Torchlight Wiki
T2 Classes & Skills

Berserker (Skills)
Embermage (Skills)
Engineer (Skills)
Outlander (Skills)
Spells

Spells are special scrolls in Torchlight II that any character can pick up and learn, regardless of class. They should not be confused with skills, which are class-specific.

In Torchlight II, spells also include tomes that grant passive bonuses, many of which are similar to the shared passives from the first game.

Players will have access to a spell vendor in Act II after finishing the quest Shadow of the Skara. Prior to that, spells can only be acquired through loot.

Slots[]

The player has four active slots for spells. Spells can be unlearned by clicking the "Remove Spell" button. The removed spell is permanently lost.

Pets[]

In T2, pets also have four active spell slots. Note that the cooldown period for active spells are often longer when used by pets. Although you have no control over when your pet will cast a spell, you can temporarily prevent it from casting spells by setting your pet to passive mode.

Tomes equipped on a pet convey their passive benefits to the pet only; apparently passives like increased magic item find are not relayed back to the player.

List of spells[]

Icons Spell Description Effects Mana Cost Required
level
Dervish I The caster whirls into action with rapidly accelerated attacks and casts for 10 seconds.
Cooldown: 1 minute
+30% Attack Speed
+30% Cast Speed
28 1
Dervish II The caster whirls into action with rapidly accelerated attacks and casts for 12 seconds.
Cooldown: 1 minute
+30% Attack Speed
+30% Cast Speed
46 16
Dervish III The caster whirls into action with rapidly accelerated attacks and casts for 14 seconds.
Cooldown: 1 minute
+30% Attack Speed
+30% Cast Speed
63 31
Dervish IV The caster whirls into action with rapidly accelerated attacks and casts for 16 seconds.
Cooldown: 1 minute
+30% Attack Speed
+30% Cast Speed
81 46
Dervish V The caster whirls into action with rapidly accelerated attacks and casts for 18 seconds.
Cooldown: 1 minute
+30% Attack Speed
+30% Cast Speed
97 60
Dervish VI The caster whirls into action with rapidly accelerated attacks and casts for 20 seconds.
Cooldown: 1 minute
+30% Attack Speed
+30% Cast Speed
116 76
Draining Touch I The caster draws life from any foes struck for the duration of the spell. (15 second duration)
Cooldown: 30 seconds
5 Health stolen on hit 13 1
Draining Touch II The caster draws life from any foes struck for the duration of the spell. (15 second duration)
Cooldown: 30 seconds
11 Health stolen on hit 21 16
Draining Touch III The caster draws life from any foes struck for the duration of the spell. (15 second duration)
Cooldown: 30 seconds
16 Health stolen on hit 29 31
Draining Touch IV The caster draws life from any foes struck for the duration of the spell. (15 second duration)
Cooldown: 30 seconds
22 Health stolen on hit 37 46
Draining Touch V The caster draws life from any foes struck for the duration of the spell. (15 second duration)
Cooldown: 30 seconds
27 Health stolen on hit 44 60
Draining Touch VI The caster draws life from any foes struck for the duration of the spell. (15 second duration)
Cooldown: 30 seconds
33 Health stolen on hit 53 76
Elemental Overload I The caster is imbued with increased elemental damage strength
Cooldown: 12 seconds
+25% to Electrical Damage for 6 seconds
+25% to Fire Damage for 6 seconds
+25% to Ice Damage for 6 seconds
+25% to Poison Damage for 6 seconds
8 1
