About the Game

Return to the classic mythology-inspired setting of Titan Quest and go toe-to-toe with legendary monsters as you journey across a fantastical reimagining of Ancient Greece.
Nemesis, Goddess of Retribution, is out of control. She is corrupting the Threads of Fate and condemning all those who oppose her to Eternal Punishment - including you. Take up your weapon, fight alongside gods, and face some of the most powerful forces in Greek mythology in order to stop Nemesis, free those she’s punished, and weave your own epic tale.
From the creators of SpellForce 3 comes a handcrafted action RPG for a new generation of mythical heroes.

Embark on an adventure worthy of the epics that takes you from picturesque beaches, to serene Greek temples, to ruins haunted by shades of the dead, to places where no mortal has ever ventured, including the mysterious realm of the Moirai themselves and beyond.
Battle classic creatures from Greek myth and the original Titan Quest, including ichthians, centaurs, gryphons, hippokampoi and cyclopes, and prove that the age of heroes is far from over.

Titan Quest II features a unique handcrafted campaign focused on exploration, and the world is full of mysteries and secrets to discover. Legendary monsters lurk in hidden groves, strange artifacts still carry magic from bygone ages, and you never know when you will end up face-to-face with a god. Every ruin holds a secret, every statue a story.
Visit memorable towns full of life and intrigue. The conversations you engage in and the items you find along your journey can lead to surprising discoveries. This is your adventure.

Heroic deeds require heroic effort. As your journey progresses you will unlock powerful abilities and wield epic weapons, but the enemies you face are far from defenseless - dodge and counter their attacks, then overwhelm them with a well-timed flurry of blows.
Rituals allow you to control the game’s difficulty, while deep character customization systems ensure that there’s always a good reason to replay.

Flexible character system: In Titan Quest II, you are in control of your own fate. Form your own class by combining two masteries. Build your character around the strengths and weakness of both masteries, exploring different combinations of skill modifiers, attributes, and items to create your own hybrid class and find your favorite playstyle. Grow your powers from those of a young mortal to a hero to rival the gods themselves!
Meaningful loot: Every item serves a function, and every character class has many options when it comes to finding the perfect equipment.
Challenging action RPG combat: Enemies form factions and work together, combining their unique skills and abilities to keep you on your toes. Use the deep character build system and access every skill at your disposal to vanquish them in this unique action RPG experience.
A beautiful, handcrafted world rooted in Greek myth: Encounter stunning vistas and deep caverns. Use the powers of the gods to uncover secret locations and explore lovingly designed levels full of verticality.
Rich and immersive sound: An atmospheric soundtrack blends traditional Greek music with modern orchestral elements to create epic, memorable themes, drawing you into Titan Quest II's unique world.
Screenshots
16 images
Version Information
Steam Patch Notes
Official update history
Titan Quest II - Early Access
Content Update 6 - Hotfix 2
0.5.0-public.126509+win.2585
Bugfixes
Masteries
Rogue
- Preparation - Poison Imbuement: Fixed flat damage bonus not being properly applied
Items
- Fixed a centaur MI implicit not re-using index 0 tooltip text
UI
- Fixed ingame modals opening behind fullscreen UIs and blocking their input
- Fixed some characters being stuck in "end of campaign" screen due to modals blocking that screen's input and thus rendering them unplayable
Performance and Stability
- Fixed a condition in the engine physics code which could cause a crash when spawning/loading destructible objects
- Fixed leak in ability system in regards to targetting
- Fixed leak in ability system where abilities weren't removed correctly when the ability failed activation under certain circumstances
- Fixed Flame Volley Orbit Modifier performance
Titan Quest II - Early Access
Content Update 6 - Hotfix 1
0.5.0-public.125982+win.2568
Heroes!
We have decided to fix some issues but also make some needed changes.
Changes and Balance
Masteries
We have taken a look at how our changes and especially Summons perform and made several adjustments. This is a high-level overview, detailed changes are listed below:
We felt like the passive playstyle for Summons didn't perform as well as we'd liked compared to the more active Empower playstyle. For this reason we added new Modifiers that should be great for players who want the more passive experience.
We adjusted Balance for some of the Summons. Core Dweller with certain Modifier combinations overperformed. This was especially true when using Empower, Augmenting Channel and Command Fissure. We have made several adjustments to bring it more in line with intended power level.
Wisps underperformed so we decided to buff them to bring everything onto a more similar level of power.
We also overall buffed Shadow Clone and Automaton.
We made many more detailed changes to support certain playstyles better and fix potential balance and functionality issues we observed.
New Modifiers
Frenzied (Automaton, Core Dweller and Shadow Clone):
This Summon has 20% more Damage
This Summon has 15% increased All Speed
This Summon has 40% less maximum Health
Autonomous Strength (Automaton, Core Dweller and Wisp):
This Summon has 20% more Damage
Does not apply Empowered
+30 Energy reserved
Changes affecting multiple Masteries
Enhanced Health: more Health 30/60/90% -> 50/100/150%
Strong Awakening: Max duration 5s -> 6s
Strong Awakening: Percentage of Lifetime 20% -> 30%
Enhanced Damage: "more Damage" adjusted 15/30/45/60/75% -> 10/20/30/40/50%
Enhanced Damage: "Energy reserved" adjusted +10/20/30/40/50 -> +5/10/15/20/25
Empowered Assault: 5/10/15% more Skill Speed -> 5/10/15% increased Skill Speed
Empowered: "increased Total Damage" adjusted 30% -> 20%
Empowered: "increased Skill Speed" adjusted 20% -> 10%
Minion Master: "more Summon Damage" adjusted 30% -> 20%
Earth
Core Dweller
Base Armor 50|50 -> 45|45
more Restoration Rate 200% -> 300%
Slam: Circle radius 3m -> 2.5m; cone radius 5m -> 4.5m
Augmenting Channel: "more Damage" adjusted 70/100% -> 30/50%
Augmenting Channel: 10/20% more Skill Speed -> 10/20% increased Skill Speed
Fissure
Core Dweller Command: more Damage 75% -> 10%, because of the way Fissure modifiers compound with Core Dweller modifiers
Forge
Automaton
Basic Attack Damage 120% -> 140%
Basic Attack angle 60° -> 75°
Restoration Reduction 4s -> 6s
Forged Legion - Feat Minion Master
10% more Summon Damage -> 30% increased Summon Damage
Rogue
Mark for Death
Shadow Daggers can no longer proc more than once every 0.3s
Preparation
Shadow Daggers can no longer proc more than once every 0.3s
Shadow Clone
The Clone is now more reactive on spawn
Added 20% increased All Speed
Added 30% more Ranged Weapon Damage
Added While Empowered 20% increased Total Damage
Detonation: Added a new poison version of this modifier to Shadow Clone
Shadow Daggers can no longer proc more than once every 0.3s
Enhanced Lifetime: more Health 10/20/30% -> 50/100/150%
Storm
Tempest Essence
Tempest Essence: Moved from Tier 4 into Tier 3
Wisps
Base Weapon Damage 7 -> 8
Base Armor 20|20 -> 25|25
Wisps are now more reactive on spawn
Fulminate: Wisp Blast more Damage 120/160/200% -> 60/90/120%
Fulminate: Restoration reduction +1s -> +0.5s
Wisp Blast: Lightning Damage 23 -> 29
Intangible: less Damage 20% -> 15%
Items
Slightly increased overall Relic drop chance.
Increased Critical Hit Damage: Now is additive instead of multiplicative and has reduced values. Every instance of the affix is rerolled to be affected by those changes.
Dark Essence: Completion bonus is now +6% Critical Hit Damage Multiplier instead of 3% increased Critical Hit Damage Multiplier
Other
Added a pop-up to reset player input settings due to recent changes to the button layout
Modifiers/Feats - Allow unslotting and leveling down in ability hover state
Bugfixes
Masteries
All Masteries
Ailments: Damage inflicting Ailments (Burn, Chill,Shock,Plague,Bleed) can no longer crit
Overload: Damage can no longer crit
Masteries - Summons - Modifier Detonation: Now correctly scales with the Summon's bonuses instead of the Summoner
Sustained Summons
Modifier Enhanced Damage: Fixed the Damage bonus not working after the Summon dies and is restored
Modifier Enhanced Health: Fixed the Regeneration bonus not working after the Summon dies and is restored
Modifier Enhanced Speed: Fixed the Speed bonus not working after the Summon dies and is restored
Masteries - Summons - Automaton/Core Dweller/Wisp: Summon Weapon Damage now properly updates on level ups
Earth
Fissure
Core Dweller Command: Command now correctly costs player Energy instead of Summon Energy as initially intended.
Forge
Heat of the Forge
Fire Retaliation: Fixed Feat not working as intended
Rogue
Deft Hands
Critical Strike feat now grants +3% Critical Hit Chance instead of 20% increased Critical Hit Chance
Dismantling Tactics
Critical Strike feat now grants +5% Critical Hit Chance instead of 40% increased Critical Hit Chance
Mark for Death
Mark for Death's additional damage can't Crit anymore
Preparation
Fixed tooltip mentioning "increased" critical hit multiplier while the effect was additive. Functionality remains the same
Increased Crit Damage: Fixed Feat granting more Critical Hit Damage than described
Shadow Clone
Shadow Clone no longer clones relics or charms from the player's weapons
Fixed Shadow Clone not having any base Armor value
Storm
Ice Nova
Added cooldown now gets properly reduced by increased Cooldown Rate bonuses
Storm Nimbus
Lightning Resistance: Fixed max Lightning Resistance bonus not working
Wisps
Wisps: Fixed Capacity to Storm T1 Active Skills affecting Wisps
Lightning Bringer
Fixed bonus Lightning Strike Damage not scaling with invested points
Lightning Evoker
Fixed bonus Lightning Strike Damage not scaling with invested points
Warfare
War Banner
Fixed War Banner being able to take damage
Creatures and Bosses
Fixed Skeleton Revenants applying damage conversion to non-skeleton creatures
Frost Revenant: Fixed Ice Spikes ability freezing allies
Skirion: Fixed death animation
Bandit Cutthroat: Fixed wrongly increased damage of his dagger attack, resulting to very high numbers
Items
Mechanical Parts: Fixed completion bonus not properly giving Device Capacity
Charms: Fixed Magical Resistance completion bonuses not working properly
Fell Blade: Fix Burn - Rutpure mechanic not being properly unlocked
Affixes - x% increased Elemental Damage: Fixed bonus not being applied properly
Fixed multiple stacking issues with affixes, which led to bugs when combining multiple stats or effects of the same type
Fixed issue with Relics only dropping in their respective chapters. Relics from previous chapters have a lower chance to drop in later chapters.
Fixed charms not being properly movable from stash to inventory via gamepad sometimes
World and Quests
Fixed loot chest near Broken Road with unintended high Epic drop rate
Fixed chest with high Epic chances near Glaukos statue
UI
Fixed respec behavior with regard to modifiers which caused Modifiers to be wrongly saved (and displayed with a red border) when speccing out of an ability.
