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    Titan Quest II

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    Titan Quest II

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    When has the previous Titan Quest II content update started?

    The previous Titan Quest II content update - Early Access: Forge Mastery - has started Wed, 03 Dec 2025 17:21:00 GMT

    When has the previous tq2 content update started?

    The previous tq2 content update - Early Access: Forge Mastery - has started Wed, 03 Dec 2025 17:21:00 GMT

    When is the previous Titan Quest II content update ending?

    The official end date of the previous Titan Quest II content update has not been announced yet. It is likely ending In ~3 months

    When is the previous tq2 content update ending?

    The official end date of the previous tq2 content update has not been announced yet. It is likely ending In ~3 months

    Started 6 days ago
    In ~3 months
    Next

    Next content update

    When does the next Titan Quest II content update start?

    The official launch date of the next Titan Quest II content update has not been announced yet. It is likely starting In ~3 months

    When does the next tq2 content update start?

    The official launch date of the next tq2 content update has not been announced yet. It is likely starting In ~3 months

    In ~3 months

    Statistics

    65 days
    Average Duration
    5-6
    Average Per Year
    1:00 PM
    Usual Start Time
    (local timezone)
    65 days
    Max Duration
    Early Access: The Northern Beaches
    61 days
    Min Duration
    Early Access Launch
    Calculations based on 3 confirmed historical entries. Oldest season in aRPG Timeline's archive started August 1, 2025.