Elemental Overload II The caster is imbued with increased elemental damage strength
Cooldown: 16 seconds
+25% to Electrical Damage for 8 seconds
+25% to Fire Damage for 8 seconds
+25% to Ice Damage for 8 seconds
+25% to Poison Damage for 8 seconds
21 16
Elemental Overload III The caster is imbued with increased elemental damage strength
Cooldown: 20 seconds
+25% to Electrical Damage for 10 seconds
+25% to Fire Damage for 10 seconds
+25% to Ice Damage for 10 seconds
+25% to Poison Damage for 10 seconds
29
Elemental Overload IV The caster is imbued with increased elemental damage strength
Cooldown: 24 seconds
+25% to Electrical Damage for 12 seconds
+25% to Fire Damage for 12 seconds
+25% to Ice Damage for 12 seconds
+25% to Poison Damage for 12 seconds
37 46
Elemental Overload V The caster is imbued with increased elemental damage strength
Cooldown: 30 seconds
+25% to Electrical Damage for 14 seconds
+25% to Fire Damage for 14 seconds
+25% to Ice Damage for 14 seconds
+25% to Poison Damage for 14 seconds
44 60
Elemental Overload VI The caster is imbued with increased elemental damage strength
Cooldown: 32 seconds
+25% to Electrical Damage for 16 seconds
+25% to Fire Damage for 16 seconds
+25% to Ice Damage for 16 seconds
+25% to Poison Damage for 16 seconds
53 76
Elemental Protection I The caster is buffered by increased elemental resistance.
Cooldown: 1 minute
+7 Electric Armor for 1 minute
+7 Fire Armor for 1 minute
+7 Ice Armor for 1 minute
+7 Poison Armor for 1 minute
13 1
Elemental Protection II The caster is buffered by increased elemental resistance.
Cooldown: 1 minute
+19 Electric Armor for 1 minute
+19 Fire Armor for 1 minute
+19 Ice Armor for 1 minute
+19 Poison Armor for 1 minute
21 16
Elemental Protection III The caster is buffered by increased elemental resistance.
Cooldown: 1 minute
+33 Electric Armor for 1 minute
+33 Fire Armor for 1 minute
+33 Ice Armor for 1 minute
+33 Poison Armor for 1 minute
29 31
Elemental Protection IV The caster is buffered by increased elemental resistance.
Cooldown: 1 minute
+48 Electric Armor for 1 minute
+48 Fire Armor for 1 minute
+48 Ice Armor for 1 minute
+48 Poison Armor for 1 minute
37 46
Elemental Protection V The caster is buffered by increased elemental resistance.
Cooldown: 1 minute
+64 Electric Armor for 1 minute
+64 Fire Armor for 1 minute
+64 Ice Armor for 1 minute
+64 Poison Armor for 1 minute
44 60
Elemental Protection VI The caster is buffered by increased elemental resistance.
Cooldown: 1 minute
+81 Electric Armor for 1 minute
+81 Fire Armor for 1 minute
+81 Ice Armor for 1 minute
+81 Poison Armor for 1 minute
53 76
Fireball I Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 7 seconds
56-93 Fire Damage 13 1
Fireball II Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 5 seconds
216-360 Fire Damage
21 16
Fireball III Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 5 seconds
496-827 Fire Damage 29 31
Fireball IV Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 7 seconds
933-1555 Fire Damage
37 46
Fireball V Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 5 seconds
1519-2531 Fire Damage 44 60
Fireball VI Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 5 seconds
2445-4075 Fire Damage 53 76
Roller I Launches rolling wheel of fire.
Cooldown: 5 seconds
102-130 Fire Damage 28 1
Roller II Launches fast rolling wheel of fire.
Cooldown: 5 seconds
396-504 Fire Damage 46 16
Roller III Launches a pair of fire wheels.
Cooldown: 5 seconds
910-1158 Fire Damage 63 31
