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Titan Quest II News

Merry Christmas!

[p][/p][p]Titan Quest 2's foes are so happy that you are all spending time with them that they have decided to spread some Christmas vibes for a limited amount of time for everyone who plays![/p][p][/p][p]From the team at Grimlore and THQ Nordic, we wish you all a very Merry Christmas![/p]

Prepare to battle centaurs in the war-torn Arkadian Plains!

Prepare to battle centaurs in the war-torn Arkadian Plains: Chapter 3 of Titan Quest II coming soon!
[p][/p][p][/p][p]Chapter 3 of Titan Quest II will see you step foot on Mount Olympos, meet an Olympian, battle centaurs, and face new mythological allies and enemies across the Arkadian Plains. You’ll be heading to Tegea, a sprawling human polis under threat by brutal centaurs, as you search for the key to defeating Nemesis. There will be a lot of new things in this chapter: new places, new enemies, new characters and new secrets to uncover, so we’re excited for you to get your hands on it soon![/p][p][/p][p][/p][h2]New biome, new enemy faction, new city![/h2][p]The next chapter takes you far from the coast, to the once-green Plains of Arkadia that have been stricken by war and drought. The sprawling human city of Tegea is subjugated by a brutal centaur tribe. With new divine strength flowing through your veins, your mere presence will change the balance of the war. Show the centaurs the might of humanity![/p][p][/p][p][/p][h2]Meet new mythic characters! Step foot on Olympos![/h2][p]You’ll join the chosen few allowed to step foot on the sacred ground of Mount Olympos itself, speak to an Olympian, meet the first centaurs ever born, and grapple with the complicated origin of their people. Some say that the age of myths and heroes has ended, but it merely saved its best for last. Step onto the pages of famous tales and make your own mark! You won’t just be talking to these characters either: the new chapter will include three new boss fights, including an exciting chapter boss that we’ll leave as a surprise.[/p][p][/p][p][/p][h2]Nemesis waits in the shadows…[/h2][p]In the last chapter you managed to evade Nemesis, but she won’t underestimate you again. Even as you venture through new areas and face new threats, she plots in the background and prepares your doom. You’ll be tasked with searching for something critical to defeating her, but Nemesis is one step ahead. Build your power as much as you can, you’ll need to become a god to have any hope of defeating her.[/p][p][/p][p]It won’t be long before the update drops, so in the meantime stay patient, hone your blades, and don your armor. The next step in your odyssey will be more epic than ever before![/p][p]The Titan Quest II Team[/p]

