1. Titan Quest II
  2. News

Titan Quest II News

Titan Quest 2 is a chill Greek holiday compared to the live service complexity of ARPGs like Diablo 4 and Path of Exile 2




The Spartans have annoyed Nemesis, the Greek goddess of retribution, and now the ancient world is filled with monsters and undead. Unfortunately, this demonic deity is after your head, too. No need to stress, though: Titan Quest 2 (the sequel to 2006's mythological ARPG) is a pretty chill time, and it just snuck out in early access today...
Read more.

Face Your Nemesis: Titan Quest II Early Access Starts Now!



[h2]Face Your Nemesis: Titan Quest II Early Access Starts Now![/h2]

Munich, Germany / Vienna, Austria - August 1st, 2025: Sometimes, the threads spun by the Moirai are tangled beyond mortal comprehension. Fate rarely reveals its design in full - and when it comes to Titan Quest II, we've kept you wandering in the shadows for long enough. Today, the veil is lifted: Developer Grimlore Games and Publisher THQ Nordic are proud to proclaim that Titan Quest II will descend into Early Access on August 1st, 2025!

So carve the date into your stone tablets, because your odyssey begins... checks sundial ...by the gods of Olympus, it begins now! So why still linger in the realm of words?! Watch the Titan Quest II Early Access Launch Trailer and seize your copy on Steam or Epic before the fates change their minds!

Check out the Early Access launch trailer here: https://youtu.be/ikmiyR8rutw

Buy Titan Quest II Early Access:
https://store.steampowered.com/app/1154030/Titan_Quest_II/

Titan Quest II has now stepped onto the mortal plane, available for PC in Early Access. The full 1.0 release is fated to arrive at $49.99 / €49.99. But those who embark early on this quest will pay only $29.99 / €29.99 - and for the first seven days a divine 20% discount will reduce the price even further to $23.99 / €23.99.

By joining Early Access, you enter a world already brimming with content, challenge, and mystery - but far from complete. Titan Quest II will evolve over time, shaped by your feedback and forged in the fires of community. Our aim? To emerge from the labyrinth of Early Access by the end of 2026. But as every hero knows, no path reveals its full length until it is walked.

Early Acces is merely the beginning.
What fate have the Moirai spun for the future of Titan Quest II? Their tapestry is ever-shifting, threads twisting and turning with the choices of gods and mortals alike. We dare not claim to know all that lies ahead, but glimpses have been granted.

In the distance, whispers speak of a character creator, where heroes may shape their form as boldly or as subtly as Hephaestus shapes bronze. Ancient forges stir with the promise of crafting and transmogrification, arcane arts that let you wield your chosen armaments while appearing as heroic as a demigod. New masteries await, shrouded in mystery, offering paths of power not yet walked. Realms unseen and foes unknown gather beyond the mists, waiting for champions worthy of their wrath.

These are but fragments of the prophecy. The scrolls speak of much more -but their secrets will only be unveiled when the stars deem the time right.
  • Learn more on the official website: https://titanquest2.thqnordic.com/
  • Follow Titan Quest II on X (formerly known as Twitter): https://twitter.com/TitanQuestGame
  • Follow Titan Quest II on Facebook: https://www.facebook.com/TitanQuestOfficial

Enjoy & stay tuned!

Titan Quest II: Deep Dive Today - Release Date Reveal Tomorrow!

Heroes,

In past updates, we have promised more substantial gameplay footage. Today, the time has come to share this with you.

In our early access gameplay preview video, we are showcasing a segment of our second chapter, The Flooded Farmlands.

You will learn about:
  • Our core combat design
  • The Ichthian and Undead factions
  • Our mastery system (showcasing Storm and Warfare)
  • Re-spec and Rituals
  • The Hippokampos boss fight


[previewyoutube][/previewyoutube]

To learn more about our early access, be sure to tune in to the THQN Showcase event on this Friday, August 1st, 2025, at 12:00 PM PDT / 3:00 PM EDT / 8:00 PM BST / 21:00 CEST / 10:00 PM EEST.

Official THQ Nordic channels to watch the Showcase:
  • YouTube: https://www.youtube.com/thqnordic
  • Twitch: https://www.twitch.tv/thqnordic
  • Steam: https://store.steampowered.com/publisher/THQNordic


We look forward to hearing what you have to say!