Fixed issue with updates of Ability Tooltip values when changing weapons
Vendor - Fixed filter buttons disappearing when selecting the Buy Back Tab
Modifiers/Feats - Fixed discolored slotted feats
Sustained ability UI now correctly factors in free reservation and thus allows you to activate skills accordingly
Fixed reserved health/mana changing sometimes not updating/deactivating sustained skills properly
Stability and Crashes
Fixed a possible crash when rendering foliage if all rendered instances are culled due to scalability settings
Other
Fixed stationary selector sometimes closing unexpectedly
Fixed some savegames not loading due to infinite recursion in equipment calculations
Heroes!
We have a big update for you this time. There is a lot of ground to cover, so let's get straight into it. First let's get an overview of the major topics of the update, then we will have a long list of individual changes and bugfixes.
Major Topics
Summons
Summons are added to the existing Masteries. This is our first step towards allowing a full "Summoner" playstyle in the game.
This will then be concluded with the addition of the summoning focused Spirit Mastery later this year.
Our design goal is to give you a choice:
Do you prefer a more passive playstyle and have your summons do the work for you?
Or do you want to engage more actively and use a playstyle where you empower your summons with active abilities?
Both are possible, as well as various combinations in between of course.
We are adding the following abilities:
New Active Abilities: Core Dweller (Earth Summon), Wisps (Storm Summon), Automaton (Forge Summon), Shadow Clone (Rogue Summon) and War Banner (Warfare)
New and Reworked Passive Abilities: We have added 3 new summon-centered Passives to Masteries and also added additional summon-scaling elements to existing passives.
Items
We know that items and especially Epics have been an often debated topic. With this patch we introduce a huge amount of buffs, additions and changes to our items.
Here is an overview of what this means:
New Powerful Affixes: Added a new set of item affixes that directly increase the power of your skills. These can increase the level of all passives for a whole Tier of a Mastery, or add capacity to all actives in one Tier of a Mastery.
Added Talismans: Talismans are a new off-hand weapon type. They offer inherent bonuses to energy, which could be hard to come by in the past.
Added new Epics, Relics and Charms: We have added 13 new Epics (including Epic Talismans), 13 new Relics and 3 new Charms.
Reworked existing Epics: Almost all existing Epic items were reworked, buffed or both so they are more powerful and exciting to find.
Added Potion Affixes: New Potion Affixes should make this item type more exciting to find.
New and Reworked Affixes: We have added tons of new affixes and reworked some existing ones. This includes adding more Energy-related affixes.
Staves Rework: We have reworked Staves, especially their implicit bonuses, to make them more useful for casters.
Added Affix Tiers to all affixes: We have started this process in the past and now all affixes should use the correct Affix-Tiers.
Due to all of these changes, some items will be partially re-rolled to their new versions. We believe this is the best approach here. Anything we reroll usually is a buff and we don't want you to have to "find it again".
We did the following re-rolls:
All Epic items were re-rolled, as we have completely overhauled and buffed all of them.
All item Implicits were re-rolled, as we improved many of them (see the staves example above)
Some very specific Affixes that we moved/removed were rerolled. These are very few.
We have included an extra section at the end of this changelog that will deep-dive into the individual changes to items and also offer an overview of our goals with these changes in more detail.
New Features
Sustained Skill Rework
We have reworked how sustained skills are equipped and maintained in the game. They now live in a new window accessible via the Mastery Screen and aren't in your normal skill bar (unless they have an active component, like many Summons).
In this new window you can turn them on and off and also have a preview of how this will impact your Energy and Health.
We have also added a lot of quality of life features. For example Sustained Skills don't need to be reactivated after death or when restarting the game anymore, making it a lot less annoying to play with them.
As a part of this we have removed 2 Skill-Slots from the UI to maintain our currently intended balance and access to abilities.
Death Echoes
We have added "Death Echoes". They allow you to recover lost experience after death. To do so you need to defeat all enemies in the area.
Should you die again, the experience stored in the previous Death Echo will be lost.
Map Markers and Pings
We have added the ability to add Markers on the Map and make a temporary ping on the Minimap. This should help coordinating your party in multiplayer.
0.5.0-public.125062+win.2530 - Changes to Gameplay and Balance
Masteries
Highlevel Balance Adjustments
With this update we plan to increase the viability of some abilities and mechanics, while also taking a look at some that over-performed to a degree we found to be problematic for the game.
This is not meant to be a major balance overhaul, but some targeted changes to improve the experience.
We also made some adjustment to unify player and summon scaling more.
The larger ideas here are:
Elemental Infusion: We felt that making good use of this mechanic could be a little tedious and require a lot of input from players. You can now have up to 3 stacks of the same infusion. Using an Infusion Skill will still only use one stack.
Exhaust and Energy: We want to test an adjustment to how abilities that cost more Energy and use Exhaust as a default work. We are testing this specifically on Call Lightning. The idea is to make the base ability easier to use by reducing its cost and removing Exhaust. Players can opt to adjust the ability via modifiers. For example they can choose to ADD exhaust in combination with more damage. Or turn the ability into a cooldown skill but again have more damage.
Critical Strikes: We rebalanced Crit Chances to achieve the following goals:
Bonuses are easier to understand
Less multiplicative makes it harder to reach very high chances
Less multiplicative means we can give stronger flat chances which means investing into Crit is more useful even without maximizing it
Attacks and Spells will be more equal now because previously only Attacks had access to flat Weapon Crit Chance bonuses
Doom: We felt it was hard to consistently utilize Doom in builds, so we wanted to improve access to it.
Trick Shot, Bladespin and Scattershot now each have three modifiers revolving around Doom including one to apply Doom.
Previously there were only few ways to consistently apply Doom and this change is to make building around this mechanic more viable.
Rage and Lightning Strikes: We rebalanced Rage and Lightning Strike passives. We want the mechanics to be strong but only with appropriate investment. It should be an active choice to go for either of these mechanics and players should then be rewarded for that choice!
Summon Scaling: We have adjusted Summon-related bonuses from Passives and Affixes to be in line with bonuses awarded to players. This should make things more intuitive.
Summon Passives: Now that Summons are a greater part of the game we have added additional Summon scaling to existing passives to make them more useful for Summoners and create more choices.
Affecting All Masteries
Elemental Infusions: You can now stack up to 3 stacks of the same Elemental Infusion
Elemental Infusions: Infused Skills and Summons now have 5/30% of their damage converted to the consumed type
Changed "Increased Critical hit chance" to "+ x% Critical hit chance" (going from percentage to flat increases), adjusted the numbers wherever % increases stayed.
Warfare: Proficiency - Critical Hit Chance feat, Invoker of War - Spell Critical Hit Chance feat
Storm: Raging mind - Critical Hit Chance feat
Rogue: Surgical Precision and all 3 feats adjusted, Sleight of Hand: Weapon Critical Hit Chance feat, Shadow Arts: Spell Critical Hit Chance feat, Accuracy and its Critical Chance and High Critical Hit Chance feats
Rage: Increased decay rate per Stack 20% -> 30%
Rage: Base Stack Duration 3s -> 2s
Earth
Added new Passive: Igneous Power
Added new Active: Core Dweller
Fissure: New Modifier: Core Dweller Command
Earth Enchantment: Reduced percentile damage increase +30% -> +20%
Earth Enchantment: Reduced Energy Reservation 60 -> 40
Earth Enchantment - Earth Enhancement: Reduced Energy Reservation +15/30/45/60/75 -> +10/20/30/40/50
Earth - Earth Enchantment: Now has new tags Aura, Buff
Earth Attunement: Added 3% Summon Damage per level
Earth crit feats changed to flat +3% crit
Earth Invoker - Feat Summon Damage: Summon Damage 35% -> 30%
Roiling Magma: Removed Exhaust; Energy Cost 80 -> 100. Exhaust worked too much against the intended push and pull between Cost and Damage in this skill; with this change, it will be more useful to invest into Energy Regeneration to overcome higher Costs for higher Damage
Forge
Added new Active: Automaton
Magma Shell: Retaliation amount now properly scales with level
Blade Trap: Increased placement range 6m -> 30m
Metal Welding: We wanted to buff this ability and make some adjustments to make it more fun to use. We also added some new functionality.
Charge Time per Stage: 1 -> 0.7
Base Duration: 3 -> 5s
Changed Increased base Damage per stage: 35% -> 25%
New: The first Attack after your Channel ends deals 30% more Damage per Stage reached
Enhanced Welding - Increased Damage modifier: 10/20/30 -> 15/25/35
New Modifier: New First Strike Modifier to go in the first attack direction
Blade Trap/Sentry - Masterwork: More Damage per Divine Core spent 6/8% -> 3/4%
Forged Legion- Increased Damage per Level 8% -> 4%, added 1% increased all speed per level.
Forged Legion: Feat Summon Damage: 35% -> 30%
Reinforced Weaponry - Added 3% summon damage per level
Expert Blueprints: Now gives devices all speed instead of activation speed and cast speed. (2% per level)
Tempered Arsenal: Now has new tags Aura, Buff
Fortified Construction - Feat Summon Regeneration: 2% -> 0.5%
Forge Call - Enhancing Orbs: Reduced total damage increased per Orb 6/9/12% -> 3/5/7%
Rogue
Added new Active: Shadow Clone
Added new Modifiers to Bladespin, Scattershot, and Trick Shot to allow synergizing with Shadow Clone
Sleight of Hand: Added 2% Summon Damage per level
Shadow Arts: Added 2% Summon Damage per level
Trick Shot, Bladespin, and Scattershot now each have three modifiers revolving around Doom, including one to apply Doom.
Preparation: Now has new tags Aura, Buff
Mark for Death: Extra Damage 10% -> 15% but Mark for Death now deals unscaled Damage to prevent double dipping on Damage bonuses
Remote Tactics: Summon Damage per point 6% -> 4%
Remote Tactics - Feat Summon Damage: Summon Damage 35% -> 30%
Storm
Added new Active: Wisps
Added new Passive: Tempest Essence
Ice Nova: New Modifier: Wisp Nova
Raging Storm: Maximum Level 8 -> 16
Raging Storm: Increased Rage Effect 10% -> 5% per Level
Raging Storm - Duration Feat: Increased duration bonus 20% ->30%
Lightning Evoker: Increased Maximum Level 8->16
Lightning Evoker: Reduced Lightning Strike Chance 5% (Max 45%) -> 4% (Max 64%) per Level
Lightning Evoker: Now grants +0.2 (Unscaled value) Lightning Strike Damage per level
Lightning Evoker - Feat Damage: Now grants +3 (Unscaled value) Lightning Strike Damage
Lightning Bringer: Increased Maximum Level 12 -> 16
Lightning Bringer: No longer grants increased Chance to cause Lightning Strikes and increased Damage
Lightning Bringer: Now grants +0.4 (Unscaled value) Lightning Strike Damage per level
Call Lightning Changes to base skill: No Exhaust, Energy Cost 80 -> 50, Damage 17 -> 12, slower Damage scaling
Call Lightning: New Modifiers: Exhaust, Cooldown, Cooldown Charge, Cooldown Refresh - Combo, Cooldown Refresh - Energy
Storm Attunement: Added 2% Summon Damage per level
Storm Nimbus: Now has new tags Aura, Buff
Storm Invoker: Summon Damage per point 5% -> 3%
Storm Invoker - Feat Summon Damage: Summon Damage 35% -> 30%
Warfare
Added New Passive: Strategos
Battle Rage: Maximum level 8 -> 12
Battle Rage: No longer grants increased Damage
Battle Rage: Increased Rage Effect 10% -> 8% per Level
Frenzied Rage: Maximum level 8->16
Frenzied Rage: Increased Rage Effect 10% -> 5% per Level
Frenzied Rage - Duration Feat: Reduced duration bonus 40%->30%
Martial Expert Added 3% Summon Damage per level
Battlefield Awareness: Now has new tags Aura, Buff
Items
As mentioned previously, we have an exhaustive list of changes and design thoughts on the item portion of this update below.
