Active Skills
From Titan Quest 2 Wiki
The Active Skills of Titan Quest 2 (TQ2) are obtained and unlocked by spending Skill Points in specific Masteries. Skills are also gated behind earning and spending Divinity points into each mastery, with tiers of 0 Divinity, 6 Divinity and 18 Divinity.
All Active Skills in Titan Quest 2 must be placed on your skill bar and activated manually. They cost Energy to cast, often apply ailments, and many of them can be enhanced with Modifiers.
TQ2 Active Skills
| Skill | Mastery | Description | Tags |
|---|---|---|---|
| Split the ground in front of you to deal Strike Damage in a 8.0m line. The fissure stays for 2.0s and slows enemies by 20%. Consumes full Overwhelm for 50% more Damage. | Spell, Active, Overwhelm, Earth, Area, Exhaust | ||
| Fire a Projectile that explodes on contact with enemies or obstacles and deals Fire Damage in a 2.2m radius. | Area, Projectile, Spell, Active, Fire, Exhaust | ||
| Emit an Aura with a 18.0m radius. Aura grants allies +30% Fire Damage. Aura grants allies +20% Physical Damage. | Sustained | ||
| Fire Projectiles from above your head to target location where they explode dealing Fire Damage in a 0.9m radius. For every 15 Energy you spend globally, gains 1 stack of Amplify (Max 20). Has 10% more Cast Speed per Amplify. On use lose 1 Amplify. | Projectile, Spell, Active, Channel, Fire | ||
| Reaches Stages every second as you channel. Releasing after reaching Stage 1 deals 23 Strike Damage in a 4.0m radius. Deals 120% more Damage per additional Stage. Stage 2 stuns for 0.6s. | Area, Spell, Active, Channel, Exhaust | ||
| Target enemy is Ignited for 5s. Deals 52.0 Burning Damage over time. Deals +40% Damage to enemies already Burning. | Spell, Active, Fire, Exhaust, Earth | ||
| Emit a persistent Aura that deals Fire Damage every 0.5s in a 2.0m radius. While active, gains Amplify per 15 Energy spent. | Spell, Active, Fire | ||
| Deal 180% Weapon Damage to a single enemy. +20% Crit Chance and 10% Bleeding Chance. | Rogue, Active, Melee Attack, Exhaust | ||
| Fire a Projectile that deals 75% Weapon Damage and bounces to 2 additional targets for -20% Damage each. | Rogue, Active, Ranged Attack, Projectile, Exhaust | ||
| Channel for up to 2.0s. Your next Skill or Attack deals +60% Damage and has +20% Crit Chance. | Rogue, Sustained | ||
| Mark a target for 8s. They take +15% more Damage from all sources. | Rogue, Active, Spell, Debuff, Shadow | ||
| Throw a Grenade to target location that explodes for 130 Fire Damage in a 3.0m radius. | Rogue, Active, Projectile, Area, Exhaust | ||
| Gain 30% increased Movement Speed, 30% increased Damage for 6s. | Rogue, Active, Blessing | ||
| Dash 8m in target direction dealing 13 Pierce Damage to enemies you pass through. | Rogue, Active, Movement, Teleport | ||
| Fire 5 Projectiles that deal 40 Cold Damage. Follow-up hits deal 50% Damage. If you have Overwhelm, gains +1 Projectile. | Projectile, Spell, Active, Default Ability, Cold, Storm | ||
| Strike target location for 90 Lightning Damage. If enemy is Shocked, has +50% Crit Chance. | Spell, Area, Active, Lightning, Storm, Exhaust | ||
| Emit an Aura with 18.0m radius. Grants allies +30% Cold Damage, +30% Lightning Damage. | Sustained, Storm | ||
| Freeze all enemies in a 4.0m radius for 1.5s. If you have Overwhelm, increase radius to 6.0m. | Area, Spell, Active, Cold, Storm | ||
| Fire a fast Projectile that splits into 3 smaller bolts on hit. Deals 110 Lightning Damage. | Spell, Area, Active, Default Ability, Lightning, Area | ||
| Channel a Storm at target location for 10s. Deals 60 Cold Damage per second in 7.0m radius. Consumes 8 Energy/sec. Gains Amplify from elemental skill use. | Spell, Area, Active, Cold, Storm | ||
| Teleport to target location. If you have Overwhelm, deal 60 Lightning Damage and Stun enemies in 3.0m for 0.8s. | Storm Mastery, Active, Spell, Movement, Teleport | ||
| Deal 150% Weapon Damage and Strike Damage. If you have Overwhelm, deal +50% more. Ranged Weapons pierce 1 target. | Warfare, Active, Melee Attack, Overwhelm, Exhaust | ||
| Swing in a 4.0m arc for 120% Weapon Damage. Requires Melee Weapon. | Warfare, Active, Melee Attack, Area, Exhaust | ||
| Slam the ground to deal Strike Damage in a 3.0m radius. Applies Stagger for 1.5s. If you have Overwhelm, increases radius and duration. | Warfare, Active, Area | ||
| Blow a horn to reduce enemy Damage Resistance by 12% for 4s in a 4.0m radius. | Warfare, Active, Spell, Area | ||
| Leap to a target location, dealing 130 Strike Damage in a 3.0m radius. Staggers on impact. | Warfare, Active, Movement, Area, Exhaust | ||
| Channel 5 rapid attacks dealing 35% Weapon Damage each. Can be canceled early. | Warfare, Active, Melee Attack, Exhaust | ||
| Channel for 1.8s to rain arrows over target area. Each wave deals Weapon Damage. | Warfare, Active, Ranged Attack, Area, Exhaust | ||
| Toggle aura that grants +20% Armor and +20% Dodge to allies. Lowers your Energy Regeneration. | Warfare, Sustained |