Titan Quest II - Early Access Content Update 2 - Hotfix 2

Titan Quest II - Early Access Content Update 2 - Hotfix 2 - 0.3.0-public.112621+win.2174
[p][/p][p]Heroes![/p][p]This is a hotfix update that fixes a lot of issues that were reported with the Forge Mastery update. This is our last planned update in 2025. Thanks for your support and we have[/p][p]more in the cards for 2026![/p][h2]General[/h2][p][/p]
  • [p]Increased number of full-screen resolution options, beyond the native aspect ratio[/p]
  • [p]Systems running the game without DirectX 12 Ultimate support will now show a more helpful error message instead of Unreal's default message[/p]
  • [p]The game now detects pak files added by mods during startup. Any crashes in games with detected mods will cause the crash reporter to show a "please update or remove mods" message instead of sending the report, as we cannot provide support for third party mods[/p]
[p][/p][h2]Masteries[/h2][h3]Forge Mastery[/h3][p]We really enjoyed watching you play with the new Mastery and hearing your feedback. It became clear that Bladetrap and Sentry both shipped in a state that was not exactly where they should have been in regards to damage, when using certain Modifier combinations. We have made some minor adjustments to address this via Hotfix.[/p][p]Blade Trap[/p]
  • [p]Strong Start: The bonus Damage is now capped at 20/40/60% more Damage, but more than 10 Activations are still beneficial as the turret then gains the maximum bonus for longer[/p]
  • [p]Burnout: 30% -> 20% more Damage[/p]
  • [p]Burnout: 150/200/250% -> 100/175/250% more Activation Speed[/p]
[p]Sentry[/p]
  • [p]Strong Start: The bonus Damage is now capped at 20/40/60% more Damage, but more than 10 Activations are still beneficial as the turret then gains the maximum bonus for longer[/p]
  • [p]Burnout: 30% -> 20% more Damage[/p]
  • [p]Burnout: 150/200/250% -> 100/175/250% more Activation Speed[/p]
[p]Minion Master[/p]
  • [p]Minion Master: 50% -> 30% more Damage for Summons[/p]
[h2]Bugfixes[/h2][p][/p][h3]Masteries[/h3][p]Global[/p]
  • [p]Global: Fixed multiple tooltip errors and inconsistencies across masteries and items[/p]
  • [p]Fixed some modifier description errors in the German translation[/p]
[p]Earth[/p]
  • [p]Earth - Earth Enchantment: In multiplayer, standing in the aura of an ally doesn't block your skill activation anymore[/p]
[p]Forge[/p]
  • [p]Blade Trap/Sentry - Masterwork: Fixed skill use being blocked in edge cases, like at 31 out of 31 Divine Cores[/p]
  • [p]Blade Trap: Fixed the infusions not working for clients in multiplayer. They work now and add the visual appearance to the respective actors.[/p]
  • [p]Chains: Skill now has a clearer description, mentioning the pickup of Divine Cores and Gold in the area (functionality is unchanged)[/p]
  • [p]Hardened Bulwark: Fixed modifications of minimum and maximum Bulwark, causing a variety of bugs like potions not working or infinite Divine Cores[/p]
  • [p]Minefield: Fixed the infusions not working for clients in multiplayer. They work now and add the visual appearance to the respective actors.[/p]
  • [p]Minion Master: Fixed effect giving reduced total damage instead of less damage[/p]
  • [p]Salvager Passive: Fixed the buff could stack multiple times on Summons[/p]
  • [p]Tempered Arsenal: In multiplayer, standing in the aura of an ally doesn't block your skill activation anymore[/p]
  • [p]Tempered Arsenal - Device Double Activation: Fixed Double Activation chance not being displayed correctly[/p]
[p]Rogue[/p]
  • [p]Preparation: In multiplayer, standing in the aura of an ally doesn't block your skill activation anymore[/p]
[p]Storm[/p]
  • [p]Fixed Arcane Shielding Passive missing from the Mastery[/p]
  • [p]Storm Nimbus: In multiplayer, standing in the aura of an ally doesn't block your skill activation anymore[/p]
  • [p]Cyclone - Thunderstorm: Fixed modifier not dealing any damage[/p]
  • [p]Cyclone - Thunderstorm: Fixed an issue causing some intervals to be sometimes skipped[/p]
  • [p]Cyclone: Fixed Duration of all versions being slightly shorter than expected, also leading to fewer damage ticks than expected[/p]
[p]Warfare[/p]
  • [p]Battlefield Awareness: In multiplayer, standing in the aura of an ally doesn't block your skill activation anymore[/p]
  • [p]Battlefield Awareness: Fixed Enhanced Resistances, Barrier Preservation, Enhanced Glancing Hits, Enhanced Regeneration, Inspiration, Pierce Retaliation and Vitality Drain not working as an aura[/p][p][/p]
[h3]Items[/h3][p]General[/p]
  • [p]Fixed certain weapons being over-represented in loot drops in the early game (Poison Bows, Staves, etc.)[/p]
  • [p]Fixed multiple tooltip errors and inconsistencies across masteries and items[/p]
  • [p]Fixed attack speed text missing in German[/p]
[p]Relics & Charms[/p]
  • [p]Relics that don't have any effects can't drop anymore from the Embers shop[/p]
  • [p]Charms that don't have any effects can't drop anymore from the Embers shop[/p]
[p]Affixes[/p]
  • [p]Fixed a bug causing the summon activation affix to not be properly applied[/p]
  • [p]Fixed a bug causing the summon affixes to have higher values than intended[/p]
  • [p]Fixed multiple tooltip mistakes[/p]
[p]Uniques[/p]
  • [p]Wellspring: Buff now displays a proper icon while active[/p]
  • [p]Wellspring: Fixed Wellspring not granting the Health Regen depending on the source of the Overload stacks[/p][p][/p]
[h3]Enemies and Bosses[/h3]
  • [p]Fixed certain enemies (like Bronze Lions & Wild Ones) not being targeted by Forge devices[/p]
  • [p]Skylla: Fixed Skylla sometimes re-entering the arena invisible[/p][p][/p]
[h3]UI and Menus[/h3]
  • [p]Loot Tooltip: Fixed stat split not resetting after hovering a potion item[/p]
  • [p]Inspecting a feat in the mastery screen will now correctly set the gamepad cursor to the previous position when pressing back[/p]
  • [p]Mastery Screen: Fixed the True Damage tooltip being missing[/p]
  • [p]Loading Screen: Fixed a bug where the main menu would fail to be loaded properly upon dying during a hardcore run[/p]
  • [p]Fixed tooltips for Projectile Penetration and Armor/Resistance Penetration being mixed up on certain abilities[/p]
[h3]Audio[/h3]
  • [p]Fixed the behavior of certain ability SFX looping indefinitely. (Skylla Companions, Ichthian General)[/p]
  • [p]Updated SFX for Shield Attack[/p]
[p][/p]

