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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
Spell dervish.jpg 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
Spell dervish.jpg 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
Spell dervish.jpg 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
Spell dervish.jpg 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
Spell dervish.jpg 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
Spell dervish.jpg 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
Spell drainingTouch.jpg 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
Spell drainingTouch.jpg 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
Spell drainingTouch.jpg 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
Spell drainingTouch.jpg 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
Spell drainingTouch.jpg 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
Spell drainingTouch.jpg 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
Spell elementalOverload.jpg 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
Spell elementalOverload.jpg 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
Spell elementalOverload.jpg 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
Spell elementalOverload.jpg 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
Spell elementalOverload.jpg 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
Spell elementalOverload.jpg 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
Spell elementalProtection.jpg 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
Spell elementalProtection.jpg 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
Spell elementalProtection.jpg 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
Spell elementalProtection.jpg 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
Spell elementalProtection.jpg 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
Spell elementalProtection.jpg 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
Spell fireball.jpg Fireball I Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 7 seconds
56-93 Fire Damage 13 1
Spell fireball.jpg Fireball II Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 5 seconds
216-360 Fire Damage
21 16
Spell fireball.jpg Fireball III Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 5 seconds
496-827 Fire Damage 29 31
Spell fireball.jpg Fireball IV Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 7 seconds
933-1555 Fire Damage
37 46
Spell fireball.jpg Fireball V Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 5 seconds
1519-2531 Fire Damage 44 60
Spell fireball.jpg Fireball VI Launches a slow-moving, explosive ball of flame from the caster's hand.
Cooldown: 5 seconds
2445-4075 Fire Damage 53 76
Spell fireball.jpg Roller I Launches rolling wheel of fire.
Cooldown: 5 seconds
102-130 Fire Damage 28 1
Spell fireball.jpg Roller II Launches fast rolling wheel of fire.
Cooldown: 5 seconds
396-504 Fire Damage 46 16
Spell fireball.jpg Roller III Launches a pair of fire wheels.
Cooldown: 5 seconds
910-1158 Fire Damage 63 31
Spell fireball.jpg Roller IV Launches a pair of fast fire wheels.
Cooldown: 5 seconds
1711-2177 Fire Damage 81 46
Spell fireball.jpg Roller V Launches a trio of fire wheels.
Cooldown: 5 seconds
2784-3543 Fire Damage 97 60
Spell fireball.jpg Roller VI Launches a trio of fast fire wheels.
Cooldown: 5 seconds
4483-5705 Fire Damage 116 76
Spell frost.jpg 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
Spell frost.jpg 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
Spell frost.jpg 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
Spell frost.jpg 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
Spell frost.jpg 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
Spell frost.jpg 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
Spell haste.jpg Haste I
Cooldown: 12 seconds
+2% Attack Speed
8% faster movement speed
18 1
Spell haste.jpg Haste II
Cooldown: 12 seconds
+3% Attack Speed
12% faster movement speed
29 16
Spell haste.jpg Haste III Cooldown: 12 seconds +4% Attack Speed
16% faster movement speed
31
Spell haste.jpg Haste IV Cooldown: 12 seconds +5% Attack Speed
20% faster movement speed
52 46
Spell haste.jpg Haste V Cooldown: 12 seconds +6% Attack Speed
24% faster movement speed
62 60
Spell haste.jpg Haste VI Cooldown: 12 seconds +7% Attack Speed
28% faster movement speed
76
Spell healAll.jpg Heal All I Heals the caster and all allies.
Cooldown: 30 seconds
308 Health recovery over 4 seconds 1
Spell healAll.jpg Heal All II Heals the caster and all allies.
Cooldown: 30 seconds
692 Health recovery over 4 seconds 46 16
Spell healAll.jpg Heal All III Heals the caster and all allies.
Cooldown: 30 seconds
1076 Health recovery over 4 seconds 63 31
Spell healAll.jpg Heal All IV Heals the caster and all allies.