Creatures and Bosses
Increased Creature Health: We realized that our creatures' stats didn't perfectly match the player's current power progression. For this reason, we increased creature HP, especially in the higher levels.
Giant Eagle: Increased frequency of swooping down ability
Giant Eagle: Increased health and damage
Eagle: Increased frequency of Gust ability
Scorpion Mother: Increased health and damage
Scorpion Mother: After summoning Scorpionlings, the Scorpion Mother will move through the ground behind the player
Feral Hippokampos: Slightly increased damage of some abilities
Skylla's Maws: Increased damage
UI and Other
Leveling up now restores player mana
Dialogues are now location-based, so you will no longer see/hear other players' dialogues from the other end of the map
Item Tooltips: Removed + and - from "increased" and "reduced" stats in item tooltips
Item Tooltips: Added + to added values and - to subtracted values in item tooltips
Item Tooltips: Added "Base" Keyword to affixes affecting base stats of items
Ability Tooltips: Updated Modifier tooltips to automated display of Modifier requirements and incompatibilities
Ability Tooltips: Removed capacity and reduced the size of modifiers and feats when hovering an active or passive in the mastery screen
Health Potion: Base HP Recovery changed from 90% of Maximum Health over 3 seconds to 60% of Expected Health over 3 seconds (This prevents characters that invest heavily into health to have their Health Potion getting exponentially strong. values are overall higher or equivalent for characters that don't invest into defense)
Chest Traps: Increased explosion telegraph and delay to 1s
Disabled damage, heal, and Exp text display by default for greater immersion, they can still be enabled via the settings
Added player custom marker and ping
Bugfixes
Masteries
Fixed that the following Modifiers didn't work as an aura: Barrier Preservation, Enhanced Glancing Hits, Enhanced Regeneration, Enhanced Resistances, Inspiration, Pierce Retaliation, Vitality Drain
Ailments: Fixed on Application effects sometimes being applied by every damage tick instead of application only
Ailments: Fixed Shocked Ailment being reduced by Bleed Resistance
Ailments: Fixed Shocked and Chilled not dealing damage anymore if you permanently reapply stacks on the target
Descriptions: Changed multiple occurrences of "Cooldown Speed" being mentioned to "Cooldown Rate".
Fixed whirlwind and some other abilities having an unexpected movement direction when cursor aiming outside of the playable area (e.g., when standing on narrow bridges). The movement aiming for these abilities now behaves exactly the same as normal player movement
Earth
Earth Enchantment - Earth Enhancement: Fixed modification of percentile damage bonus not affecting base ability tooltip
Cremation: Fixed Ignite on Burning targets feat not working
Earthquake: Additional per second Energy Costs from modifiers are now correctly displayed and calculated
Earthquake - Aftershock: Slotting in the modifier doesn't increase the Ailment Chance value of the main ability in the UI anymore
Earth - Ring of Flame: Fixed Cooldown not being affected by increases to Cooldown Rate
Forge
Heat Of The Forge: Fixed Retaliation feat giving unintended amounts of Retaliation
Heat of the Forge: Fixed passive only showing values up to level 10
Blade Trap - Frail: Fixed Sentry also applying Frail on hit with the modifier slotted on Bladetrap
Blade Trap: Fixed area modifier not changing the Blade Trap visually anymore
Sentry - Frail: Fixed Blade Trap also applying Frail on hit with the modifier slotted on Sentry
Armor Spikes: Fixed passive only showing values up to level 10
Rogue
Preparation - Trail Blazer: Fixed modifier not adding to Impairment Resistance
Preparation - Trail Blazer: Fixed tooltip saying Restraint instead of Impairment
Grenade: Now has its type tags (Fire base, poison when converted)
Art of Death: Maximum Doom feats now correctly increases the maximum doom possible on enemies
Trick Shot: Fixed ability not working with staves
Grenade - Fragmentation: Fixed displayed Ailment Chance and actual Ailment Chance not matching
Mark for Death - Shadow Dagger: Fixed damage not scaling properly with player level
Storm
Storm Protection: Glancing Projectile Chance bonus is now properly applied
Overcharge: Overload duration is now correctly increased
Tempest: Now has the Lightning tag
Arcane Shield - Reservation: Fixed percentage of Reserved Energy not scaling with player level properly
Tempest: Fixed ability not damaging enemies when at exactly 30 Amplify
Lightning Bolt: Fixed base Critical Hit Chance not being taken into account
Warfare
Barrage - Ramp Up: Fixed Ailment Chance not increasing properly with each hit
Items
Staff: Ichthian and Infrequent staves now properly drop their implicit bonuses
Raging Bull: Fixed tooltip mentioning "increased Weapon Damage" instead of "increased Weapon Attack Damage"
Implicits: Fixed x% increased Attack, Cast, and Cooldown Speed dagger implicit now working as expected
Implicits: Fixed incoherence between Dodge Recovery Rate and Dodge Cooldown Rate for armor implicits. Both now use Dodge Cooldown Rate.
Fixed multiple inconsistent affix effects descriptions
Epics: Fixed Barrage and Megalos not dropping from gambling and random drops
Creatures and Bosses
Fixed enemies not reacting to sentries. They now start attacking the player when attacked by sentries.
Ghost Spartan Captain - Aspimachos: Fixed Shield Combo ability cancelling itself
Fixed passive Gryphon fight in the Northern Beaches
Giant Eagle: Fixed targetting and collider during Swooping down ability
Fixed boar colliders bumping other characters around
Fixed gold sometimes not dropping from enemy creatures
Quests and Content
Fixed Philon reappearing in Pan's arena
Fixed Glaukos disappearing in unexpected ways
Fixed Teleporters in Ichthian Fortress being unlocked at inappropriate times, sometimes causing confusing states and requiring odd backtracking.
Multiplayer
Fixed floating widgets wiggling around on clients
Fixed connection issues in multiplayer
Fixed an issue that could cause characters to be shown in the wrong location for clients in multiplayer
Fixed an issue where trying to teleport directly to another player could cause clients to teleport below the floor under some circumstances
Fixed an issue where characters created while joining a multiplayer session could become level 0 if the player exits the session immediately after joining
Fixed Titan Ichor VFX and animation not being played for the correct player character in multiplayer
Other
Added display for "Activations" over activation based devices (Blade Trap, Sentry)
Fixed fog of war being offset in the big map for screens that exceed our maximum 21:9 aspect ratio
Fixed possible crash on startup when FSR Frame Generation is enabled
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.
Fixed an issue that prevented FSR frame gen from taking effect in the shipping build
Fixed damage numbers appearing offset on screens with very tall or very wide aspect ratios
Fixed floating combat text for healing showing as experience instead
Fixed a potential deadlock which could cause the game to get stuck permanently in a black screen during startup
Fixed an issue where sound would sometimes be muted until the window lost and re-gained focus if "Background Audio" was turned off
Fixed an issue that could cause player characters to become stuck in some locations
Personal portal now always spawns in the direction the player is heading instead of behind them for a better looking portal effect
Teleporting directly from the map UI now properly checks for in combat state, matching the behavior of the personal portal
Fixed issues that could cause video playback to become extremely choppy or even freeze completely at low framerates
Detailed Item Changes
As promised above, we wanted to add a section where we go into more detail regarding the item changes we made.
This includes a full list of changes to individual epics, what we changed about affixes, and also explains our goals and philosophy behind those changes.
General System Changes - Design Reasoning
To improve progression and make especially Magic items a more attractive upgrade option while playing through the story, we made the following changes to affix tier drops:
All Affixes and implicit item properties are upgraded to a new tier system, featuring more tiers and thus chances to find upgrades, and later on, better interactions with crafting. The Tier Names of many affixes have also been updated.
Magic items now have access to higher affix tiers even earlier than before. This should improve their usefulness during the story as they can be "ahead of the curve" in affix power compared to rares.
Weapon affixes, weights, and distribution are revised to have a clearer distinction between normal, attack-supporting weapons and caster weapons. This should help find upgrades for both categories. (It is still possible to find “Hybrids”, but at a much lower rate than before)
New Item Type - Talismans:
Talismans are now available! They are utility off-hand items providing you with Energy and buffs
A range of new Epic Talismans is also available
Epic Items - Design Reasoning
Epic Items were having some trouble keeping up with other types, especially since the addition of Relics, so we’re giving them a deserved overhaul.
We will keep our eyes on Epics and with new features entering the game might make other overhauls even to existing ones. So even more changes can happen in the future.
Epic Armors are of course also planned to join the roster in the future!
Important: Because those changes represent, on average, a significant increase in power for all Epic Items, we decided to apply them retroactively, which will mean items on your characters will have these buffs present and you do not have to find them again.
Power Level is adjusted to match Rares and Monster Infrequents, taking Charms and Relics into account, which results in a significant buff
Many affixes have been adjusted or completely changed on most Items to make them more usable or strengthen their core ideas, including unique effects
New affix tiers and balance changes are also effective for Epic Items.
Some effects are now marked as “Unique Effect”, meaning they do not stack multiple times, even if you find them on different or twice the same Item.
Item Stats Changes
New Skill-enhancing affixes: Affixes that grant extra capacity points for actives or levels for passives can now drop on items
Certain normal Items have a chance to drop a mastery-based version that enhances all skills of a mastery
Uniques, Relics, or Charms can have a more specific version, targeting precise skills or skill categories
New Potion Affixes:
Health and Energy Potions have new affixes affecting their Charges, Duration, Effectiveness, Recharge, and more.
Those are the new, currently available affixes:
+x Maximum Charges
x% increased Duration
x% increased Recharge Rate
x% increased Effect Amount
-x Charges Consumed
+x Maximum Charges, x% less Recharge Rate
x% of Healing is Instant
x% of Healing is Instant, x% reduced Healing Amount
Energy Affixes:
Having the option to invest in Energy is an important part of most builds. You now have more options to build energy-related stats.