Build Example: Overwhelm Earthquake Elementalist

[p]Heroes,[/p][p]Welcome to another Build Example![/p][p]Before we get into it: We know you are all eagerly waiting for news regarding Titan Quest II’s release. We will have exactly that for you during the THQ Nordic Digital Showcase event on August 1st.[/p][p]So tune in, we’re sure you’ll be happy to hear about what we have in store for you! Now, on to the build.[/p][p]Like last month, we want to give you a more detailed look at our individual mastery combinations.[/p][p]This time we will take a look at a combination of Earth and Storm, which form the Elementalist.[/p][p][/p]
Overall Build Concept
[p]Crash into your enemies like lightning blinking from the skies, freeze them in place and then obliterate them by unleashing a powerful Earthquake.[/p][p]Does that sound like it’s up your alley? Let’s have a look on one way to achieve this fantasy in Titan Quest II.[/p][p]Youtube Link to Overwhelm Earthquake Elementalist Video[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]The build will make use of one main damaging combo with a high investment of resources. Perfect for clearing out larger packs and stronger enemies.[/p][p]In addition, we use two cheaper abilities that synergize with the rest to clear out small groups or any surviving creatures.[/p][p][/p][h2]The Main Combo[/h2][p]This combo is built around the power of Earthquake, an ability that offers some nice risk and reward gameplay. The longer you channel your cast, the higher the damage and effects of the Earthquake you unleash.[/p][p]Our plan to use it has four steps:[/p]
  1. [p]Get In: Since Earthquake’s effect takes place directly around us, we first need to find a way to get into the thick of it. Preferably in style, while already dealing some nice damage.[/p]
  2. [p]Survive: As previously mentioned, we will need to be able to survive for a little while in order to fully charge up our Earthquake.[/p]
  3. [p]Boom: Unleash our fully charged up Earthquake to decimate anyone around us.[/p]
  4. [p]Clean-up: We will use our other abilities to take out any creatures that survived the main combo.[/p]
[h3]Step 1: Get In[/h3][p]For this we will use Blink. Usually an ability that helps us zoom around the battlefield quickly. Modifier system lets us tailor the ability to our needs and turn it into a juicy engage ability. We will use the following Modifiers:[/p]
  • [p]Thundercrash: Instead of teleporting around, this makes us surge into the sky and then crash down from the heavens, hitting anything in our impact-radius with decent damage.[/p]
  • [p]Cold Explosion: Spawns an explosion at our start and end position, helping us to soften enemies up even further from the get-go.[/p][p][/p]
[h3][/h3][h3]Step 2: Survive[/h3][p]While we could focus on more traditional defenses to make us more tanky, we will choose a more fitting route for an Elementalist. Freeze all nearby enemies around us, which should give us enough time to channel up our Earthquake without getting hit too much. We will use Ice Nova with the Flash Freeze Modifier. This makes sure we always freeze, increases the duration of our freeze, but adds a hefty cooldown in return.[/p][p]
[/p][h3]Step 3: Boom[/h3][p]Now it's time to look at our main damaging ability, the Earthquake. As we said previously it charges up, which happens in stages. With every stage we reach it deals more damage and can even stun enemies (should any of them survive at least). Here we want to mainly choose Modifiers that allow us to get the biggest bang out of our cast:[/p]
  • [p]Extended Charge: This allows us to channel Earthquake for an additional stage, which results in even more damage. It also grants us Overwhelm stacks while charging up, which we can then use to boost the Earthquake itself and also synergize with other abilities.[/p]
  • [p]Heavy Impact: This modifier greatly increases Earthquake’s damage for each stack of Overwhelm we currently have. Perfect for what we are going for.[/p][p][/p]
[p][/p][h3]Step 4: Clean-up[/h3][p]Now let’s talk about the other two abilities we make use of. Either to kill what’s left after the Earthquake, or if we engage smaller packs where we might not want to go through our full cycle of abilities.[/p][p]First let’s take a look at Fissure. An earth ability that splits the ground in front of us to deal damage in a line. This is where we can see the flexibility of the Modifier system, allowing us to create a whole bunch of synergies with some clever choices. We go for the following Modifiers:[/p]
  • [p]Additional Fissures: This spawns an additional Fissure, which is great. But more importantly it serves as a requirement for our next Modifier…[/p]
