Titan Quest 2 has a ton of skills, all of which add to your character differently, and we’ve listed them all in this article.

Your character and builds come before all else in any ARPG, and Titan Quest 2 treats this philosophy like gospel. The game gives you a ton of freedom to build your character as you see fit, and this is most evident by the roster of skills you can pick from.
Each skill adds to your character in a different way, and the permutations and combinations in which you can mix and match skills are endless. You can make a bunch of characters and still not see all the skills the game has to offer. Thankfully, we’ve listed them all in this article below.
Related: Titan Quest 2: Death Penalty Explained
All Skills in Titan Quest 2
Earth Skills
Name | Type | Description |
---|---|---|
Fissure | Active | Split the ground for 20 Strike Damage in an 8m line. The fissure stays for 2s and slows enemies by 20%. In addition to this, you can also consume full Overwhelm for 50% more Damage. |
Roiling Magma | Active | Active: Grants 20% increased Movement Speed and increased Fire Damage for 6s. Passive: While Ring of Flame has Amplify, it deals 3 Fire Damage every 0.5s in a 2.0m radius (20% more Damage and 5% increased radius per Amplify). In addition to this, gain 5 Amplify on use and while active, gain more Amplify per 15 Energy spent globally (Max 20, lasts 3s). |
Earth Enchantment | Active | Emit an aura with an 18m radius. Furthermore, the Aura grants you and your allies 20% increased Fire Damage and 20% increased Physical Damage. |
Flame Volley | Active | Active: Grants 20% increased Movement Speed and increased Fire Damage for 6s. Passive: While Ring of Flame has Amplify, it deals 3 Fire Damage every 0.5s in a 2.0m radius (20% more Damage and 5% increased radius per Amplify). In addition, gain 5 Amplify on use and while active, gain more Amplify per 15 Energy spent globally (Max 20, lasts 3s). |
Earthquake | Active | Conjure an earthquake around you. Effect increases in stages every 1s channeled. Stage 1: 26 Strike Damage in a 4.0m radius. Additional stages deal 120% more Damage. Stage 2 stuns for 0.6s. |
Ignite | Active | Target is ignited for 4s, taking 8 Fire Damage every 0.5s. |
Ring of Flame | Active | Active: Grants 20% increased Movement Speed and increased Fire Damage for 6s. Passive: While Ring of Flame has Amplify, it deals 3 Fire Damage every 0.5s in a 2.0m radius. Furthermore, gains 5 Amplify on use and while active, gain more Amplify per 15 Energy spent globally (Max 20, lasts 3s). |
Grand Magic | Passive | Get 8% increased Spell Damage in addition to a +3 to Maximum Energy. |
Arcane Abundance | Passive | Grants +14 Maximum Energy in addition to 2% increased Maximum Energy. |
Earth Attunement | Passive | Get 8% increased Fire Damage in addition to 6% increased Physical Damage. |
Earth Affliction | Passive | Grants 4% increased Ailment Chance in addition to a 2% boost to Ailment Power. |
Earth Wielder | Passive | Get 4% increased Attack Damage, 2% increased Spell Damage. |
Earth Barrier | Passive | Grants 7% increased Barrier, 2% increased Armor. |
Combustion | Passive | Gives 8% increased Fire Damage. Furthermore, when you kill a burning enemy, 25% chance to cause an explosion dealing 7 Fire Damage in a 2.0m radius. |
Overheat | Passive | Obtain 10% increased Damage with Overload Abilities. |
Magma Shell | Passive | Grants 1% increased Health, 3% increased Armor Value, in addition to +4% Fire Resistance. |
Rogue Skills

Name | Type | Description |
---|---|---|
Lethal Strike | Active | Deals 200% Weapon Damage to a single target. Consumes Flow to deal 25% more Damage. If this skill consumes Flow or kills the target, its cooldown is refreshed. |
Trick Shot | Active | Throw a grenade dealing 13 Fire Damage in a 2m radius at the target location. |
Preparation | Active | Emit an aura with an 18m radius. Aura grants you and allies 20% increased Poison Damage and 20% increased Physical Damage. |
Mark for Death | Active | Mark your target. Hitting the marked enemy deals an extra 10% of the hit as Vitality Damage (cannot critically hit). Ends when the target is no longer marked. |
Grenade | Active | Dash 8m in the target direction dealing 13 Pierce Damage to enemies you pass through. |
Vanish | Active | Gain 30% increased Movement Speed and 30% increased Damage for 6s. |
Flicker | Active | Dash 8m in the target direction, dealing 13 Pierce Damage to enemies you pass through. |
Accuracy | Passive | 6% increased Damage, 10% increased Critical Hit Chance. |
Deft Hands | Passive | 6% increased Damage, 4% increased Attack Speed, 4% increased Cast Speed. |
Anatomy | Passive | 12% increased Pierce Damage, 12% increased Bleed Chance. |
Toxin Distillation | Passive | 12% increased Poison Damage, 12% increased Plague Chance. |
Deadly Affliction | Passive | 8% increased Ailment Chance, 8% increased Ailment Power. |
Nimble Defense | Passive | 6% increased Movement Skill Cooldown Speed, +4% Glancing Hit Chance. |
Taste for Blood | Passive | 10% increased Vitality Damage, 12% increased Lifesteal. |
Volatile Concoction | Passive | 10% increased Fire Damage, 12% increased Burn Chance. |
Shadow Arts | Passive | 8% increased Spell Damage. |
Sleight of Hand | Passive | 8% increased Damage with Weapon Attacks. |
Dismantling Tactics | Passive | Deal 12% increased Damage to your Mark. When you kill an enemy, deal 5 Vitality Damage to your Mark. |
Storm Skills

