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    When has the previous Titan Quest II content update started?

    The previous Titan Quest II content update - [EA] Spirit Mastery & Crafting - has started Fri, 07 Aug 2026 19:00:00 GMT

    When has the previous tq2 content update started?

    The previous tq2 content update - [EA] Spirit Mastery & Crafting - has started Fri, 07 Aug 2026 19:00:00 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.

    When is the previous tq2 content update ending?

    The official end date of the previous tq2 content update has not been announced yet.

    Started 34 days ago
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    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 To be announced

    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 To be announced

    To be announced

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    Game news

    Crafting & Spirit - Hotfix 3

    Titan Quest II - Early Access Content Update 8 Hotfix 3 - 0.7.0-public.137244+win.2993 Heroes! We have another Hotfix for the Spirit and Crafting update that contains a set of fixes. Masteries Spirit - Cthonic Pulse: Fixed an issue where Returning Projectiles and Returning Explosion modifiers lacked functionality when using the skill as a triggered ability. Quests and World Blood Statue Curse: Damage can no longer kill players and now deals damage based on their unreserved health. Brandbearer Encampments: Fixed an issue where a chest couldn't be opened. Cave of Pan: Fixed a navigation issue. Chiron's Gym: Players are no longer teleported out when reserving too much health, but only when they would suffer damage that could kill them. Crawling Caverns: Reworked rock collision to avoid players getting stuck after dodging. Court of the Acolytes: Reworked the location so it is not possible to look out of camera bounds anymore. Doliana Quarry: Reworked a problematic jump spot. Enclave Graveyard Teleporter: Fixed an issue with an invisible wall. Gardens of the Mistress: Fixed a canal where players could get stuck. Lost in the Dark: The vision now correctly reaches the hole again. Moirai Caves: Fixed an issue with floating candles. Rebel Outpost: Fixed an issue where the player could sink into the ground. The Wisest of Centaurs: Fixed a missing quest marker at Chiron's cave entrance after entering it once. Undercity Catacombs: Reworked stairs so players can't get stuck anymore. Wild Labyrinth: Fixed spot where players could get stuck. UI and Controls Fixed modifiers not properly updating in the abilitiy descriptions when in respec mode. Storm - Passives - Overcharge: Has a new icon now because Lightning Domain had the same icon. Enemy execution overlays no longer show up on enemies that have not been fully spawned yet. Fixed health reservation on overhead healthbars not being shown properly on game start. Multiplayer Fixed an issue where Golden Skull Items would still be displayed for clients even after being picked up. Fixed an issue where Clients received notifications for all quest items when picking up a new one.

    Crafting & Spirit - Hotfix 2

    Heroes! We have another Hotfix ready for the Spirit and Crafting update that delivers a set of fixes to improve your experience. Player and Masteries Health reservation via sustained abilities can't kill the player anymore Fixed an issue where summons didn't properly work after the player character died Spirit - Chthonic Pulse - Trigger: Cannot be triggered faster than its Cast Time would allow anymore Rogue - Lethal Strike: Fixed a bug that didn't allow Lethal Strike to reset its cooldown properly on kill Rogue - Lethal Strike: Execution Threshold should now properly display when using this ability. Warfare - Unyielding: Fixed a bug where this Passive didn't provide Vitality Resistance Forge - Hardened Bulwark: Fixed an issue where "Minimum Bulwark" would grant Bulwark stacks incorrectly Fixed an issue where reserving life below a certain point would constantly trigger low HP VFX/SFX Crafting Salvaging an item now also returns attached Charms and Relic back to the player's inventory (same as vendoring would) Rings and Necklaces are now included in the "Increase Item Level" crafting action. Fixed crafting bug where prefixes sometimes rerolled into suffixes and vice versa Fixed a bug where affix display in the item tooltip would sometimes not update after crafting Creatures and Bosses Player summons' pathfinding adjusted to obey the same blockers for players, not NPCs (e.g. in the Skylla arena and some other content pieces, the summons could leave the playable space) Quests and World Fixed a bug where the Gate west of the Vineyard did not open sometimes due to missing enemies Fixed an issue where summons would behave erraticaly in Buried City Noble Quarters UI and Controls Fixed gamepad input bug in crafting UI Fixed tooltip inspection in mastery UI via gamepad Fixed faulty 0 damage floating combat text Added setting to disable zoom on gamepad Sustained ability bar preview now properly takes non-sustained reservations into account Fixed an issue where the second primary attack UI could display negative DPS values after switching between weapon sets Fixed an issue where notifications for new Mastery Points were not properly displayed Multiplayer Fixed an issue where Deathward Beam VFX would be continously visible for clients Fixed an issue where some Primary Attack Modifiers were displayed before unlocking Masteries for Clients