Roller IV Launches a pair of fast fire wheels.
Cooldown: 5 seconds
1711-2177 Fire Damage 81 46
Roller V Launches a trio of fire wheels.
Cooldown: 5 seconds
2784-3543 Fire Damage 97 60
Roller VI Launches a trio of fast fire wheels.
Cooldown: 5 seconds
4483-5705 Fire Damage 116 76
Frost I Fires three frost missiles that freeze all enemies within their 3m blast radius.
Cooldown: 10 seconds
36-102 Ice Damage over 6 seconds
100% chance to Freeze for 6 seconds
28 1
Frost II Fires three frost missiles that freeze all enemies within their 3m blast radius.
Cooldown: 10 seconds
329-973 Ice Damage over 7 seconds
100% chance to Freeze for 7 seconds
46 16
Frost III Fires three frost missiles that freeze all enemies within their 3m blast radius.
Cooldown: 10 seconds
1304-3896 Ice Damage over 8 seconds
100% chance to Freeze for 8 seconds
63 31
Frost IV Fires three frost missiles that freeze all enemies within their 3m blast radius.
Cooldown: 10 seconds
3690-11061 Ice Damage over 9 seconds
100% chance to freeze for 9 seconds.
81 46
Frost V Fires three frost missiles that freeze all enemies within their 3m blast radius.
Cooldown: 10 seconds
8270-24790 Ice Damage over 10 seconds
100% chance to Freeze for 10 seconds
97 60
Frost VI Fires three frost missiles that freeze all enemies within their 3m blast radius.
Cooldown: 10 seconds
17864-53592 Ice Damage over 11 seconds
100% chance to Freeze for 11 seconds
116 76
Haste I
Cooldown: 12 seconds
+2% Attack Speed
8% faster movement speed
18 1
Haste II
Cooldown: 12 seconds
+3% Attack Speed for 12 seconds
12% faster movement speed for 12 seconds
29 16
Haste III Cooldown: 12 seconds +4% Attack Speed
16% faster movement speed
31
Haste IV Cooldown: 12 seconds +5% Attack Speed
20% faster movement speed
52 46
Haste V Cooldown: 12 seconds +6% Attack Speed
24% faster movement speed
62 60
Haste VI Cooldown: 12 seconds +7% Attack Speed
28% faster movement speed
74 76
Heal All I Heals the caster and all allies.
Cooldown: 30 seconds
308 Health recovery over 4 seconds 28 1
Heal All II Heals the caster and all allies.
Cooldown: 30 seconds
692 Health recovery over 4 seconds 46 16
Heal All III Heals the caster and all allies.
Cooldown: 30 seconds
1076 Health recovery over 4 seconds 63 31
Heal All IV Heals the caster and all allies.
Cooldown: 30 seconds
1460 Health recovery over 4 seconds 81 46
Heal All V Heals the caster and all allies.
Cooldown: 30 seconds
1818 Health recovery over 4 seconds 97 60
Heal All VI Heals the caster and all allies.
Cooldown: 30 seconds
2228 Health recovery over 4 seconds 116 76
Heal Self I Heals the Caster
Cooldown: 30 seconds
308 Health recovery over 4 seconds 13 1
Heal Self II Heals the Caster
Cooldown: 30 seconds
692 Health recovery over 4 seconds 21 16
Heal Self III Heals the Caster
Cooldown: 30 seconds
1076 Health recovery over 4 seconds 29 31
Heal Self IV Heals the Caster
Cooldown: 30 seconds
1460 Health recovery over 4 seconds 37 46
Heal Self V Heals the Caster
Cooldown: 30 seconds
1818 Health recovery over 4 seconds 44 60
Heal Self VI Heals the Caster
Cooldown: 30 seconds
2228 Health recovery over 4 seconds 53 76
File:Spell repel.jpg Repel Nearby foes are pushed away by a powerful gust of wind.
Cooldown: 3 seconds
+30 Knockback 7 3
Retribution I The caster is possessed with a vengeful spirit, which automatically strikes back at attackers. Lasts for 12 seconds.
Cooldown: 32 seconds
+10% damage reflected back on attacker 8 1
Retribution II The caster is possessed with a vengeful spirit, which automatically strikes back at attackers. Lasts for 16 seconds.