  • [p]Overwhelm: Remember the Overwhelm stacks we built up while channelling Earthquake? This is where we can spend them. We consume a full set of them (which we conveniently have after fully charging up 3 stages of Earthquake) to spawn 2 more Fissures for a total of 4.[/p]
  • [p]Shockwave: This Modifier allows us to trigger a shockwave whenever our Fissures hit a stunned enemy. Since Earthquake stuns for a short duration, this works together beautifully.[/p][p][/p]
[p][/p][p]Our final ability is Ice Shards, which allows us to shoot multiple small icicles. The main use here is to generate Overwhelm stacks outside of our main combo, so we can fully utilize Fissure when fighting smaller packs as well. While we could slot in any ability that generates these stacks, Ice Shards offer some nice other synergy potential we can make use of. We choose the following Modifiers:[/p]
  • [p]Torrent: An overall great Modifier that adds extra projectiles to the ability.[/p]
  • [p]Projectile Penetration: Allows our projectiles to penetrate their target and hit others behind them. Great to increase damage and reliability.[/p]
  • [p]Frost Explosion: A little extra for synergy. Whenever we hit a frozen enemy, we spawn a frost explosion. Since we already have guaranteed freeze from our Ice Nova, this is a good option for us.[/p][p][/p]
[p][/p][h3]Passives, Attributes and Gear[/h3][p]Now that we have covered the active side of things, let’s take a look at what we want from our passives and gear.[/p][p]This will just be a very quick overview. You could certainly customize all of this to your liking much more, but we don’t want this article to go on forever, do we?[/p][p]On the Passive side, we go for the following:[/p]
  • [p]Energy: Since the main combo can be quite Energy intensive, we will invest into the following passives:[/p]
    • [p]Earth’s Arcane Abundance increase Maximum Energy. We pick the Regen Feat to also increase Energy regeneration.[/p]
    • [p]Storm has Arcane Influx, which increases Energy and Energy Regeneration. By choosing the Energy Feat, we also unlock the “Ether Shield” effect, which allows us to redirect some damage taken towards our Energy. Helpful for staying alive when charging up the Earthquake.[/p][p][/p]
[p][/p][p][/p]
  • [p]Damage: Of course we want to scale our damage substantially. This is where most of our passive points will go[/p]
    • [p]Earth’s Grand Magic is perfect for us. It increases our Spell Damage and even gives us extra Energy. The Feat Spell Damage and Cost gives us another hefty bonus of 30% Spell Damage, but increases their cost. Since we invested enough into Energy, we can make use of it.[/p]
    • [p]Storm gives us Raging Mind, which increases Cast Speed and Spell Damage. It also unlocks the Rage mechanic, which increases our damage on every spell we cast for a short time. This synergizes perfectly with the more spammy Fissure/Ice Shards combo we have for clearing smaller packs.[/p][p][/p]
[p][/p][p][/p]
  • [p]Defense: Lastly we want some more defense to not turn into a glass-cannon.[/p]
    • [p]Storm Protection greatly boosts our Barrier core ability, which gives us a reliable extra layer of defense we can activate when crashing into our enemies.[/p][p][/p]
[p][/p][p]For our Attributes we go for a split of Might, Knowledge and Vigor. This will indirectly scale our main damage types: Strike and Cold. It also allows us to go down a “Battlemage” fantasy for our gear for decent protection.[/p][p]For our gear we will look at the following effects:[/p]
  • [p]Increased Spell Damage helps us scale all of our damage. Alternatively Strike helps us increase the bulk of our abilities' impact as well.[/p]
  • [p]Increases to our main Attributes are always good to have.[/p]
  • [p]A decent spread of defenses in the form of Resistances and Health.[/p]
[h3]Where to take it[/h3][p]Since Titan Quest II offers huge levels of customization, this is only one example on how to make this build. It provides a very strong baseline, but can be taken into many different directions.[/p][p]While our character progresses we can invest deeper into all of our existing abilities to add more Modifiers and synergies to them.[/p][p]For example Earthquake has the Modifier Fast Channel which decreases channel-time. Or Stone Protection, which makes us more tanky while channelling.[/p][p]We could also add new supporting abilities into the mix. Cyclone would offer more utility and damage in an area. The auras Storm Nimbus and Earth Attunement could further boost us in different ways.[/p][p]These are just a few examples, though. The choice will be yours![/p][p]We hope to see all of you during the THQ Nordic Digital Showcase on August 1st.[/p][p] [/p]

