Compara los precios de Torchlight II en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Runic Games. Publicado por Arc Games. Lanzado el 20/9/2012. Disponible en PC, Mac, Linux, Xbox. Géneros: Action, Adventure, Indie, RPG. Puntuación Metacritic: 88/100.

Runic's loot-slasher earns its 88 Metacritic in the first hour, then dares you to log off once the Embermage charge bar starts cooking. Grab three friends and the Map Room becomes a problem.

I've burned somewhere north of forty hours across three characters in Torchlight II, and the clearest thing I can tell you is that Runic Games built the exact game Blizzard's Diablo II fans had been begging for since 2000. That comparison gets thrown around carelessly, but here it lands with precision: skill trees, socketable gems, five stat points per level-up, a randomised overworld, and a former hero gone rogue as your target. If that formula wired itself into your brain back then, this will feel less like nostalgia and more like a long-delayed sequel you actually wanted. The four vanilla classes, Embermage, Engineer, Berserker, and Outlander, each carve out meaningfully different territory. The Embermage threads fire vulnerability onto packs of enemies before detonating them with columns of flame, while its charge bar drains casting costs to zero at peak momentum. The Engineer is a melee-and-gadget tank who leans on Forcefield for survival and can pivot between two-handed Emberquake bruising and a cannon-toting robot-summoner playstyle. The Berserker rewards players who want fast, life-stealing melee with skills like Wolfpack and Shadow Burst. The Outlander runs glaives, pistols, or bows and brings crowd control through Repulsion Hex and Shotgonne Mastery. None of the classes feel like recoloured versions of each other, and the community's theorycrafting around builds like Prismatic Bolt Embermage, Shocking Orb variations, or Blast Cannon Engineer has kept discussion lively for over a decade. That's a good sign for build variety. Where the game stumbles is where you'd expect a 2012 action-RPG to stumble. The respec system only lets you undo the last three skill points spent, which means a misguided early investment at level 12 becomes a quiet tax you pay all the way to the endgame. The narrative does its job without memorable payoff: you're chasing a corrupted Alchemist across the continent of Vilderan, passing through Estherian Steppes, desert wastes around Zeryphesh, rainy fungal forests, and dwarven mines. The environments are charming and distinct, but the sense of escalating threat never quite builds the way it should. You fight rat-men at level one and bat-men at level forty, and the change in number on the enemy's health bar does more dramatic lifting than anything the world itself does. Players who care about narrative choices mattering, branching consequences, or writing that rewards re-reads will find the story pleasantly light at best and forgettable at worst. What it does have is texture in the details: witty item descriptions, characterful enemy animations worth zooming in to catch, and Matt Uelmen's soundtrack threading strings through every dungeon. The pet system lets you send your companion to town to sell loot mid-run, which sounds minor and quietly rescues the inventory loop every single session. Up to six players can run the campaign online or over LAN, offline play requires no connection whatsoever, and the Map Room at endgame lets you spend in-game gold on randomised dungeons with custom rule sets. Hardcore permadeath mode is available from the start for those who want consequence attached to their stat decisions. The modding ecosystem is robust enough that players have been adding entirely new classes, extended acts, and overhaul packs for years. If the vanilla four classes feel exhausted after a few playthroughs, the Steam Workshop has answers. For RPG players coming from something like Path of Exile or Grim Dawn, Torchlight II will read as an accessible, lower-complexity cousin. For players who bounced off Diablo III's launch-era design or just want a co-op loot romp that runs on modest hardware without always-online requirements, it holds up with genuine warmth. The build depth is real past hour forty, even if the story won't be. Monika, Scout Team

Torchlight II

Torchlight II

20 sept 2012Runic GamesArc Games
GamerScout opina

Runic's loot-slasher earns its 88 Metacritic in the first hour, then dares you to log off once the Embermage charge bar starts cooking. Grab three friends and the Map Room becomes a problem.