Cooldown: 32 seconds
+14% damage reflected back on attacker 8 16
Retribution III The caster is possessed with a vengeful spirit, which automatically strikes back at attackers. Lasts for 20 seconds.
Cooldown: 32 seconds
+18% damage reflected back on attacker 31
Retribution IV The caster is possessed with a vengeful spirit, which automatically strikes back at attackers. Lasts for 24 seconds.
Cooldown: 32 seconds
+22% damage reflected back on attacker 46
Retribution V The caster is possessed with a vengeful spirit, which automatically strikes back at attackers. Lasts for 28 seconds.
Cooldown: 32 seconds
+26% damage reflected back on attacker 60
Retribution VI The caster is possessed with a vengeful spirit, which automatically strikes back at attackers. Lasts for 32 seconds.
Cooldown: 32 seconds
+30% damage reflected back on attacker 8 76
Rumble A pulse of energy expands outwards, shattering delicate objects in the vicinity.
Cooldown: 10 seconds
0 1
Silence I Silences enemies within 4 meters, preventing them from using most skills. Silences for 6 seconds 1
Silence II Silences enemies within 5 meters, preventing them from using most skills.
  • Cooldown: 10 seconds
Silences for 7 seconds 21 16
Silence III Silences enemies within 8 meters, preventing them from using most skills.
  • Player Cooldown: 10 seconds
  • Pet Cooldown: 30 seconds
Silences for 8 seconds 31
Silence IV Silences enemies within 8 meters, preventing them from using most skills. Silences for 9 seconds 46
Silence V Silences enemies within 8 meters, preventing them from using most skills. Silences for 10 seconds 60
Silence VI Silences enemies within 8 meters, preventing them from using most skills. Silences for 11 seconds 53 76
Summon Archers I Summons a pack of 3 non-moving Skeletal Archers to attack your foes.
Cooldown: 30 seconds (60 seconds for pets)
16 seconds summon duration 28 1
Summon Archers II Summons a pack of 4 non-moving Skeletal Archers to attack your foes.
Cooldown: 30 seconds (60 seconds for pets)
17 seconds summon duration
+16% to physical damage
46 16
Summon Archers III Summons a pack of 5 non-moving Skeletal Archers to attack your foes.
Cooldown: 30 seconds (60 seconds for pets)
19 seconds summon duration
+24% to physical damage
63 31
Summon Archers IV Summons a pack of 6 non-moving Skeletal Archers to attack your foes.
Cooldown: 30 seconds (60 seconds for pets)
20 seconds summon duration
+32% to physical damage
81 46
Summon Archers V Summons a pack of 7 non-moving Skeletal Archers to attack your foes.
Cooldown: 30 seconds (60 seconds for pets)
21 seconds summon duration
+40% to physical damage
97 60
Summon Archers VI Summons a pack of 8 non-moving Skeletal Archers to attack your foes.
Cooldown: 30 seconds (60 seconds for pets)
22 seconds summon duration
+48% to physical damage
116 76
Bee Swarm Send a cloud of angry bees at your enemies. Monsters who come to near your targets will incur the wrath of the swarm!
Cooldown: 15 seconds (30 seconds for pets)
40% chance that target Flees for 1 second
30-60 Physical Damage over 10 seconds
15 13
Summon Blood Zombie Summons a fearsome Blood Zombie.
Cooldown: 1 minute (120 seconds for pets)
35 seconds summon duration
Causes enemies to bleed
28 1
Summon Skeleton I Summons a Skeletal Warrior to attack your foes.
Cooldown: 8 seconds (60 seconds for pets)
35 seconds summon duration
13 1
Summon Skeleton II Summons an improved Skeletal Warrior to attack your foes.
