He is an optional bonus boss after Chang'an at the Shrine of Zhong Kui.

Strategy: The Dragon Liche has the following abilities:
  • A normal melee attack which doesn't do too much damage
  • A wing flag attack which does good physical damage
  • A acid attack that basically destroy everything in front of him
  • Pet takeover attack

Stack poison resist. Items that reduce damage from undead help as well. The wing flap and acid attack have a big windup so they are hard to dodge. He has the same pet takeover as the Telkine in act 1 so if you're a pet build watch out for that!

Farm: Like the other optional bonus bosses he's worth a big chunk of exp and has a nice loot table. Probably the second best in act 3 after Tpyhon. Worth farming.


Yaoguai - Ancient Demon Bull


Synopsis: Yaoguai is a big demonic bull on Mount Qiyun in front of the Jade Palace

Strategy: Yaoguai has the following abilities:
  • Fire ring aoe attack
  • A charge attack
  • Bleed damage attack
  • Summon that spawns four demonic shadowstalkers

Don't stand in the fire. Try to dodge attacks. Kill the summons when he spawns them.
Ranged builds can kite him fairly well. Launch hit and run attacks and avoid the charges.

Like the Minotaur Lord in act 1 this can be 'That One Boss' in legendary despite being a fairly easy boss in normal/epic mostly because of bleed damage. Bleeding resistance tends to be fairly rare compared to other resistances. With -100% to bleed resist in legendary, if you haven't got any bleed resist gear specifically for this fight you can get rocked. With such high negative resists you can get one shot by the bleed attack if it hits (the attack feels a bit inconsistent on how it hits to me through). Items that reduce dmg from demons will help as well.

Stack bleed resist, then fire for the fight

Farm: Not worth farming
Act 3 - Part 2
Ormenos


Synopsis: The penultimate boss of act 3 (technically Typhon's portal is listed under act 4 but it's clear that he's really the final boss of act 3). The final Telkine.

Strategy: Ormenos has the following abilities:
  • Levitates a rock and throws it at you for physical damage
  • Drops a number of rocks from the roof for physical damage.
  • Fire a pair of red rays at you for cold/vit damage
  • Casts a summon that spawns four fire demons

When Ormenos cause the rocks to fall, run to where there is no rocks falling. The rocks can impede movement.

When Ormenos starts to levitate one of the rocks this gives you a window to get in a few free hits without Ormenos being able to attack you. Start moving once the he's finished pickup the rock with his levitation to avoid the rock throw.

The rays will do cold/vit damage but if you're moving they usually miss you.

Clear out the summons when he spawns them. Ormenos can also team kill them with his rock attacks.

Stack cold resist primarily for the rays. You don't need as much vit resist as cold but get some of that too. Fire resist for the fire demon summons.

Farm: Absolutely. Like all the Telkines his mystical orb has an excellent loot drop. He's also substantially easier than the ultimate boss of act 3. The dragonkin mobs in his lair can be a more challenging fight then him. If you're having trouble getting past Typhon then Ormenos is your best bet for farming (Dragon Liche is also available in epic+)


Typhon - Bane of the Gods


Synopsis: The final boss of the original TQ game and perhaps the hardest in the game. He's a real gear check, requiring multiple resists and packing quite a few punches and tricks. I remember tearing my hair out the first time I fought him, he's quite a bit harder than the previous fights the first time you do him. He's at the end of Olympus.

Strategy: Typhon has the following attacks:
  • A fire breath
  • A lightning attack
  • A meteor attack
  • A health drain
  • An energy drain
  • Reflection Thorns
  • A poison attack (probably the least concerning attack other than the energy drain)

Got all that? Great! Bring lots of pots!

First let's look at the health drain. This fight is long enough, you don't want Typhon healing up and the damage from the drain is a killer. There's a big upfront damage then a nasty dot that can easily kill you even while you chug a pot if you don't have the right resistances. Life leech resistance is useless here; the attack is actually vitality based. The problem is that vitality resistance is very hard to come by and you want a lot. The 'Hallowed' prefix gives 40-60% vit resist for a helm but is very rare. The best chance to get vitality resist is to enchant two ring's with demon's blood charms. Each demon's blood will give you 25% resist, give you 50% for the fight. However, if you use a demon's blood with the 15% vit resist completion bonus this will give you an extra 30% resist giving you the 80% vit cap. The health drain is only used in short-medium range through so a long ranged archer can potentially nuke him down without getting drained.

You'll need your fire resist up to par as well. Typhon routinely use fire breath at short-medium range.This will take a chunk of your life immediately and do a dot. You'll usually want to pot right afterwords.

Typhon uses his lightning attack against long ranged targets. It's much easier to dodge than the fire breath.

Typhon sometimes calls down meteors on to a spot. They will land on the spot then splash away damaging anything they hit. DO NOT TRY TO TANK THE METEORS This applies even if you have 80% fire resist. Step out of the way.

Reflection thorns is a short term buff . There's a visual cue for when it's up. Do not attack with melee when it's up or you'll basically kill yourself! Archers and casters can nuke away without worries through. The fight is much easier for them.

The energy drain is inconsequential. Worst case your buffs that require mana drop. Pots are cheap. Just pot and refesh buff.

I honestly don't remember much special about the poison attack.

When the fight starts run up to the shrine of battle and grab that. It's by far the most useful, followed by the shrine of mastery. Engage Typhon, pot like crazy. Run around in circles if pot is on cooldown. Typhon's lightning can't really hit a moving target.

Remember if you're still having issues you can try buying a scroll from the vendor. Some scrolls can help summon a helpful minion, buff you, debuff Typhon, etc.

Pet builds only: Flame breath will destroy your pets. Meteors will also destroy your pets. Use F7 to group command your pets out of meteor if you can. No such luck really for flame breath. My best suggestion is to hit and run. When pets die, back off, resummon then reengage.

Farm: He has the best chest in act 3 so he's definitely worth farming if you can do so effectively.
Act 4 - Part 1
Charon - Ferryman of the Styx


Synopsis: Blocking your path over the unfinished bridge over the Styx

Strategy: Charon is a two stage boss. Charon's first stage has the following abilities:
  • Casts a summon that spawns two ghosts
  • Fires a water ball up into the air that does high cold and some vitality damage in a circle where it hits
  • Rises up the river Styx within the exposed sections of the bridge. Does very high cold and some vitality damage.

Clear the ghosts when he spawns them. Kite Charon when he fires a water ball; when it launches it always hits the spot where you were standing when it launched and you have a few seconds to move yourself out of the way first. Avoid standing on the grates when possible. When he raises the water through he calls out 'River Rise!' so you have a little warning. If you're on the grate at the time move immediately as you cannot tank the damage.

Once you defeat Charon's first form, Charon goes all one wing angel and changes into some sort of weird flying creature. Charon's second form has the following abilities:
  • Cold/Vit damage wave attack
  • Cold/Vit damage melee stomp
  • River Rise attack redux

The wave attack can be hard to avoid giving the cramped space. Stack cold resist primarily, vitality resist as secondary resist and burn pots instead. The melee stomp can hit really hard so try to keep your health up. River rise is the same as the first form.

Farm: Like Telkines, Charon drops a mystic orb. Unlike Telkines his is not very good. Don't remember him giving much loot out at all, I'd suggest skipping.


Cerberus - Warden of Hades


Synopsis: Cerberus is a giant three headed monster dog and is at the bottom of the Tower of Judgement for some reason.

Strategy: Cerberus has the following abilities:
  • Physical default melee attack
  • Poison bite melee
  • Poison breath
  • Poison spit attack
  • Poison flame attack from cracks

Seeing a theme here? Stack poison resist or die. When he does the flame attack make sure you're not standing on any cracks, poison flame erupts from them and does massive damage. When he does the poison spit attack make sure you're not standing the puddle. Having both up at the same time can make it hard to navigate. Pots are cheap, expect to use them a lot.

There are no cracks at the doorway so if you can kite him here you can potentially avoid that hassle. This is assuming you can take the melee damage and not get killed by poison spit.

Farm: Skip


Typhon - Undead Titan


Synopsis: Typhon's back and this time he's undead! He's guarding the entrance to Hades' palace and is just before the final waypoint.

Strategy: Typhon's undead form has the following abilities:
  • Ground slam style attack that does high physical / pierce
  • Vitality based breath attack
  • Some sort of projectiles that do physical / pierce
  • Throws some sort of mine on to the ground that entraps you if you get too close to it

Luckily Typhon has been considerably nerfed since you fought him on Olympus. You don't need quite as many resists and his attacks are not quite as nasty. A bit of pierce and vitality resist and some physical if you have any.

Try to avoid the ground slam as it's a big blow. The mine can be an issue as it can lock you in place for the ground slam so try to avoid that too. The projectiles aren't too worrisome.

Farm: His loot drop % has also been nerfed from Olympus. Skip and just farm Hades.


Hades


Synopsis: The final boss of the first expansion. The big evil ruler of the underworld (mythology-wise Hades was actually a pretty cool guy compared to Zeus, Hades gets bad rap)

Strategy: Hades is another multi-form boss. His first phase has the following abiltiies:
  • Shadow Star - a big red orb that splits into multiple projectiles when it hits. If the main orb hits you then you will take massive amounts of damage.
  • A big sweep with his sickle that does high physical damage and vitality
  • Singular vitality damage bolts

Max vitality resist for the fight. All his attacks do vitality based damage combined with physical. If you can get some physical as well that will be a bonus. Avoid getting him full on by the shadow star.

At 50% health, he grows some spikes and switches to his second form. The second form has the same attacks as the first but has an additional two abilities:
  • Fires a ball that shoots multiple projectiles
  • A red circle of doom on the ground that follows you. Standing in it takes

Don't stand in the red circle on the ground and continue what you did in the first phase.

Finally, when Hades dies he comes back in his final form, some of wraith like creature.
  • An expanding ring from himself that does vitality / physical
  • A wave attack that does vitality / physical
  • Bolts from previous phases

Avoid getting hit by the expanding ring. Avoid the wave. Hades is fairly weak to elemental damage in this form I believe.

Farm: Yes. One of the only two things worth farming in act 4 imo. Act 4 is missing a cool bonus boss like the Hydra, Talos, Manticore and Dragon LIche that only spawn on high difficulty and drop good loot before the final boss.
Act 5 - Part 1
Act 5 in progress

Porcus the Ketos


Synopsis: A giant sea monster. The only enemy situated in water. First story boss in Corinth Harbor Quarter. A multi-phase boss fight.

Strategy: Porcus has the following abilities:
  • Standard physical melee attack
  • Creates a poison puddle
  • Poison damage ranged attack
  • Cold damage circular aoe
  • Spawns several crabs

Porcus is the shallow part of the harbour basin to the left side. Run down to the basin, clear the mobs and engage Porcus. At 1/3 health Porcus will enter phase 2 and submerge then respawn in the harbour out of melee range. He will attack you with his ranged attack while in phase 2. He will summon a pack of Tritones that you will need to kill. When they are dead another pack will spawn. Porcus will enter phase 3 once you have killed three packs of tritones.