    New Feature: Crafting

    Heroes, In our Early Access roadmap, we promised you crafting. This is now here for you to enjoy as of our latest update! Let’s dive right into how it all works, and in what way the systems support and improve itemization. Our Mission Crafting is one of the areas where we decided to hugely diverge from the first game. Finding good items that work for your build is always an amazing feeling, even if it takes some time and effort to get there. We definitely want to maintain this aspect, and make it so that players have to put in work to get the right kind of gear that fits them. At the same time, as you have seen with our respec and modifier features, we think highly of flexibility and customizability. This will be no different with itemization. Crafting Options There will be several ways in which you can alter and improve the items you find. Repeated attempts will increase your material and gold costs, and will eventually become a barrier to further attempts. At that point, it may be best to look for another base item to craft on. You will not, however, be able to create items from scratch. Reforge Affix Select one of the affixes to re-roll. The possible range of values will be clearly displayed, so you will know when to take a win. It’s pretty cheap to start, so a few rolls on a fitting affix with poor values could be a very good idea even in the early game. You can only do this for one affix per item. Replace Affix Have you found a great item that has this one property that really doesn’t do anything for you, but is otherwise great? You won’t just be able to select anything you like to replace it - there’s some limitations here. Depending what could roll as a prefix or suffix (as in what the item could have rolled as naturally), you will have a set of possible replacements. Like with the reforge action, you can do this to only one of the affixes, and each additional attempt increases costs. Add Affix Some items don’t have their maximum possible affix amount when you find them. If that’s the case with yours, you can get started with this. Similarly, to replacing affixes, there are limitations to which affixes can be added. Given that this action isn’t ever going to make your item worse, we decided to start at a much higher cost, including the need for the drop-only “Vital Flame” material. Upgrade Item Level Finding a perfect item during levelling, then having to part ways with it as you progress, can be a difficult decision. What if you could delay this a bit though? While not cheap, and being a one-off move, upgrading your item’s level with raise the base properties and also the “tier” of the affixes - though the latter will have a ceiling, meaning that you can’t just turn an early game item into a perfect level 55 item (its affixes will be notably worse than finding it again). So basically using this sooner rather than later may be ideal - hoarding for aeons isn’t rewarded. Most importantly, this form of crafting actually works on epic items as well. Getting the Materials So how do you pay for all this in-game? We wanted to create a bit of tension between the gold and material economy. While enemies will drop some of the crafting resources needed, you will need to get the bulk of them from salvaging the items you don’t need. Once crafting gets expensive after a few rounds, you will have to make runs for salvaging as well as selling, if you are intensely engaged with this feature. The more crafting steps you have for your item, the more difficult to get materials will be required. There are the following types of materials: · Crude Fragments: dropped by enemies and salvaged from all items. · Mystic Shards: dropped by enemies and salvaged from magic items · Amplified Energy: dropped by enemies and salvaged from rare items · Vital Flame: dropped by stronger, non-boss enemies · Bound Essence: dropped by stronger, non-boss enemies and salvaged from infrequent items · Golden Spark: salvaged from epic items The Future of Crafting On our road to the full release, we will be busy with delivering epic armors for you alongside our final chapter - including new faction items. While this is going on, we are actively planning additional features though, such as a crafting feature to turn your epic items into legendary ones, charm and relic upgrades, as well as artefacts. These are however going to be post-release additions, largely connected to our endgame. We’ll get back to you at a later date about exactly how these will work.

    Crafting spirit Hotfix 1

    Titan Quest II - Early Access Content Update 8 Hotfix 1 - 0.7.0-public.136180+win.2932a Heroes! Today we are already pushing a fast Hotfix that adresses one specific crafting related issue. We will deliver another, more elaborate Hotfix soon. Fixed an issue where returning a 2-handed item from the crafting slot while having a main- and off-hand equipped could remove the off-hand item from the player. This should not happen anymore. In addition, any items that were lost this way should be back when entering the game with an affected character after the Hotfix. You can find them in your inventory, or if that is full they will appear attached to your cursor, in your caravan, or dropped next to your character if all of the above are full. Fixed an issue where certain languages had placeholder texts present in item names. One additional note: We realized there was an issue that salvaging an item that contains a Relic or Charm can destroy that socketable. We are fixing this with the next Hotfix. For now please be aware of this and careful when salvaging socketed items!