Cooldown: 8 seconds (60 seconds for pets)
37 seconds summon duration
+20% to physical damage
21 16
Summon Skeleton III Summons an improved Skeletal Warrior to attack your foes.
Cooldown: 8 seconds (60 seconds for pets)
45 seconds summon duration
+30% to physical damage
29 31
Summon Skeleton IV Summons an improved Skeletal Warrior to attack your foes.
Cooldown: 8 seconds (60 seconds for pets)
50 seconds summon duration
+40% to physical damage
37 46
Summon Skeleton V Summons an improved Skeletal Warrior to attack your foes.
Cooldown: 8 seconds (60 seconds for pets)
55 seconds summon duration
+50% to physical damage
44 60
Summon Skeleton VI Summons an improved Skeletal Warrior to attack your foes.
Cooldown: 8 seconds (60 seconds for pets)
1 minute summon duration
+60% to physical damage
53 76
Summon Nether Imp I Summons a Nether Imp to attack your foes.
Cooldown: 45 seconds
30 seconds summon duration 13 5
Summon Nether Imp II Summons a Nether Imp to attack your foes. Stronger than Nether Imp I and has a chance to silence foes.
Cooldown: 45 seconds
30 seconds summon duration 25 25
Summon Nether Imp III Summons a Nether Imp to attack your foes. Stronger than Nether Imp II and has a higher chance to silence foes.
Cooldown: 45 seconds
30 seconds summon duration 37 40
Summon Nether Imp IV Summons a Nether Imp to attack your foes. Stronger than Nether Imp III and has a higher chance to silence foes.
Cooldown: 45 seconds
30 seconds summon duration 49 60
Summon Nether Imp V Summons a Nether Imp to attack your foes. Stronger than Nether Imp IV and has a higher chance to silence foes.
Cooldown: 45 seconds
30 seconds summon duration 70 80
Summon Zombie I Summons a pack of suicidal zombies that poison your foes. Version I Zombies upgrade their poison attack even further than before.
  • Player Cooldown: 30 seconds
  • Pet Cooldown: 120 seconds
42 seconds summon duration
75% chance to poison for 10 seconds
28 1
Summon Zombie II Summons a pack of suicidal zombies that poison your foes. Version II Zombies upgrade their poison attack even further than before.
  • Player Cooldown: 30 seconds
  • Pet Cooldown: 120 seconds
42 seconds summon duration
75% chance to poison for 10 seconds
46 16
Summon Zombies III Summons a pack of suicidal zombies that poison your foes. Version III Zombies upgrade their poison attack even further than before.
  • Player Cooldown: 30 seconds
  • Pet Cooldown: 120 seconds
42 seconds summon duration
75% chance to poison for 10 seconds
63 31
Summon Zombie IV Summons a pack of suicidal zombies that poison your foes. Version IV Zombies upgrade their poison attack even further than before.
  • Player Cooldown: 30 seconds
  • Pet Cooldown: 120 seconds
42 seconds summon duration
75% chance to poison for 10 seconds
81 46
Summon Zombies V Summons a pack of suicidal zombies that poison your foes. Version V Zombies upgrade their poison attack even further than before.
  • Player Cooldown: 30 seconds
  • Pet Cooldown: 120 seconds
42 seconds summon duration
75% chance to poison for 10 seconds
97 60
Summon Zombie VI Summons a pack of suicidal zombies that poison your foes. Version VI Zombies upgrade their poison attack even further than before.
  • Player Cooldown: 30 seconds
  • Pet Cooldown: 120 seconds
42 seconds summon duration
75% chance to poison for 10 seconds
116 76
Web Fires a sticky web missile, preventing any movement from its target.
Cooldown: 16 seconds
Movement speed reduced by 100% for 3 seconds 25 8

