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Good morning frontier!
Today’s update is extremely exciting! I’ve never been more excited for a Torchlight 3 update! Until the next big one of course...
Not only is Fazeer’s Dun’djinn Challenge now available for everyone, we’re pushing updates that resolve many of the issues which have been widely reported or listed as a priority by the community.
In addition to the new end game experience, which was strongly requested by the community, we’ve updated a few other things that you might find interesting.
- We’ve included a fix that should improve the rubberbanding/lag. While this might not be a complete resolution, so far this has been an improvement for many players playing on the Public Test Realm. We’re still interested in specific circumstances (party play, a specific level, skills/effects) if players see rubberbanding in future.
https://torchlight3.nolt.io/1602
- More work has been done to adjust the 4k/UI experience.
https://torchlight3.nolt.io/576
- Boss not spawning in mapworks: All known locations are fixed. Keep posting (Debug info) Ctrl-D to Nolt or Discord if new locations are found.
https://torchlight3.nolt.io/1495
- Phase Beast Portals Bugged In Act 3 have had known locations that failed to spawn return portals fixed. Keep posting Ctrl-D if new locations are found.
https://torchlight3.nolt.io/1338
- Failed to Login, Please Wait (for crazy long durations): We now prevent excessive login backoff times from occurring.
https://torchlight3.nolt.io/1105
- Fixed various cases where we think players have been Teleporting to different peoples areas. It’s still a bit weird that this ever happened, so continue posting client logs if this comes up after the patch.
https://torchlight3.nolt.io/623
- When the Shadows setting was Off, some monsters did not render. This is fixed.
https://torchlight3.nolt.io/298
- Fixed resource nodes that stay on minimap.
https://torchlight3.nolt.io/61
- Massive Champ pack sizes that don’t drop loot/fame: These broken champ packs should no longer spawn.
https://torchlight3.nolt.io/1491
- Duplicate Legendary Fort plans permanently remain in inventory: Quest and Contract rewards had some overlap which is now resolved. Players should not get new duplicates. Old duplicates can be cleaned up by transferring to a new character and deleting that character. Or keep them as a souvenir.
https://torchlight3.nolt.io/94
- The Fort Travel experience has also been updated. See the patch notes below for all the details.
https://torchlight3.nolt.io/623
- You can now mute chat!
https://torchlight3.nolt.io/431
- Changed the Relic activation skill slot to be on the skill bar. The Relic Activation skill defaults into this slot, and players can re-assign to any other active skill if they desire.
https://torchlight3.nolt.io/990
- Made force move a separate, bindable key. The default key is T. This means both "Force Move Click" and "Force Move Hold" are now available.
- Mapworks scrolls have been updated with some pretty cool changes to allow for randomized positive affixes when you run them
- There are also 3 new glittersprite pets.

New pets only obtainable once you reach the level 60 cap.
It’s an awesome feeling to be able to get a bunch of these issues archived in our Support Center! We are already scouring the community feedback / bug reports at http://tl3feedback.echtragames.com for more things to include in future updates. If you want to send logs to our team you can do so with the following information:
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
As another general reminder...
Our next big update is scheduled for early August and will drastically change the Relics system, add a bunch of new active and passive skills, and
comes with a full account/character wipe
. We will preview this update in next week’s State of the Game and Friday Funday stream on Twitch. Until then we are excited to see the community’s progression through Fazeer’s Dun’djinn Challenge and I’ll see you on the frontier again soon!- Echtra Bean


FAZEER’S DUN’DJINN CHALLENGE
The revealed end game experience has been added to the game.
One of the first questions that players ask about Torchlight 3 has always been: “what kind of endgame does it have?” It is an important question that we have dodged for long enough. Taking cues from the previous two Torchlight games, our initial ideas for endgame revolved around ideas about mapworks runs, endless dungeons, new game plus, things like that. At the same time, feedback from our closed beta players was very clearly “it had better not be just mapworks.” The things that we heard from the players was that they wanted an activity they could play forever, improve at, keep finding more cool loot, face exciting new challenges, and importantly, show off their accomplishments to others.
To meet these goals, we have created Fazeer’s Dun’djinn. For those unfamiliar, Fazeer Shah is an all-powerful djinni from Torchlight 2 that helped you save the Guardian of Mana, in exchange for retrieving the Lamp of Marvels. Doing so unwittingly freed Fazeer, granting him near-limitless power. Now, over a century later, Fazeer tires of touring the world, and wants to settle down somewhere: your fort.