    Live updates

    Game news

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

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

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

    Forge, Relics & Charms and Multiplayer Update Overview Welcome to our new major Update for Titan Quest II! Our last major update added a new chapter in the form of the Northern Beaches. This time, we focus more on item and class additions to bolster that part of the game. The big topics of this update are: Forge Mastery: With Forge we are adding the first new Mastery since launch. Embodying the qualities of Hephaistos, God of the Forge, you will be using your divine powers to manipulate your weapons and armor mid-battle, as well as to deploy armed devices. Relics and Charms: We are adding a completely new itemization layer of exciting socketables. Relics and Charms can be socketed into most of your items to apply their effect — perfect to round out your build. They drop in fragments and if you combine 3 of the same type, they gain a powerful completion effect. Multiplayer: We have made a huge amount of Multiplayer enhancements and fixes. With this update we will move Multiplayer into the main game, including all existing Multiplayer characters. That means you don't have to use different characters and a different version of the game to play it anymore! We have also greatly increased Multiplayer stability and fixed many issues. We will continue adding missing features and further stability improvements in future updates. Loot Weighting: One of the biggest feedback points we have heard from you is that itemization can feel underwhelming. We are working on this problem from multiple angles. With this update we are introducing some loot-weighting that should make sure you find more items that are useful for your build. This does NOT fully prevent you from finding other items, though. It's important to us that everything can still drop at any time. German Language Support: We have started the localization progress for certain languages. With this update, we are shipping the first version of the German language. We will be adding new languages throughout Early Access, starting now. Next on the list are Chinese and French. Check out this overview video showcasing some of the mentioned features in action: In addition we have made other tweaks and fixes that you can read about in the changelog below. General Gameplay Added a loot weight system that will increase the likelihood of getting items that are relevant for your build. You will still be able to find any item on any character, but we wanted to improve the quality of loot a bit. Health Potions now recharge slowly while out of combat (0.5 charges/s). Added a chance for treasure chests to be booby-trapped. Take care when looting! Quests Ancient Embers The Ancient Embers questline was reworked so rewards can now be purchased in a vendor interface. It also includes new rewards like Charms and Relics. All previously spent Embers will be refunded, but you get to keep potential rewards. Ianthe will be available in the Northern Beaches after talking to her once in Pyrgos. Input & UI Improved save-game list sorting: We now sort all saves by version compatibility, death status and last save time, so loadable saves you played last will be the first in the list, instead of sorting by savegame file names. Multiplayer Teleporting to a player who is in a boss fight now places you outside the arena. Added more info for quest savegames to the quest log when joining a multiplayer game: We now show if you are ahead or behind the host in the main story (fated quests) or individual side quests (world quests). Fog gates are now interactable and only let you through if you haven't already participated in the currently active bossfight. Otherwise you'll get a notification stating so and need to wait until your party finishes the fight (dead or alive). Rituals and some quest interactions (like interacting with the Gryphon feather in the intro chapter, cutscenes, etc) now require the full party to gather in one spot. Auras now affect other players and friendly characters as expected. Cutscenes now show only your local player character instead of showing all party members. Masteries Added Forge Mastery. We added new passives to the existing Masteries to provide some support for Forge's summons: Earth Invoker for Earth, Remote Tactics for Rogue, Storm Invoker for Storm, Leadership for Warfare. Improved seeding for random rolls of damage and other combat values. This should make skills that rely on lots of random chance rolls more random, but also reduce statistical outliers that were previously showing up too much. Core Primary Attack Shield Attack: New modifier ‘Shield Attack,’ dealing strike damage that scales with armor. Retaliating Attack: New modifier Retaliating Attack that adds a percentage of retaliation damage to the primary attack. Earth Earthquake New Channel Barrier Modifier. Fissure Added New Bulwark on Hit Modifier. Warfare Heavy Attack Added New Bulwark on Hit Modifier. Enemies and Bosses Individual Creature Balance Adjustments Our goal with Titan Quest II's enemy design is to create memorable creatures and encounters. We felt that quite a few creatures were designed this way, but couldn't really show their strengths well enough during combat. With these changes we take a first step to make some creatures stand out more, by either adjusting their stats or making changes to their abilities. Bandits Bodyguard: Taunt ability will now give full immunity to allies for the duration. Ice Trainee: Added chance to cause a cold explosion on death. Freezes and damages all creatures. Lightning Trainee: Added chance to cause a lightning explosion on death. Damages all creatures. Lightning Trainee: Fixed Malfunction ability telegraph. Ichtians Bruiser: Increased health, melee damage, movement speed and attack rate. Decreased armor. Commander: Added more animations for the melee attack. Commander: Added stun to Harpoon Charge shield impact and increased damage. Commander: Fixed missing harpoon rope VFX. Commander: Increased health. Mancatcher: Increased net damage on impact. Mancatcher: Slightly increased health. Nemesis Troops Empusa Archon: Slightly decreased health and increased armor. Empusa Magistrate: Increased health. Undead Burning Revenant: Increased health, movement speed and melee damage. Ice Evoker: Ice Storm - Now reduces movement speed by a base 40% while in the ability's area. Increased damage tick rate and ailment chance. Reduced damage per tick. Lightning Revenant: Increased health, movement speed and Ice Spikes damage. Storm Revenant: Added extra lightning to Thunderstrike ability. Storm Revenant: Increased health, movement speed and melee damage. Warlock: Increased lifesteal on all abilities and attacks. Wildlife Giant Bat: Increased attack lifesteal. Venomous Cobra: Increased ranged damage and ailment chance for both melee and ranged. Slightly increased health and reduced melee damage. Wolf: Improved collision, added more animations for Bite attack, added new AI behavior. Wolf: Increased movement speed and slightly increased damage. General Creature Changes AI: Enemies will now take into account line of sight and path access before attacking and better reposition themselves where they can continue attacking. Introduced an ability and movement speed reduction hard cap. Common enemy speed can't fall below 30%, 50% for champions and 70% for bosses. Slightly increased Stun and Impairment resistance across all bosses. Bugfixes Quests & World The secret brazier after the second mastery shrine doesn't stay interactible anymore after lighting it. The lion memory puzzle now repeats automatically upon making a mistake. The cabbage now gets removed from the repository when completing the giant turtle quest. Fixed interactions on some actors not locking the character correctly. Fixed loot chests in the Skylla arena: They are now all locked from the start and only open after defeating her. Fixed quartermaster in the Enclave not dropping the crab necklace reward consistently. In the Northern Beaches, the cage door with the caged NPC behind it now gets properly unlocked with the key. Fixed jump points blocking projectiles. Fixed teleport skills allowing to cross closed fog gates. Masteries Storm Cyclone Fixed Ability Critical Hit Chance being incorrect. Fixed Ability Ailment Chance being incorrect. Localized Storm Modifier: Fixed Energy Upkeep Cost removal not working. Other Buffing the minimum stacks of an effect will now immediately grant this amount of stacks and removing a buff will now correctly start the decay of the stacks until they run out. Input & UI Fixed issue with vendor markers not appearing on the map when loading a save game. Fixed an issue that could cause highlight effects for very large items to be placed incorrectly. Fixed an issue that would cause armor from "other sources" to show an incorrectly high value in the UI if any multiplicative buffs to armor were applied. Multiplayer Fixed an issue where player characters could appear detached from their own body to other players after dying. Fixed joining players being shown incorrect game difficulty when the host player started the session with a new character. Fixed selected difficulty not being replicated to clients + client players not perma-dying in hardcore mode. Fixed personal portals not being visible on teleporter list for clients. Fixed screenshake effects affecting all players globally no matter where they are or which abilities caused the screenshake. Starting now, only environment effects and self-casted abilities should trigger screen shake. Fixed many VFX and other secondary information of abilities not being visible for client players. Fixed an issue that could cause some effects related to abilities to never be removed on clients in multiplayer, notably affecting all exhaust abilities. Fixed client player characters always showing default portrait for other players. Fixed death screen sometimes flickering/not being shown correctly in multiplayer. Fixed an issue that could cause some information about other players to stop updating for clients when those players were far away. Fixed an issue that could cause other players to not be shown on the (mini-)map in multiplayer. Fixed potion sounds playing for everyone. They now only play for the player who drinks the potion. Fixed Barrier not decaying on clients correctly. Fixed Dye Phial not working for clients and not gives the correct rewards. Fixed quests not reacting to some of the client player actions (e.g. picking up items). Fixed savegames with cross-character data (esp. Caravan stash) not saving correctly in multiplayer.