List of passive spell tomes[]

Icons Tome Description Effects Required
level
Adrenaline Rush I "Adrenaline Rush" You have a passive 15% chance on being struck to gain a burst of speed, granting you the ability to attack faster or escape safely. Once triggered Adrenaline Rush has a 10 second cooldown 10% faster movement speed for 4 seconds
+10% attack speed for 4 seconds
10

Adrenaline Rush II "Adrenaline Burst"

You have a passive 15% chance on being struck to gain a burst of speed, granting you the ability to attack faster or escape safely. Once triggered Adrenaline Rush has a 10 second cooldown 15% faster movement speed for 4 seconds
+15% attack speed for 4 seconds
32
Adrenaline Rush III "Adrenaline Shock" You have a passive 15% chance on being struck to gain a burst of speed, granting you the ability to attack faster or escape safely. Once triggered Adrenaline Rush has a 10 second cooldown 20% faster movement speed for 4 seconds
+20% attack speed for 4 seconds
50
Adventuring I Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. 1% increase in amount of experience gained
1% increase in amount of fame gained
+8% potion effectiveness
1
Adventuring II Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. 2% increase in amount of experience gained
2% increase in amount of fame gained
+16% potion effectiveness
16
Adventuring III Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. 3% increase in amount of experience gained
3% increase in amount of fame gained
+24% potion effectiveness
31
Adventuring IV Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. 4% increase in amount of experience gained
4% increase in amount of fame gained
+32% potion effectiveness
46
Adventuring V Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. 5% increase in amount of experience gained
5% increase in amount of fame gained
+40% potion effectiveness
60
Adventuring VI Knowledge the improves the potency of potions, increases Experience and Fame gain, and reduces resurrection penalties. Only one Adventuring spell may be equipped at a time. 6% increase in amount of experience gained
6% increase in amount of fame gained
+48% potion effectiveness
76
Animal Handling I Training that increases your pet and minion's power, and decreases the pet's town-travel time. Only one rank of Animal Handling may be equipped at a time. 4% pet and minion Damage
4% pet and minion Armor
8% decreased pet town travel time
1
Animal Handling II Training that increases your pet and minion's power, and decreases the pet's town-travel time. Only one rank of Animal Handling may be equipped at a time. 8% pet and minion Damage
8% pet and minion Armor
16% decreased pet town travel time
16
Animal Handling III Increases your pet and minion's power, and decreases the pet's town-travel time. Only one Pet Mastery spell may be equipped at a time. 12% pet and minion Damage
12% pet and minion Armor
24% decreased pet town travel time
31
Animal Handling IV Increases your pet and minion's power, and decreases the pet's town-travel time. Only one Pet Mastery spell may be equipped at a time. 16% pet and minion Damage
16% pet and minion Armor
32% decreased pet town travel time
46
Animal Handling V Increases your pet and minion's power, and decreases the pet's town-travel time. Only one Pet Mastery spell may be equipped at a time. 20% pet and minion Damage
20% pet and minion Armor
40% decreased pet town travel time
60
Animal Handling VI Increases your pet and minion's power, and decreases the pet's town-travel time. Only one Pet Mastery spell may be equipped at a time. 24% pet and minion Damage
24% pet and minion Armor
48% decreased pet town travel time
76
Arcane Tools I Grants Mastery of Wands and Staves and grants reduced requirements for Rings and Amulets. Only one Arcane Tools spell may be equipped at a time. -1 to mage equipment requirements
+4% Wand and Staff Damage Bonus
1
Arcane Tools II Grants Mastery of Wands and Staves and grants reduced requirements for Rings and Amulets. Only one Arcane Tools spell may be equipped at a time. -2 to mage equipment requirements
+8% Wand and Staff Damage Bonus
16
Arcane Tools III Grants Mastery of Wands and Staves and grants reduced requirements for Rings and Amulets. Only one Arcane Tools spell may be equipped at a time. -3 to mage equipment requirements
+12% Wand and Staff Damage Bonus
31
Arcane Tools IV Knowledge that increases the damage of Wands and Staves and reduces the requirements for Rings and Amulets. Only one rank of Arcane Tools may be equipped at a time. -4 to mage equipment requirements
+16% Wand and Staff Damage Bonus
46
