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Titan Quest II – April Update Teaser featuring Summons & Item Updates

[p]Heroes,

Our next update is nearly ready for release and we have exciting additions for you, so let’s break them down! Soon there will be a video showcasing all this, but we wanted to give you a sneak-peek while it’s in the works!

[/p][h2]Summons[/h2][p]The long-awaited and rightly expected summons from the original game are making their return (with some totally new additions)! Each mastery will be receiving a summon skill, and there are new summon-related passives too. [/p][p][/p][p]Our design goals are two-fold: we want to support both active and passive playstyles. Passive play with summons is perhaps more obvious - you simply let the summons do most of the work, and support them with something simple from your own character. With active summon play, we are looking to make sure that you can either trigger abilities on your summons, or that you can empower via the active use of the summon ability. Players with two summons can, for example, alternate between empowering each and cast their own skills while the effect lasts and repeat. You will be able to choose your own playstyle, and change around what your summons will do exactly via modifiers. [/p][p][/p][p]Auras, and most summons will be treated as “sustained” skills, reserving some energy. This means that they’ll not need to be in your skill bar at all, making room for other skills. Re-summoning will be automatic should your summons be destroyed. You will have to carefully craft your build to either benefit from this energy reservation, or invest into more energy to afford additional abilities (which will require higher levels for multi-summon builds). [/p][p][/p][previewyoutube][/previewyoutube][h3]Storm Mastery - Wisps:[/h3][p]Orbs of energy, able to zap enemies with lightning. Violent blasts are part of the package. [/p][p][/p][h3]Warfare Mastery - War Banner:[/h3][p]It just stands there. Menacingly! Can heal and buff allies and nerf enemies in its aura. [/p][p][/p][h3]Forge Mastery - Automaton:[/h3][p]Hard-hitting mechanical humanoid, with various attachment choices: fire, cold, lightning or shield, each with their own effects. [/p][p][/p][h3]Earth Mastery - Core Dweller:[/h3][p]Tanky rock golem, slamming enemies into submission. Can cast Fissures in your place. Can be empowered even more by channeling. [/p][p][/p][h3]Rogue Mastery - Shadow Clone:[/h3][p]A temporary copy of you, using the same weapon as you. Unlike the others, this summon must be summoned directly, not via a sustained skill. Can teleport onto enemies if using a melee weapon.[/p][p][/p][previewyoutube][/previewyoutube][h2]Item Updates[/h2][p]We will bring you a large amount of changes when it comes to items. Here we want to highlight a couple of key changes with some juicy examples: [/p][p][/p][h3]New Item Type - Talismans[/h3][p]Talismans are an off-hand choice for mages that they can use instead of shields. Their guaranteed increase to energy should help a lot of builds!

But they can also be useful for non-caster characters.
Take a look at two examples “Conch of Storms” and “Crimson Viper” (inspired by the artefact in the original Titan Quest):
[/p][h2]Epic Rework[/h2][p]Epics should be amongst the most exciting items to find. We know that in past they often didn’t live up to that. This is why for this update we have done a big pass and buffed almost every Epic in the game. [/p][p]Take a look at these examples: [/p][h3]Trygon’s Tail[/h3][p]An example of a weapon that already had an interesting theme, but the effects weren’t cutting it.
Trygon’s Tail is about dealing poison damage and applying Plagued on an incapacitated target. Its optimal use was and remains against Frozen enemies, but it wasn’t viable enough in boss fights and creatures that can’t easily be incapacitated.
With the new bonuses to Capacity for Cold Skills, Ailment Power, and a second weapon damage affix, we want to strengthen the theme while increasing its power quite a bit.

[/p][h3]Perdix' Sphere[/h3][p]For the Perdix’ Sphere, we wanted to make a strong option for Overload users. The old Unique effect didn’t add enough benefit for casters, especially. We added a new way of cleansing Overload stacks in the reworked effect, while having a now much more focused base for Overload casters with added capacity to lightning skills, and damage to Overload skills directly.

[/p][h3]Harpe[/h3][p]Harpe was supposed to be a Fire weapon for agile characters. But the requirements and stats were conflicting with our attribute system, and the bonuses it had weren’t strong enough to incentivize a split of attributes for it. The stats are now more in line for an agile character and it still deals Fire Damage. The Unique effect lets your fire damage scale with agility and glues that together.