You can kite the packs of tritones to the higher harbour ground and get out of Porcus' attack range during phase 2. Phase 3 is the same as phase 1 but Porcus resubmerges to the right side of the basin near the boss chest.

Stack poison / cold resistance for the fight, physical resistance is a bonus.

Farm: It doesn't take too long to run from the nearest fountain but loot is pretty meh. There are quick boss runs later that I prefer.


Sciron, Bandit Lord


Synopsis: Optional boss for a quest located between Cornith and the Port of Kenchreai

Strategy: Sciron is really fast, can charge and has a slow. He'll quickly get into melee range and pound you with dual wielded swords. He sometimes will use what looks like Rogue's Flash Powder. He also throws an explosive at ranged but he doesn't use it often and it has a long fuse time.

There's a ton of annoying enemies on the overlooking hills, try to clear the ones at the bottom area and kite Sciron down there if you can.

At low health Sciron will run to the back of the camp. Try to kite the adds away and clear them then kill Sciron.

Try to stack some physical resist if you can as most of the damage he dishes will be from melee blows.

Farm: Not really worth the hassle


King Goldtooth


Synopsis: King of the trolls. Located in the Cave of the Troll King in the Troll Camps.

Strategy: King Goldtooth has the following abilities
  • Standard ground slam attack
  • Drops rocks from the ceiling down on you
  • Throws a trio of poison damage bombs
  • High health regeneration

There's a few normal trolls in his room. Clear them out first. They do not respawn. There's a big pillar in the middle of his room. You can use that to LOS him and avoid ground slam. He has strong health regeneration so you'll want to burn all your cooldowns and do as much damage as possible fast. This can be a tedious fight if you're playing a build that can't put out much dps.

Get poison resist, physical resist if you can and stun resist.

Farm: Nothing special


Fafnir

Synopsis:

Strategy:

Farm:


Hildisvíni - Golden Boar


Synopsis: Yaoguai... but this time he's a beast! Located in Sithun before the Shrine of Wodan.

Strategy: Hildisvíni is basically a reskinned Yaoguai with a few tweaks. He has the following abilities:
  • Bleeding aoe
  • Physical melee
  • Reflection

Hildisvíni bleed attack is a copy of Yaoguai's but this time there is a graphical representation of where the attack's boundaries. When he starts bucking run out of the golden circle.

He doesn't cast reflection too much but absolutely make sure you don't attack while it's up. When he casts reflection he will be surrounded by a golden aura. Wait until it's down then attack again.

Stack bleeding resist. Physical resist is a bonus.

Farm: So-so


Austri and Nar - Dvergr Overlords


Synopsis: Located in the Halls of Dvergr they are a pair of overlords ruling over the Dvergr. They are initially riding a big dinosaur like creature. A multi-stage boss fight.

Strategy: In stage one the two are sitting on creature. They have the following abilities in phase 1:
  • Poison damage attack in a 180% cone with lowish range
  • Fire damage explosive that is thrown and has a delayed blast
  • Physical damage melee attack from the creature

If you're ranged kite around the big pit in the middle. Clear any adds you might get from nearby rooms, dvergr are petty weak and easy to kill. When the explosive is thrown you have a few seconds before it spits out fragments around it. If you're melee tank the physical damage and poison damage and move if an explosive is thrown.

The fight enters phase 2 when Austri and Nar's mount dies. Both overlords will drop to the ground and engage them.

Nar does fire staff attacks and casts Rune mastery's Runic mines that does elemental damage and freezes.

Austri will throw the explosive from phase 1 and use physical melee attacks.

Stack poison / fire resistances primarily, other elemental resistances as possible and any physical resistances you can get are a bonus.

Farm: Fight is pretty easy, very fast to get to from the Dark Lands portal and seems to have a good drop rate, worth farming for sure imo.


The Great Shroom


Synopsis: A big plant monstrosity located in the Cavern of the Fungoids.

Strategy: The Great Shroom has the following abilities:
  • Standard ground slam
  • Fires a mine on the ground that will stun you if you run over it or it lands on top of you when thrown
  • Standard physical melee attack
  • Creates some sort of red mist on the ground - honestly not sure what this is doing

Keep mobile to avoid ground slams and the mines. If he throws a mine on top of you it will stun you so make sure you don't stay still too long. The mines last on the ground for a while too so watch your step while you kite. There's lots of pillars in his room, they can be used to LOS him and avoid slams.

Fight is pretty straightforward. Don't think you need anything really specialised. Maybe some physical resistance or equip some damage reduction from plants gear if you're having issues.

Farm: Like the overlords he's easy to get to from the Dark Lands portal and has decent drops. If you're on a farming run you can portal to Dark Lands, take out overlords, portal back to Dark Lands and take out Shroomy.
Act 5 - Part 2
The Asgardian Gods (Wodan, Tyr, Freya, Baldr)

Synopsis: Located in Asgard at the back of the long grind of Valholl. Four of the Norse pantheon.

Strategy: Free 'Ylva' and follow her to the entrance to the boss room. Let her enter the room and get aggro first before entering yourself.

Baldr is an archer. He can't be hurt until the other three Gods are defeated.
Tyr is a warrior with onslaught.
Wodan does some elemental damage.
Freya does vitality damage.

Freya is the most threatening imo. I'd suggest taking her out first. I don't think Wodan or Tyr are necessary harder than the other, if your resists are bad I guess take Wodan out before the other. Baldr must be defeated last.

Stack pierce / vitality / elemental resistances, any physical you get is a bonus. Fight is pretty easy and 'Ylva' will help distract the Gods.

Farm: Kind of, it's complicated. Technically speaking the boss fight itself cannot be repeated. This is the only boss fight that can't be I think. As such you cannot farm the boss chest as there is no boss fight to generate the chest after you complete it the first time.

However there are two other chests that spawn in the same room. The chance of one of them spawning as a regular Majestic chest is pretty decent and sometimes you can get both as Majestic chests. At the end of your regular farming run, portal to Asgard and run to the boss room and loot the chests. Zero effort, zero risk (outside of possibly killing yourself on a trapped majestic chest if you have terrible lightning resist), you'd be surprised on how many free epics / legendaries you can get.


Thrym - King of the Jotunheim


Synopsis: The king of the frost giants. Located in Utgard in Jotunheim. A multi-stage fight.

Strategy: Thrym has the following abilities in phase 1:
  • Standard physical melee attack
  • A frost wave in a 180% degree cone in front of him that will freeze you for a few seconds
  • Creates a of ring of ice crystals enclosing you and him inside the ring; the crystals will freeze you if you touch them.

There are two frost giants flanking Thrym, try to kite them away and clear them first as it will make things much easier.

This fight is really annoying, mostly because of all the freezing effects. The frost wave is really hard to avoid as it's hard to see coming and will quickly freeze you in place. To make matters worse the cooldown on the attack is way too short so you can wind up getting getting chain frozen. Getting wailed on with nothing you can do it not fun.

This and the ice ring makes kiting a chore as it's easy to run into the crystals and get frozen then chain frozen by frost wave. Secondary resists like freezing aren't something most people will have (outside of Defence mastery that is) so the fight becomes a chore.

Get Thrym to ~20% health and he will enter phase 2. He will drop his shield and stop spamming his ice attacks and try to pound your head in with his axe. On the bright side you don't have to worry about freezing anymore. On the downside his physical damage goes through the roof. Burn him down quickly if you can.

Stack cold resistance, freezing resistance and any physical resistance you can get.

Farm: Fight is annoying, the loot is largely meh, and he's worth less exp than a hero mob for some reason. Pass.


Mimer


Synopsis: Located in the suitably named Mimer's Maze in Jotunheim

Strategy: Mimer has the following abilities:
  • Summons 3x phantoms of himself
  • Creates a purple shield that protects against int-based damage
  • Creates a yellow shield that protects against str/dex-based damage
  • Randomly teleports you causing fumble
  • Lightning damage attack
  • Vitality damage attack

Mimer doesn't have too much health overall actually. The fight can drag on quite a bit through because of the phantoms and his shields. With high single target DPS and luck it's possible to clear Mimer before he summons a single phantom.

Pay attention to the shields he has casted. If he has the wrong shield up you won't be able to hurt him. The phantoms will disappear after they take a certain amount of damage but their health bar won't drop when attacked. If you're attacking one of the 'phantoms' and his life bar is going down then you're actually attacking Mimer himself.

Stack lightning and vitality resist. His arena is pretty big. Run away and pot up if required.

Farm: He's a bit out of the way, his loot isn't anything special and the trash in his dungeon are strong, annoying (ghosts clearing all buffs on you if you're too close to them when they die) or harder than him (doppelgangers). The fight can also take a while to finish depending on your luck.


Nidhoggr


Synopsis: A big dragon guarding the entrance to Muspelheim from Yggdrasil Glade

Strategy: Nidhoggr has the following abilities:
  • Poison breath attack in a 180% cone in front of him
  • Lightning breath attack in a 180% cone in front of him
  • Fire breath attack in a 180% cone in front of him
  • Summons a handful of undead minions to aid him
  • Circular 360% short range aoe, maybe slow and some physical damage

When the fight starts there's a number of undead adds alongside him. They're pretty weak and Nidhoggr will likely kill them himself pretty quickly. Same goes for the ones he spawns during the fight.

Pretty easy fight, avoid the breaths and stack poison / fire / lightning resist, any physical resist you have it a bonus.

Farm: Like Mimer he's kind of out of the way, Dark Lands bosses are easier to get to.


Loki


Synopsis: The penultimate boss. The God of Mischief himself. A multi-stage boss fight. Loki is located at the entrance to Land's End in Muspelheim

Strategy: Loki starts off disguised as Ylva. The first time you fight Loki per difficulty he will offer you a portal to take to return to Greece instead of stopping Ragnarok. Entering the portal boots you back to main menu.

Loki has the following abilities in phase 1:
  • Take down
  • Rally
  • 3x projectile throw 180% arc in front
  • Standard physical melee

    In Ylva form, Loki is really fast, has a heal in rally and can put out some good damage. Stack pierce / bleeding, any physical is a bonus.

    At 50% health Loki will enter phase 2. He will drop the Ylva disguise and switch to his normal form. The fight takes a complete 180 as Loki goes from a melee fighter to a ranged caster. As such you need a completely different setup of resists for his second form.

    Loki has the following abilities in phase 2:
    • Elemental ternion attack
    • Vitality damage multi red ball attack
    • Volcanic orb with stun
    • 360% short range aoe (it's elemental or vitality)
    • Self teleport

    Stack elemental (primarily fire) and vitality resist. Loki's arena has a number of pillars, you can use that to LOS him. Try to avoid getting hit by volcanic orb or taking many hits from the ball attack.

    Farm: Decent loot and has a chance to drop 'Loki's Wand'. The wand can be returned to the real Ylva in Scandia to undo her father's petrifaction. She can be recruited as a pet at this point. Ylva has decent damage but is tanky and has rally. In order to add her as a pet you have to talk to her in Scandia each new game. If she dies she cannot be re-summoned and you would need to start a new game to respawn her in Scandia.
Act 5 - Part 3
Surtr


Synopsis: The ultimate boss of act 5. A multi-phase boss. Located at the end of Land's End in Muspelheim, A little underwhelming compared to Typhon and Hades.