Arcane Tools V Grants Mastery of Wands and Staves and grants reduced requirements for Rings and Amulets. Only one Arcane Tools spell may be equipped at a time. -5 to mage equipment requirements
+20% Wand and Staff Damage Bonus
60
Arcane Tools VI Grants Mastery of Wands and Staves and grants reduced requirements for Rings and Amulets. Only one Arcane Tools spell may be equipped at a time. -6 to mage equipment requirements
+24% Wand and Staff Damage Bonus
76
Armor Expertise I Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. -1 to armor equipment requirements
+4% to physical Armor
1
Armor Expertise II Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. -2 to armor equipment requirements
+8% to physical armor
16
Armor Expertise III Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. -3 to armor equipment requirements
+12% to physical armor
31
Armor Expertise IV Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. -4 to armor equipment requirements
+16% to physical armor
46
Armor Expertise V Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. -5 to armor equipment requirements
+20% to physical armor
60
Armor Expertise VI Mastery of all forms of armor reduces requirements and improves armor absorption. Only one Armor Expertise spell may be equipped at a time. -6 to armor equipment requirements
+24% to physical armor
76
Barter I Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. (The effect propagates to the pet when it is sent to town, but it has no effect if the pet itself acquires this spell.) 3% improvement in vendor prices 1
Barter II Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. (The effect propagates to the pet when it is sent to town, but it has no effect if the pet itself acquires this spell.) 6% improvement in vendor prices 16
Barter III Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. (The effect propagates to the pet when it is sent to town, but it has no effect if the pet itself acquires this spell.) 9% improvement in vendor prices 31
Barter IV Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. (The effect propagates to the pet when it is sent to town, but it has no effect if the pet itself acquires this spell.) 12% improvement in vendor prices 46
Barter V Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. (The effect propagates to the pet when it is sent to town, but it has no effect if the pet itself acquires this spell.) 15% improvement in vendor prices 60
Barter VI Reduces the purchase prices at Merchants, Enchanters, and Gamblers. Improves the sale prices of your own goods. Only one Barter spell may be equipped at a time. (The effect propagates to the pet when it is sent to town, but it has no effect if the pet itself acquires this spell.) 18% improvement in vendor prices 76
Blocking I Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. 2% chance to Block 1
Blocking II Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. 4% chance to Block 16
Blocking III Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. 6% chance to Block 31
Blocking IV Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. 8% chance to Block 46
Blocking V Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. 10% chance to Block 60
Blocking VI Increases the chance to block with a shield. Only one Blocking spell may be equipped at a time. 12% chance to Block 76
Concentration I Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 1 Mana recovery 1
Concentration II Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 2 Mana recovery 16
Concentration III Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 3 Mana recovery 31
Concentration IV Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 4 Mana recovery 46
Concentration V Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 5 Mana recovery 60
Concentration VI Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 6 Mana recovery 76
Dual Wielding I Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. 6% Damage bonus when Dual Wielding 1
Dual Wielding II Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. 12% Damage bonus when Dual Wielding 16
Dual Wielding III Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. 18% Damage bonus when Dual Wielding 31
Dual Wielding IV Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. 24% Damage bonus when Dual Wielding 46
Dual Wielding V Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. 30% Damage bonus when Dual Wielding 60
Dual Wielding VI Improves damage of all weapons when dual wielding. Only one Dual Wielding spell may be equipped at a time. 36% Damage bonus when Dual Wielding 76
Marksmanship I Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. -1 to ranged equipment requirements