Read the entire reveal for a full background on Fazeer’s lore throughout the Torchlight franchise. Here are all the details you will need to know about this big feature update!
- Characters can gain access to the quest that unlocks Fazeer’s Dungeon by completing the game by defeating the last boss on Act 3.
- This quest will unlock Fazeer’s throne decoration in your fort. Players can gain access to their end game progression and experience through this throne.
- Each character on your account will progress independently through the Challenge levels.
- Your experience is shared between all difficulties, meaning you can progress through this experience on any difficulty setting without losing your Challenge Dungeon levels. Keep in mind that your character’s shield will always show the lowest difficulty level that a character has played on.
- When entering Fazeer’s Dun’djinn you will be confronted with the Challenge Rules on the left side of the screen and the Challenge Levels at the bottom of your screen.
- The Challenge Rules on the left side of the screen will increase in difficulty as you progress through each set of Challenge Level cards.
- Each Challenge Level card at the bottom of the screen will provide a set of Challenge Dungeon, each with information as to which elemental affix to expect, which general location/theme the Dungeon will take place in, and a randomly chosen positive and negative effect that will alter the experience for this Dungeon run.
- If you fail a Challenge Level before completing the last card in a set, you will lose your progress and need to complete the Challenge Levels again.
- Failing a Dungeon Challenge will also provide a new set of randomly generated Challenge Level card options that are presented to you when you choose a Level.
- Your progress will be saved each time you complete a set and you can return to these previous Challenge Levels at any time.
- During your Challenge Dungeon runs you will come across sets of Boss Challenge cards; completing these Challenges will ensure your progress is saved and provides another way to farm loot and revisit popular storyline villains.
- You can invite up to three other people in your group to join you. Fighting with friends in Fazeer’s Dun’djinn is highly recommended as solo runs can end very quickly without an option to revive.
- If you are in a group, you can progress together! Progress is saved as long as you have unlocked the end game experience and completed a Challenge Level set. Meaning, if you are in a group, starting from scratch, and decide to run the Challenge Dungeon, all of your progress for everyone in your group will be saved with each set completion. This does not mean you can skip a set of Challenge Levels; you cannot join your friend at Challenge Level 100 and expect to see the same progress in your Challenge Dungeon without completing those Levels at some point previously.
- Once you clear a Challenge Level after reaching the level cap (currently 60) you will gain an additional embellishment on your overhead badge to show-off your Challenge Dungeon Level progression.
- One final tip! Once you enter a Challenge Dungeon there is no escape out other than death or victory...
- Go in prepared; bring friends, buy potions, gear up appropriately (wardrobes in your fort can be used to easily swap gear sets), change up your Legendarium and Pet skills (some of Fazeer’s positive/negative effects are the same ones you might see in the Legendarium, so other Legendarium options may be better suited for that run), and make sure all of your other resources available to you, like fort monuments and equipment enchantments, are as upgraded as they can be!(Players should not fail Challenge Dungeons if they leave the dungeon - whether by crash, portal, disconnect, or otherwise.)
- There are hundreds of Challenge Dungeon Levels and additional updates, rewards, and bug fixes will be coming with future patches.


GENERAL
- Fazeer’s Dun’Djinn Challenge added. Players must complete the game by defeating the last boss of Act 3 and follow the steps to unlock the end game experience. See above for more details.
- Fixed a somewhat rare crash on the client when a display metrics change callback ends up getting triggered during garbage collection.
- Fixed a crash that could occur when serializing certain status effects (Blood Drinker active missiles skill).
- Fixed a server crash in UPLayerSaveLoad::SavePlayer().
- Fixed a rare crash when clicking the New Hero button.
- Fixed a client crash related to travel.
- Fixed certain Mapworks issues where players would get sent to a blue void when attempting to travel via Phase Dungeons or Mapworks scrolls.
- We’ve included more fixes that improve the rubberbanding/lag by optimizing bandwidth used for status effects and traits (primarily relevant to combat gameplay).
- Reduced outgoing bandwidth related to achievement quests.
- Hooked up Steam DLC APIs to mailbox for upcoming player gifts. :)
- Updated GPU crash logging.
- Players can now hide/mute chat with an Options Menu setting.
- Fixed an issue where players would get a message stating "Failed to Login, Please Wait." sometimes makes the player wait 15000 seconds or more.

