Titan Quest II’s next update is shaping up to be a build-crafter’s patch — and THQ Nordic/Grimlore are clearly aiming straight at the heart of what made the original Titan Quest so sticky: summons, loot chase, and the “one more run” item fantasy.
In a new Steam post, the team shared an early breakdown of what’s coming soon (plus a promise of a video showcase that’s currently in the works). The headline features are big:
summons are returning across masteries,
a new off-hand item type called Talismans is being introduced, and
Epic items are getting a broad buff pass to make them feel exciting again.
Summons are back — and every mastery is getting one
The biggest crowd-pleaser here is simple: summons from the original game are returning, and the devs aren’t treating them like a niche gimmick. According to the update, each mastery will receive a summon skill, and there will also be new summon-related passives to support different playstyles.
What’s interesting is the stated design goal: Titan Quest II isn’t just bringing back “pets that auto-win fights.” The team explicitly wants to support both passive and active summon gameplay.
Passive summon play is the classic fantasy: you field your creatures, let them do most of the work, and you support them with light input.
Active summon play is where things get more modern: the devs want you to be able to trigger abilities on your summons or empower them via active use of the summon ability.
They even describe a practical loop: if you have two summons, you can alternate empowering each one, weave in your own skills while the empowerment lasts, then repeat. In other words: pets aren’t meant to replace your character — they’re meant to become a rotation component.
Sustained skills, energy reservation, and auto re-summoning
A key mechanical change is how summons (and auras) will be handled: most summons will be treated as “sustained” skills that reserve some energy.
That has a couple of major implications:
They won’t need to sit on your skill bar, freeing space for other active abilities.
Re-summoning will be automatic if your summon is destroyed.
Buildcrafting becomes more deliberate: you’ll need to decide whether to benefit from this energy reservation (and what that means for your resource economy) or invest into more energy to afford additional abilities.
The team also notes that multi-summon builds will require higher levels, which reads like a balancing lever to keep early-game pet armies from trivializing content.
Summon examples: Wisps, War Banner, Automaton, Core Dweller, Shadow Clone
To make it concrete, the post lists several mastery-specific summon concepts:
Storm Mastery – Wisps: Orbs of energy, able to zap enemies with lightning. Violent blasts are part of the package.
Warfare Mastery – War Banner: It just stands there. Menacingly! Can heal and buff allies and nerf enemies in its aura.
Forge Mastery – Automaton: Hard-hitting mechanical humanoid, with various attachment choices: fire, cold, lightning or shield, each with their own effects.
Earth Mastery – Core Dweller: Tanky rock golem, slamming enemies into submission. Can cast Fissures in your place. Can be empowered even more by channeling.
Rogue Mastery – Shadow Clone: A temporary copy of you, using the same weapon as you. Unlike the others, this summon must be summoned directly, not via a sustained skill. Can teleport onto enemies if using a melee weapon.
The variety here matters. These aren’t five versions of “wolf that bites.” They’re leaning into roles: turret/support, bruiser, elemental modularity, tank/caster hybrid, and a bursty “you, but worse (in a good way)” clone.
Item updates: Talismans introduce a new off-hand lane
On the loot side, the patch is bringing a large amount of changes, but the team highlights one new category specifically: Talismans.
Talismans are an off-hand choice for mages that they can use instead of shields. Their guaranteed increase to energy should help a lot of builds.
But they can also be useful for non-caster characters. The post calls out two examples: “Conch of Storms” and “Crimson Viper” (inspired by an artefact in the original Titan Quest).
Even without full stat breakdowns in the text, the design intent is clear: Talismans are meant to open up build paths that feel purpose-built for energy-centric play — rather than “a shield, but with caster stats taped on.”
Epic rework: “buffed almost every Epic in the game”
This is the kind of line that loot-hunters love to hear: the devs say they know Epics often didn’t live up to the excitement of finding them, so they’ve done a big pass and buffed almost every Epic item.
They share a few examples to illustrate the philosophy: keep the theme, but make the power level and synergy actually justify the rarity.