Build Example: Crit Trick Shot Ashstalker

[p]Heroes,[/p][p]As you already know, in Titan Quest II you will create your own class by utilizing aspects of two masteries. We want to give you a more detailed look at this by highlighting individual mastery combinations.
Expect more of these over the next weeks, as we are approaching the long-awaited Early Access.
[/p][p]In this example we will take a look at a combination of Rogue and Earth, which form the Ashstalker.[/p][p][/p][h2]Rogue Actives[/h2][p]Let’s talk about the active skill tree on the Rogue side, where we will put a lot of our points.[/p][p]We will be heavily focused on the Trick Shot skill. This is a fast, target-penetrating projectile attack.
We want to use this to deal very targeted damage and with our Modifier system we customize it to to disrupt our foes.
[/p][p]We add the following modifiers:[/p]
  • [p]Interrupt: When we hit a channelling enemy, they get stunned. Very nifty when trying to disable channeling abilities like enemy heals or charged up attacks.[/p]
  • [p]Counter: Let’s double down on this aspect! With this Modifier, channelling enemies take hugely increased damage, making it the perfect “snipe” in the right situation.[/p]
  • [p]Enhanced Critical Hit: Hugely increases our crit chance to round things out and synergize with some of our other abilities (more on that in a second).[/p]
[p][/p][p]To further boost the damage and critical chance of our abilities, we will be using the following supporting skills:[/p]
  • [p]Preparation: An aura that increase damage for us and our allies. We customize it to synergize with our plan: The Enhanced Critical Hits modifier helps us further here.[/p]
  • [p]Mark For Death: This skill lets us mark a single target. By choosing the Shadow Dagger modifier we’ll deal massive damage when critically hitting the marked target. If timed while an enemy is channeling, this has the potential to get a super juicy super-crit! Note: The keen eyed amongst you might see the “3” extra damage for this Modifier and I can already hear your sceptical mumblings! [/p]
  • [p]Rightfully so! This is just a UI-Bug and the damage of course is much more than that).[/p]
[p][/p][p][/p][p][/p][h2]Rogue Passives[/h2][p]On the passive side we want to create good scaling to support our choices.[/p][p]We will mainly focus on 2 passives for this:[/p]
  • [p]Accuracy: This passive increases our damage and crit chance, which already is a great combination for us. But here’s the catch: The feat High Critical Chance synergizes very nicely with our plans. It increases our crit chance by a hefty 100%, but reduces the crit-damage in return. Luckily, we partially mitigate this drawback by our other choices! Remember the Shadow Dagger modifier we just talked about? That now triggers every time![/p]
  • [p]Deft Hands: This offers a good set of bonusses throughout. Damage? Yes please. Attack and Cast Speed? Never hurts. By choosing the Critical Hit Chance we get exactly what we need and further build our synergies.[/p]
[p][/p][p][/p][h2]Earth Actives[/h2][p]If we position ourselves well, each of these Trick Shots should be able to damage many enemies, but as its area of effect is in a thin line, we could use a clearing skill from Earth to help us get through light mobs more quickly.[/p][p]Let’s pick the Earth Enchantment aura to benefit both our fire and physical damages. As our Trick Shot does pierce damage, this should be a clean synergy. But having 2 auras early in the game can be highly taxing to our energy pool, so putting a point or two into Conservation to reduce this energy reservation is a good idea.[/p][p][/p][p]As for our mob-clearing skill, let’s go with Roiling Magma. Who doesn’t like a big ball of fire to dispose of all those pesky swarming enemies? We go for the following modifiers:[/p]
  • [p]Overwhelm: Once we spec into this, whenever we use our Weapon Attack we gain a stack of Overwhelm. When we have 3 stacks, our Roiling Magma can consume them for a super charged shot.[/p]
  • [p]Enhanced Ailment: With this Modifier we have a higher chance of setting enemies on fire as well. That’s very useful against light mobs in case they survive our initial shot somehow. The burning stacks should finish them.[/p]
[p][/p][h2]Weapons and Attributes[/h2][p]Now that we have our skill trees locked in, let’s quickly talk about weapon choice.[/p][p]Since we want to build these Overwhelm stacks quickly, it makes a lot of sense to opt into dual-wielding daggers for their fast attack speed. That also perfectly fits the style of an Ashstalker![/p][p]
We will definitely put some points into Agility. We can also split it with Might to boost both physical and fire damages with our connected meta-attributes (Fitness and Resolve).
A more focused build is also possible. While splitting is good for versatility, as enemies have varying damage resistance profiles, focusing on less attributes gives you larger advantages in certain areas of the game. [/p][p]
The choice is yours to make![/p][h2]Putting it all together[/h2][p]To summarize:[/p]
  • [p]We use Trick Shot to deal high critical damage, especially to channeling enemies. With this we can even interrupt their abilities, helping us to control the battlefield in a very rogue-ish way.[/p]
  • [p]Roiling Magma helps us to clear out light mobs, especially after we charge it up by swiflty attacking with our daggers a couple of times.[/p]
  • [p]Our 2 auras (Earth Enchantment and Preperation) give us a constant boost. Finally Marked for Death allows us to pick and obliterate a single target, if needed.[/p]
[p]Here’s a short clip about how this build looks in action: [/p][p]Youtube Link to Crit Trick Shot Ashstalker - Rogue and Earth[/p][p][/p][previewyoutube][/previewyoutube][p]Oh, and one more thing:[/p][p]As the experts amongst you might already suspect, many of the passives in the Earth mastery will boost spells, but not weapon attacks. This lacks synergy with our main ability, Trick Shot!
That could be a problem for us in the long term. Unless… we turn it into a spell! The Trick Shot Modifier “Shadow Dagger” does exactly that.[/p][p][/p][p][/p][p]That’s all for this one. Of course, this is only one way to build an Ashstalker and as you progress through the game you could add a lot more abilities and passives to this build.[/p][p]We can’t wait to see what kinds of builds you all come up with.[/p]