Titan Quest II - Early Access Content Update 2 - Hotfix 1

[p]Titan Quest II - Early Access Content Update 2 - Hotfix 1 - 0.3.0-public.111953+win.2136[/p][p][/p][p]We have a few bugfixes already for you and are looking into more fixes and improvements based on feedback tickets we got in the in-game bug reporter and the bug reporting page.[/p][p][/p][h2]Bugfixes[/h2]
  • [p]Masteries: Fixed multiple tooltip errors[/p]
  • [p]Items: Fixed wrong item drop chances for the Hippokampos memory fight, causing it to drop an inappropriately large amount of Relic fragments[/p]
  • [p]Items: Fixed Summon Damage Affix not showing a tooltip a certain levels[/p]
  • [p]Boss Fights: Fixed death portal location of Gryphon fight being under ground requiring a re-load to get un-stuck[/p]
  • [p]UI: Fixed character selector scroll bar being offset too far to the right[/p]
  • [p]UI: Prevented drag drop actions starting while rapidly shift clicking items in the inventory during sell/stash operations[/p]
  • [p]UI: Relics & Charms targeting shields will now correctly highlight the shield if they can be applied to it[/p]

Titan Quest 2 Adds Relics, Charms and the new Forge Mastery right now!

Forge, Relics & Charms and Multiplayer Update Overview


Welcome to our new major Update for Titan Quest II!
Our last major update added a new chapter in the form of the Northern Beaches.
This time, we focus more on item and class additions to bolster that part of the game.

The big topics of this update are:
  • Forge Mastery: With Forge we are adding the first new Mastery since launch. Embodying the qualities of Hephaistos, God of the Forge, you will be using your divine powers to manipulate your weapons and armor mid-battle, as well as to deploy armed devices.
  • Relics and Charms: We are adding a completely new itemization layer of exciting socketables. Relics and Charms can be socketed into most of your items to apply their effect — perfect to round out your build. They drop in fragments and if you combine 3 of the same type, they gain a powerful completion effect.
  • Multiplayer: We have made a huge amount of Multiplayer enhancements and fixes. With this update we will move Multiplayer into the main game, including all existing Multiplayer characters. That means you don't have to use different characters and a different version of the game to play it anymore! We have also greatly increased Multiplayer stability and fixed many issues. We will continue adding missing features and further stability improvements in future updates.
  • Loot Weighting: One of the biggest feedback points we have heard from you is that itemization can feel underwhelming. We are working on this problem from multiple angles. With this update we are introducing some loot-weighting that should make sure you find more items that are useful for your build. This does NOT fully prevent you from finding other items, though. It's important to us that everything can still drop at any time.
  • German Language Support: We have started the localization progress for certain languages. With this update, we are shipping the first version of the German language. We will be adding new languages throughout Early Access, starting now. Next on the list are Chinese and French.