USER INTERFACE
- DPI curve update for 4K resolution.
- Experience level UI HUD polish/updates.
- Fixed an issue where quest reward icons can sometimes go outside of the frame.
- Added "Adventure" icon to be used for the new fort category.
- Adjusted E-Z Open Hatch fort decoration icon to have transparent background and fit in frame.
- Added fort decoration icon for Giant Mysterious Crystal.
- Fixed minor typo in Mini Legendarium Help UI to keep text numbers consistent.
- Added help tutorial pop-up for Legendarium upon reaching level 3.
- Added additional loading screen tips to explain the fact that you can encounter other player's forts.
- Updated Relic passive skill icons.
- Added new icons for the vendor "For Sale" and "Buy Back".
- Updated all atlases to make the UI smooth like butter (It was set to the wrong setting).
- Fixed the hide/show account names option for player nameplates.
- Adding final gear category icons for many of the weapon categories as well as Shadowstep and Localized Storm.
- Added updated icons to Vampirism and Necropupper pet skills.
- Fixed issue with missing images and PNG1 dups in the HUD atlas.
- Legendarium panel fits the height of the content. No more extra space at the bottom.
- Updated centering of player info and panels in inventory, wardrobe and skills screen.
- New ‘Lock’ and ‘Unlock’ icon styles.
- Updated all missing icons in the active relic panel and hooked up the missing backgrounds for Cold Heart and Electrode.
- Fixed issue with map markers that remain on minimap for inactive actors (like resource nodes).
- Fixed an issue where lower tier locked Fame rewards show up as claimed in the contracts if Higher tier rewards are claimed.
- Added area Dungeon info to Debug/CTRL+D log.
- Added tooltip for Pet skills that are locked.
- Improved readability of warp text.
- Completed NearbyPlayer widget polish to read better at smaller screen size and updated the location of the action buttons to fit better and be consistent with the other social widgets (info on top - action at bottom).
- Fixed issue where damage numbers only show up if the local player is the damage source.
- Added a new batch of localized text.
- A few localization updates to correct spelling/typographical/overlap errors.
- Fixed issue where 'NEW' labels overlap each other.
- Fixed issue where the player was not notified what happens to a pet after dismissing the pet's panel while releasing it from the Pet Cage. Now there is a UI notification if a pet is acquired (swapped or sent home)
- Help text for Discord, Twitter and Twitch no longer disappear when controller is connected.
- Fixed blank UI space when Relic notification is not active.
- Fixed the item tooltips in the buyback menu.
- The price of stackable items are now shown as a sum, but show individual sell cost.
- Increased the item tooltip width to fix weird overlap issue.
- Fixed an issue where quest reward icons can sometimes go outside of the frame.
- Fixed issue where some pictures are shifted to the left and overlap the text in the Credits screen.
- Add a tooltip to the energy HUD UI with current and total.
- Added "Adventure" icon to be used for the new fort category.
- The gamepad "Play" action for the character select screen now has the correct text for the current online mode.
- Fixed an issue where the 'Buy Back' tab is unaccessible by the player after engaging a trade with the vendor if a controller is used.
- Fixed incorrect gamepad prompts on the PC gamepad controls screen.
- Removed Quest Consumables Help UI as we now automatically give the player relevant recipes, instead of having them learned from a consumable. Quests that require an intermediate “use the consumable to learn the recipe” step should be considered bugged, and get squashed.
- All vendors & pet rescues now give an inventory full message if player inventory is full.
- Consumable items no longer incorrectly display tooltip text that they require a different class.
- Fixed minor typo in Legendarium Help to keep text numbers consistent.
- Added help tutorial pop-up for Legendarium upon reaching level 3.
- Reordered the skill tabs.
- Updated trophy pack and achievement icons.
- Revised difficulty descriptions to include monster move speed increase instead of noting about bosses resetting.
- Fixed an issue where pressing the 'Q' button to use potion while the user does not have any potion left, displayed improper error messages.
- Made force move a separate, bindable key. The default key is T. This means both "Force Move Click" and "Force Move Hold" are now available.
- Fixed the Hide/Show AccountNames option for player nameplates to properly toggle nameplate visibility. The setting defaults to Off.
- Fixed an issue that made players unable to untrack quests from the Quest Log found in the Fullscreen Map.
- Fixed an issue where not all defense elements were showing in the player stats.
- Added tutorial for Phase Dungeon Portals.