Cooldown: 30 seconds
1460 Health recovery over 4 seconds 81 46
Spell healAll.jpg Heal All V Heals the caster and all allies.
Cooldown: 30 seconds
1818 Health recovery over 4 seconds 97 60
Spell healAll.jpg Heal All VI Heals the caster and all allies.
Cooldown: 30 seconds
2228 Health recovery over 4 seconds 116 76
Spell selfheal.jpg Heal Self I Heals the Caster
Cooldown: 30 seconds
308 Health recovery over 4 seconds 1
Spell selfheal.jpg Heal Self II Heals the Caster
Cooldown: 30 seconds
692 Health recovery over 4 seconds 21 16
Spell selfheal.jpg Heal Self III Heals the Caster
Cooldown: 30 seconds
1076 Health recovery over 4 seconds 29 31
Spell selfheal.jpg Heal Self IV Heals the Caster
Cooldown: 30 seconds
1460 Health recovery over 4 seconds 37 46
Spell selfheal.jpg Heal Self V Heals the Caster
Cooldown: 30 seconds
1818 Health recovery over 4 seconds 44 60
Spell selfheal.jpg Heal Self VI Heals the Caster
Cooldown: 30 seconds
2228 Health recovery over 4 seconds 53 76
50px Repel Nearby foes are pushed away by a powerful gust of wind.
Cooldown: 3 seconds
+30 Knockback 7 3
Spell retribution.jpg 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
Spell retribution.jpg 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
Spell retribution.jpg 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
Spell retribution.jpg 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
Spell retribution.jpg 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
Spell retribution.jpg 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
T2 - Rumble Spell Icon.png Rumble A pulse of energy expands outwards, shattering delicate objects in the vicinity.
Cooldown: 10 seconds
0 1
Spell silence.jpg Silence I Silences enemies within 4 meters, preventing them from using most skills. Silences for 6 seconds 1
Spell silence.jpg Silence II Silences enemies within 5 meters, preventing them from using most skills.
  • Cooldown: 10 seconds
Silences for 7 seconds 21 16
Spell silence.jpg 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
Spell silence.jpg Silence IV Silences enemies within 8 meters, preventing them from using most skills. Silences for 9 seconds 46
Spell silence.jpg Silence V Silences enemies within 8 meters, preventing them from using most skills. Silences for 10 seconds 60
Spell silence.jpg Silence VI Silences enemies within 8 meters, preventing them from using most skills. Silences for 11 seconds 53 76
Spell summonarchers.jpg 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
Spell summonarchers.jpg 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
Spell summonarchers.jpg 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
Spell summonarchers.jpg 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
Spell summonarchers.jpg 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
Spell summonarchers.jpg 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
Spell bee swarm.jpg 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
Spell bloodZombie.jpg 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
Spell summonSkeleton.jpg Summon Skeleton I Summons a Skeletal Warrior to attack your foes.
Cooldown: 8 seconds (60 seconds for pets)
35 seconds summon duration
13 1
Spell summonSkeleton.jpg 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
Spell summonSkeleton.jpg 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
Spell summonSkeleton.jpg 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
Spell summonSkeleton.jpg 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
Spell summonSkeleton.jpg 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
Spell netherImp.jpg Summon Nether Imp I Summons a Nether Imp to attack your foes.