Check out this overview video showcasing some of the mentioned features in action:
[previewyoutube][/previewyoutube]

In addition we have made other tweaks and fixes that you can read about in the changelog below.

[h2]General[/h2]
[h3]Gameplay[/h3]
  • Added a loot weight system that will increase the likelihood of getting items that are relevant for your build. You will still be able to find any item on any character, but we wanted to improve the quality of loot a bit.
  • Health Potions now recharge slowly while out of combat (0.5 charges/s).
  • Added a chance for treasure chests to be booby-trapped. Take care when looting!

[h3]Quests[/h3]
Ancient Embers
  • The Ancient Embers questline was reworked so rewards can now be purchased in a vendor interface. It also includes new rewards like Charms and Relics. All previously spent Embers will be refunded, but you get to keep potential rewards. Ianthe will be available in the Northern Beaches after talking to her once in Pyrgos.

[h3]Input & UI[/h3]
  • Improved save-game list sorting: We now sort all saves by version compatibility, death status and last save time, so loadable saves you played last will be the first in the list, instead of sorting by savegame file names.

[h3]Multiplayer[/h3]
  • Teleporting to a player who is in a boss fight now places you outside the arena.
  • Added more info for quest savegames to the quest log when joining a multiplayer game: We now show if you are ahead or behind the host in the main story (fated quests) or individual side quests (world quests).
  • Fog gates are now interactable and only let you through if you haven't already participated in the currently active bossfight. Otherwise you'll get a notification stating so and need to wait until your party finishes the fight (dead or alive).
  • Rituals and some quest interactions (like interacting with the Gryphon feather in the intro chapter, cutscenes, etc) now require the full party to gather in one spot.
  • Auras now affect other players and friendly characters as expected.
  • Cutscenes now show only your local player character instead of showing all party members.

[h2]Masteries[/h2]
  • Added Forge Mastery.
  • We added new passives to the existing Masteries to provide some support for Forge's summons: Earth Invoker for Earth, Remote Tactics for Rogue, Storm Invoker for Storm, Leadership for Warfare.
  • Improved seeding for random rolls of damage and other combat values. This should make skills that rely on lots of random chance rolls more random, but also reduce statistical outliers that were previously showing up too much.

[h3]Core[/h3]
Primary Attack
  • Shield Attack: New modifier ‘Shield Attack,’ dealing strike damage that scales with armor.
  • Retaliating Attack: New modifier Retaliating Attack that adds a percentage of retaliation damage to the primary attack.

[h3]Earth[/h3]
Earthquake
  • New Channel Barrier Modifier.
Fissure
  • Added New Bulwark on Hit Modifier.

[h3]Warfare[/h3]
Heavy Attack
  • Added New Bulwark on Hit Modifier.

[h2]Enemies and Bosses[/h2]
[h3]Individual Creature Balance Adjustments[/h3]
Our goal with Titan Quest II's enemy design is to create memorable creatures and encounters. We felt that quite a few creatures were designed this way, but couldn't really show their strengths well enough during combat.
With these changes we take a first step to make some creatures stand out more, by either adjusting their stats or making changes to their abilities.

Bandits
  • Bodyguard: Taunt ability will now give full immunity to allies for the duration.
  • Ice Trainee: Added chance to cause a cold explosion on death. Freezes and damages all creatures.
  • Lightning Trainee: Added chance to cause a lightning explosion on death. Damages all creatures.
  • Lightning Trainee: Fixed Malfunction ability telegraph.
Ichtians
  • Bruiser: Increased health, melee damage, movement speed and attack rate. Decreased armor.
  • Commander: Added more animations for the melee attack.
  • Commander: Added stun to Harpoon Charge shield impact and increased damage.
  • Commander: Fixed missing harpoon rope VFX.
  • Commander: Increased health.
  • Mancatcher: Increased net damage on impact.
  • Mancatcher: Slightly increased health.
Nemesis Troops
  • Empusa Archon: Slightly decreased health and increased armor.
  • Empusa Magistrate: Increased health.
Undead
  • Burning Revenant: Increased health, movement speed and melee damage.
  • Ice Evoker: Ice Storm - Now reduces movement speed by a base 40% while in the ability's area. Increased damage tick rate and ailment chance. Reduced damage per tick.
  • Lightning Revenant: Increased health, movement speed and Ice Spikes damage.
  • Storm Revenant: Added extra lightning to Thunderstrike ability.
  • Storm Revenant: Increased health, movement speed and melee damage.
  • Warlock: Increased lifesteal on all abilities and attacks.
Wildlife
  • Giant Bat: Increased attack lifesteal.
  • Venomous Cobra: Increased ranged damage and ailment chance for both melee and ranged. Slightly increased health and reduced melee damage.
  • Wolf: Improved collision, added more animations for Bite attack, added new AI behavior.
  • Wolf: Increased movement speed and slightly increased damage.