- Fixed an issue where players could get stuck on enemies when using mouse/keyboard input.

ENVIRONMENT
- Increased damage on Act 3 environmental hazards.
- Updated some broken environmental hazards.
- Increased damage dealt by spike traps in Vault of Goldbeard's Legacy.
- Fixed a bug where the Astral Gate would drop items/gold upon interacting with it.
- Made mapworks and dungeon portals have a larger selection collision. (It was hard to click on them.)
- Fixed end cinematic triggering before defeating the boss and exiting the area.
- Fixed a case where it was possible to re-enter and exit the area to trigger the end cinematic again.
- Sadista's boss intro cinematic no longer triggers when entering Trial of Strength.
- Fixed an issue where it was possible to skip the Sadista boss intro cinematic before warping down to the boss arena.
- Fixed an issue where the end cinematics only played once per player.
- Added cinematic to trigger upon portaling out of the final boss arena in Act 3.
- Fixed Thunder Thighs clipping through the Dwarven Codex during his intro cutscene.
- Fixed issue with ‘The Ruin That Resounds’ warp-to-boss location that was covered with a wall on a specific map seed. Moved the trigger for the cinematic intro closer to warp, moved the trigger to spawn the boss to after the cinematic trigger but before the teleport pad.
- Boss arena areas now prevent the player from using skills, and prevent monsters from attacking the player. Teleport decals give the player a visual clue as to where they are heading from lobby overlook.
- Fixed issue where players were able to clip into a wall of Amber Hold.
- Fixed issue with two shrines being right next to each other on a specific tile of Amber Hold.
- Fixed an issue where a specific rock had no collision implemented in Firebelly Village.
- Fixed Machineworks Map not showing a traversable path on a specific map seed.
- Fixed Firebelly Stronghold Map not showing a traversable path on a specific map seed.
- Updated Firebelly Village and Lake Gobdunk to be a bit less predictable.
- Updated Trial of Fire, The Kennel, Mossrat Den, and The Shattered Void to be less linear.
- Fixed an issue where there was no waypoint present in Scavenger’s Trial.
- Fixed the "Goblin Graffiti" lore object in the "Belly of the Beast" boss arena to provide the correct lore instead of random goblin lore.
- You can no longer operate a gadget that plays a lore line if you are currently listening to a lore line.
- Fixed an issue where it was too easy for cannon on the path to the fort entrance to steal mouse movement.
- Fixed an issue where player movement jitters near the lamp post behind 'Wolfram' at 'Echo Landing'.
- Fixed issue where Echo Node is blocked by environment on a specific seed in the Polluted Plateau.
- Fixed issue where Echo Node is blocked by environment on a specific seed in the Firebelly Village.
- Removed a random Boss Chest in Acrid Plains that did not open and was not attached to any quests/monsters.
- Adjusted the lobby of Brall’s arena as to better overlook it.
- Fixed issue in Voltura Village where the character collapses under the bridge on a specific seed.
- Fixed issue in Edgewood Bluff where a goblin's hut had no collision implemented.
- Fixed an issue in the Trial of Fire where floor textures are not linked properly on a specific seed.
- Removed wooden ramp and added in level warp in Den of Upheaval.
- Fixed intersecting mining node found in The Chasm.
- Fixed issue where clickable prop leaves collision after clicked.
- Fixed issue where player clips through ground at the very end of a cliff in Firebelly Village.
- Fixed issue where player character clips through multiple game objects & environments in 'Perilous Climb'.
- Fixed issue where player character clips through the side wall in Polluted Plateau.
- Fixed issue where player clips through multiple environmental props in ‘Sundered Throne’; also moving chandeliers up so they don't clip through floor.
- Fixed issue where player clips through multiple walls in various locations within the Library of Firebeard’s Legacy.
- Fixed issue where player clips through multiple walls in various locations within the Vault of Firebeard’s Legacy.
- Fixed issue where player clips through multiple environmental props in Astral Gate.
- Fixed issue where player character clips through multiple game objects & environments in 'Perilous Climb'.
- Fixed issue where player clips through multiple game objects & environments in 'Grand Hall’.
- Fixed issue where player clips through multiple game objects & environments in 'Assembly Line'.
- Fixed issue where player collapses under the bridge in the Fields of Unrest.
- Fixed issue where player clips through multiple rocks in 'Cliffs of Ore'.
- Fixed issue where player clips through multiple game objects & environments in 'Machineworks'.