+x Energy: Added more tiers, increased values, increased the amount of compatible items, and increased the drop chance.
+x Energy Regeneration: Added more tiers, increased values, the amount of compatible items, and the drop chance.
-x Energy Reserved: Changed naming to “+x Free Energy Reservation” (functionality remains unchanged), added more tiers, increased values, increased the amount of compatible items, and the drop chance.
New: “+x Energy, +x Energy Regeneration” Suffix for Staves to free up affix space and give Caster characters more options.
Critical Hit Affixes:
As mentioned above, we have made adjustments to crits in masteries that of course also need to be represented in item affixes.
x% increased Critical Hit Chance: No longer exists
New: “+x% Critical Hit Chance” for Weapons, Talismans, Rings, and Shoulders. Effect grants flat Global Critical Hit Chance (Works on both Spells and Weapon Attacks)
x% increased Critical Hit Damage: Now has more tiers
Damage Affixes:
x% increased \ Damage: Now has more tiers and adjusted values.
x% increased \ Damage: Now has more tiers and adjusted values, can’t drop on Weapons anymore
X% increased Area Damage: Now has more tiers. Can drop on more item types (Head, Talisman, Staves,2H Club, 2H Axe)
x% increased Projectile Damage: Now has more tiers. Can drop on more item types (Bow, Staves, Arm, Shoulder)
New: “+x \ Retaliation Damage” available on Torsos, Shoulders, and Shields.
Summon Affixes:
We have adjusted the values of summon affixes to be more in line with the rest of the balancing that happened for the inclusion of more Summons into the game.
Armor Affixes:
We want to free up affix space on armor pieces while giving more options to specialize in different types of defenses:
New: “+x Armor” affix that gives the combined amount of Pierce and Strike Armor. This is now the most common affix for armor pieces.
New: “+x Armor, x% increased Armor” for Torso and Shields. +x Pierce/Strike Armor now has increased values and a lower drop chance.
Armor Affixes are now grouped, and you can’t naturally drop multiple of them at once on a single Item.
Resistance Affixes:
x% \ Resistance and x% \ Resistance have more tiers and overall lower value. Amulets can now get the x% Category res suffix
x% Impairment Resistance can now be found on Legs, Shoulders, and Talismans
x% Stun Resistance can now be found on Shields and Heads
Ailment Affixes:
x% increased Ailment Chance: Now has more tiers
x% increased Ailment Power: Now has more tiers
x% increased Ailment Duration: Now has more tiers
Implicits:
All Implicits have more tiers and adjusted values.
Implicits on older Items will re-roll to the value they are supposed to have with the updated tiers.
Implicit scaling is now more granular and coherent across armor and weapons.
All Implicits now have a higher chance to drop at the highest available tier. This is not the case for normal affixes.
Implicit “+x% Base Weapon Ailment Chance”: Values are significantly lower and streamlined across weapons
Implicit “+x% Base Weapon Critical Hit Chance”: Values are overall higher to match Critical Chance affix changes and streamlined across weapons
Implicit “+x \ Weapon Damage”: Now has 6 Tiers instead of scaling with the Weapon Level
Ichthian Shield retaliation implicit has been replaced with Poison Resistance
We will evaluate the impact of these changes, and you can expect more iterations on Implicits in the future.
Staves:
Stave Implicits have been completely revised to benefit caster characters more:
Tripod Staff Implicit: x% Weapon Penetration → +x Energy
Round Staff Implicit: x% increased Attack, Cast, and Cooldown Speed → x% Cast Speed
Helix Staff Implicit: x% increased Area Damage → x% Increased Spell Damage
Ichthian Infrequent Staff: +x% Base Weapon Ailment Chance → x% Increased Ailment Chance
Other notable Affix Changes:
Affix “x% Glancing Hits Chance”: Now has more tiers and overall higher values
Affix “x% increased Cooldown Rate”: Now has more tiers, overall higher values, and is present on more items
Affix x% increased Movement Speed: Now has more tiers and overall higher values
Affix x% increased Attributes: No longer drops on Neck as a flat attribute affix is now present on all items
Bearded Axe Implicit affix now gives Base Weapon Damage instead of All Damage
Attribute affix values are now slightly lower but present on more items
Charms and Relics
Effects have been revised to match the new power level of normal affixes
Charms now have improved stats combinations to ensure no damage type has an inherent disadvantage
While the new stats are more streamlined than before, we still plan to cover a larger array of stats with future charms
Possible slots for Charms are adjusted according to their stats
Relics should feel unique as before, but we removed some anti-synergies and undesirable stat combinations
Relics also have their effects adjusted to match the new power level of normal affixes
Charms and Relics now have an additional very small chance to drop from chests and crates.
Charm distribution on creatures is partly revised for better coherence and to include new charms
Some charms that were present only on one creature type are now present on more (name and theme have been updated accordingly)
Relics are now assigned to a Chapter in which they first appear and have a higher drop chance. You can still find Relics from earlier chapters in the next ones, but at a lower rate.
List of Charm, Relic, and Epic Changes
Finally, we want to list all of the changes (or just display the updated versions) to Charms, Relics, and Epics.
Charm Details
Lupine Claw:
15/30/45% increased Pierce Damage → 10/20/30% increased Strike Damage
Completion: 10% Increased Cooldown Rate → +20 Fitness
Slots: Weapons, Talisman
Venom Sac:
15/30/45% increased Poison Damage → 10/20/30% increased Poison Damage
Completion: 15% Increased Damage over Time → +20 Cunning
Slots: Weapons, Talisman
Hollow Fang:
15/30/45% increased Vitality Damage → 10/20/30% increased Vitality Damage
Completion: 8% Increased Base Weapon Damage → +15 Vigor
Slots: Weapons, Talisman
Feline Claw:
15/30/45% increased Strike Damage → 8/16/24% increased Pierce Damage
Added: 10/20/30% increased Bleed Chance
Completion: 8% Increased Attack Speed → 5% increased Pierce Penetration
Slots: Weapons, Arms
Ichthian Fin:
10/20/30% increased Cold Damage (Unchanged)
Completion: 15% Increased Ailment Duration → +20 Resolve
Slots: Weapons, Talisman
Pristine Plumage:
5/10/15 Agility → 8/16/24 Agility
3/6/9% Poison Resistance → 5/10/15% increased Movement Ability Cooldown Rate
Completion: 8% increased Strike Armor → +5 Armor per Level
Slots: Jewelry
Boar Hide:
5/10/15 Might → 8/16/24 Might
20/40/60 Armor → 5/10/15% Glancing Hits Chance
Completion: 20% Bleeding Resistance → +5 Armor per Level
Slots: Jewelry
Necrotic Bones:
5/10/15% Cold Resistance → +12/24/36 Energy
Completion: 30 Energy → +4 Energy Regeneration per second
Slots: Jewelry, Talisman
Turtle Shell:
40/80/120 Armor → +2/4/6 Health per Level
Completion: 8% increased Health → 4% Magical Resistances
Slots: Torso, Shield
Rigid Carapace:
20/40/60 Armor → 4/8/12 Armor per Level
20/40/60 Health → Removed
Completion: 15% increased Health Regeneration → 10% increased Health Regeneration
Slots: Armor, Shield
Spectral Matter:
5/10/15 Knowledge → 8/16/24 Knowledge
20/40/60 Energy Barrier → 5/10/15% increased Energy Barrier
Completion: 10% increased Energy Regeneration → +5 Armor per Level
Slots: Jewelry
Tortured Soul:
3/6/9% Vitality Resistance → 10/20/30% increased Summon Damage
3/6/9% Spirit Resistance → Removed
Completion: 10% increased Energy Barrier → 8% increased Summon Speed
Slots: Weapons, Arms, Talisman
Vile Ichor:
5/10/15% Increased Damage over Time → 3/6/9% increased Cast Speed
5/10/15% increased Spell Damage → Removed
Completion: 20% Plagued Resistance → 20% increased Spell Damage
Slots: Arms, Neck
Primal Magma:
3/6/9% Fire Resistance → Removed
5% increased Fire Damage → 10% increased Fire Damage
Completion: Summons have 30% increased Damage → +40 Resolve
Slots: Weapons, Talisman
Glacial Shard:
3/6/9% Cold Resistance → 3/6/9% Thermic Resistance
5/10/15% increased Cold Damage → Removed
Completion: Summons have 30% increased Damage → +3 Health per Level
Slots: Armor, Shield
Raging Tempest:
3/6/9% Lightning Resistance → Removed
5/10/15% increased Lightning Damage → 10/20/30% increased Lightning Damage
Completion: 20% Shocked Resistance → +20 Cunning
Slots: Weapons, Talisman
Mechanical Parts:
3/6/9% increased Movement Speed → 10/20/30% increased Device Damage
Completion: 10% Poison Resistance → +1 Capacity to Device Skills
Slots: Neck, Head
Hollow Essence:
10/20/30 Energy → 4/8/12 Energy Barrier per Level
Completion: 10% Glancing Hits Chance → 4% Magical Resistances
Slots: Armor, Talisman
Cyclops Eye:
4/8/12 Health per Second → 3/6/9% Natural Resistances
3/6/9% Lightning Resistance → Removed
Completion: 4% increased Vigor → +3 Health per Level
Slots: Armor, Shield
Relic Details
CHAPTER 1:
Bow of Apollo
10/20/30% Increased Ranged Attack Damage → 15/30/45% Increased Attack Damage
10/20/30 % increased Projectile Damage → 15/30/45% increased Projectile Damage
Completion: Each enemy killed with a Bow heals you for 5% of your maximum Health → 20% increased Projectile Penetration, +8% Projectile Critical Hit Chance
Aegis of Athena
5 / 10 / 15% increased Armor Value → 4 / 8 / 12 Armor per Level
New → 5 / 10 / 15% increased Free Barrier
Completion: 30% increased Free Barrier → 10% Glancing Hits Damage Reduction
Charon’s Obol
New Relic
Hermes' Sandal
6/8/10% increased Movement Speed → 3 / 6 / 9% increased Movement Speed
+8 / 16 / 24 Agility → +8 / 16 / 24 Agility
Completion: +1 Dodge Cooldown Charge (Unchanged)
Completion: 10% increased Movement Speed → 10% increased Movement Skill Cooldown Speed
Zeus' Thunderbolt
4 / 5 / 6% increased Attack and Cast Speed → 3 / 6 / 9% Increased Attack and Cast Speed
10 / 20 / 30% increased Lightning Damage → 15 / 30 / 45% Increased Lightning Damage
Completion: On first hit on a non-boss enemy, you have 10% chance to instantly kill it. (Unchanged)
New: +35% of Base Weapon Damage converted to Lightning
Typhon’s Serpentine Fang
50/60/75% increased Fire Damage → 20/40/60% increased Fire Damage
+10/12/15% Lightning Resistance → 8/16/24% Lightning Resistance
-20% Fire Resistance (Unchanged)
Completion: (Bugged) → Unlock Burn - Rupture (Chance to rupture when you apply burn)