[h3]General Creature Changes[/h3]
  • AI: Enemies will now take into account line of sight and path access before attacking and better reposition themselves where they can continue attacking.
  • Introduced an ability and movement speed reduction hard cap. Common enemy speed can't fall below 30%, 50% for champions and 70% for bosses.
  • Slightly increased Stun and Impairment resistance across all bosses.

[h2]Bugfixes[/h2]
[h3]Quests & World[/h3]
  • The secret brazier after the second mastery shrine doesn't stay interactible anymore after lighting it.
  • The lion memory puzzle now repeats automatically upon making a mistake.
  • The cabbage now gets removed from the repository when completing the giant turtle quest.
  • Fixed interactions on some actors not locking the character correctly.
  • Fixed loot chests in the Skylla arena: They are now all locked from the start and only open after defeating her.
  • Fixed quartermaster in the Enclave not dropping the crab necklace reward consistently.
  • In the Northern Beaches, the cage door with the caged NPC behind it now gets properly unlocked with the key.
  • Fixed jump points blocking projectiles.
  • Fixed teleport skills allowing to cross closed fog gates.

[h3]Masteries[/h3]
Storm Cyclone
  • Fixed Ability Critical Hit Chance being incorrect.
  • Fixed Ability Ailment Chance being incorrect.
  • Localized Storm Modifier: Fixed Energy Upkeep Cost removal not working.
Other
  • Buffing the minimum stacks of an effect will now immediately grant this amount of stacks and removing a buff will now correctly start the decay of the stacks until they run out.

[h3]Input & UI[/h3]
  • Fixed issue with vendor markers not appearing on the map when loading a save game.
  • Fixed an issue that could cause highlight effects for very large items to be placed incorrectly.
  • Fixed an issue that would cause armor from "other sources" to show an incorrectly high value in the UI if any multiplicative buffs to armor were applied.

[h3]Multiplayer[/h3]
  • Fixed an issue where player characters could appear detached from their own body to other players after dying.
  • Fixed joining players being shown incorrect game difficulty when the host player started the session with a new character.
  • Fixed selected difficulty not being replicated to clients + client players not perma-dying in hardcore mode.
  • Fixed personal portals not being visible on teleporter list for clients.
  • Fixed screenshake effects affecting all players globally no matter where they are or which abilities caused the screenshake. Starting now, only environment effects and self-casted abilities should trigger screen shake.
  • Fixed many VFX and other secondary information of abilities not being visible for client players.
  • Fixed an issue that could cause some effects related to abilities to never be removed on clients in multiplayer, notably affecting all exhaust abilities.
  • Fixed client player characters always showing default portrait for other players.
  • Fixed death screen sometimes flickering/not being shown correctly in multiplayer.
  • Fixed an issue that could cause some information about other players to stop updating for clients when those players were far away.
  • Fixed an issue that could cause other players to not be shown on the (mini-)map in multiplayer.
  • Fixed potion sounds playing for everyone. They now only play for the player who drinks the potion.
  • Fixed Barrier not decaying on clients correctly.
  • Fixed Dye Phial not working for clients and not gives the correct rewards.
  • Fixed quests not reacting to some of the client player actions (e.g. picking up items).
  • Fixed savegames with cross-character data (esp. Caravan stash) not saving correctly in multiplayer.