Strategy: Surtr has the following abilities in phase 1:
  • Fire wave
  • Eruption
  • Shield Charge
  • Standard melee attack
  • Fire damage buff (red ring around him)

Kite around the fire waves and out of eruption. Pretty simple to gear for. Stack fire resist, maxxing out should not be a problem. When Surtr's health is 0 he enters phase 2. Surtr erupts out of the lava to your right side as giant being of made of fire. One thing of note, Surtr is a giant type in phase 1 but a deity in phase 2.


Surtr has the following abilities in phase 2:
  • Fire rocks throw; the two rocks explode in fragments when they land
  • Throws a red ball of fire that creates a patch of red on the ground that you need to avoid
  • 'Two hands' melee attack
  • Standard melee attack

In phase 2 Surtr is stationary in the lava. If you're a ranged class you won't need to worry about about taking melee damage. Dodge the rocks and the aoes on the ground and wail on Surtr.

If you're melee charges can't get messed up with pathfinding and it can be annoying to get in range sometimes. You'll need to avoid the big melee attacks while also dodging all his projectiles and the aoes on the ground

At 2/3 health Surtr will re-submerge into the lava. He will respawn in the north-east pool. A handful of fire spirits and imps will spawn, clear them out first then deal with Surtr again. At 1/3 health he will again re-submerge and respawn in the north-west lava pool. Again, clear the adds and then finish Surtr. At 0% health enjoy you have completed Ragnarok.

Take the portal and you will go to Asgard. Talk to Wodan to unlock the next difficulty and return to main menu.

Farm: He's stingier than Typhon and Hades but probably still worth farming
Relic Farming
Boar Hide: Drops from boar. The best spot I can think of is Act 1, Ambrossos Farmlands. There is a large collection of boars. Swing up to Chiron's grove for diseased / pristine plumage as well.

Diseased Plumage: Drops from crows. Drop rate can be a little low for them. Act 1 has a number of good places to farm for them. Usually you can farm Pristine Plumage at the same time as the enemy types tend to overlap. The area between Sparta and Nessus, Crete, etc.

Pristine Plumage: Drops from eagles, harpies, etc. Act 1 has a number of good places to farm for them. I find the isle of Crete pretty nice. There's a bunch just outside the main town and in front of the entrance to Minoan ruins.

Bat Fang: Drops from bats. Bats can be found mostly in caves. Act 1, Parnassus caves have some bats and a number of demons near the back so is a good spot to try to farm fangs and Demon Blood

Demon Blood: Drops from demons. Any place with a bunch of demons is good. Smaller demons tend to be bunched up more but have lower drop rate %. Usually the larger demons seem to be a better bet to me. Act 1 Parnassus, Act 1 Minoan Labyrinth, Act 2 tombs in the Valley of Kings, Act 3 Wusao Mountain, Act 4 bottom level of Tower of Judgement, Act 5 Muspelheim, etc.

Mechanical Parts: Drops from constructs and traps. Traps are pretty consistently placed throughout the game so you'll often find these organically just playing through the game. Act 1, Minoan Labyrinth is a good spot for farming. In epic+ you can farm diseased/pristine plumage at entrance then run to where Talos spawns, kill him and his constructs for relics + boss chest.

Turtle Shell: Drops from turtles. One of the more annoying to farm as there's not many places to farm them and the mob density is pretty low. Act 1, Greek coastal areas (leading up to Megara and just after Polyphemus) and swamp areas. Act 5, Corinth harbour area has a bunch too.

Venom Sac: Drops from spiders and scorpions. Spiders are all over Act1. The cave for the poisoned spring quest is good, you can farm for deathweaver's monster infrequents from the quest spiders there. The olive grove is another good site that you can farm and clear a boss for Act 1 charms. Scorpions can be found in the Act 2 in Rhakotis and after the Rhakotis Library.

Lupine Claws: Drops from hounds (ex. hyenas, wolves, etc.). There's a bunch in Act 2 in the farmlands just before Memphis. Various places in early Act 5 have a number of spots to kill wolves.

Hag's Skin: Drops from harpies in Act 2. There are a bunch on the way from Rhakotis Library to Memphis.

Spectral Matter: Drops from undead. Drop rate from some undead is really low. The most efficient farm is the sandwraiths in Act 2 from my experience. There's a number of them hiding under the sand in Giza and you can also farm Rigid Carapaces at the same time.

Rigid Carapace: Drops from insects. The beetles in Act 2 in Giza are a good farm source and you can pick up Spectral Matter at the same time.

Vile Ichor: Drops from worms and the like. Worms can be found in act 2 caves, tombs, etc. The passage between Giza and Fayum is good.

Yeti Fur: Drops from Yetis. Drop rate is stupidly high. Farm the areas around where the boss yeti is.

Viny Growth: Drops from plants. Act 3, Babylon, the area between Jade Palace and Chang'an, Act 5 woods has a lot

Saber Claw: Drops from saber cats. Farm the areas around where the boss yeti is. Drop rate is kind of iffy from my experience.

Peng Claw: Drops from pengs. Drop rate is abysmal. Act 3, Great Wall is best bet, can also be found in some snowy areas and on Mount Qiyun.

Raptor Claw: Drops form raptors. Can be found in multiple places in Act 3 (valley where shrine for Mystery in Mountain quest chain is, area between Jade Palace and Chang'an, etc.)
Relic Farming - IQ
Spiny Shell: Drops from crabs. Best spot is Rhodes beach.

Tortured Soul: Drops from (honestly, don't know what they are). Best spot is the entrance of Tower of Judgement, can be reached directly from a portal and only these guys are on the initial level.

Hydradon Skin: Drops from hydradons. Soronis swamps have a number of them near a fountain. Additional ones in Tsakonian Ruins. Scattered spawns in The Far Plains.

Albino Spider Web: Drops from lightning spiders. Drop rate is abysmal in my experience. The Cave of Whispers (where the Bloated One quest boss is for Mirror of Psyche) has a bunch, best spot is the Prison of Souls, the last fountain before Hades as they're are a bunch here that can be accessed directly from a spawn point.

Furies’ Heartblood: Drops from furies. Best spot is the Salt Flats and Elysium.

Crystal of Erebus: Not actually farmable. Only available one time per difficulty for a quest in Hades palace.
Relic Farming - Raganarok
Many enemies in Ragnarok drop relics that can be first found in the vanilla game. There are some new, Ragnarok-exclusive relics through.

Troll Tusks: Dropped from big trolls. They can be found scattered about in the various troll camps in early act 5 between Heuneburg and the Nerthus Sanctuary

Cold Essence: Dropped from nixies and frost giants. Nixies are the earliest source for them, they can be found in early act 5 river areas until Kaupangr. They're really annoying to fight through as they can go invulnerable for a bit, they're fast and they're a ranged attacker. Fighting a pack of them is very annoying. Frost giants are probably a better bet but won't be available until you clear Asgard and can enter Jotunheim.

Dragon's Blood: Drops from dragonspawns and dragon boss like Fafnir (Leg only). Dragonspawns are kind of rare I guess. There's some in the Yggdrasil areas I think.

Eitr: Drops from the magical creatures in Yggdrasil areas and Silver Shore.

Fungoid Spores: Drops from plants. Best bet is the fungoid infested part of the mines right of the Dark Lands portal.

Golem Heart: Drops from crystal golems. Best best is Seventh Branch of Yggdrasil or Mimer's maze.

Primal Magma: Drops from fire enemies in Muspelheim. Just go to end part of Muspelheim and kill fire giants, fire spirits, salamanders, etc.

Charm Farming
Charms are random drops. Charms from previous acts can drop in the current act. The best place to get them are boss chests. You should get these organically just from playing. Some suggestions if you're looking to get some through:

Act 1 - Arachne because of the fast turnover. It's a quick ~10s or so run from the nearest fountain and the boss is pretty easy.

Act 2 - Telkine because it's a fairly fast run from the waypoint and you can get your farming done at the same time.

Act 3 - Nothing really sticks out as super fast, maybe Chimera or Bandari for his double chests, Ormenos is you want to do some farming as well

Act 4 - Charon I guess, nothing really sticks out to me

Act 5 - Golden Boar
Monster Infrequent Farming - Basics
Monster infrequent loot are an interesting element of Titan Quest. These items are uncommon quality so they can be socketed with relics / charms. They are specific drops to specific monsters. They're also exclusive to acts. Quest related, hero and boss NPCs have a higher chance to drop monster infrequent than others.

They have a base stat which they always have (range of these stats may vary, average base values listed below for infrequents). The base stat may scale based on the difficulty the item dropped in (numbers go up in higher difficulties) or the stat may be the same in all three difficulties. They also can have a random prefix and/or suffix enchantment in addition to the base stats.

Some monster infrequents are extremely useful or considered 'best in slot' while others are pretty meh or others good in normal but not as much in higher difficulties. Resistance capping is really difficult in legendary so you may find yourself using purple (legendary) items instead.

Drop rates of monster infrequents are also pretty inconsistent. Being able to kill quest / hero mobs can help at lot for some of the rarer infrequents as while some infrequents have reasonable drop rates many others are insanely rare and add in trying to get good 'fixes'. (FYI, Ragnarok infrequents do tend to drop rather liberally in comparison to the original acts)

Quest mobs and bosses are a good source of loot as they have an increased chance to drop greens as well as the infrequents. If a monster type has a group of quest mobs you can realiably farm then these are a good option for farming in earlier difficulties. Really rare monster infrequents are best skipped until legendary difficulty. You can expect to do a lot of grinding after all and you want the version that's best.

Monster infrequent information in below sections from Titan Quest item db database. Sorted by Act and first general appearance.
Monster Infrequent Farming - Act 1 Part 1
Favorites: Hood of the Magi (Helm), Charm of the Magi (Hands), Staff of the Magi (Staff), Outrider's Buckler(Shield), Outrider's Tunic(Chest), Deathweaver's Legtip(Sword), Stheno's Wisdom (Head), Stonebinder's Cuffs (Hands), Skeletal Darts (Throwing Weapon)


Satyrs Infrequents:

Satyrs are extremely common enemies in act 1. You'll find them all over the place (Helos to Megara, the Upper / Lower War Camps, Athens, etc.). There are some quest related ones early in the Helos area, not sure if they have a good chance of dropping infrequents often or not. Satyrs drop a good assortment of infrequents but drop rates seem to be fairly stingy.

Brigand's Bow (Bow): +20% Attack Speed, +Dexterity
The attack speeed is consistent across difficulties while the dexerity scales.
Any bow using satyr should have a chance to drop it. Decent starting bow, socket with a Artemis' Bowstring.

Stone Hammer (Mace): 5.0% Chance of +100% Physical Damage, +Strength
The chance of extra physical damage is consistent across difficulties while the strength scales.
Dropped from brutes. Decent starting weapon until you find something better.