Example: Trygon’s Tail gets a stronger poison/freeze identity
Trygon’s Tail is described as a weapon that already had an interesting theme — dealing poison damage and applying Plagued on an incapacitated target — but the effects weren’t cutting it.
Its optimal use was and remains against Frozen enemies, but it wasn’t viable enough in boss fights and against creatures that can’t easily be incapacitated.
With new bonuses to Capacity for Cold Skills, Ailment Power, and a second weapon damage affix, the team wants to strengthen the theme while increasing its power quite a bit.
Example: Perdix’ Sphere becomes a real Overload caster option
For Perdix’ Sphere, the goal is to create a strong option for Overload users. The old Unique effect didn’t add enough benefit for casters.
The reworked effect adds a new way of cleansing Overload stacks, while creating a more focused base for Overload casters with added capacity to lightning skills and damage to Overload skills directly.
Example: Harpe now actually fits agile fire builds
Harpe was supposed to be a Fire weapon for agile characters. But the requirements and stats were conflicting with the attribute system, and the bonuses weren’t strong enough to incentivize a split of attributes.
The stats are now more in line for an agile character and it still deals Fire Damage. The Unique effect lets your fire damage scale with agility and glues that together.
Other item changes: affixes, potions, energy options, staves
This isn’t all, though. While more details will follow when the patch goes live, the update also touches on:
New powerful affixes that will make the hunt for the perfect Rare or Monster Infrequent more exciting.
Potions getting a whole bunch of new and more powerful affixes.
More options to build energy-related stats.
Improved implicits on staves to better match what caster characters aim to do.
Many, many other changes.
What this means for Titan Quest II’s direction
If you’ve been watching Titan Quest II’s Early Access cadence, this update reads like a statement of priorities:
Build identity matters. Summons are not an afterthought; they’re being integrated into every mastery.
Resource economy is a lever. Energy reservation for sustained skills is a clean way to balance power while enabling smoother action bars.
Loot needs to be aspirational. If Epics aren’t exciting, the entire ARPG loop suffers — and the team is directly addressing that.
The most promising part is that the changes aren’t purely numerical. There’s a clear effort to add decision-making: modifiers for summon behavior, active empowerment loops, off-hand choices that reshape caster gearing, and item effects that interact with mechanics (like Overload stacks).
TL;DR
Titan Quest II’s next update is nearly ready, with a video showcase coming soon.
Summons return and each mastery will get a summon skill, plus new summon passives.
Most summons (and auras) will be sustained skills that reserve energy, won’t require a skill bar slot, and will auto re-summon if destroyed.
New item type: Talismans, an off-hand option for mages with guaranteed energy increase.
Epic items are being broadly buffed, with examples like Trygon’s Tail, Perdix’ Sphere, and Harpe receiving more focused, build-relevant identities.
Additional itemization changes include new affixes, potion affixes, more energy stat options, and improved staff implicits.
Mendrake’s opinion on this:
This is the kind of patch Titan Quest II needed — not because the game was “missing content,” but because the ARPG loop lives and dies by two things: build expression and loot excitement.
The summons redesign is the standout. Energy reservation + sustained skills is a smart compromise: it keeps pets powerful without turning your skill bar into a pet management UI, and it creates a real cost to running multiple sustained effects. If the numbers land right, we could see genuinely different summon archetypes emerge: low-input passive commanders, active empower-and-burst summoners, and hybrid builds that treat pets as utility rather than the whole kit.
The item changes are equally important. Talismans are a clean way to stop casters from feeling like “shield users with different stats,” and the Epic rework is a direct fix for one of the fastest ways to kill an ARPG: when rare drops feel like vendor trash.
Now the big question is execution: will the new affixes and reworked Epics create interesting choices, or just bigger numbers? The examples suggest the team understands the difference — especially with mechanics like Overload stack cleansing and agility-scaling fire damage. If that philosophy carries through the full loot pool, Titan Quest II’s buildcrafting could end up far deeper than many expected.
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