[/p][h2]Other Item Changes[/h2]
  • [p] This isn’t all, though! While we will have more details when the patch goes live, here are some of the topics the update touches on:
    [/p]
  • [p] We added new powerful affixes that will make the hunt for the perfect Rare or Monster Infrequent more exciting.
    [/p]
  • [p] Potions also get a whole bunch of new and more powerful affixes.
    [/p]
  • [p] Having the option to invest in Energy is an important part of most builds. We have added more options to build energy-related stats.
    [/p]
  • [p] Implicits on Staves now work better for what caster characters are aiming to do.
    [/p]
  • [p] And many, many other changes.
    [/p]

2026 March Art Blast!

We hope you’ve been enjoying delving into the Arkadian Plains, battling centaurs, and exploring
everything else that the latest chapter has to offer!

Of course, the chapter wouldn’t be much fun if our Art team hadn’t brought the visuals to life so
beautifully, so today we’re shining a spotlight on all the work the artists have been doing
recently.

There’s a lot that’s new in the Arkadian Plains: a new biome, boarmen, centaurs, new wildlife, the
biggest human settlement in the game so far, Olympos itself and an Olympian, new loot, new
abilities, new bosses, animations, VFX, UI and more!

Our Art team is full of incredibly talented people, and the way they’ve brought mythological
Ancient Greece to life for us is really something special.

We hope you enjoy checking out all the Art, both here and in-game!

Art Direction:






Concept Art:




Environment Art:




VFX:




Character Art:




Animation:


Level Design:









Artists in order of presentation of their art -
Moritz Lacusteanu - https://www.artstation.com/lacusteanu
Florian Jonas - https://www.artstation.com/floj
Dominik Derow - https://www.artstation.com/pencilhands
Max Bedulenko - https://www.artstation.com/mb14
Christoph Jakob - https://www.artstation.com/christoph_jakob
Atilla Ishi - https://www.artstation.com/atillaishi
Vincent Sommer - https://www.artstation.com/vincentsommer
Lisa Kaschner - https://www.artstation.com/lisakaschner
Leo Slawik - https://www.artstation.com/leoslawik
Lena Kraft - https://www.artstation.com/lenakraft
David Garcia Badillo - https://www.linkedin.com/in/david-garcia-93904a6/
Charles Cunningham - https://www.artstation.com/ccunningham
David Carl - https://www.artstation.com/lddavidcarl
Lee Davies - https://www.artstation.com/lee118
Felix Friedlein - https://www.artstation.com/felix_friedlein

The Oracles Have Spoken: Titan Quest II Gets New Roadmap for 2026

We are happy to present to you all, the Titan Quest II Road Map for 2026!

In 2025 we have been delivering new content at a high pace. You might remember that we promised a major content update every 3 months and a minor one in between. For 2026 we will stick to this cadence. You can be sure though, that we have great things in store for you.



Disclaimer: This roadmap is subject to change, and we reserve the right to modify it as we see fit.

The Wild Lands will continue the journey started in Arkadian Plains, while the upcoming Spirit Mastery will add a summon-focused mastery to the roster, enabling even more diverse combinations and hero builds for players to experiment with.

There’s plenty of exciting content and features ahead, and Titan Quest II will continue to grow bigger and better throughout the year.

Titan Quest II - Early Access Content Update 3 - Hotfix 4

[p]Titan Quest II - Early Access Content Update 4 - 0.4.0-public.120192+win.2414[/p][p][/p][p]General[/p][p]- Improved the performance in general[/p][p]- Fixed issues with multiplayer disconnects[/p][p][/p][p]Items[/p][p]- Increased the loot pool of some chests within chapter 3 to include more item factions[/p][p][/p][p]Upscalers[/p][p]- Fixed resolution scale being forced to 50% when upscaler ist set to DLSS but DLSS Quality is set to Off.[/p][p]- Fixed an issue that prevented FSR frame gen from taking effect in the shipping build[/p][p][/p][p]UI[/p][p]- Teleporting directly from the map UI now properly checks for in combat state, matching the behavior of the personal portal[/p][p]- Added custom renderer for damage numbers improving render performance in combat scenes[/p][p]- Fixed some issues with tooltips in the map not updating correctly[/p]

Titan Quest II - Early Access Content Update 3 - Hotfix 3

Titan Quest II - Early Access Content Update 3 - Hotfix 2 - 0.4.0-public.119497+win.2395

Hi everyone! This is our hotfix for the latest content update, offering a lot of improvements.
One note: We have now added the correct link for the survey for the new chapter in the main menu. Please fill this out if you have any feedback to share regarding the Chapter. It will help us a lot.
Thank you!