- Fixed issue where player clips through multiple environmental props in Kings’s plateau.
- Fixed issue where player clips through multiple game objects & environments in 'Chop Shop'.
- Fixed issue where player character clips through multiple game objects & environments in 'Secret Trail'.
- Fixed issue where Treasure Chest clips through the floor in Firebelly Village on a specific seed.
- Fixed issue where wooden hut steals clicks.
- Fixed an issue where Sharpshooter Explosive Arrow triggering mass shadowing.
- Updates to characters on character creation screen.
- Adjusted the monster spawns in Bugswat Burrow to account for there being no common monsters for this area.
- Fixed Z-fighting present on the rock path placed in the Fort.
- Fixed issue where Railhammer shader turns grey when approaching a certain location in a specific Mapworks seed.
- Fixed an issue that caused players using the Guarded Path waypoint to go to wrong location.
- Fixed issue that sometimes occued when the fade in transition didn't fully complete the fade and the screen would be semi-transparent.
- Removed the alpha reward preview wardrobes and old mapworks portal platform that were outside of Trevail Point.
- Fixed instances of portals not spawning after defeating bosses in mapworks.
- Fixed issue where boss Skittles can be attacked from up on the platform.
- Fixed an issue where Gundaddy Boss was missing from the boss arena in Valley of Wisdom.
- VFX Updates/Fixes
- Removed unwanted emitters and modules / set bounds.
- Chest gold piles (work in progress).
- Unified player combat FX and fixed an issue with censored blood.
- Removed blood from censored states for several monsters.
- Fixed, revised, and optimized variety of waterfall related VFX.
- Alpaca (monster) combat fx fixes.
- Clockwork Boss Level / Mist revisions/fixes.
- Monster hit flash updates.
- Added 'On Death' FX to all Bane spiders.
- Fixed issue where VFX was sticking around on monsters after they die.
- Fixed an issue where Torque Swing's hammer VFX could look weird when cast near a wall.
- Fixed and optimized Goblin Brute fire hazard.
- Fixed issue with red lines appearing on Shocking Burst.
- Optimized Town Portals and added selection highlighting.
- Fountain VFX & Water material improvements, fixes, & optimizations.
- Quest Rewards chest revisions. Quest reward chest now shakes the screen on drop.
- Optimized all fire skeleton persistent particles.
- Removed unwanted emitters and modules / set bounds.
- SFX Updates/Fixes
- Defense Boost activation implemented.
- Fixed issue where quest audio sometimes spams when re-entering town.
- Fixed cinematics not having any sound.
- Updated consumable objects that needed drop sound to play.
- Fixed an issue where ‘Thunderthighs’ arena fails to play music upon entering the combat area.
- Quests now share the similar sound UI as the lore objects and continue playing when the player accepts the quest.
- Skills no longer play multiple sounds when dropped onto a slot.
- Updated so the game stops playing lore lines when you start traveling.
- Endurance charged audio implemented.
- Coldheart activation implemented.
- Railman endurance bonus implemented.
- Electrode active skill implemented.
- New clickable sounds.
- New Coldheart skill updated.
- Goblin Brute death lowered.
- Shatter sound lowered.
- Forged locomotion sounds updated.
- Spike traps sfx added.
- Summoning Smash Relic explosion implemented.
- Explodobots and Drones audio added.
- Pet preview snapshot added.
- Snapshot for menus implemented.
- Defense Boost activation implemented.

QUESTS
- Fixed an issue where quest tasks could not be turned in to Sgt. Klive whenever he appeared in the passage areas of other player's forts. Players should now only see him appear in their own fort instance.
- Act 3: Removed The Lil' General quest reward option from The Core Gateway quest.
- Improved a confusing issue where optional/repeatable side quests (specifically "Defense Boost") immediately restarts after completing the quest while still in the area. The quest now requires that you leave the area before it can be restarted again.
- Fixed an issue where General Graye would disappear mid-sentence after turning in "The Core Gateway" quest in Echo Landing.
- Fixed issue with an unusable item version of magic essence being given out as part of the enchanting tutorial quest, "Simply Enchanting". Now correct, usable magic essence is given.
- Updated quest rewards in Nether Inkling, The Recluse, and Knowledge is Power quests to award Random Fort Decoration instead of Random Fort Decoration Plans.
- Fixed an issue where Cocooned Wolfram was not interactable to complete the rescue objective after defeating Skittles.
