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Good morning frontier!
This is the update that you’ve been watching and waiting for. The Relic Subclass update has arrived and alongside it, a complete character and account wipe.
This update is a culmination of player feedback we have received since launching to Early Access: More skills slots, bringing the total up to nine - all with controller support. New mini-dungeon areas, hair color options, and fort decorations. UI scaling and video setting updates. A large list of bug fixes and performance improvements. And five powerful and unique Relic Subclasses, each a full skill class tree leaning heavily into a specific combat style, with Relic energy, weapon masteries, and passive and active skills.
“Relics initially began as a special type of item that had unique features. They were items that you could equip and level up and store/swap between characters. They would gain stats and have their own dedicated weapon slot. Relics were designed to be flexible, super powerful combat options with their own background and lore.” Tyler, Torchlight III Project Lead explains. “Through Alpha and Steam Early Access, our fans have guided us on a journey that has brought relics more and more into the center of the game. In update after update, we’ve heard that relics were getting better, but they had more potential that just didn’t feel unlocked.”
Then Early Access started...
“While most of the negative reviews were due to server issues, there were some really thoughtful responses by our players on how we present skills; it really came down to feeling like there was a lack of build options, active skills, and even just skill slots themselves.”

The first time we saw Bane... Bane reimagined as a third skill tree.
He continued to explain why Relics needed an update, “While Relics added a third skill tab, that tab arrived after first impressions were formed and didn’t have enough impact when it did show up. Being able to craft, change, share, and delete the relics tended to diminish their importance to a character. It felt like a system on the side - not something that truly provided build diversity and character identity.”

A Sharpshooter with the Blood Drinker Relic, ready for battle!
“We decided to take the next natural step with Relics: We made relics a full-blown subclass: a part of character creation, a full tab of active and passive skills, and a clearly separate strategy for the character. These 5 relics together with our 4 character classes form 20 truly unique strategies.”
You can read all the detailed notes about the Relics, their skill trees, and Relic Energy below, but first we wanted to highlight some other important community requests and commonly reported bug fixes.
CTRL + D copies your Debug information to your clipboard. Logs can be found in your %localappdata%\Frontiers\Saved\Logs windows folder.
Please send logs and debug information to feedback@echtra.net
You can also post logs and details to any new or existing submissions here: http://tl3feedback.echtragames.com
- Added Relics as a 3rd class skill tree including more active and passive skills for every Relic.
https://torchlight3.nolt.io/236 / https://torchlight3.nolt.io/714 - More character customization, including a new head for Sharpshooter and new hair color options.
https://torchlight3.nolt.io/974 - Added 2 more skill slots. New slots added to settings key binding menu.
https://torchlight3.nolt.io/458 - You can now see your experience values (numbers) on the HUD.
https://torchlight3.nolt.io/963Nine total skill slots, all with controller support, will ensure options for more “rainbow” builds. - Multiple issues with lag, desync, hitching, rubberbanding, etc have been addressed. If you continue to experience issues with gameplay, please send us your logs (see how to send them at the top of this list).
https://torchlight3.nolt.io/1602 - When you portal to a fort, you now go to the waypoint and not the entrance of the area.
https://torchlight3.nolt.io/317 - Added some extra ‘Oomf’ to the Critical Damage text.
https://torchlight3.nolt.io/708 - Respectacle stack size has been increased from 5 to 10.
https://torchlight3.nolt.io/1228 - Created a new Consumable color rarity.
https://torchlight3.nolt.io/1619 - Resolved several issues related to Achievements.
https://torchlight3.nolt.io/312 - We have pushed many fixes to resolve Quest issues. If after this update you still experience quest items that don’t drop or quests that do not complete, please send us your debug info and logs (see how to send them at the top of this list).
https://torchlight3.nolt.io/1568 - Players have described traveling to a Blue Void (dead space). If you are still seeing instances of dead areas, please send us your logs and debug info (see how to send them at the top of this list).
https://torchlight3.nolt.io/1826 - Fixed several instances where bosses were not spawning appropriately. If you are still seeing instances of missing bosses, please send us your debug info and logs (see how to send them at the top of this list).
https://torchlight3.nolt.io/1495 - Rebalanced fort costs so that Wood is in less short supply.
https://torchlight3.nolt.io/959 - Added more flooring options in the fort.
https://torchlight3.nolt.io/162Three new default flooring options. Three additional new flooring options can be found in contracts. - Fixed chests in the 3rd act to resemble Mimics, making them harder to distinguish.
https://torchlight3.nolt.io/1062 - Ember Cores have been entirely removed from the game, which means the bug that made them stop dropping is closed.