Brute's Plate (Chest): 10% Physical Resistance, + skill to Adrenaline
The buff to phyiscal resistance is consistent across difficulties while the buff to Adrenaline (Defence Skill) is +2 in normal and +3 in epic / legendary
Really rare drop from brutes (~0.2%), the physical resistance is useful for mitigating incoming physical damage and if you're defence you can get the buff to your skill as well.
Strength oriented.

Staff of the Magi (Staff): -15% Recharge, +25% Fire Damage, Burn Damage over 3.0 Seconds, +5 Intelligence, +Energy Regeneration per second
The recharge reduction, +% to fire damage and +Intelligence are consistent across difficulties while the burn damage and energy regeneration are not.
Any staff using styr should have a chance to drop it. Extremely nice staff for Earth mastery characters with the fire damage buff and recharge reduction.

Hood of the Magi (Helm) / Charm of the Magi (Hands): +Intelligence, +30% Energy Regeneration, +50% Casting Speed
The energy regeneration and casting speed buffs are consistent across difficulties while the intelligence is not.
Excellent infrequent for casters, especially for pure casters with the large casting speed buff (the gorgon infrequent Stheno's Wisdom is better Helm through and much faster to farm)
Drop rate is pretty low, just murder caster satyrs and hope they drop I guess.
Intelligence oriented.


Centaur Infrequents:

Centaurs can be found in Sparta, Delphi, Athens and among others places. There is a quest related boss in Sparta. Drop rate is pretty good compared to satyr drop rate.

Trapper's Spear (Spear): X Bleeding Damage over 3.0 Seconds, 30.0% Chance of 50.0% Slower Movement for 3.0 Seconds
Chance to and movement speed effect are consistent across difficulties while bleeding DOT scales.
It's a decent starting weapon in normal for Hunting characters.

Outrider's Buckler (Shield): +% Chance of 100% Physical Resistance, +% Pierce Resistance, +8% Attack Speed, +8 Dexterity, +6 Strength
Attack speed, dexterity and strength buffs are consistent across difficulties while chance of 100% physical resistance and pierce resistance scale.
Excellent infrequent in normal for everybody outside of staff or bow users (ie: anybody who can use a shield). It has a nice mix of buffs and attack speed is useful early on.
Strength oriented.

Outrider's Skullcap (Head): +% Stun Resistance, + Dexterity, + Health
All stats scale depending on difficulty.
Stun resistance is pretty niche, I'd say it's the least useful of the centaur infrequents.
Strength oriented.

Outrider's Tunic (Chest): +% Pierce Resistance, + Dexterity, + Health, +10% Movement Speed
Pierce resistance, dexterity and health buffs are consistent across difficulties while movement speed buff scales.
Excellent infrequent in normal for everybody. Good mix of buffs and the movement speed bonus helps speed up the early game.
Strength oriented.


Arachnos Infrequents:

Arachnos can be found in Tegea Forest, Olive Grove, Parnassus Foothills, Parnassus Caves. I would suggest farming in the cave in Tegea Forest as there are several packs of quest related mobs there. Olive Grove also has a boss that you farm instead; this has the advantage of having a boss chest (which is mediocre) while Tegea Forest has a large number of mobs to grind for infrequents. Farming is pretty fast and efficient overall.

Deathweaver's Legtip (Sword): 5.0% Chance of +300% Poison Damage, X ~ Y Poison Damage over 3.0 Seconds
The chance and amount of bonus poison damage is consistent across difficulties while the poison DOT scales
Fantastic infrequent for poison builds and excellent early on in any melee build pretty much

Deathweaver's Shield (Shield): Z Piercing Damage, 20.0% Chance of X ~ Y Piercing Retaliation, 15% Pierce Resistance
Pierce resistance buff is consistent across difficulties while piercing damage and piercing retaliation buff scale.
Solid early game option but I'd suggest using Outrider's Buckler over this.
Strength oriented.

Deathweaver's Helmet (Head): 20.0% Chance of X ~ Y Piercing Retaliation, +% Poison Resistance
Solid early game option.
Strength oriented.

Deathweaver's Chitin (Chest): 50.0% Chance of X-Y Piercing Retaliation, + Strength
Solid early game option but I'd suggest using Outrider's Tunic over this.
Strength oriented.

Deathweaver's Armplates (Hands): 20.0% Chance of X ~ Y Piercing Retaliation, +% Attack Speed
Solid early game option, attack speed buff is nice, retaliation buff is so-so
Strength oriented.


Wraith Infrequents:

Wraiths are ghost type enemies. There's some Drowned Dead on the beaches near Megara (both just before it and after it). They won't spawn until you get close enough to their spawn points. All wraith infrequents are intellect primary gear. Overall, they are not particulary impressive and should not be proactively farmed, just kill enemies along your path.

Ethereal Cage (Chest): X Life Leech Retaliation over 3.0 Seconds, 10 Energy Leech Retaliation over 1.0 Seconds, +% Life Leech Resistance, +50% Energy Regeneration
The energy regeneration and retaliation leech is consistent across difficulties while the life retaliation leech and life leech resistance scales.
Pretty lackluster imo, not worth using. As a caster you don't want to be getting hit by melee attacks so the retaliation isn't very useful amd the Life Leech resistance is extremely niche.

Ethereal Clasp (Hands): +% Cold Resistance, +20% Attack Speed, +25% Energy Regeneration
The attack speed and energy regeneration is consistent across difficulties while the cold resistance scales.
Can be used in a staff oriented build (ex. Psionic Touch or Ternion) where the attack speed buff will help you attack faster. For a pure caster, you should be looking for cast speed instead. The cold resistance helps cover one of your main resistance goals.

Ethereal Leggings (Feet): +% Energy Leech Resistance, +25% Energy Regeneration, +20% Movement Speed
The movement speed and energy regeneration is consistent across difficulties while the energy leech resistance scales.
The movement speed buff is nice and you can add a Hermes' Sandal relic to further boost it if needed. Energy leech resistance is extremely niche through and easily replaced by just chugging potions. Maybe in early normal you can use it for boosting your speed until you find a more complete alternative.
Monster Infrequent Farming - Act 1 Part 2
Boarmen Infrequents:

Boarmen can be found in small numbers among the satyrs in the Lower / Upper War Camps in Parnassus and the Athenian Battleground. There's a quest related one inside the Parnassus cave I believe. I would not make farming them a priority.

Enforcer's Cuirass (Chest) and Enforcer's Bracer (Hands): +% damage to beastmen, +10% health regen, +strength
Niche piece of chest / hand armour agaisnt beastmen. The health regen is 10% in all difficulties, % damage to beastmen and strength scale. Lacks any base bonus to resistance so unless you get good fixes in higher difficulties you may have issues using them there.


Gorgon Infrequents:

Gorgons drop some of the best monster infrequents in the game. The Minoan Labyrinth is a good spot for farming gorgons. The gorgon queens are another good option as they have an improved chance to drop items.

Sentinel's Helm (Helm): +% Pierce Resistance, +% Poison Resistance, + Dexterity
All stats scale depending on difficulty.
Resistances on helm are useful.
Strength oriented.

Sentinel's Cuirass (Chest): + Defensive Ability, + Offensive Ability
All stats scale depending on difficulty.
Offensive ability helps with hitting enemies and getting crits with a melee weapon. Staffs, Bows and Throwing Weapons have 100% hit but can't crit. Defensive ability helps against melee enemies by increasing your chance to evade and prevents yourself from getting crit. These stats can be quite useful but this feels kind of meh. If you're really lacking in them maybe it can help but I'd usually look at getting resistances and projectile avoidance as casters and archers are usually a bigger hassle than melee.
Strength oriented.

Sentinel's Armbands (Hands): +% Pierce Damage, + to all skills in Hunting Mastery
All stats scale depending on difficulty.
Extremely nice infrequent for Hunting mastery characters. +% Pierce Damage starts at 20% in normal and goes up 10% every difficulty and grants +1 skill in normal, +2 skill in epic and +3 skill in legendary. Good for boosting damage from spears, bows and throwing weapons.
Strength oriented.

Stonebinder's Crown (Helm): +% Poison Resistance, + Intelligence
All stats scale depending on difficulty.
The Poison Resistance buff isn't too big and Intelligence isn't needed for many Dexterity builds so this is a tad niche.
Dexterity oriented.

Stonebinder's Sash (Chest): + Defensive Ability, +% Chance to Dodge Attacks
All stats scale depending on difficulty.
Nice infrequent for avoiding damage from melee enemies.
Dexterity oriented.

Stheno's Wisdom (Head): +% Physical Resistance, +10% Energy, +40% Energy Regeneration, + % Casting Speed
The energy and regeneration buff are consistent across difficulties while the physical resistance and casting speed buffs scale.
The second best of the gorgon infrequents, this helm sees pretty consistent play and used as 'best in slot' helm. In legendary it has a huge +75% to casting speed and the physical resistance buff helps with incoming melee damage. It's fairly common as well so it shouldn't take too long to pick one up if you're looking for one.
Intelligence oriented.

Stonebinder's Cuffs (Hands): 10% Elemental Resistance, + to all Skills
The elemental resistance buff is consistent across difficulties while it grants +1 skill in normal, +2 skill in epic and +3 skill in legendary.
The best gorgon monster infrequent and one of the most popular monster infrequents in general. The huge buff to +skill in legendary makes it very popular in many builds. They only drop from Gorgon geomancers and profaners and heroes through; regular gorgons do not drop them. The cuffs are pretty rare but not stupidly so unlike some other elite infrequents on the list.
Dexterity oriented.


Undead Infrequents:

Skeletal Darts (Throwing Weapon): 20.0% Chance of +200% Pierce Damage, 10.0% Chance of +% Reduction to Enemy's Health
The chance of boosting pierce damage is consistent across difficulties while the chance of reduction to enemy's health scales
New monster infrequent added with Ragnarok. Any skeleton with a throwing weapon can drop it. Drop rate is pretty high (just like every other throwing weapon lol). Has a massive pierce rating of 50%. and the odds of triggering the effects are pretty good. Depending on the fix it gets it can require a faily high level to equip actually in normal but makes for a very good throwing weapon.


Minotuar Infrequents:

Minotaurs can be found in the Minoan Labyrinth. The Minotaur Lord mini-boss before the Telkine can be farmed.

Kinslay (Axe): +% Chance of: (3.0 second(s) of Fear, 50.0% Slower Movement for 3.0 Seconds)
It's so-so I guess

Breastplate of the Minotaur (Chest): +5% Armor Protection, + Health, +10% Strength
Strength and armour protection buff are consistent across difficulties while health scales.
Strenth buff useful for strength builds.
Strength oriented.

Bracers of the Minotaur (Hands): + Health, +10% Strength
Strength buff is consistent across difficulties while health scales.
Strenth buff useful for strength builds.
Strength oriented.


Boss Infrequents:

Polyphemus' Tenderizer (Mace): 3% Chance for one of the following: X ~ X+20 Bonus Damage, Reduced Armor for 3.0 Seconds, 3.0 second(s) of Stun, 7% of Attack damage converted to Health.
The reduced armour and bonus damage scales, the other stats are consistent across difficulties.
Looks like a good way to get early sustain in normal via adch but only drops from the boss Polyphemus with a ~0.4% drop rate. After 10 full legendary clears I don't think I've seen a single one.