20% increased Burn Chance
Hera’s Scepter
3/6/9% increased Spell Damage → Removed
5/10/15% increased Poison Damage → 15/30/45% increased Poison Damage
3/6/9% increased Ailment Power → 20/40/60% increased Plagued Chance
10/12/14% increased Plagued Ailment Duration → 4/8/12% increased Plagued Duration
Completion:Your next hit against an enemy has an additional 100% Plagued chance. Not more than once every 3s per target → Removed
You take 10% less Damage from Plagued enemies → Removed
+1 Maximum Plagued Stacks → +2 Maximum Plagued Stacks
Courage of Theseus
2/4/6% increased Damage → Removed
4/5/6% increased Attack and Cast Speed → 8/16/24% increased Summon Health
10/20/30% increased Summon Damage → 15/30/45% increased Summon Damage
Completion: When an enemy dies, you and your Summons gain 3% increased Total Damage for 5s, stacking up to 5 times. (Unchanged)
Hypnos' Calm
6/12/18% increased Energy Regeneration → +4/8/12 Energy Regeneration per second
+30 Energy Reserved (Unchanged)
Completion: While below 50% energy, gain 20% increased Energy Regeneration (Unchanged)
Iron Will of Ajax
5/7/9% Armor Value → 3/6/9% increased Armor
6/12/18% Spirit Resistance → 10/20/30% Stun Resistance
Completion: When you get hit by Hard Crowd Control, you have 30% chance to cleanse it and become Immune to Crowd Control for 8s. (30s Cooldown) (Unchanged)
CHAPTER 2:
Archimedes Mirror
+3/6/9% Glancing Hits Chance → 4/8/12% Glancing Hits Chance
+6/12/18% Glancing Hits Damage Reduction → 2/4/6% Glancing Hits Damage Reduction
7/14/21% increased Retaliation Damage → 15/30/45% increased Retaliation Damage
Completion: Whenever you get hit, you have a 15% chance to deal 100% Retaliation Damage +100% of the Damage Taken to the attacker → Whenever you get hit, you have a 15% chance to deal 100% Retaliation Damage to the attacker
Persephone's Tears
+15/30/45 Energy → 12/24/36 Energy
6/12/18% Cold Resistance (Unchanged)
Completion:
5% increased Energy → 8% increased Energy
+2% Max Cold Resistance → +4% Max Cold Resistance
Demeter’s Duality
3/4/5% increased Health → 3/6/9% increased Health
5/10/15% increased Health Regeneration → 4/8/12% increased Health Regeneration
-10% Cold Resistance → -20% Cold Resistance
5% Energy Reserved → 30 Energy Reserved
Completion: While below 50% Health, gain 10% increased Total Damage → While above 50% Health, gain 10% increased Total Damage
Completion: While below 50% Health, regenerate 1% of your Maximum Health every second → While below 50% Health, regenerate 1% Health per second
Anvil of Hephaistos
3/6/12% increased Area Damage → 15/30/45% increased Area Damage
4/8/12% increased Base Weapon Damage (Unchanged)
10% Reduced Combat Movement Speed (Unchanged)
Completion: 10% Weapon Penetration (Unchanged)
Legacy of Perseus
5/10/15% increased Poison Damage → 15/30/45% increased Poison Damage
5/10/15% increased Base Weapon Poison Damage → 3/6/9% increased Base Weapon Poison Damage
-15% Poison Resistance → -20% Poison Resistance
Completion:
+0.6 Weapon Poison Damage per Level (Unchanged)
Convert 35% of your Weapon’s damage to Poison Damage (Unchanged)
Chill of Tartaros
5/10/15% increased Cold Damage → 15/30/45% increased Cold Damage
5/10/15% increased Base Weapon Cold Damage → 3/6/9% increased Base Weapon Cold Damage
Completion:
+0.6 Cold Weapon Damage per Level (Unchanged)
Convert 35% of your Weapon’s damage to Cold Damage (Unchanged)
Blade of Thanatos
6/7/8% increased Attack Speed → 3/6/9% increased Attack Speed
15/30/45% more Damage to Elite Creatures → 4/8/12% more Damage against non-elite creatures
5% Health Reserved → 10% Health Reserved
Completion: Every third Primary Attack against a non-boss enemy deals unscaled Spirit Damage equal to 10% of its missing Health → Every third Primary Attack against a non-elite enemy deals unscaled Spirit Damage equal to 20% of their missing Health
Poseidon's Trident
New Relic
Pandora’s Box
New Relic
Theia's Brilliance
New Relic
CHAPTER 3:
Dionysos' Wineskin
New Relic
Rage of Ares
20/40/60% increased Strike Damage →20/40/60% increased Physical Damage
20/40/60% increased Pierce Damage → +2/4/6% Critical Hit Chance
10% Reduced Strike Armor → 15% less Armor
10% Reduced Pierce Armor → Removed (Included in Armor)
Completion: When an enemy dies, you and your Summons gain 3% increased Speed for 10s, stacking up to 5 times (Unchanged)
Eris' Strife
New Relic
Artemis' Bowstring
New Relic
Hades' Helm of Darkness
New Relic
Eternal Rose of Aphrodite
New Relic
Hestia's Cinders
3/6/9% increased Damage over Time
5/10/15% increased Fire Damage
3/6/9% increased Burning Ailment Power
10/20/30% increased Burning Ailment Duration
Completion:
Your next hit against an enemy has an additional 100% Burning chance. Not more than once every 4s per target → 10% increased Total Fire Damage against Burning enemies
Burning enemies around you are slowed by 15% → Removed
+1 Maximum Burning Stacks → +2 Maximum Burn Stacks
Hubris of Bellerophon
New Relic
Atalanta's Beauty
New Relic
Selene's Moonlight
New Relic
Helios' Sun Crown
New Relic
Valor of Achilles
5/10/15% increased Lightning Damage → 15/30/45% increased Lightning Damage
5/10/15% increased Base Weapon Lightning Damage → 3/6/9% increased Base Weapon Lightning Damage
-15% Lightning Resistance → -20% Lightning Resistance
Completion:
+0.6 Lightning Weapon Damage per Level (Unchanged)
Convert 35% of your Weapon’s damage to Lightning Damage (Unchanged)
Prometheus' Flame
5/10/15% increased Fire Damage → 15/30/45% increased Fire Damage
Completion:
+0.6 / 0.8 / 1.3 Weapon Fire Damage per Level (Unchanged)
Convert 35% of your Weapon’s damage to Fire Damage (Unchanged)
Epic Changes
This list contains the new stats for all Epics we changed in the game.
Note that even if the stats for an epic are similar to before, it most likely got noticeable buffs as the amount of those stats was increased.
Daggers:
Fell Blade:
+x Weapon Fire Damage
+x Weapon Pierce Damage
x% increased Ailment Chance
x% increased Attack Speed
x% increased Rupture Damage
Unlock Burn - Rupture (Chance to trigger a Rupture when you apply Burn)
Katharsis:
+x Weapon Lightning Damage
x% increased Lightning Damage
x% increased Attack and Cast Speed
+x Agility
x% increased Lightning Strike Damage
20% Chance to hit a random enemy with a Lightning Strike when cleansing Overload. (Scales with Lightning Strike Chance)
Trygon’s Tail:
+x Weapon Poison Damage
x% increased Cold Damage
x% increased Poison Damage
+1 Capacity to Cold Skills
+1 Capacity to Primary Attack
Attacks have an Additional 100% Plagued Chance against Frozen Enemies
x% increased Damage against Incapacitated Enemies
Oath Breaker:
+x Weapon Strike Damage
x% increased Physical Damage
x% increased Attack Speed
x% increased Cooldown Rate
+x% Base Weapon Critical Hit Chance
20% Chance to trigger a Rupture on Hit against Channeling or Incapacitated enemies. Chance is doubled on Critical Strikes. Not more than once per second. (Unique Effect)
Mamertine Sap (New):
x% increased Physical Damage
+x Might
+1 Capacity to Disruption Skills
10% increased combat Gold gained
x% increased Stun Duration
x% increased Damage against incapacitated enemies
After using a Disruption Skill, gain 10% increased Movement Speed and 3 Weapon Strike Damage per Level for 4 seconds. (Unique Effect)
One-handed Swords:
Soul Carver:
+x Weapon Spirit Damage
x% increased Spirit Damage
x% increased Attack and Cast Speed
x% increased Cooldown Rate
x% increased Lifesteal
+4% Added base Lifesteal to Spirit Damage
Atlantean Sabre:
x% increased Ailment Chance
x% increased Ailment Power
x% increased Attributes
+1 Maximum Ailment Stacks
+x% Base Weapon Ailment Chance
4% more Damage per different Ailment on your target (Unique Effect)
Bonesaw:
+x Weapon Pierce Damage
x% increased Physical Damage
+x Might
+x% Critical Hit Chance
x% increased Ailment Power
x% increased Attack Speed
+1 Maximum Bleeding Stacks
+x% Base Weapon Ailment Chance
Silence:
+x Weapon Lightning Damage
x% increased Lightning Damage
x% increased Attack and Cast Speed
+x Energy, +x Energy Regeneration per second
+x Energy recovered on Kill
When you Silence an Enemy, generate an Explosion in a 3meter radius area, dealing Spirit Damage and leaving all enemies hit Vulnerable for 5 seconds. (Unique Effect)
Unlock Weakened - Silence (Change to Silence enemies when applying Weakened)
Kaenas' Sword:
+x Weapon Strike Damage
x% increased Attack Damage
x% increased Physical Damage
+x% Cold Resistance
+x% Poison Resistance
x% increased Attack Speed
+2 Capacity to Primary Attack
Nessus’ Rage (New):
+x Weapon Strike Damage
x% increased Attack Damage
+x Might
+1 Capacity to Weapon Attacks
+2 Level to Warfare Rage Passives
Edge Of Darkness (New):
+x Weapon Vitality Damage
x% increased Cold Damage
x% increased Vitality Damage
+x Energy
+x Cold Retaliation
x% increased Lifesteal
Blademagos Sword (New):
x% increased Spell Damage
x% increased Attack Damage
x% increased Cast Speed
+x Energy Barrier
+x Energy recovered on Kill
x% increased Attack Speed
x% increased Total Spell Damage against close enemies (4 meters)
One-handed Axes:
Brigand’s Axe:
+x Weapon Poison Damage
x% increased Poison Damage
x% increased Attack Damage
+x% Poison Resistance
+x% Glancing Hits Chance
x% increased Attack Speed
Hitting an enemy with your Primary Attack reduces Dodge Cooldown by 30% of its remaining duration (Unique Effect)
Sagaris Karkinos:
+x Weapon Pierce Damage
x% increased Physical Damage
+x Pierce Armor
+x Health recovered on Kill
x Pierce Retaliation
+1 Maximum Bleeding Stacks
+x% Base Weapon Ailment Chance
Onager:
+x Weapon Strike Damage
x% increased Physical Damage
+x% Vitality Resistance
+x Energy Regeneration per second
+x Health
65% less Health Potion Effect Amount (Unique Recovery)
30% increased Total Health Regeneration
Regenerate 2% Health per Second
Frostbite:
+x Weapon Cold Damage
x% increased Ailment Chance
+1 Capacity to Cold Skills
x% increased Freeze Duration
+x% Critical Hit Chance against Chilled Enemies
Unlock Chill - Freeze
One-handed Clubs:
Coral Mace:
+x Weapon Cold Damage
+x Weapon Pierce Damage
x% increased Damage over Time
x% increased Ailment Chance
+x Might
+x Health recovered on Kill
+x% Base Weapon Ailment Chance
Ratcatcher’s Stick:
+x Weapon Poison Damage
+x% Poison Resistance
x% increased Movement Speed
x% increased Attack Speed
x% increased Dodge Range
x% more Damage to vermin (Spiders, Bats, etc.)