Cooldown: 45 seconds
30 seconds summon duration 13 5
Spell netherImp.jpg 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
Spell netherImp.jpg 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
Spell netherImp.jpg 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
Spell netherImp.jpg 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
Spell summonZombie.jpg 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
Spell summonZombie.jpg 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
Spell summonZombie.jpg 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
Spell summonZombie.jpg 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
Spell summonZombie.jpg 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
Spell summonZombie.jpg 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
Spell web.jpg 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
Spell adrenalinrush.jpg 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
Spell adrenalinrush.jpg

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
Spell adrenalinrush.jpg 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
Spell adventuring.jpg 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
3% increase in amount of fame gained
+8% potion effectiveness
1
Spell adventuring.jpg 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
3% increase in amount of fame gained
+16% potion effectiveness
16
Spell adventuring.jpg 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
Spell adventuring.jpg 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
Spell adventuring.jpg 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
Spell adventuring.jpg 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
Spell animalHandling.jpg 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
Spell animalHandling.jpg 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
Spell animalHandling.jpg 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
Spell animalHandling.jpg 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
Spell animalHandling.jpg 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
Spell animalHandling.jpg 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
Spell arcaneTools.jpg 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
Spell arcaneTools.jpg 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
Spell arcaneTools.jpg 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
Spell arcaneTools.jpg 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
Spell arcaneTools.jpg 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
Spell arcaneTools.jpg 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
Spell armorExpertise.jpg 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
Spell armorExpertise.jpg 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
Spell armorExpertise.jpg 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
Spell armorExpertise.jpg 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
Spell armorExpertise.jpg 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
Spell armorExpertise.jpg 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
Spell barter.jpg 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. (Pets sent back to town to sell items WILL benefit from this spell.) 3% improvement in vendor prices 1
Spell barter.jpg 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. (Pets sent back to town to sell items WILL benefit from this spell.) 6% improvement in vendor prices 16
Spell barter.jpg 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. (Pets sent back to town to sell items WILL benefit from this spell.) 9% improvement in vendor prices 31
Spell barter.jpg 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. (Pets sent back to town to sell items WILL benefit from this spell.) 12% improvement in vendor prices 46
Spell barter.jpg 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. (Pets sent back to town to sell items WILL benefit from this spell.) 15% improvement in vendor prices 60
Spell barter.jpg 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. (Pets sent back to town to sell items WILL benefit from this spell.) 18% improvement in vendor prices 76
Spell blocking.jpg 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
Spell blocking.jpg 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
Spell blocking.jpg 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
Spell blocking.jpg 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
Spell blocking.jpg 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
Spell blocking.jpg 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
Spell concentration.jpg Concentration I Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 1 Mana recovery 1
Spell concentration.jpg Concentration II Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 2 Mana recovery 16
Spell concentration.jpg Concentration III Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 3 Mana recovery 31
Spell concentration.jpg Concentration IV Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 4 Mana recovery 46
Spell concentration.jpg Concentration V Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 5 Mana recovery 60
Spell concentration.jpg Concentration VI Concentration improves Mana recharge rate at all times. Only one Concentration spell may be equipped at a time. 6 Mana recovery 76
Spell dualWielding.jpg 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
Spell dualWielding.jpg 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
Spell dualWielding.jpg 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
Spell dualWielding.jpg 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
Spell dualWielding.jpg 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
Spell dualWielding.jpg 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
Spell marksmanship.jpg 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
Spell marksmanship.jpg 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
Spell marksmanship.jpg 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
Spell marksmanship.jpg 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
Spell marksmanship.jpg 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
Spell marksmanship.jpg 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
Spell Treasurehunter.jpg 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
Spell Treasurehunter.jpg 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
Spell Treasurehunter.jpg 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
Spell Treasurehunter.jpg 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
Spell Treasurehunter.jpg 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
Spell Treasurehunter.jpg 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
Spell willpower.jpg Willpower I Provides a Resistance to Slowing and Immobilizing effects. 25% Slow Resistance
25% Immobilization Resistance.
1
Spell willpower.jpg 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
Spell willpower.jpg 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
Spell willpower.jpg 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
Spell willpower.jpg Willpower V Provides a Resistance to Slowing and Immobilizing effects. 45% Slow Resistance
45% Immobilization Resistance.
60
Spell willpower.jpg 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
Spell weaponExpertise.jpg 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
Spell weaponExpertise.jpg 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
Spell weaponExpertise.jpg 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
Spell weaponExpertise.jpg 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
Spell weaponExpertise.jpg 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
Spell weaponExpertise.jpg 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

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