Megalesios' Veil (Chest) / Megalesios' Seal (Hands): +% Intelligence, + Energy, +% Energy Regeneration
Special drop from Megalesios, drop rate for each item seems to be about the same as Polyphemus.
Intelligence boost helps increase spell damage and lets you equip better gear faster.
Intellegence oriented.
Monster Infrequent Farming - Act 2
Jackalmen Infrequents:

Jackalmen can be found throughout act 2 outside Rhakotis, Lower Nile, inside the tomb in Giza, etc. There is a quest mob in the tomb in Giza but the other areas have larger mob density.

Jackal's Harness (Chest): + Dexterity, + Health, + Strength
All stats scale depending on difficulty.
Straight bonuses to Dex, Str, Health, on higher diffs you'll probably need to have some decent resist or more interesting buffs.
Strength oriented.

Jackal's Wristguard (Hands): +15 Defensive Ability, + Dexterity, +% Health Regeneration, +15 Offensive Ability
The defensive and offensive ability buffs are consistent across difficulties while health regen and dexterity buffs scale.
Not a huge buff to either DA or OA and the other buffs aren't too vital for most builds.
Strength oriented.

Lupine Shroud (Head) / Lupine Bracelet (Hands): +% Fire Resistance, + Energy, +20% Energy Regeneration
The energy regeneration buff is consistent across difficulties while the fire resistane and energy buff scale.
Niche infrequent in case you need fire resist
Caster oriented.

Lupine Vestment (Chest): +% Fire Resistance, + Energy, +50% Energy Regeneration
The energy regeneration buff is consistent across difficulties while the fire resistane and energy buff scale.
Niche infrequent in case you need fire resist
Caster oriented.


Reptilian Infrequents:

Reptilians can be found throughout act 2 in Hathor Basin in Rhakotis, the Lower Nile and the Upper Nile. I would recommend farming south of the Village of Sais as there are a number of quest related reptilians located there.

Overseer's Mantle (Chest): +16% Lightning Damage, 8% Lightning Resistance, + to Storm Nimbus
Lightning damage and resistance buff are consistent across difficulties while grants +1 to Storm Nimbus in normal, +2 to Storm Nimbus in epic and +3 to Storm Nimbus in legendary.
Decent niche monster infrequent for hybrid Storm Mastery characters
Strength oriented.

Overseer's Crest (Hands): +20% Fire Damage, + to Earth Enchantment
Fire damage buff is consistent across difficulties while grants +1 to Earth Enchantment in normal, +2 to Earth Enchantment in epic and +3 to Earth Enchantment in legendary.
Decent niche monster infrequent for hybrid Earth Mastery characters
Strength oriented.


Desert Hag Infrequents:

Desert hags spawn all over act 2. Wadjet Canyons in Rhakotis, the Lower Nile, Sobek Plateau, Fayum, etc. They only have a single monster infrequent drop. You can try farming Sandqueen Masika in Sobek Plateau if you want. You can grab some spectral matter from sandwraiths and her chest at the same time.

Deathwing Helmet (Helm): + Dexterity, +% Chance to Dodge Attacks
All stats scale depending on difficulty.
Okay for avoiding damage from melee enemies.
Dexterity oriented.


Dune Raider Infrequents:

Dune raiders can be found in various camps in Wadjet Canyons in Rhakotis, Fayum, Hatshepsut Path, etc. I would suggest farming Iznu in Fayum as he has a higher chance of dropping infrequents as a quest enemy and the only infrequent that you'll really be looking for is the Eldritch's Bow.

Eldritch's Bow (Bow): 50% Increase in Projectile Speed, +20% Attack Speed
Stats are consistent across difficulties (except for damage of course).
Excellent bow with buffs to your attack and projectile speed.
Fairly rare drop from the mounted dune raiders.

Windswept Harness (Chest) / Windswept Bracers / Windswept Greaves: 15.0% Chance of X Life Leech Retaliation over 3.0 Seconds
All stats scale depending on difficulty.
Very lackluster, only a single medicore effect
Strength oriented.

Windswept Pack (Chest): +% Total Speed
All stats scale depending on difficulty.
Total speed boosts movement, attack and cast speed which is nice but it's the only base buff on it.
Dexterity oriented.


Gilded Skeleton Infrequents:

They drop only from gilded undead. The drop rate is abysmally bad. You can find gilded undead in tombs in the Valley of Kings. If you leave the Staff of Khufu on the ground and don't turn in the quest then you can respawn the gilded dead that spawn when you open the tomb. As quest NPCs, they have a superior drop %.

Revenant Crown (Helm) / Revenant Plate (Chest) / Revenant Gauntlets (Hands) / Revenant Greaves (Feet): + to all Skills
Grants +1 skill in normal / epic and +2 skill in legendary.
Due to the bad drop rate and that legendary gives an extra +skill I'd suggest only farming for a legendary version if you do try to farm as the +2 skill can be a nice bonus. You may want to use a mod to increase the number of mobs to increase the chance of getting a drop.


Mummy Infrequents:

Best spot is the tombs in the Valley of Kings I believe. Never really bothered farming for them through.

Ceremonial Headdress (Helm): +% Poison Resistance, 25% Stun Resistance, +% Health, +25% Energy Regeneration
Stun resistance and energy regeneration are consistent across difficulties while poison resistance and health buff scale.
Has some useful resistance buffs and health buff is useful
Intelligence Oriented

Ceremonial Armor (Chest): +% Poison Resistance, +% Health, +50% Energy Regeneration
Energy regeneration buff is consistent across difficulties while poison resistance and health buff scale.
Has useful resistance and health buff
Intelligence Oriented

Ceremonial Bracers (Hands): +% Poison Resistance, +10% Attack Speed, +% Health, +25% Energy Regeneration
Attack speed and energy regeneration buff are consistent across difficulties while poison resistance and health buff scale.
Attack speed is useful for staff build, has useful resistance and health buff
Intelligence Oriented

Ceremonial Greaves (Feet): +% Poison Resistance, +% Health, +25% Energy Regeneration
Energy regeneration buff is consistent across difficulties while poison resistance and health buff scale.
Has useful resistance and health buff
Intelligence Oriented
Monster Infrequent Farming - Act 3 Part 1
Favourites: Ichthian Whomper (Mace), Ichthian Harpoon (Spear), Shaman's Headdress (Head) / Coil (Hands) / Adornment (Chest), Sabertooth(Sword), Prowler's Cuirass (Chest) / Cuffs (Hands) /Legguards (Feet), Scepter of the Lich King (Staff)


Ichthian Infrequents:

Ichthian can be found in the Hanging Gardens, Babylon Outskirts, Jingyang Woods, Chang'an Outskirts, Forest of the Ancients. I would recommend farming in Babylon Outskirts as there are quest related mobs close to the waypoint. There are a few quest related mobs in Jingyang Woods if you're trying to farm for tropical archnos infrequents.

Ichthian Whomper (Mace): 10% Chance of: % Energy Drain, 2.0 second(s) of Stun
Energy drains scales by quite a bit, otherwise base stats the same.
A good, decent weapon

Ichthian Harpoon (Spear): 10.0% Chance of +100% Bleeding Damage, X Bleeding Damage over 3.0 Seconds
Bleeding damage scales, otherwise base stats the same.
Niche weapon for bleeding builds.

Ichthian Aegis (Chest): +100% Bleeding Damage, 20.0% Chance of 15 Bleeding Damage Retaliation over 3.0 Seconds, + Dexterity, +% Health Regeneration
Bleeding damage and retaliation buff are consistent across difficulties while dexterity and health regen buff scale.
Niche infrequent for bleeding builds.
Strenth oriented.


Neanderthal Infrequents:

Neanderthals can be found in Babylon Outskirts, Western Silk Road, Eastern Silk Road.

Marauder's Bone Axe (Axe): X ~ Y Cold Damage, 10.0% Chance of 40.0% Slowed for 2.0 Seconds
Slowing proc and effect are consistent across difficulties while cold damage scales.
It's kind of meh imo.
Strength oriented.

Marauder's Helm (Head): 7 ~ 12 Piercing Retaliation, +% Cold Resistance, + Health
Piercing retaliation is consistent across difficulties while cold resistance and helath buff scale.
The retaliation is really meh, niche infrequent cold resistance can be useful
Strength oriented.

Marauder's Girdle (Chest) / Marauder's Armguard (Hands) / Marauder's Greaves (Feet): +% Cold Resistance, + Health
All stats scale depending on difficulty.
Niche infrequent for cold resistance.
Strength oriented.

Shaman's Headdress (Head): -% Recharge, +% Cold Resistance, +30% Energy Regeneration, 7 ~ 12 Piercing Retaliation
The retaliation is really meh, niche infrequent for cold resistance and builds relying on cooldown reduction.
Intelligence oriented.

Shaman's Coil (Hands) / Shaman's Leggings (Feet): -% Recharge, +% Cold Resistance, +30% Energy Regeneration
Niche infrequent for cold resistance and builds relying on cooldown reduction.
Intelligence oriented.

Shaman's Adornment (Chest): -% Recharge, +% Cold Resistance, + Energy, +50% Energy Regeneration
Has some extra energy compared to the Coil and Leggings. Otherwise, same comments.
Intelligence oriented.


Tigermen Infrequents:

Tigermen can be in Great Wall, Chang'an, Jade Palace. The best place to farm is in Jinghe Wetlands; there is a camp with about ~5 or so quest mobs. They have a couple of extremely good infrequents so they are worth farming.

Sabertooth (Sword): +30% Attack Speed, + Dexterity, + Offensive Ability
Attack speed buff is consistent across difficulties while the dexterity and offensive ability buff scale.
An amazing weapon, it already has Very Fast speed and always gives you +30% to attack speed. Excellent for any melee character.
Requires a mix of strength and dexterity like most swords.
Drops from prowlers.

Prowler's Cuirass (Chest): +% Elemental Resistance, +% Fire Resistance, + Dexterity
Excellent resistance buffs that will help a lot as act 3 is where resistances really start to matter. Dex bonus will help dex related builds.
Dexterity oriented.
Drops from prowlers.

Prowler's Cuffs (Hands): +10% Attack Speed, + Defensive Ability, + Offensive Ability
The attack speed buff is consistent across difficulties while the defensive and offensive ability buff scale.
Decent infrequent but stonebinder's is better in high difficulties.
Dexterity oriented.
Drops from prowlers.

Prowler's Legguards (Feet): +20% Attack Speed, +% Chance to Dodge Attacks
The attack speed buff is consistent across difficulties while the chance to dodge attacks buff scale.
Nice infrequent with faster attack speed and dodge chance for dex builds.
Dexterity oriented.
Drops from prowlers.