x% increased Cooldown Rate to Poison Abilities
Lycurgus' Wisdom (New):
+x Weapon Strike Damage
x% increased Physical Damage
x% increased Attack and Cast Speed
+x Agility
+x Might
x% increased Combat Experience gained
Thorny Maul:
+x Weapon Pierce Damage
x% increased Physical Damage
+x Strike Armor
+x% Critical Hit Chance
x Pierce Retaliation
+x% Base Weapon Critical Hit Chance
Spears:
Shadowsting:
+x Weapon Vitality Damage
x% more Damage to Undeads
+x Health
x% increased Ailment Chance
x% increased Attack Speed
x% increased Lifesteal
+4% Added base Lifesteal to Vitality Damage
Cuttlebone Standard:
x% increased Elemental Damage
x% increased Cast Speed
+x Energy, +x Energy Regeneration per second
+x Knowledge
+2 Capacity to Spells
Huntsman’s Barb:
+x Weapon Pierce Damage
x% more Damage to Wildlife
x% increased Attack Damage
+x Agility
Summons have x% increased Damage
+x Health recovered on Kill
You and your Summons gain 10% increased All Speed
Icefire Pike (New):
+x Weapon Cold Damage
+x Weapon Fire Damage
x% increased Thermic Damage
x% increased Attack and Cast Speed
+x Energy Regeneration per Second
+x% Thermic Resistances
+1 Capacity to Cold Skills
+1 Capacity to Fire Skills
Spear of Myrine:
+x Weapon Poison Damage
x% increased Damage over Time
x% increased Poison Damage
Summons have x% increased Damage
Summons have x% increased All Speed
x% increased Movement Speed
Your Summons have x% more Damage against Bleeding Enemies
Two-handed axes:
Raging Bull:
+x Weapon Strike Damage
x% increased Strike Damage
+x Armor
+x% Stun Resistance
+x Health
Gain 7% increased Weapon Attack Damage and 1% increased Movement Speed per Rage Stack
Megalos:
+x Weapon Lightning Damage
x% increased Lightning Damage
x% increased Area Damage
x% increased Attack and Cast Speed
+x% Lightning Resistance
+2 Capacity to Lightning Skills
+2 Level to Storm Lightning Strike Passives
Harpe:
+x Weapon Fire Damage
x% increased Attack and Cast Speed
+x Energy, +x Energy Regeneration per Second
+x Agility
+x% Glancing Hits Chance
x% increased Movement Skill Cooldown Rate
Gain 0.25% increased Fire Damage per Agility point
Rimescythe:
+x Weapon Cold Damage
x% increased Cold Damage
x% increased Attack and Cast Speed
+x% Cold Resistance
+x Energy
+x% Movement Skill Cooldown Rate
+2 Capacity to Movement Skills
Key of Elysium:
x% increased Attack and Cast Speed
+x Energy Regeneration per Second
Summons have x% increased Damage
Summons have x% increased All Speed
+x Health
x% increased Attributes
+x% to all Magical Resistances
Whenever one of your Summons dies, recover 10% of your Maximum Health over 5 seconds
Hippokampos Scapula:
+x Weapon Cold Damage
+x Weapon Poison Damage
x% increased Attack Damage
+x Energy, +x Energy Regeneration per second
x% increased Movement Speed
+1 Capacity to Primary Attack
+x% to all Magical Resistances
Two-handed Clubs:
Fungus Log:
x% increased Poison Damage
+x Health
x% increased Ailment Duration
+x% Natural Resistances
+3 Maximum Plagued Stacks
+x% Base Weapon Ailment Chance
Dam Breaker:
+x Weapon Strike Damage
x% increased Strike Damage
+x Free Barrier
+x Health
x% increased Ailment Chance
x% increased Stun Duration
x% increased Base Weapon Damage against Incapacitated or Channeling Enemies
Perdix' Sphere:
x% increased Lightning Damage
+x Energy, +x Energy Regeneration per Second
+x Energy Barrier
+2 Capacity to Lightning Skills
x% increased Overload Skills damage
Your primary Attack has a 5% Chance per Overload to Stun Enemies for 2 seconds on Hit. Cleanse 10 Overload Stack for each Enemy stunned by this effect.
Crush-Stick of the Fallen God:
+x Weapon Strike Damage
+x Weapon Vitality Damage
x% more Damage to Humanoids
x% increased Attack Damage
+x Vigor
15% Chance to Stun for 1 second on Hit
x% increased Material Collection Range (Gold and Divine Cores)
Orion’s Mace (New):
x% increased Elemental Damage
x% increased Attack and Cast Speed
+x Energy Regeneration per Second
+x Knowledge
+2 Capacity to Fire, Lightning, and Cold Skills
Using an Elemental Skill grants 6% more Damage to your next Skill of another Element for 3 seconds. Stacks up to 8 times.
Bows:
Storm Strike:
+x Weapon Lightning Damage
x% increased Lightning Damage
+x Agility
x% increased Cooldown Rate
x% increased Movement Speed
After using a Non-Basic Active Skill, your Basic Skills gain 25% increased Total Lightning Damage and +10% Critical Hit Chance for 4s
Ram Bow II:
+x Weapon Fire Damage
x% increased Fire Damage
x% increased Physical Damage
+x% Bleeding Resistance, +x% Poison Resistance
+x Might
+x% Glancing Hits Chance
x% increased Ailment Chance
Hitting an enemy with your Primary Attack has a 20% chance of causing an explosion, dealing Fire Damage in a 3m area around your target.
Barrage:
x% increased Attack Damage
+x% Glancing Hits Chance
x% increased Attack Speed
x% increased Movement Speed
Hitting an enemy with your Primary Attack has a 10% chance of casting an unmodified Rain of Arrows
Arch of Iris:
x% increased Natural Damage
x% increased Thermic Damage
x% increased Projectile Damage
x% increased Attack and Cast Speed
When you consume an Elemental infusion, gain 15% All Speed and 15% increased Total Damage for 3seconds. (Non-stackable)
Staves:
Fotia:
+x Weapon Fire Damage
x% increased Fire Damage
x% increased Attack and Cast Speed
x% increased Ailment Chance
x% increased Ailment Power
+2 Capacity to Fire Skills
Thyrsus:
x% increased Poison Damage
x% increased Attack and Cast Speed
+x Energy regeneration per Second
x% increased Plagued Ailment Chance
+x Energy Barrier
Activation Barrier creates a Poison Explosion in a 6-meter area around you. 300% Ailment Chance
Grace of Eos:
x% more Damage to Elite Creatures
x% increased Cold Damage
x% increased Spell Damage
x% increased Cast Speed
+x Energy, +x Energy Regeneration per Second
x% increased Movement Speed
Ilektrismos:
x% increased Lightning Damage
+x% Lightning Resistance
+x Energy, +x Energy Regeneration per second
x% increased Ailment Chance
+1 Capacity to Lightning Skills
Every 3 seconds, hitting an Enemy with a Weapon Attack of a Lightning Skill causes Lightning Arcs to hit all Enemies within a 4-meter area around your target.
Telekinos:
x% increased Spell Damage
x% increased Strike Damage
x% increased Attack and Cast Speed
+x Energy
x% increased Ailment Chance
+2 Capacity to Physical Spells
+3 Maximum Staggered Stacks
Your Primary Attack consumes Vulnerable to generate an Explosion dealing Strike damage in a 2m area around enemies hit. The explosion has a 20% Chance to Stun for 1 second. The explosion is considered a Physical Spell
Chromatic Staff (New):
x% increased Elemental Damage
x% increased Attack and Cast Speed
+x Energy, +x Energy Regeneration per second
+2 Capacity to Elemental Skills
+x% Base Weapon Ailment Chance
Rings:
Captain’s Signet:
+x Armor
+x Might
+x Free Barrier
Summons have x% increased Health
+1 Capacity to Barrier
+x% to all Magical Resistances
Cartouche Ring:
x% increased Elemental Damage
+x Energy, +x Energy Regeneration per second
+2 Maximum Burning Stacks
+2 Maximum Chilled Stacks
+2 Maximum Shocked Stacks
Cratus Coil:
x% increased Fire Damage
x% increased Physical Damage
+x Might
+x Health
+1 Level to Warfare Rage Passives
x% Impairment Resistance
+x Maximum Rage Stacks
Necklaces:
Wellspring:
+x Energy Regeneration per second
+x Health Regeneration per second
Summons have +x% to All Resistances
+2 Capacity to Aura Skills
+x% to all Magical Resistances
Cleansing Overload grants 10% increased Total Health Regeneration for 3 seconds
Mother Crab’s Claw:
+x% Cold Resistance
+x% Poison Resistance
+x Armor, x% increased Armor
x% increased Health
x% increased Movement Speed
40% more Damage against Crabs
Venom Heart:
+x Weapon Poison Damage
x% increased Poison Damage
+x% Poison Resistance
x% increased Plagued Ailment Chance
x% increased Plagued Ailment Power
+1 Capacity to Poison Skills
65% of Weapon Damage converted to Poison
Moonclaw:
x% increased Pierce Damage
x% increased Critical Hit Damage
+x% Critical Hit Chance
+x% Glancing Hits Chance
On dealing a Critical Hit, recover 50 Energy. 3 seconds Cooldown
Shields:
Crab Shield:
+x Pierce Retaliation
+x Armor, x% increased Armor
+x Health
x% increased Ailment Chance
Summons have x% increased Health
x% increased Retaliation Damage
Additional 15% Chance to apply Bleed when you deal Retaliation Damage
Aegis of Laconia:
x% increased Attack Damage
+x Might
+x Health
x% increased Movement Skill Cooldown Rate
+1 Capacity to Weapon Attacks
+5% Glancing Hits Damage Reduction
Moon Disc:
x% increased Spell Damage
x% increased Cast Speed
+x Energy, +x Energy Regeneration
+x Knowledge
+x Energy Barrier
x% increased Movement Speed
+1 Capacity to Spells
Gryphon Hunter Shield:
x% more Damage to Elite Creatures
+x% Bleeding Resistance, +x% Poison Resistance
+x% Impairment Resistance
+x% Stun Resistance
+x% Glancing Hits Chance
Ceremonial Plate:
+x Armor
+x Energy Regeneration per Second
Summons have x% increased All Speed
Summons have +x% to All Resistances
Summons have x% increased Health
+1 Capacity to Summon Skills
Thornwall:
+x Pierce Retaliation
+x Poison Retaliation
+x% Bleeding Resistance
+x% Poison Resistance
Summons have +x% to All Resistances
x% increased Retaliation Damage
x% less Damage from Beasts
Talismans:
Conch of Storms (New):
+x% Cold Resistance
+x% Lightning Resistance
+x Energy Regeneration per Second
Summons have x% increased All Speed
+2 Capacity to Storm Tier 2 Active Skills
+1 Level to all Storm Passive Skills
Moly Tea (New):
x% increased Energy Potion Recharge Rate
x% increased Health Potion Recharge Rate
Summons have +x% to All Resistances
+x Vigor
+x% to all Magical Resistances
Cleanse all Ailments on Health Potion use
Cleanse all Incapacitations on Health Potion use
Death Rattle (New):
+x Weapon Vitality Damage
+x Armor
Summons have x% increased Damage
20% Chance to trigger a Rupture on Hit against Channeling or Incapacitated enemies. Chance is doubled on Critical Hits. Not more than once per second. (Unique Effect)
+1 Level to all Warfare Passive Skills
Crimson Viper (New):
+x Weapon Poison Damage
x% increased Poison Damage
+x% Fire Resistance
+1 Capacity to Dodge
Unlock Bleed - Rupture
+1 Level to all Rogue Passive Skills
Chaos Cube (New):
+x Lightning Retaliation
+x Energy
+x Free Barrier
+x Health
+x% Glancing Hits Chance
Gain 30% of your Maximum Barrier as Barrier Decay Threshold
Blood Gem (New):
+x Weapon Vitality Damage
x% increased Vitality Damage
x% increased Ailment Power
+2% Added base Lifesteal to All Damage
When taking melee damage while below 30% Health, you have a 4% chance of casting a Blood Drain area effect
Earthen Talisman (New):
+x% Poison Resistance
+x% Stun Resistance
x% increased Ailment Power
x% increased Armor
+1 Level to all Earth Passive Skills
Titan Quest II - Early Access Content Update 4 - 0.4.0-public.120192+win.2414
General
- Improved the performance in general
- Fixed issues with multiplayer disconnects
Items
- Increased the loot pool of some chests within chapter 3 to include more item factions
Upscalers
- Fixed resolution scale being forced to 50% when upscaler ist set to DLSS but DLSS Quality is set to Off.