https://torchlight3.nolt.io/1394 - Fixed several pet skills that were not working correctly. This is still a work in progress.
https://torchlight3.nolt.io/219 - Fixed an issue where pets were not able to sell items.
https://torchlight3.nolt.io/1846 - Fixed instances where quest-based consumables were not found or properly unlocking a fort building (Luck Tree, Fazeer, etc).
https://torchlight3.nolt.io/768 - Fixed an issue where you couldn’t enchant Pet tags.
https://torchlight3.nolt.io/1671 - More Progress on UI scaling option and ultrawide resolution formatting. The UI Scaling option exists in the settings menu, but only currently takes effect after a game restart.
https://torchlight3.nolt.io/576 - The game user settings now better defaults for good performance without overheating.
https://torchlight3.nolt.io/1033
This update fixes a bug in Video Settings detection which made some people's computers run too hot. Next time you start Torchlight 3, your Video Settings will be automatically detected again, as if you were running it for the first time. TL3 should now run as fast or faster than before, without burning up your computer.
As part of these changes, the game now defaults to Windowed Fullscreen instead of Fullscreen. This has a few benefits, including behaving better when switching to other running programs. In Windowed Fullscreen, your UI will be at the highest resolution your monitor supports (for example, 1920 x 1080), and the rest of the game will run at a resolution that may be lower, exactly as if you'd set a lower fullscreen resolution (say, 1280 x 720), based on the Resolution Quality slider.
For example: Windowed Fullscreen at 1920 x 1080 and Resolution Quality 66.67 will look and run the same as Fullscreen 1280 x 720 and Resolution Quality 100, except that in the Windowed Fullscreen case the UI will be much crisper.
Also, if you change your video or CPU hardware, or perhaps update your drivers, and want to detect new automatic "best" settings, you can now do that at the Main Menu with the new "Detect New Defaults" button on the "Video Settings" panel in Options. Because this runs hardware performance tests, it has to be done at the Main Menu so that the CPU and GPU hardware are as idle as possible.
We’ve also added secretive mini-dungeon side areas to the game! You can find these areas randomly when wandering around the frontier.

What lurks in these secretive mini-dungeons?
The enchanting tutorial quest "Simply Enchanting" is now given to you the first time that you complete the last story quest. This unlocks the Enchanting Altar for your account; meaning Enchanting has become an end-game mechanic.
Phew! This is one, really big update! We’re really excited to see a relaunch during Early Access with all of these new mechanics, bug fixes, and updates in place. If you need us, we’ll be on the frontier!
- Echtra Bean


RELICS
The Relic Subclass update that was recently previewed has now been added to the game.
When we first launched into Early Access we received a large amount of critical feedback pertaining to skills. Players criticized what appeared to be a lack of options and uniqueness when initially creating a character. Alongside some problematic interactions with the current system of swappable Relics, like players deleting accidentally them, it was clear that Relics needed a deep review.
After discussing the issues further with the community including closed focus groups, Friday streams, and long chats in Discord, a rebuild of Relics had to happen if they were going to become the truly unique and powerful skill tree that they were always intended to be.
The community was right and while this was not a small task, we believe this is a huge improvement for Torchlight III’s base gameplay; we’re extremely excited to see all of the new and creative builds that come from this change.
Because this feature would require a large amount of work to retroactively fit into a player's current accounts/characters, we have decided to wipe all player/account data when this feature goes live.
We recently posted about the wipe, but as a reminder,
all data and characters have been completely reset and wiped clean
.- Players will now choose their Relic after they choose their class during character creation. This choice is a permanent 3rd skill tree, full of its own active and passive skills. Example of a Bane Railmaster. Would you go Bane Train or Spider Slammer?
- You cannot change your Relic in the new system which means that this choice is a fixture of your class; you will be known by the powers and influence your chosen Relic gives you. There is no way to change a Relic after a character has been created.
- You will be able to preview all of the skills together and hover over each one individually to provide you with more information before you make a final decision.
- Each Relic comes with five active skills and five passive skills to choose from. Each active skill has its own set of tier bonuses that can greatly enhance the skill in a variety of ways.
- Like the other two class skill trees, Relic skills have level requirements and share the same skill point pool as the other two trees.
- Most Active Relic skills require Relic Energy, though not all do. Relic Energy generates over time as long as you remain in combat. The Relic Charge Bar will be hidden if you do not have a skill that spends Relic Energy.