Tiger Claw (Axe): 3.0% Chance of +200% Bleeding Damage, X Bleeding Damage over 3.0 Seconds, + Offensive Ability
The chance to cause extra bleeding damage and the extra amount is consistent across difficulties while the amount of bleeding damage and offensive ability buff scales.
Niche weapon for bleed builds, I'd probably use a different weapon otherwise.
Drops from warlords.

Warlord's Helm (Head) / Warlord's Coat (Chest): + Dexterity, + Strength
All stats scale depending on difficulty.
Only boosts raw dexterity and strength, very boring and meh imo.
Dexterity oriented.
Drops from warlords.

Bai Hu's Coronal (Head): -% Energy Cost, + Intelligence, +30% Energy Regeneration
Energy regeneration buff is consistent across difficulties while the energy cost and intellegence buff scales.
Niche infrequent for casters with major mana drain issues.
Intelligence oriented.
Drops from sorcerors.

Bai Hu's Mantle (Chest): -% Energy Cost, + Intelligence, +50% Energy Regeneration
Energy regeneration buff is consistent across difficulties while the energy cost and intellegence buff scales.
Niche infrequent for casters with major mana drain issues.
Intelligence oriented.
Drops from sorcerors.

Mongol Chakrams (Throwing): X Bleeding Damage over 3.0 Seconds, + to Calculated Strike
Best used for rogue / hunting builds


Tropical Arachnos Infrequents:

These spiders spawn in the Jingyang Woods and the Forest of the Ancients in Wusao Mountain. There are no quest mobs outside of Bloodfang in Jingyang Woods that I know of. Drop rate can be pretty bad.

Exotic Carapace (Shield): +% Pierce Resistance, % Poison Resistance, +45 Health
Health buff is consistent across difficulties while the resistance buffs scale.
Excellent shield with good resistances bonuses.
Strength oriented.

Exotic Mask (Head) / Exotic Armor (Chest) / Exotic Armguard (Hands): 20.0% Chance of X ~ Y Poison Retaliation over 6.0 Seconds, +% Pierce Resistance
Chance of getting retaliation is consistent across difficulties while the retaliation damage and pierce resistance scales.
Niche infrequent for retaliation builds or those that need extra pierce.
Strength oriented.


Yerren Infrequents:

The best spot for Yerrens I believe is the Village of Guanshong.

Warchief's Garb (Chest) / Warchief's Bracers (Hands) / Warchief's Leggings (Feet): +% Less Damage from Beasts, + Strength
All stats scale depending on difficulty.
Niche infrequent for anti-beast
Strength oriented.


Djinn Infrequents:

Djinns can be found in various areas in act 3, usually surrounded by large packs of little demons. They have a single infrequent that they drop and it's not very good imo.

Djinn's Shackles (Hands): + Intelligence, +1.0 Energy Regeneration per second, +20% Energy Regeneration
The energy regeneration is consistent across difficulties while intelligence scales
Completely meh base stats imo, just pop potions and equip something with more useful buffs, don't bother farming
Intelligence Oriented


Dragonians Infrequents:

Dragonians can be found in Great Wall, Jade Palace and Wusao Mountain.

Head Hunter's Axe (Axe): 5.0% Chance of +200% Physical Damage, 6.0% Chance of 1.5 second(s) of Stun
Stats are consistent across difficulties
I tend to prefer more passive buffs random than RNG

Razorback Harness (Chest): + Health, +50% Health Regeneration, + Strength
Health regeneration buff is consistent across difficulties while health and strength buff scale.
A bit of extra health and strength for melee builds, probably need a decent fix on higher difficulties through.
Strength oriented.
Monster Infrequent Farming - Act 3 Part 2
Abyssal Liche infrequents:

Abysal liches can be found in Shrine of Zhong Kui, Wusao Mountain

Scepter of the Lich King (Staff): -25% Energy Cost, + Energy Regeneration per second
Energy cost reduction is consistent across difficulties ahile energy regeneration scales.
Reduces energy cost by a fair amount, useful for casters that burn through mana quickly (ice sharder or throwing knives for example)

Crown of the Liche King (Head): +% Elemental Resistance, +1.0 Energy Regeneration per second, +50% Energy Regeneration
Energy regeneation is consistent across difficulties while elemental resistance scales.
Needs a good fix on it to be great


Boss Infrequents:

Bandari's Helm (Head) / Bandari's Corselet (Chest) / Bandari's Bracers (Hands) / Bandari's Greaves (Feet): +% Elemental Resistance, + Energy Regeneration per second, +% Energy Regeneration
Elemental resistance scales.
Special drop from the optional quest boss Bandari in Chang'an Palace. Drop rate for each piece seems to be about the same as Polyphemus'.
Intelligence oriented.
Monster Infrequent Farming - Act 4 Part 1
Act 4 has plenty of great monster infrequents. Pretty much every group drops multiple good ones.
Missing monster infrequent drops from the guys in Hade's Palace atm

Anteok Infrequents:

Anteoks can be found the Ixian Woods and Medea's Grove. There is a quest related anteok in the Den of the Anteok in the Ixian Woods.

Sprig (Mace): + Health, Grants skill: Regrowth (Activated on low health)
Health buff scales and I'm assuming the regrowth skill scales based off difficulty.
Interesting infrequent that provides extra survivability instead of damage.


Anouran Infrequents:

Anourans can be found just outside Rhodes, Soronis and Tsakonian Ruins in Medea's Grove. Their infrequents are pretty much all extremely good but tend to have very low drop rates.

Mbuti's Advocate (Spear): + Health, +% Health Regeneration, Grants skill: Study Prey (Activated on attack)
Health and health regeneration scale across difficulties.
Very interesting infrequent with the study prey debuff. Builds with good ways to spread damage out to multiple targets can make good use of this debuff.

Bramblewood Bow (Bow): 25.0% Chance of X Reduced Resistances for 3.0 Seconds, +% Attack Speed
Chance to reduce resistances is consistent across difficulties while the amount of resistances reduced and the attack speed buff scale.
Excellent infrequent for archers. Rune builds should be able to make great use of it.

Batrachos Breastplate (Chest): +% Pierce Resistance, +% Chance to Avoid Projectiles
The huge pierce resistance and projectile avoidance is great against archers who are much more of a nuisance than melee mobs usually
Strength oriented.

Batrachos Bracers (Hands): +% Poison Resistance, +% Armor Protection
Excellent poison resistance if you're short of that resist
Strength oriented.

Batrachos Greaves (Feet): + Defensive Ability, +% Chance to Dodge Attacks
Bonus to defensive ability and dodge chance for dealing with melee enemies.
Strength oriented.

Witch Doctor's Vestments (Chest): +% Vitality Damage Resistance, +% Pierce Resistance, + Defensive Ability, +50% Energy Regeneration
Energy regeneration buff is consistent across difficulties while vitality and pierce resistances and defensive ability scale.
Excellent infrequent with resistance buffs to vitality which tends to be rarer to find, pierce for annoying archers and defensive ability to help against getting destroyed by melee mobs.
Intelligence oritend.

Witch Doctor's Bracelet (Hands): 20% Chance of: (% Reduced Damage for 3.0 Seconds, % Reduced Resistances for 3.0 Seconds), +30% Energy Regeneration
Energy regeneration buff and chance of triggering special effect is consistent across difficulties while the amount of reduced damage and resistances scale.
Reduced resistances should help in legendary where mobs and bosses tend to have excellent resistances, through I'd prefer a more reliable way to reduce resist.
Intelligence oriented.

Witch Doctor's Leggings (Feet): +% Elemental Resistance, +30% Energy Regeneration, +10% Movement Speed
Energy regeneration and movement speed buff are consistent across difficulties while elemental resistances buff scales.
Resistances and movement speed both nice buffs.
Intelligence oriented.


Pale Anouran Infrequents:

Spawns in the Stygian Marsh in Styx

Schlilsh's Skinner (Sword): +% Chance of +100% Bleeding Damage, X Bleeding Damage over 3.0 Seconds
Bonus to bleeding damage is consistent across difficulties while chance to proc the bonus and the bleeding DOT scales.
Very fast sword, niche infrequent for bleeding builds


Formicid Infrequents:

Formicids can be found in the Ampelian Caves in Medea's Grove

Soldier's Unyielding Will (Shield): + Defensive Ability, +% Chance to Dodge Attacks
All stats scale depending on difficulty.
Excellent infrquent that provides simply an enourmous buff to your defensive ability (300 in legendary!). Combined with the dodge it should give you a big advantage over melee enemies.

Soldier's Skullplate (Head): +% Bleeding Resistance, +% Sleep Resistance
All stats scale depending on difficulty.
The sleep resistance is 100% useless; to my knowledge there are no enemies that actually apply it? The bleeding resistance is useful in niche situations. It's probably the least used of the primary resists but there are a few bosses and areas where you'll want to have a decent amount of it.
Strength oriented.

Soldier's Chitin (Chest): +% Pierce Resistance, +% Absorption of Spell Energy
All stats scale depending on difficulty.
Large pierce resistance buff helps with archers, absorption of spell energy should help with mana sustain but isn't a big deal imo
Strength oriented.

Soldier's Legplate (Feet): 20.0% Chance of +% Reduced Offensive Ability Retaliation for 3.0 Seconds, +% Poison Resistance
Chance of reduced offensive ability retaliation is consistent across difficulties while the amount reduced and the poison resistance buff scales.
Large poison resistance buff is useful if you're missing that resist, the OA debuff should help against melee
Strength oriented.

Myrmigki Crown (Head): +% Lightning Resistance, + Defensive Ability, +30% Energy Regeneration
Energy regeneration is consistent across difficulties while the lightning resistance and defensive ability scale.
Large lightning resistance and defensive ability for anti-melee.
Caster oriented.

Myrmigki Vestment (Chest): +% Elemental Resistance, + Defensive Ability, +30% Energy Regeneration
Energy regeneration is consistent across difficulties while the resistance and defensive ability scale.
Resistance buffs and defensive ability for anti-melee.
Caster oriented.

Myrmigki Leggings (Feet): + Defensive Ability, +30% Energy Regeneration, +15% Movement Speed
Energy regeneration and movement speed are consistent across difficulties while the defensive ability scales.
Defensive ability and movement speed but could use some resistances.
Caster oriented.


Pale Formicids

Pale Formicids can be found in in Styx, Plains of Judgment

Myrmidon's Sting (Axe): +% Attack Speed, + Dexterity
All stats scale depending on difficulty.
Average speed like other axes, it's okay

Myrmidon's Skullplate (Head): 20.0% Chance of X Damage Reduction Retaliation for 3.0 Seconds, +% Sleep Resistance
Really meh. Sleep resistance is useless and the retaliation damage isn't great
Strength oriented.

Myrmidon's Chitin (Chest): +% Chance of 100% Physical Resistance, +% Pierce Resistance
All stats scale depending on difficulty.
High pierce resistance is useful, I prefer consistent mitigation over random % physical resistance through
Strength oriented.

Myrmidon's Legplate (Legs): +% Poison Resistance, + Defensive Ability
All stats scale depending on difficulty.
High poison resistance and defensive ability is good.
Strength oriented.