- Fixed an issue that prevented FSR frame gen from taking effect in the shipping build
UI
- Teleporting directly from the map UI now properly checks for in combat state, matching the behavior of the personal portal
- Added custom renderer for damage numbers improving render performance in combat scenes
- Fixed some issues with tooltips in the map not updating correctly
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
- Fixed multiplayer clients crashing or disconnecting shortly after establishing a connection
- Fixed in-game bug reporter not sending tickets
- Updated French translations
Today we launch our latest major content update for Titan Quest II: “Arkadian Plains”, the third chapter in your struggle against Nemesis. This time the conflict takes you from the heights of Olympos into the middle of a war between centaurs and humans.
Here’s a preview of what awaits you in this new chapter:
{STEAM_CLAN_IMAGE}/44490409/7167b986a22ad0336099cfe985f6d1d973d871e3.jpg
New enemies to vanquish!
This chapter focuses on bringing centaurs to life from the pages of myth, but they’re not the only new threat rising against you.
- New Main Enemy Faction: Centaurs. We’ve added 10 centaur enemies, from the easily-vanquished to high-tier champions. Some centaurs might even be friendly.
- New Enemy Faction: Boarmen. There are 4 types to fight against, with more coming in future updates.
- We’ve added new types of wild creatures for you to fight. We’ve also created new variations of existing creatures that are more active, to shake up existing encounters.
- 4 Bosses: We have three entirely new bosses for you to enjoy, and a new version of an old favorite.
{STEAM_CLAN_IMAGE}/44490409/9e140e3b3fa13f09773d4ac6b1c3484f3af4f65b.jpg
New items to discover!
The Arkadian Plains are filled with new treasures! Many of these are related to the centaur faction, but there are also other goodies for you to find as you perfect your build.
- We have lots of new armors and weapons tied to the centaur faction.
- New Charms.
- 10+ New Epic Items.
{STEAM_CLAN_IMAGE}/44490409/caafe07fa1636e4e8276d8841473abf23d7fab64.jpg
New adventures to go on!
You started this journey with two feet in the human world, but as the story continues and your power grows, your impact expands far beyond what a mere mortal is capable of. You’re now a full-on demigod on the path to becoming divine. But don’t get cocky… new threats wait to be uncovered.
- 6 New Fated Quests in the struggle against Nemesis. Claim glory like never before. Become the champion of humanity against the centaurs. Fight in a gladiatorial arena. Befriend an Olympian. Free an oppressed city. Come face to face with forgotten villains from ancient myths and show them that a new hero is rising.
- 10 New World Quests. Become a key player in the wider war between centaurs and humans. Reshape the fate of both the mundane and magical denizens of the Arkadian Plains.
- Uncover hidden events and secrets in the expansive, hand-crafted open world.
{STEAM_CLAN_IMAGE}/44490409/f57abc64d38b01850069e434b026f6c31681b56b.jpg
New places to explore!
The Arkadian Plains are a new area of the world with a completely different feel from the coastal regions that have come before, with lots of corners to get lost in.
- 7 new dungeons, culminating in a descent into the forsaken palace of a mythical tyrant.
- Explore the sprawling human polis of Tegea, surrounded by oppressive centaur camps as the human rebellion attempts to fight back.
- Venture into the totally new, drought-stricken, biome of the Arkadian Plains, featuring several sub-areas such as a dry lake or an overrun quarry.
- Step foot on Olympos itself.
- As usual, our maps are lovingly hand-crafted and filled with environmental stories and secrets.
{STEAM_CLAN_IMAGE}/44490409/125de76b66f64b1ad7598e2e5dbc4cb961ac723f.jpg
Final Words
We’ve kicked things up a notch with this update, providing a lot of entirely new things, lots of fun gameplay, while also ensuring that the story and world reflect how powerful your character is becoming. We hope you enjoy playing it as much as we enjoyed building it, and we look forward to hearing your feedback and thoughts!
—The Titan Quest II Team
Titan Quest II - Early Access Content Update 3 - 0.4.0-public.118398+win.2351
Today we launch the next major content update for Titan Quest II - "Arkadian Plains", the third chapter in your struggle against Nemesis.
This time the conflict takes you from the heights of Olympos into the middle of a war between centaurs and humans.
Quests & World
- Added new Chapter region: "Arkadian Plains"
- Added four new boss fights
- Added 6 new Fated Quests
- Added 10 new World Quests
- Added 7 new dungeons
- Increased maximum player level to 50 (from 45)
Items
- Added new armor and weapon base items
- Added new charms
- Added 10+ new Epic items
- Added unique "Mother Crab's Claw" necklace as a quest reward for "The Crab's Nest"
- Affixes: Added Multiple Health Potion Affixes
- Affixes: Added Retaliation affixes to Torso, Shoulder and Shields
- Affixes: New flat and increased armor affixes for all armors, armor affixes are now grouped, new affix tier names
- Affixes: New set of Energy affixes, with new distribution per Item type and higher weight and values overall
- Fixed bosses having slightly reduced Epic and Infrequent item rates
- Fixed weapons not dropping from Nemesis Troops
- Fixed jewelry not dropping from Bandits, Undead and Nemesis Troops
- Fixed some Epic and Infrequent items being affected by item weighting
Enemies
- Added new Centaur enemy faction
- Added new Boarmen enemy faction
- Added new types of wildlife and existing creature variations
- Brute Leader: Fixed Radial Shockwave cooldown
- Human Scoundrel: Added fleeing behavior
- Skeleton Revenants: Added missing damage scaling to Revenant abilities
- Skeleton Revenants: Fixed disproportionate damage with their abilities, resulting in 1-hit deaths
- Skeleton Revenants: Added a telegraph for the explosion and increased its delay
- Snapping Turtle: Replaced attack with a bite
Combat
- Fixed self-inflicted damage canceling interactions
- Fixed random rolls in repeated triggers and periodic gameplay effects always rolling the same values for application chance
- Lightning Strikes: Fixed a bug that would cause Lightning Strikes to impact performance over longer periods of time
- Doom: Fixed a bug that would cause Doom applications to impact performance over longer periods of time
- Rupture: Fixed a bug that would cause Rupture procs to impact performance over longer periods of time
Animation
- The player character now faces cursor direction, highlighted objects and attacking enemies
- Fixed mismatch between projectile trajectory and aim animation when putting the cursor very close to the character
Languages
- Added preview versions of French and Chinese translations (currently wrongly marked as "community translation" in the settings)
UI
- Added secondary hover health bar when hovering over creatures during a boss fight or when another health bar is pinned
- Added option to pin a quest in the quest tracker, which will keep it always visible on the HUD
- Teleportation targets in the map are now grouped by type to make it easier to locate Rebirth Waypoints
- Fixed smaller icons (especially map and mini map icons) appearing jittery when moving or animating them
- Removed saturation limits for hair colors in the character creator. This allows a wider range of possible hair colors
- Changed character creator panels to accept current settings instead of canceling when clicking out to close them
- Spell telegraph indicators are now hidden if the UI is hidden
- Fixed caravan tabs being reordered after purchasing a new tab
Input
- Added native support for Sony DualShock 4 and DualSense controllers (no longer requires Steam Input emulation)
- If you are using Steam Input emulation, the gamepad will still show up as an XBox device regardless
Stability & Performance
- Updated to Unreal Engine version 5.7.2, which fixed multiple hardware specific render crashes and improved render CPU times
- Addressed several causes of frame hitches during gameplay (e.g. reduced time for UI updates)
- Decreased overall texture memory usage
- Fixed bugs that would cause using some mechanics like Lightning Strikes, Doom, Rupture, etc. to degrade performance over time
- Added additional frame rate limit options for 45 and 90 FPS
- Loading screens will now wait for PSO precaching of the target location, which should reduce shader compilation stutters after teleporting to a new location
- Removed some unnecessary engine modules like Chromium Embedded Framework to make the builds leaner
Masteries
Core
- Primary Attack - Cold Explosions: Fixed a bug that would cause cold explosions procs to impact performance over longer periods of time
Earth
- Ignite - Explosion: Explosion doesn't trigger anymore on enemies that are not affected by Ignite in the first place
Forge
- Heat Of The Forge: Fixed Retaliation feat giving abnormal amounts of Retaliation
Rogue
- Taste for Blood - Lifesteal: Flat additions to base lifesteal are now correctly applied
- Trick Shot - Ranged Weapon: Adjusted allowed weapon combinations: Sword/dagger weapon combination is no longer allowed to use this modifier as it was only intended for daggers, spears (optionally combined with shields) and ranged weapons
Storm
- Cyclone: Fixed Amplify stacks sometimes not going up when using Blizzard or Thunderstorm modifiers
- Cyclone: Fixed Amplify sometimes not being correctly removed after reaching the natural duration
- Cyclone: Fixed different modifier combinations causing issues with Amplify count and basic functionalities
- Cyclone - Localized Storm: Fixed Removed Amplify amount being sometimes incorrect
- Ice Nova - Flash Freeze: Fixed a possible crash
Balance Changes
Items
- Relics and Charms: Players now start with 2 Charm slots. Further Relic and Charm Slots are unlocked as per the following list:
- Level 10: + 2 socketable slots (total: 4), max relics: 1
- Level 25: +4 socketable slots (total: 8), max relics: 2
- Level 40: +4 socketable slots (total: 12), max relics: 3
Masteries
- Forge - Magma Shell: Retaliation amount now properly scales with level
Enemies
- Brute Leader: Increased Radial Shockwave damage
- Ichthian Commander: Increased animation speed of Shield Bash
- Ichthian Hydromancer Leader: Increased projectile, explosion damage and projectile speed of Ice Lances
- Emperor Crab: Increased Water Sprout damage
Known Issues
- The in-game Bug Reporter will always reject reports with a "Category cannot be blank" error
Today we launch our latest major content update for Titan Quest II: “Arkadian Plains”, the third chapter in your struggle against Nemesis. This time the conflict takes you from the heights of Olympos into the middle of a war between centaurs and humans.