+4% Ranged Weapon Damage
1
Marksmanship II Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. -2 to ranged equipment requirements
+8% Ranged Weapon Damage
16
Marksmanship III Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. -3 to ranged equipment requirements
+12% Ranged Weapon Damage
31
Marksmanship IV Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. -4 to ranged equipment requirements
+16% Ranged Weapon Damage
46
Marksmanship V Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. -5 to ranged equipment requirements
+20% Ranged Weapon Damage
60
Marksmanship VI Grants increased damage to and reduces requirements of Bows, Crossbows, Pistols, and Rifles. Only one rank of Marksmanship may be equipped at a time. -6 to ranged equipment requirements
+24% Ranged Weapon Damage
76
Treasure Hunter I Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. 2% Increase in the amount of Gold found
2% Increase in magic-finding Luck
1
Treasure Hunter II Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. 5% Increase in the amount of Gold found
5% Increase in magic-finding Luck
16
Treasure Hunter III Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. 8% Increase in the amount of Gold found
8% Increase in magic-finding Luck
31
Treasure Hunter IV Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. 10% Increase in the amount of Gold found
10% Increase in magic-finding Luck
46
Treasure Hunter V Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. 13% Increase in the amount of Gold found
13% Increase in magic-finding Luck
60
Treasure Hunter VI Increases the Chance to find Magic Items and Gold. Only one Treasure Hunter Spell may be equipped at a time. 15% Increase in the amount of Gold found
15% Increase in magic-finding Luck
76
Willpower I Provides a Resistance to Slowing and Immobilizing effects. 25% Slow Resistance
25% Immobilization Resistance.
1
WIllpower II Training that provides a resistance to slowing and immobiling effects. Only one rank of Willpower may be equipped at a time. 30% Slow Resistance
30% Immobilization Resistance.
16
Willpower III Training that provides a resistance to slowing and immobiling effects. Only one rank of Willpower may be equipped at a time. 35% Slow Resistance
35% Immobilization Resistance.
31
Willpower IV Training that provides a resistance to slowing and immobiling effects. Only one rank of Willpower may be equipped at a time. 40% Slow Resistance
40% Immobilization Resistance.
46
Willpower V Provides a Resistance to Slowing and Immobilizing effects. 45% Slow Resistance
45% Immobilization Resistance.
60
Willpower VI Training that provides a resistance to slowing and immobiling effects. Only one rank of Willpower may be equipped at a time. 50% Slow Resistance
50% Immobilization Resistance.
76
Weapons Expertise I Mastery of Claws, Swords, Axes, Maces, and Polearms. Only one Weapons Expertise Spell may be equipped at a time. -1 to Martial Equipment Requirements
+4% Melee Weapon Damage
1
Weapon Expertise II Training that increases the damage and reduces the requirements of Swords, Axes, Maces and Polearms. Only one Weapons Expertise Spell may be equipped at a time. -2 to Martial Equipment Requirements
+8% Melee Weapon Damage
16
Weapon Expertise III Training that increases the damage and reduces the requirements of Swords, Axes, Maces and Polearms. Only one Weapons Expertise Spell may be equipped at a time. -3 to Martial Equipment Requirements
+12% Melee Weapon Damage
31
Weapon Expertise IV Training that increases the damage and reduces the requirements of Swords, Axes, Maces and Polearms. Only one Weapons Expertise Spell may be equipped at a time. -4 to Martial Equipment Requirements
+16% Melee Weapon Damage
46
Weapon Expertise V Training that increases the damage and reduces the requirements of Swords, Axes, Maces and Polearms. Only one Weapons Expertise Spell may be equipped at a time. -5 to Martial Equipment Requirements
+20% Melee Weapon Damage
60
Weapon Expertise VI Training that increases the damage and reduces the requirements of Swords, Axes, Maces and Polearms. Only one Weapons Expertise Spell may be equipped at a time. -6 to Martial Equipment Requirements
+24% Melee Weapon Damage
76

External Links[]

Torchlight II Items
Armor BeltsBootsChest ArmorGlovesHelmetsLeggingsShieldsShoulders
Trinkets NecklacesPet CollarsPet TagsRings
Melee Weapons AxesFist WeaponsGreat WeaponsMacesPolearmsStavesSwords
Ranged Weapons BowsCannonsCrossbowsPistolsShotgonnesWands
Consumables FishGemsPotionsScrollsSpells
Categories Armor CollectionsEnchantingItem QualityLegendariesSets