Ch'kra's Crown (Head): +% Lightning Damage, + Defensive Ability, +30% Energy Regeneration
Energy regeneration buff is consistent across difficulties while lightning damage and defensive ability buffs scale.
Niche infrequent for Storm mastery or others characters specializing in lightning damage.
Intellegence oriented.

Ch'kra's Vestment (Chest): +% Pierce Resistance, + Defensive Ability, +30% Energy Regeneration
Energy regeneration buff is consistent across difficulties while pierce resistance and defensive ability buff scale.
High pierce resistance archers and defensive ability for melee.
Intellegence oriented.

Ch'kra's Leggings (Feet): + Defensive Ability, +30% Energy Regeneration, +15% Movement Speed
Energy regeneration and movement speed buff is consistent across difficulties while defensive ability buff scales.
Good defensive ability and movement speed.
Intellegence oriented.
Monster Infrequent Farming - Act 4 Part 2
Lamian Infrequents:

Lamians can be found in Soronis in Medea's Grove.

Ismene's Helm (Helm): +% Poison Damage, +% Poison Resistance
All stats scale depending on difficulty.
Good infrequent for poison damage builds, good poison resistance as well
Strength oriented.

Ismene's Cuirass (Chest): +% Pierce Damage, +% Pierce Resistance
All stats scale depending on difficulty.
Good infrequent for archers, throwing weapons and spears with the bonus to pierce damage, good pierce resistance as well
Strength oriented.

Ismene's Bracers (Feet): +% Bleeding Damage, +% Bleeding Resistance
All stats scale depending on difficulty.
Good infrequent for bleeding builds, bleeding resistance is niche but can be hard to find so can make a good min/max option for certain fights
Strength oriented.


Kere Infrequents:

Keres can be found in Epirus, Styx, Plains of Judgment, Tower of Judgment, Elysium, Hades Palace.

Anaplekte's Skullcap (Head): +% Skill Disruption Protection, +% Elemental Resistance
All stats scale depending on difficulty.
Niche infrequent for resisting skill disruption abilities with some elemental resistance in,
Strength oriented.

Anaplekte's Cuirass (Chest): +% Pierce Resistance, +% Reduced Entrapment Duration
All stats scale depending on difficulty.
Good pierce resistance and faster escape from roots and traps which helps against annyoing enemies like Centaur trappers and Nerthus cultists
Strength oriented.

Ker's Fetish (Staff): +30% Fire Damage, + Energy Regeneration per second, + to Volcanic Orb
Fire damage buff is consistent across difficulties while energy regeneration buff and skill buff scales. Grants +2 to Volcanic Orb in normal, +3 to Volcanic Orb in epic and +4 to Volcanic Orb in legendary.
Interesting infrequent for Earth mastery casters.

Sjroud of Ker (Head): +30% Energy Regeneration, Grants skill: Vision of Death (Activated upon taking melee damage)
Interesting infrequent with ermergency debuff.
Intellegence oriented.

Vestment of Ker (Chest): +% Elemental Resistance, +% Pierce Resistance
All stats scale depending on difficulty.
Buffs an excellent range of resistances.
Intellegence oriented.

Coil of Ker (Hands): +% Physical Resistance, +% Chance to Avoid Projectiles, +30% Energy Regeneration
Energy regeneration buff is consistent across difficulties while buff to phyiscal resistance and projectile avoidance scale.
Useful buff for anti-mage and archer / thrower.
Intellegence oriented.

Leggings of Ker (Feet): + Energy, +30% Energy Regeneration, +20% Movement Speed
Energy regeneration and movement speed buff are consistent across difficulties while energy buff scales.
Kind of meh bonsues
Intellegence oriented.


Empusa Infrequents:

Empusas can be found in Epirus, Styx, Plains of Judgment, Elysium, Hades Palace. Quest mob can be found Epirus (Proseia - Daemon Captain) and the four ones holding Hades's gems

The Night Mistress's Clutch (Staff): Chance for one of the following: (X ~ Y Cold Damage, Z Fire Damage, X ~ Y Lightning Damage), + Energy Regeneration per second, + to Sands of Sleep, + to Distort Reality.
All stats scale depending on difficulty with +2 to Sands of Sleep and Distort Reality granted in normal, +3 in epic and +4 in legendary.
Excellent infrequent for dream builds and has a varied output of damage types helping against foes that are strong against particular types.
Intelligence oriented.

The Night Mistress's Crown (Head): +% Elemental Damages, +% Absorption of Spell Energy, +30% Energy Regeneration
Energy regeneration buff is consistent across difficulties while elemental damage and absorption of spell energy scale.
Extra elemental damage is useful, don't care about absorption of spell energy too much unless you really need mana sustain and get hit by spells a lot.
Intelligence oriented.

The Night Mistress's Corselet (Chest): +% Pierce Resistance, +% Chance of 50% Damage Reflected, +50% Energy Regeneration
Energy regeneration and % damage reflected are consistent across difficulties while pierce resistance and chance to trigger reflected effect is random.
Pierce resistance is nice but generally you don't want to be taking damage to trigger the proc as a caster so a little niche. Maybe Evokers can make use of it comboed with Trance of Empathy and Stoneform.
Intelligence oriented.

The Night Mistress's Leggings (Feet): +% Armor Protection, +30% Energy Regeneration, +10% Movement Speed
Energy regeneration and movement speed are consistent across difficulties while armour protection scales.
Intelligence gear doesn't have much armour to begin with so I'm not sure how much practical value the +% armour protection really has.
Intelligence oriented.


Troglodyte Infrequents:

Troglodytes can be found Styx, Plains of Judgment. Folg drops fairly commonly. The others much less often.

Folg (Mace): +% Dexterity, +% Strength, Grants skill: Thunderclap (Activated on attack)
The granted skill is consistent across difficulties while dexterity and strenth buffs scale.
Excellent mace with percent based boost to dexterity and strength and the special skill on attack.

Atouk (Head) / Lar (Hands) / Gog (Feet): +% Physical Resistance, +% Dexterity, +% Strength
All stats scale depending on difficulty.
Good for boosting your raw stats and getting some physical resistance. Lack of other resistances through means you're likely not be able to use multiple of them.
Strength oriented.


Machae Infrequents:

Machae can be found in Plains of Judgment, Tower of Judgment, Elysium, Hades Palace. Demonic Rippers and Phonoi drop fairly commonly. The others drop much less often.

Demonic Rippers (Throwing): X Vitality Damage, + to Psionic Burn
Grants +1 Psionic Burn in normal, + 2 to Psionic Burn in epic and +3 skill to Psionic Burn in legendary.
Niche throwing weapon for players using the Psionic Burn skill. Unless you get lucky with the fixes you'll most likely find better throwing weapons.

Phonoi (Axe): +40% Life Leech, +% of Attack damage converted to Health
Life leech buff is consistent across difficulties while attack damage converted to health scales.
Useful for health sustain as it comes with adch as base and can potentially get other good fixes to go with it.

Alala (Head): +150 Defensive Ability, Grants skill: War Horn (Activated on low health)
The grants skill is consistent across difficulties while the defensive ability buff scales
Niche infrequent with defensive ability against melee and emergency stun built
Strength oriented.

Homados (Chest): +% Cold Resistance, +10% Attack Speed
The attack speed buff in consistent across difficulties while the cold resistance buff scales.
Attack speed is good for almost every build (melee, bow, throwing, staff, etc.) and has high cold resistance.
Strength oriented.

Palioxis (Hands): +% Bleeding Resistance, +% Pierce Resistance, +% Absorption of Spell Energy
All stats scale depending on difficulty.
I'm not a huge fan of absorption of spell energy but has some bleeding resistance for niche situations.
Strength oriented.

Proioxis (Feet): +% Fire Resistance, +15% Movement Speed
Movement speed buff is consistent across difficulties while fire resistance buff scales.
High fire resistance and movement speed.
Strength oriented.
Monster Infrequent Farming - Act 4 Part 3
Gigante Infrequents:

Gigantes are found in Hades Palace. There is one quest related mob, Warden of Souls near the end of Hades Palace.

Rancor (Mace): X Vitality Damage, +% Chance of 50% Reduction to Enemy's Health
Reduction to health is consistent across difficulties while chance to reduce enemy health and vitality damage scale.
Interesting physical weapon with guarenteed vitality damage themed bonus

Vengeance (Shield): 15.0% Chance of X Fire Retaliation, Grants skill: Quick Recovery (Activated upon taking melee damage)
Chance for retaliation and granted skill consistent across difficulties while fire retaliation damage scales.
Retaliation is negible, Quick Recovery skill is primary interest of shield.
Strength oriented.

Alcyoneus' Mask (Head): +200 Defensive Ability. Grants skill: Energy Shield of Alcyoneus (Activated upon taking melee damage - 500 Damage Absorption [Bleeding, Cold, Elemental, Fire, Vitality, Lightning, Pierce, Physical, Poison])
All stats scale depending on difficulty.
Excellent defensive ability bonus and damage eating shield.
Strength oriented.

Alcyoneus' Breastplate (Chest): +% Pierce Resistance, + Defensive Ability
All stats scale depending on difficulty.
Has excellent pierce resistance and defensive ability.
Strength oriented.

Alcyoneus' Gauntlets (Hands): +% Lightning Resistance, + Defensive Ability
All stats scale depending on difficulty.
Has excellent lightning resistance and defensive ability.
Strength oriented.

Alcyoneus' Legplates (Feet): +% Fire Resistance, + Defensive Ability
All stats scale depending on difficulty.
Has excellent fire resistance and defensive ability.
Strength oriented.

Porphyrion's Helm (Head): + Cold Resistance, + Defensive Ability
All stats scale depending on difficulty.
Alcyoneus' is better.
Strength oriented.

Porphyrion's Breastplate (Chest): +% Pierce Resistance, + Defensive Ability
All stats scale depending on difficulty.
Alcyoneus' is better.
Strength oriented.

Porphyrion's Gauntlets (Hands): +% Fire Resistance, + Defensive Ability
All stats scale depending on difficulty.
Alcyoneus' is better.
Strength oriented.

Porphyrion's Legplates (Feet): +% Lightning Resistance, + Defensive Ability
All stats scale depending on difficulty.
Alcyoneus' is better.
Strength oriented.
Monster Infrequent Farming - Act 5 Part 1
Monster infrequent drop rates tends to be a lot higher for most infrequents in act 5 then previous acts. Even normal enemies seem to drop infrequents constantly. Many are fairly niche through getting bonuses specifically against certain enemies or for certain builds.
Not all Act 5 infrequents currently listed


Bandit Infrequents:

Bandits are all over the early part of the act in Corinth, Heuneburg, Glauberg. I'd sugget farming the optional quest boss Sciron on the road between Corinth and the Port of Kenchreai. Lots of enemies to grind, boss should have better chance of dropping the infrequent and a majestic chest to boot. Only one infrequent too so shouldn't take too long to get what you need.

Scironian Armor
(Chest): +20% Pierce Resistance, + to all skills in Rogue Mastery
Pierce resistance buff is consistent across difficulties while grants +1 skill to Rogue in normal, +2 to Rogue in epic and +3 to Rogue in legendary.
Niche armour for Rogue Mastery characters, would have been nicer if pierce resistance scaled a bit as well.
Strength oriented.