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I've burned somewhere north of forty hours across three characters in Torchlight II, and the clearest thing I can tell you is that Runic Games built the exact game Blizzard's Diablo II fans had been begging for since 2000. That comparison gets thrown around carelessly, but here it lands with precision: skill trees, socketable gems, five stat points per level-up, a randomised overworld, and a former hero gone rogue as your target. If that formula wired itself into your brain back then, this will feel less like nostalgia and more like a long-delayed sequel you actually wanted. The four vanilla classes, Embermage, Engineer, Berserker, and Outlander, each carve out meaningfully different territory. The Embermage threads fire vulnerability onto packs of enemies before detonating them with columns of flame, while its charge bar drains casting costs to zero at peak momentum. The Engineer is a melee-and-gadget tank who leans on Forcefield for survival and can pivot between two-handed Emberquake bruising and a cannon-toting robot-summoner playstyle. The Berserker rewards players who want fast, life-stealing melee with skills like Wolfpack and Shadow Burst. The Outlander runs glaives, pistols, or bows and brings crowd control through Repulsion Hex and Shotgonne Mastery. None of the classes feel like recoloured versions of each other, and the community's theorycrafting around builds like Prismatic Bolt Embermage, Shocking Orb variations, or Blast Cannon Engineer has kept discussion lively for over a decade. That's a good sign for build variety. Where the game stumbles is where you'd expect a 2012 action-RPG to stumble. The respec system only lets you undo the last three skill points spent, which means a misguided early investment at level 12 becomes a quiet tax you pay all the way to the endgame. The narrative does its job without memorable payoff: you're chasing a corrupted Alchemist across the continent of Vilderan, passing through Estherian Steppes, desert wastes around Zeryphesh, rainy fungal forests, and dwarven mines. The environments are charming and distinct, but the sense of escalating threat never quite builds the way it should. You fight rat-men at level one and bat-men at level forty, and the change in number on the enemy's health bar does more dramatic lifting than anything the world itself does. Players who care about narrative choices mattering, branching consequences, or writing that rewards re-reads will find the story pleasantly light at best and forgettable at worst. What it does have is texture in the details: witty item descriptions, characterful enemy animations worth zooming in to catch, and Matt Uelmen's soundtrack threading strings through every dungeon. The pet system lets you send your companion to town to sell loot mid-run, which sounds minor and quietly rescues the inventory loop every single session. Up to six players can run the campaign online or over LAN, offline play requires no connection whatsoever, and the Map Room at endgame lets you spend in-game gold on randomised dungeons with custom rule sets. Hardcore permadeath mode is available from the start for those who want consequence attached to their stat decisions. The modding ecosystem is robust enough that players have been adding entirely new classes, extended acts, and overhaul packs for years. If the vanilla four classes feel exhausted after a few playthroughs, the Steam Workshop has answers. For RPG players coming from something like Path of Exile or Grim Dawn, Torchlight II will read as an accessible, lower-complexity cousin. For players who bounced off Diablo III's launch-era design or just want a co-op loot romp that runs on modest hardware without always-online requirements, it holds up with genuine warmth. The build depth is real past hour forty, even if the story won't be.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayermultiplayercoopachievementscloud-savesCharge MechanicPet SystemMap Room EndgameHardcore PermadeathSix-Player Co-opBuild TheorycraftingOffline PlayMod SupportLoot-DrivenRandomised Overworld

Requisitos del sistema

Mínimos

Processor
x86-compatible 1.4GHz or faster processor
Memory
1GB System RAM Hard Disk Space: 1.2GB free space (subject to change) Video Card: DirectX compatible 3D graphics card with at le…

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Reseñas y valoraciones

Metacritic
88

Información del juego

Desarrolladora
Runic Games
Distribuidora
Arc Games
Fecha de lanzamiento
20 sept 2012

Modos de juego

singleplayer
multiplayer
coop
Cooperativo en línea

Idiomas

Audio (6)
EnglishJapaneseSimplified ChineseTraditional ChineseGermanPolish
Subtítulos (7)
EnglishJapaneseSimplified ChineseTraditional ChineseGermanPolish+1 más

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AchievementsCloud Saves

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Torchlight II está disponible en PC, Mac, Linux, Xbox.

¿Cuándo se lanzó Torchlight II?

Torchlight II se lanzó el 20 de septiembre de 2012.

¿Quién desarrolló Torchlight II?

Torchlight II fue desarrollado por Runic Games y publicado por Arc Games.

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Torchlight II tiene una puntuación Metacritic de 88/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.