- The former Relic Activation skills have been reworked into a normal skill you put points into and slot into one of your skill slots, but they behave differently from the rest of the Relic’s skills. They do not have a normal resource cost or cooldown, but instead can be activated once you have spent a total of 200 Relic Energy on other skills. As you build and spend the Relic Energy meter, you’ll slowly work towards being able to activate this very potent skill. Naturally, the more you invest your skill points into your new Relic tree, the more often you’ll be able to use this ‘finishing’ skill, and the more potent it will become.
- ‘Weapon Mastery’ associations are optional passives each Relic contains, which not only make the basic attacks of the specified weapon stronger but also increases the potency of the relic overall so long as you have that weapon type equipped. This creates build options that drill down into focusing on specific weapons, which is something the community has directly requested.
- There are five main Relics to choose from, each with its own unique association and strengths.BaneSummon a cluster of spiders and cast forth volleys of deadly poison.
- Poison Based
- Summoning
- Minion Bonuses
- Staff Synergy
Eight-legged AlliesPassive Skill
When you hit a Poisoned enemy there is a chance you’ll summon a poison spider. You can control more spiders with more power at higher level tiers.Spectral SpiderActive Skill
Summon an ancient spider spirit that fights alongside you for a set amount of time, dealing poison damage.Spread of DeathPassive Skill
Killing a poisoned enemy has a chance to spawn poison bolts around them that deal damage.Staffing UpPassive Skill
Its master once wielded a staff and now Bane celebrates those who do. Basic Attack increases Relic Energy regeneration, but a Staff must be equipped to get the bonuses from this passive.Venomous MawActive Skill
Summon an ancient spider spirit that surges forward dealing damage and poisoning enemies.MiasmaActive Skill
Release the toxic vapors of Bane, surrounding you in a cloud of poison mist, lasting until the Relic Energy is depleted.Arachnid AssaultActive Skill
Project six spectral spiders that surge out from you, poisoning enemies they strike.Blood DrinkerHeal your own wounds while enemies bleed.- Physical Based
- HP Regen
- Bleeding / Damage over Time
- Sword Synergy
Spinning BladeActive Skill
Summon a spinning blade at the target location that hits enemies and makes them bleed.BloodletterPassive Skill
Blood Drinker slices to the bone, giving you a chance to bleed enemies for a set amount of time.Blades for CuttingPassive Skill
The sight of a sharpened sword makes Blood Drinker crave chaos. Basic Attack increases Relic Energy regeneration, but a Sword must be equipped to get the bonuses from this passive.Blood SeekersActive Skill
Coat yourself in a Blood Magic spell that drains your Relic Energy, lasting until it is depleted. The spell conjures Blood Missiles once every second, dealing increased damage with more levels.Living BarrierActive Skill
Create a bloody barrier around yourself, reducing incoming damage and healing yourself.Bloody ChalicePassive Skill
Defeating a bleeding enemy has a chance to drop a Bloody Chalice which restores health when picked up.DrainActive Skill
Pull the life force directly from nearby enemies, dealing damage, and healing yourself.Dance of DeathActive Skill
Manifest deadly spinning blades that orbit your position, slicing up enemies, gains duration and additional blades with skill tier levels.ColdheartControl crowds, freezing, slowing, or knocking back immediate threats.- Ice Based
- Crowd Control
- Extreme Defense
- Rifle/Pistol Synergy
Jagged IcePassive Skill
Let them feel a taste of cold and the power it offers. Adds bonus Ice element damage and Chill chance.Ice ShieldActive Skill
Transform your skin into ice, preventing the next three sources of damage, while firing icicles at nearby enemies, each dealing damage as ice.Frost BlastActive Skill
You fire a wave of icicles dealing damage as ice and chilling them. Chill duration increases with tier levels.Frost SkinPassive Skill
Form a second skin of armored ice, preventing all damage from a single hit. Frost Skin will recharge automatically over time.Ice GolemActive Skill
Summon a massive ice elemental which attacks enemies with ice damage and increases in power with more tier levels. Activating the skill while the elemental is alive commands it to teleport to target location and perform a powerful AoE attack.Large BoresPassive Skill
Cold gets in easier when a gun punches a bigger hole. Basic Attacks increases Relic Energy regeneration, but a Rifle or Pistol must be equipped to get the bonuses from this passive.Breaking PointPassive Skill
When you have Frost Skin and it breaks you now unleash a Frost Nova dealing damage and freezing enemies.SnowstormActive Skill
Summon a snowstorm around you that drains your Relic Energy, lasting until it is depleted. The snowstorm deals damage and chills nearby enemies. While Snowstorm is active your allies gain a damage boost and additional chance to Freeze.Cold FrontActive Skill
Manipulate the very weather itself, creating a localized winter storm all around you. The storm drops razor-sharp icicles from above that deal damage as ice per hit. - Poison Based