Troll Infrequents:

Trolls can be found in the early parts of the act in Heuneburg, Glauberg, Scandia

Troll's Splitter (Axe): +50.0% Chance of X ~ Y Bleeding Damage, 50.0% Chance of Z Reduced Armor, +30% Damage to Plants
Damage buff to plants and proc chances are consistent across difficulties while DOT and reduced armour scale.
Niche anti-plant weapon, has bleeding DOT for bleed builds and chance to reduce armour as well.

Bonebreaker Cowl (Head) / Bonebreaker Mail (Chest) / Bonebreaker Bracelets (Hands) / Bonebreaker Greaves (Feet): +% Bleeding Damage, +10% Less Damage from Plants
Damage reduction buff from plants is consistent across difficulties while bleeding damage buff scales.
Niche infrequent for bleeding builds and anti-plant
Strength oriented.


Kelpie Infrequents:

Kelpie can be found Heuneburg, Glauberg, Scandia

Kelpie Circlet (Head): +% Chance to Dodge Attacks, +% Casting Speed
All stats scale depending on difficulty.
Chance to dodge should help mitigate damage from melee enemies, casting speed buff isn't too big through, if you're running a build that needs casting speed (ie: ice shard) then you'd probably want to use something with more of it like Stheno's Wisdom.
Intelligence oriented.

Kelpie Cuisse (Chest): +% Chance to Dodge Attacks, +% Movement Speed
All stats scale depending on difficulty.
Chance to dodge should help mitigate damage from melee enemies, movement speed buff is decent.
Intelligence oriented.

Kelpie Embrace (Hands): +% Chance to Dodge Attacks, +% Attack Speed
All stats scale depending on difficulty.
Chance to dodge should help mitigate damage from melee enemies, attack speed buff is decent.
Intelligence oriented.


Raven Warrior Infrequents:

Can be found in Heuneburg

Stormraven Sword (Sword): 20% Chance of: (+% Reduction to Enemy's Health, X ~ Y Bleeding Damage over 3.0 Seconds, 30.0% Slowed for 3.0 Seconds), Grants skill: Lethal Strike
Interesting infrequent giving you access to Lethal Strike if you're not playing a Rouge Mastery character. Lethal strike hits for a ton of physical and pierce damage.


Draug Prince Infrequents:

Farm the Barrow of the Restless King in Scandia where the The Restless King optional quest boss is.

Helmet of the Restless King (Head) / Ring Mail of the Restless King (Chest) / Gauntlets of the Restless King (Arms) / Guard of the Restless King (Feet): +% Vitality Damage, +15% Less Damage from Ghosts
Damage reduction from ghosts buff is consistent across difficulties while vitality damage buff scales.
Niche infrequent for anti-ghost and Vitality damage builds
Intelligence oriented.

Shield of the Restless King (Shield): +15% Less Damage from Ghosts, Grants skill: Death Ward
Niche infrequent for anti-ghost and interesting emergency heal / damage absorption when health is reduced < 15% (long cooldown on effect through)
Strength oriented.


Tritone Infrequents:

Tritones can be found in Corinth Harbor Quarter, Zealand Coast in Glauberg

Deep Sea Trident (Spear): +% Lightning Resistance, Grants skill: Thunder Strike
All stats scale depending on difficulty.
Thunder strike is a pretty good skill, acting as a charge, stun an AOE; interesting infrequent if you to be Aquaman


Einherjar Infrequents:

They can be found in Scandia.

Einherjar's Fate (Sword): +% Physical Damage, +% Damage to Giants, Grants skill: Reckless Offense
Damage to Giants buff is consistent across difficulties while Physical Damage buff scales.
Useful for end areas where frost and fire giants are a plenty. The physical damage buff is useful for everybody. Not sure about Reckless Offensive skill as using it means giving up your shield and the proc rate is low. Dual wield skills tend not to be good unless they are maxxed in their builds to get the proc rate up otherwise the loss of your shield isn't really worth it. Unless you've aleady a dual wield Warfare build, then shouldn't be an issue.


Ichthian Infrequents:

Ichthians can be found in Ichthian Fjord in Dark Lands, reached from the port outside Scandia. The boss Lord of the Fjord can be farmed for increased chance.

Icescale Helm (Head) / Icescale Armour (Chest) / Icescale Bracers (Hands) / Icescale Guards (Feet): +% Chance to Avoid Projectiles, Grants skill: Reflection (Activated when equipped)
All stats scale depending on difficulty.
Interesting infrequents for reflection / retaliation builds.
Strength oriented.

Crown on the Deep (Head) / Raiment of the Deep (Chest) / Braclets of the Deep (Hands) / Guards of the Deep (Feet): +% Cold Damage, +% Frostburn Damage, +% Fire Resistance
All stats scale depending on difficulty.
Nice infrequents for cold damage builds.
Intelligence oriented.

Staff of the Deep (Staff): 50.0% Chance of -40% Recharge, +25% Cold Damage, +25% Frostburn Damage, X Frostburn Damage over 3.0 Seconds, + Energy Regeneration per second
Nice infrequent for cold damage builds.


Dvergr Infrequents:

The Dvergr can be found in the Dark Lands. Farm Austri and Nar - Dvergr Overlords and you'll find plenty and get their Majestic Chest as well.

Dvergr-Forged Battle Axe (Axe): +30% Damage to Constructs, +30% Damage to Devices, Grants skill: Magma Strike (Activated upon taking damage)
Very niche, skill grant is nice through

Dvergr-Forged Edge Mace (Mace): +30% Damage to Constructs, +30% Damage to Devices, Grants skill: Runeword: Explode
Very niche, skill grant is nice through

Dvergr-Forged Edge Longsword (Sword): +30% Damage to Constructs, +30% Damage to Devices, +% Attack Speed, + to Magical Charge
Very niche, excellent attack speed with fast sword and bonuses to Magical Charge are nice if you have the right build

Prospetor Rod (Staff): +% Burn Damage, X Burn Damage over 3.0 Seconds, +20% Damage to Constructs, +20% Damage to Devices, + Energy Regeneration per second
Niche staff for constructs / devices but the burn buff should help out Earth Mastery characters.

Dvergr Runestones (Throwing): + Elemental Damage, + to Magical Charge
If you're running Rune Mastery then it should be good

Monster Infrequent Farming - Act 5 Part 2
Asguardian Guard Infrequents:

Can be found in Asgard

Helm of Valholl (Head): +10% Less Damage from Giants, +% Vitality Damage Resistance
Damage reduction from giants is consistent across difficulties while vitality damage scales.
Niche infrequent for anti-giant in late act 5 stages. Has more vitality damage resistance than the hallowed prefix but lacks the +1 skill.
Strength oriented.

Harness of Valholl (Chest): +% Less Damage from Giants, +% Bleeding Resistance
Damage reduction from giants is consistent across difficulties while bleeding resistance buff scales.
Niche infrequent for anti-giant, bleeding resistance buff useful for niche fights.
Strength oriented.

Armguards of Valholl (Hands): +10% Less Damage from Giants, +% Reduced Freeze Duration, +% Slow Resistance
Damage reduction from giants is consistent across difficulties while reduced freeze duration and slow resitance buffs scale.
Niche infrequent for anti-giant, freeze and slow effects in the game are fairly infequent.
Strength oriented.

Buskins of Valholl (Feet): +10% Less Damage from Giants, 45% Reduced Petrify Duration, 45% Stun Resistance
Damage reduction from giants is consistent across difficulties while reduced petrify and stun resistance buff scale.
Niche infrequent for anti-giant, petrify is like only used by gorgon queen boss fight, stun resistance is more useful through
Strength oriented.


Boots of the Valkyrie: Grants +1 skill, health regen and movement speed. Probably best for normal or epic, something with a stack of resists would be better in legendary. Drops from Valkyries in Asgard.


Eldjotun Infrequents:

Eldjotuns can be found in Muspelheim.

Blacksteel Spike (Spear): +% Pierce Damage, X Reduced Armor for 3.0 Seconds
Excellent spear that boosts pierce and reduces armour. May need to grind a little to get a good fix for it.

Blacksteel Executioner (Sword): X ~ Y Fire Damage, 1.0% Chance of 90% Reduction to Enemy's Health, Z Reduced Armor for 3.0 Seconds
Fairly good sword depending on what fix you get.

Blacksteel Helmet (Head) / Blacksteel Greaves (Feet) / Blacksteel Plate (Chest) / Blacksteel Bracers : 30% Pierce Resistance, + to all skills in Rune Mastery
Pierce resistance buff is consistent across difficulties while skill up to Rune Mastery is +1 in normal, +2 in epic, +3 in legendary
Niche infrequent for Rune Mastery builds
Strength oriented.


Black Elf Infrequents:

Black elves can be found in Land's End, past Loki.

Trueshot Bow (Bow): +25% Damage to Beastmen, +25% Damage to Demons, +% Casting Speed
Damage buff to beastmen and demons are consistent across difficulties while casting speed buff scales.
Niche infrequent for fighting beastmen and demons and I guess hybrids
Q&A
If you have any questions leave a comment and I will respond at a later date.
9 Comments
kschang77 Oct 17, 2021 @ 6:15am 
One suggestion about Polyphemus: if you are right UNDER him he can't do his scream or his ground wave attack. That's how I beat him after trying a couple times.
Adam Jensen 007 Nov 28, 2020 @ 4:42pm 
awesome guide mate
Minkuh Mar 4, 2020 @ 1:16am 
One of the best guides on here. Thank you!
Suey Nov 17, 2019 @ 11:08am 
thanks, really good guide.
T h e D a y Jul 2, 2019 @ 10:38am 
Смысл гриндилок заключается в самом процессе гринда: бессмысленно просто проходить игру. Просто придумываешь себе план на игру, создаешь перса (в таких ситуациях логичнее создавать хардкорного перса - без передачи вещей, на одной жизни и т.д.) и понимаешь что вот тут ты можешь пофармить вещей чтобы потом было меньше проблем, где-то пробежать пару локаций потому что нет смысла в вещах оттуда/опыта получаешь немного и т.п. :cozydarkseer:
Kirus Jun 23, 2019 @ 7:58pm 
Это не нужно в этой игре, потому что, её можно пройти с любыми предметами
chris.ferrantegerard  [author] Jun 23, 2019 @ 9:37am 
Привет, Кирус, «фермерство» включает в себя убийство одних и тех же врагов снова и снова за предметы. В Titan Quest, когда вы входите в новую игру, ваш персонаж возрождается у последнего фонтана возрождения, который вы активировали, и все враги, включая боссов, возрождаются. Сундуки боссов имеют лучшие предметы, чем обычные сундуки, вы можете убивать врагов определенного типа за реликвии или нечастых монстров и т. Д.
Kirus Jun 23, 2019 @ 4:25am 
Смысл фармить в этой игре?
OMG My Profile Name Does Not Fi Jun 19, 2019 @ 8:04am 
Thanks for the updated guide!