    Next update drops tomorrow!

    Heroes! As we teased in the last weeks we will have a big update dropping tomorrow. It will feature Relic & Charms, the new Forge mastery, multiplayer included in the main build and German localization. We didnt really talk much about localizations, but we have German ready and are currently working on French and Chinese. More information on the new Forge mastery, can be found here . More information on relics and charms can be found here . In the coming weeks we will also tease the first big update of 2026, so stay tuned!

    Introducing Relics and Charms

    Heroes! In our last post we previewed the new Forge Mastery , which you will be able to play very soon. Today we are happy to announce that Charms and Relics will also be included in that update. We know that this has been an often requested feature, so let’s get into it and give you an overview of what it’s about: What are Charms and Relics? Charms and Relics offer a new layer to the itemization in Titan Quest II. They are socketable items that can be slotted into your gear for additional effects and almost every item can hold one. You can find them as fragments that already have decent effects, but once you combine 3 of the same fragment they unlock a powerful completion effect . In the currently released content you can find 20 Charms and 19 Relics , but more will be added in the future. Charms Charms are small trinkets and objects that are dropped by certain creatures . So for example to get the Boar Hide Charm you would have to hunt Boars , whereas Necrotic Bones can only be dropped from Skeletons . Their effects offer you a nice way to round out your character with stats or resistances you might be missing or want to stack up on further. If you want to farm them efficiently it’s worth taking note of a high concentration of a certain enemy type and focus your efforts there. Relics Relics are powerful divine objects that are much rarer then Charms , but also offer stronger effects. While they can be found from all enemies, different Relics are more likely to be found in certain parts of the world . Their basic effects are stronger than those of Charms, but especially their completion bonuses offer unique effects that are comparable to the unique affixes on epic items. Due to this you can only equip a limited amount of them on your character, so choose wisely and make sure to farm the best set for your specific build! How to use Charms and Relics Charms and Relics are stored in a new section of your inventory . This way they don’t clutter your normal inventory space. Depending on the individual Charm or Relic you can only equip them in certain parts of your gear. Some go into Weapons, others can be equipped on individual or all Armor pieces and others go into your Rings and Amulets. Putting a Charm or Relic onto your gear is easy and you can also take them out whenever you want without losing them or the item . This way you can experiment with them and don’t have to be afraid of socketing your precious Relics to see how they perform with your build. The Future of Charms and Relics For now both only appear in their basic rarity. In the future we will add higher rarities to them that make their effects much stronger, but these will also be much harder to get and require use of the Ritual System to farm. We will also be adding new Charms and Relics whenever we release new content , so expect more cool effects to round out your gear and improve your characters. We are looking forward for your feedback and hope that this addition will spice up the loot hunt and itemization considerably! The Titan Quest II Team Note: Please be aware that the values shown on these screenshots might still change until the update’s release as we are still performing balancing adjustments.

    Archival Seasons

    Early Access: The Northern Beaches logo
    Early Access: The Northern Beaches
    Started Sep 30, 2025
    Ended December 3, 2025
    65 days
    Early Access Launch logo
    Early Access Launch
    Started Aug 1, 2025
    Ended September 30, 2025
    61 days