Name | Type | Description |
---|---|---|
Call Lightning | Active | Call down lightning at target location dealing 21 Lightning Damage in a 1.5m radius. |
Ice Shards | Active | Fire 5 ice shards in a cone, dealing 6-10 Cold Damage each. Additional hits on the same enemy deal 80% less Damage. In addition, gain Overwhelm upon use if you have an Overwhelm skill equipped. |
Lightning Bolt | Active | Throw a lightning bolt dealing 15 Lightning Damage. Infinite penetration. Always fires 1 Projectile; additional ones split on first hit (60% less Damage). On use gain Overwhelm if you have an Overwhelm skill equipped. |
Ice Nova | Active | The skill deals 15 Cold Damage in a 4.0m radius around you. 25% chance to Freeze for 1.0s. |
Storm Nimbus | Active | Emit an aura with an 18m radius. Aura grants you and allies 20% increased Cold Damage and 20% increased Lightning Damage. |
Blink | Active | Instantly teleport to target location. While on cooldown, can reactivate once to teleport back to start location. |
Cyclone | Active | Create a cyclone dealing 4 Cold Damage at target location in a 7.0m radius for 10s. Consumes 8 Energy/sec. Deals 5% more Damage per Amplify. Gains Amplify when you use Fire, Cold, or Lightning skills (max 10). Loses all Amplify when ended or recast. |
Raging Mind | Passive | Unlocks Spell Rage, 6% increased Spell Damage, 4% increased Cast Speed. |
Arcane Influx | Passive | 3% increased Energy Regeneration, 1% increased Energy. |
Storm Attunement | Passive | 8% increased Lightning and Cold Damage. |
Storm Affliction | Passive | 8% increased Shock and Chill Chance, 8% increased Shock and Chill Power. |
Storm Guidance | Passive | 10% increased Projectile Damage, 8% increased Projectile Homing, 8% increased Projectile Range. |
Storm Protection | Passive | 7% increased Barrier, 5% increased Barrier Conversion Rate, +2% Glancing Projectile Hit Chance. |
Lightning Evoker | Passive | 10% chance when using a non-channel active skill to hit a random enemy within 12m with Lightning Strike. |
Overcharge | Passive | 10% increased Damage with Overload Abilities. |
Raging Storm | Passive | 2% increased Damage, 10% increased Rage Effect. |
Storm Adaptation | Passive | +20% Barrier Decay Threshold, +4% Cold Resistance, +4% Lightning Resistance. |
Warfare Skills

Name | Type | Description |
---|---|---|
Heavy Attack | Active | Deals 180% Weapon Damage. In addition to this, you can consume full Overwhelm for 50% more Damage. Melee: 2.5m Range. Ranged: 100% more Projectile Speed, penetrates +1 target. |
Sweeping Strike | Active | Sweep in a circle, dealing 120% Weapon Damage in a 4m radius around you. |
Stomp | Active | Stomp the ground, dealing 12 Strike Damage in a 3.0m radius and stunning enemies for 0.4s. |
Doom Horn | Active | Blow your horn to weaken enemies in a 4.0m radius, reducing Damage Resistance by 12% for 4.0s. |
Leap | Active | Leap to target location, dealing 19 Strike Damage in a 2.0m radius upon landing. |
Barrage | Active | After a short wind-up, attack 5 times, dealing 35% Weapon Damage. Requires Dagger, Sword, Spear, or Ranged. |
Rain of Arrows | Active | Leap to the target location, dealing 19 Strike Damage in a 2.0m radius upon landing. |
Battlefield Awareness | Active | Emit an aura with an 18m radius. Aura grants you and allies +15 Armor. |
Weapon Proficiency | Passive | 6% increased Damage with Weapon Attacks, 4% increased Attack Speed. |
Martial Expert | Passive | 8% increased Physical Damage, 8% increased Bleed and Stagger Chance. |
Combat Rush | Passive | When you hit with a Melee skill, gain 10% increased Damage and 20% increased Movement Speed for 1s. |
Marksmanship | Passive | 10% increased Projectile Damage, 10% increased Projectile Speed. |
Invoker of War | Passive | Unlocks Spell Rage, 4% increased Spell Damage, in addition to 2% increased Attack Damage. |
Battle Rage | Passive | 2% increased Damage, 10% increased Rage Effect. |
Battle Hardened | Passive | +10 Health, 1.5% increased Health, 2% increased Armor. |
Heart of Battle | Passive | For each enemy within 12m, gain 4% increased Damage (max 12%). |
Versatile Defense | Passive | 5% increased Armor, +2% Thermic and Natural Resistance, in addition to 4% increased Dodge Cooldown Rate. |
Second Wind | Passive | Regenerate 0.1% Health/sec, 5% increased Health Regeneration. |
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