Here’s a preview of what awaits you in this new chapter:
{STEAM_CLAN_IMAGE}/44490409/7167b986a22ad0336099cfe985f6d1d973d871e3.jpg
New enemies to vanquish!
This chapter focuses on bringing centaurs to life from the pages of myth, but they’re not the only new threat rising against you.
- New Main Enemy Faction: Centaurs. We’ve added 10 centaur enemies, from the easily-vanquished to high-tier champions. Some centaurs might even be friendly.
- New Enemy Faction: Boarmen. There are 4 types to fight against, with more coming in future updates.
- We’ve added new types of wild creatures for you to fight. We’ve also created new variations of existing creatures that are more active, to shake up existing encounters.
- 4 Bosses: We have three entirely new bosses for you to enjoy, and a new version of an old favorite.
{STEAM_CLAN_IMAGE}/44490409/9e140e3b3fa13f09773d4ac6b1c3484f3af4f65b.jpg
New items to discover!
The Arkadian Plains are filled with new treasures! Many of these are related to the centaur faction, but there are also other goodies for you to find as you perfect your build.
- We have lots of new armors and weapons tied to the centaur faction.
- New Charms.
- 10+ New Epic Items.
{STEAM_CLAN_IMAGE}/44490409/caafe07fa1636e4e8276d8841473abf23d7fab64.jpg
New adventures to go on!
You started this journey with two feet in the human world, but as the story continues and your power grows, your impact expands far beyond what a mere mortal is capable of. You’re now a full-on demigod on the path to becoming divine. But don’t get cocky… new threats wait to be uncovered.
- 6 New Fated Quests in the struggle against Nemesis. Claim glory like never before. Become the champion of humanity against the centaurs. Fight in a gladiatorial arena. Befriend an Olympian. Free an oppressed city. Come face to face with forgotten villains from ancient myths and show them that a new hero is rising.
- 10 New World Quests. Become a key player in the wider war between centaurs and humans. Reshape the fate of both the mundane and magical denizens of the Arkadian Plains.
- Uncover hidden events and secrets in the expansive, hand-crafted open world.
{STEAM_CLAN_IMAGE}/44490409/f57abc64d38b01850069e434b026f6c31681b56b.jpg
New places to explore!
The Arkadian Plains are a new area of the world with a completely different feel from the coastal regions that have come before, with lots of corners to get lost in.
- 7 new dungeons, culminating in a descent into the forsaken palace of a mythical tyrant.
- Explore the sprawling human polis of Tegea, surrounded by oppressive centaur camps as the human rebellion attempts to fight back.
- Venture into the totally new, drought-stricken, biome of the Arkadian Plains, featuring several sub-areas such as a dry lake or an overrun quarry.
- Step foot on Olympos itself.
- As usual, our maps are lovingly hand-crafted and filled with environmental stories and secrets.
{STEAM_CLAN_IMAGE}/44490409/125de76b66f64b1ad7598e2e5dbc4cb961ac723f.jpg
Final Words
We’ve kicked things up a notch with this update, providing a lot of entirely new things, lots of fun gameplay, while also ensuring that the story and world reflect how powerful your character is becoming. We hope you enjoy playing it as much as we enjoyed building it, and we look forward to hearing your feedback and thoughts!
—The Titan Quest II Team
Titan Quest II - Early Access Content Update 3 - 0.4.0-public.118398+win.2351
Today we launch the next major content update for Titan Quest II - "Arkadian Plains", the third chapter in your struggle against Nemesis.
This time the conflict takes you from the heights of Olympos into the middle of a war between centaurs and humans.
Quests & World
- Added new Chapter region: "Arkadian Plains"
- Added four new boss fights
- Added 6 new Fated Quests
- Added 10 new World Quests
- Added 7 new dungeons
- Increased maximum player level to 50 (from 45)
Items
- Added new armor and weapon base items
- Added new charms
- Added 10+ new Epic items
- Added unique "Mother Crab's Claw" necklace as a quest reward for "The Crab's Nest"
- Affixes: Added Multiple Health Potion Affixes
- Affixes: Added Retaliation affixes to Torso, Shoulder and Shields
- Affixes: New flat and increased armor affixes for all armors, armor affixes are now grouped, new affix tier names
- Affixes: New set of Energy affixes, with new distribution per Item type and higher weight and values overall
- Fixed bosses having slightly reduced Epic and Infrequent item rates
- Fixed weapons not dropping from Nemesis Troops
- Fixed jewelry not dropping from Bandits, Undead and Nemesis Troops
- Fixed some Epic and Infrequent items being affected by item weighting
Enemies
- Added new Centaur enemy faction
- Added new Boarmen enemy faction
- Added new types of wildlife and existing creature variations
- Brute Leader: Fixed Radial Shockwave cooldown
- Human Scoundrel: Added fleeing behavior
- Skeleton Revenants: Added missing damage scaling to Revenant abilities
- Skeleton Revenants: Fixed disproportionate damage with their abilities, resulting in 1-hit deaths
- Skeleton Revenants: Added a telegraph for the explosion and increased its delay
- Snapping Turtle: Replaced attack with a bite
Combat
- Fixed self-inflicted damage canceling interactions
- Fixed random rolls in repeated triggers and periodic gameplay effects always rolling the same values for application chance
- Lightning Strikes: Fixed a bug that would cause Lightning Strikes to impact performance over longer periods of time
- Doom: Fixed a bug that would cause Doom applications to impact performance over longer periods of time
- Rupture: Fixed a bug that would cause Rupture procs to impact performance over longer periods of time
Animation
- The player character now faces cursor direction, highlighted objects and attacking enemies
- Fixed mismatch between projectile trajectory and aim animation when putting the cursor very close to the character
Languages
- Added preview versions of French and Chinese translations (currently wrongly marked as "community translation" in the settings)
UI
- Added secondary hover health bar when hovering over creatures during a boss fight or when another health bar is pinned
- Added option to pin a quest in the quest tracker, which will keep it always visible on the HUD
- Teleportation targets in the map are now grouped by type to make it easier to locate Rebirth Waypoints
- Fixed smaller icons (especially map and mini map icons) appearing jittery when moving or animating them
- Removed saturation limits for hair colors in the character creator. This allows a wider range of possible hair colors
- Changed character creator panels to accept current settings instead of canceling when clicking out to close them
- Spell telegraph indicators are now hidden if the UI is hidden
- Fixed caravan tabs being reordered after purchasing a new tab
Input
- Added native support for Sony DualShock 4 and DualSense controllers (no longer requires Steam Input emulation)
- If you are using Steam Input emulation, the gamepad will still show up as an XBox device regardless
Stability & Performance
- Updated to Unreal Engine version 5.7.2, which fixed multiple hardware specific render crashes and improved render CPU times
- Addressed several causes of frame hitches during gameplay (e.g. reduced time for UI updates)
- Decreased overall texture memory usage
- Fixed bugs that would cause using some mechanics like Lightning Strikes, Doom, Rupture, etc. to degrade performance over time
- Added additional frame rate limit options for 45 and 90 FPS
- Loading screens will now wait for PSO precaching of the target location, which should reduce shader compilation stutters after teleporting to a new location
- Removed some unnecessary engine modules like Chromium Embedded Framework to make the builds leaner
Masteries
Core
- Primary Attack - Cold Explosions: Fixed a bug that would cause cold explosions procs to impact performance over longer periods of time
Earth
- Ignite - Explosion: Explosion doesn't trigger anymore on enemies that are not affected by Ignite in the first place
Forge
- Heat Of The Forge: Fixed Retaliation feat giving abnormal amounts of Retaliation
Rogue
- Taste for Blood - Lifesteal: Flat additions to base lifesteal are now correctly applied
- Trick Shot - Ranged Weapon: Adjusted allowed weapon combinations: Sword/dagger weapon combination is no longer allowed to use this modifier as it was only intended for daggers, spears (optionally combined with shields) and ranged weapons
Storm
- Cyclone: Fixed Amplify stacks sometimes not going up when using Blizzard or Thunderstorm modifiers
- Cyclone: Fixed Amplify sometimes not being correctly removed after reaching the natural duration
- Cyclone: Fixed different modifier combinations causing issues with Amplify count and basic functionalities
- Cyclone - Localized Storm: Fixed Removed Amplify amount being sometimes incorrect
- Ice Nova - Flash Freeze: Fixed a possible crash
Balance Changes
Items
- Relics and Charms: Players now start with 2 Charm slots. Further Relic and Charm Slots are unlocked as per the following list:
- Level 10: + 2 socketable slots (total: 4), max relics: 1
- Level 25: +4 socketable slots (total: 8), max relics: 2
- Level 40: +4 socketable slots (total: 12), max relics: 3
Masteries
- Forge - Magma Shell: Retaliation amount now properly scales with level
Enemies
- Brute Leader: Increased Radial Shockwave damage
- Ichthian Commander: Increased animation speed of Shield Bash
- Ichthian Hydromancer Leader: Increased projectile, explosion damage and projectile speed of Ice Lances
- Emperor Crab: Increased Water Sprout damage
Known Issues
- The in-game Bug Reporter will always reject reports with a "Category cannot be blank" error
Current Release
19446299
Uploaded Jan 04, 2026
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System Requirements
How to Install
TQ2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
84.5 GB
19446299
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View AllDownload Titan Quest II for PC with a direct link or via torrent. Get the full version of Titan Quest II for free. Titan Quest II is a Action released by Grimlore Games.