Performance
- Added a Foliage Quality setting (Options -> Video) to control the density and draw distance of various kinds of vegetation. This can noticeably improve GPU performance in many areas.
- Fixed an issue that could cause frame timing issues when FSR Frame Generation and/or AMD Anti-Lag 2 is enabled. You will need to launch, quit, and restart the game once in order for this fix to take effect.
- Enabled ClusteredDeferredShading to improve performance in scenes with many lights (e.g. Proti Village)
- Loading screens now show "Compiling shaders" message while waiting for PSOs to finish compiling
- Added shader precaching for landscape materials
- Disabled GPU Occlusion Culling, which had high base overhead and little benefit for TQ2's top-down perspective since usually only few objects are occluded
- Optimized various VFX that could cause hitches when spawned
- Various incremental CPU optimizations

Quests
- Fixed a repeating dialog fom the naiad Pegaea
- Fixed a missing quest marker at the entrance of Chiron's Cave
- Fixed sound issues of the water bridge at Lake Taka when reloading the game
- Disabled misleading interactions in the Daidalos darkness shrine event
- Fixed invisible centaurs in the southern Lake Taka corruption events

Crashes & Stability
- Fixed possible crash on startup when FSR Frame Generation is enabled
- Made some adjustments to savegame backup procedure that should reduce the likelihood of both main and backup files getting corrupted in case of a hardware failure

Items
- Fixed most of the new Epics not dropping or displaying in the Moirai Codex
- Slightly increased the loot pool of certain Bosses to include items of more factions as they would repeatedly drop a small range of Monster Infrequents
- Hestias Cinder: Fixed relic's debuff on enemies blocking player damage
- Fixed "Valor of Achilles" and "Prometheus' Flame" relics not dropping
- Fixed missing loot for Ixion and Skirion boss fights

Enemies & AI
- Fixed boar colliders bumping other characters around
- Added stuck detection for NPCs to help ensure they always reach their target
- Fixed enemies not reacting to sentries. They now start attacking the player when attacked by sentries
- Removed incomplete Relics with no Affixes from the loot pool, as these were not supposed to be part of the game yet
- Skirion: Fixed axe not resetting with the fight and persisting in the arena
- Skirion: Fixed Call Frost ability not targeting the player and damage area placement
- Feral Hippokampos: Removed immunity during Summoning ability
- Feral Hippokampos: Fixed issues with Wave Crush ability collision and invisibility

Multiplayer
- Fixed connection issues in multiplayer
- Fixed an issue that could prevent players from joining a multiplayer session from within a different session
- Fixed lightning strike (and various other passives) not triggering on clients
- Fixed a couple quest scripting edge cases exclusive to multiplayer
- Fixed the multiplayer boss gate issue in Chiron's Cave

UI & Controls
- Fixed game version number in the UI not updating for small binary hotfixes (like the ones we shipped last week)
- Fixed "Quality Preset" graphics option sometimes showing "Custom" even when all quality settings were set to the same value
- Fixed middle mouse button not being usable for abilities
- Fixed simplified healthbar not being reset when focused healthbar is removed
- Fixed buff/debuff bars overlapping when both focused and simple healthbar are visible
- Fixed gamepad cursor movement sometimes swapping back to mouse/keyboard input accidentally
- Fixed some UI screens like the Moirai Codex not updating instantly

Masteries
- Storm - Arcane Shielding: Fixed this passive missing in Tier 4
- Fixed summon limit being smaller than expected

Other
- Fixed random rolls in repeated triggers and periodic effects always rolling the same values for application chance
- Fixed weapon damage type VFX not always being shown on the character preview in the main menu
- Fixed weapon damage type VFX not being applied to the correct hand in some circumstances
- Tweaked some settings to reduce the likelihood of landscape appearing blurry after a loading screen
- Added missing sounds for various interactions and quest events