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Steffire's Mod Class Template Example:
The name of this idealized Class is "Banned Breath".

I should note that I wrote half of this in my own "shorthand" terms to save space on the device it was written on before I pasted the info here.

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Passive-Notes = Percentage-based heals have great synergy with much needed meta-game stat and attack buffs without relying on class-gear.

Active-Notes = No big cool-downs 'n damage requires investment 'n small health costs weakens health-regen 'n element skills cause next element 1-15% more susceptible Dmg.

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---"Banned Buster Tree"--- "They Will Fall".

Actives: (4-60% WDPS), (4-60 Mana-Cost). (0.1 - 1.5% Health-Cost), (Medium Range).

"Empower Cutter" [Give 1-15% Charge 'n 1-15% WDPS 'n -T25-75% Mana-Cost].

"Voltrancer Breath" [Shock, 0.2-3.0 seconds Shock, 'n T5-15% to T-Bolt on strike].

"Riverfallen Breath" (Ice, 0.2-3.0 seconds Freeze, 'n T5-15% to Glacial Spike on strike).

"Moongazen Breath" (Toxic, 0.2-3.0 seconds Poison, 'n T5-15% to Acid Rain on strike).

"Sundowner Breath" [Fire, 8.8-6.0 seconds Burn, 'n T5-15% to Summon Meteor on strike].

"Whisparrot Breath" (Phy, 0.1-1.5s Silent 'n Blind, +T1-3% D per mob in 15m radius).

"Fragmented Breath" (Physical, 8.8-6.0s Bleed, 'n +T10-30% D to Mobs at 50% health).

Passives: (Stat Buffs).

"Flash Barricade" (Up 5-75% "All Dmg-Reduct", "Dodge", "Block", "2-30%Missile-Reflect").

"Reverse Guard" (Up 5-75% "Armor", "Knock-Resist", "Fumble Reduct", 'n "Charge Gain").

"Banned Mission" (Up 5-75%, "STR", "FCS", "DEX", "VIT" 'n P-Minion Atk).

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---"Banned Helper Tree"--- "Break Their Will".

Actives: (1-15% WDPS), (2-30 Mana-Cost), (Most have 5-75% summon "Mana Spectre").

"Strato Mancer" [ClickTeleport, (0.1-1.5 sec.) Blind Mobs].

"Strato Kicker" [Backflip, (0.1-1.5 sec.) Stun Mobs].

"Strato Walker" [Frontdash, (0.1-1.5 sec.) Immobile Mobs].

"Strato Shover" [PushArea, (0.1-1.5 sec.) Stun Mobs].

"Strato Bringer" [PullArea, (0.1-1.5 sec.) Blind Mobs].

"Strato Inquest" [RandomPort, (0.1-1.5 sec.) Immobile Mobs].

"Strato Summon" (Perma unkillable "Desert Wraith"). (1.5 - 0.1% Health-Cost per second).

Passives: (Healthy Reserves).

"Oxygen Ripper" (1-15% chance full heal if struck by Mob and damage dealt heals health).

"Carbon Drain" [1% heal Health 'n Mana 'n Up 1% damage per Mob with-in (1-15m.)].

"Hydro Service" (Summons Up 5-75% All-Speed 'n 1-15% P-Minion DMG heal User).

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---"Banned Ranger Tree"--- "They Cannot Hide".

Actives: (2-30% Weapon DPS), (6-90 Mana-Cost), (Re-balanced Sandstorm Skill).

"Empower Bramble" [Give 1-15% Charge 'n 1-15% WDPS 'n -T25-75% Mana-Cost].

"Voltrancer Razor" [Shock, 0.2-3.0 seconds Shock, 'n T5-15% to T-Bolt on strike].

"Riverfallen Razor" (Ice, 0.2-3.0 seconds Freeze, .n T5-15% to Glacial Spike on strike).

"Moongazen Razor" (Toxic, 0.2-3.0 seconds Poison, 'n T5-15% to Acid Rain on strike).

"Sundowner Razor" [Fire, 8.8-6.0 seconds Burn, 'n T5-15% to Summon Meteor on strike].

"Whisparrot Razor" (Phy, 0.1-1.5s Silent 'n Blind, +T1-3% D per mob in 15m radius).

"Fragmented Razor" (Physical, 8.8-6.0s Bleed, 'n +T10-30% D to Mobs at 50% health).

Passives: (Attack Helpers).

"Skilled Scholar" (1-15% "2nd Dmg", "Exec", "Dmg Flect", "+0.4-6.0m. Rng", "Break-Shd").

"Thousand Teeth" (Up "5-75%Thunder, Explode, 1-15%Spore", "AllDmgTime10-150=3s").

"Amplified Assault" [3-45% up "AtkCast-Spd", "ImmoSlow Resist", "-1-15%allArmor"].

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I will finish the lore of this class here at a later time.

Originally posted by Class Selection Description:
Fugitives whom tried to help their friends however spoke things that should not have been said. Banned from their lands they now travel to start new lives... or risk to return again.
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Zyguma's "Tai Chi Master" and "Counselor" Classes
I am most interested in giving "@ Zyguma Beach" a template to easily write in detail how the Skills of these classes would function.

Tree 01: (Give this tree a name; this represents the connecting "Theme" of the Skills within)

Is it an Active Skill or a Passive one?
Skill 01 Name: (Give Skills a name usually in two long words or three short words)
Skill 01 Description: (Add some story while explaining how the Skill operates in game)

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Here's an idea on how the vanilla classes are described and how they are structured:

3 Trees with 7 Active and 3 Passive Skills per Tree.

https://tidbi.ru/eng/engineer.php

Although in Fep+ the Classes sometimes have up to 5 Trees and 12 or less various Skills per Tree than usual.

In other words feel free to structure these classes the way you want.

Don't worry if certain Skill mechanics are difficult to implement in TL2. The modders can interpret the mechanics differently while maintaining the story behind it if needed. ^_^

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Zyguma's Official Draft of the "Tai Chi Master": Updates incoming !!

Tai Chi Master (Description):
You awake at the Monastery to find in your Cell someone has packed your belongings and set them by the Doorway. A Note on your backpack reads: 'Hard Times. New Students. Go Forth.'

(A) - Active / (P) - Passive

Tree 1: Yin (defensive)

T1S1A: Hidden Backfist
In knowing your place in the World you also know the Backfist is always there, both ready and waiting-' 200% glove DPS, +5% Critical damage per Level. T1: +1% attack speed per Level. T2: +2 Electrical Damage per Level. T3: +2% chance per Level to Immobilise for 3 seconds.

T1S2A: Ward Off
By using their impetus against them, this skill allows one to push the enemy away with the assistance of their own conviction. +6 Knockback per Level, +40% physical damage. T1: - 20% armour 5 seconds. T2: +10% Fire/Cold/Electrical Damage. T3: 5 health stolen per Level.

T1S3A: Cloud Hands
This seemingly innocuous technique allows the deflection of myriad blows, ironically more effective the larger the attacking force. +6 Armour per enemy in 3m. T1: +2 Strength per Level. T2: 4% Blindness per Level. T3: +2 Dexterity per Level.

T1S4A: Withdraw and Extend
The Waist is the source of both Intent and Purpose-' This skill by turning the hips allows both avoidance and attack. +6 Armour per Level, 130% Glove DPS. T1: +2% Dodge per Level. T2: +2% Damage per Level. T3: +2% Critical chance per Level.

T1S5A: Dissipating Turn
'In Harmonising with the Strike - we find the availability of Openings-' 100% dodge chance 2 seconds, +50 Dexterity 2 seconds. T1: 4% chance per Level to Stun 2 seconds. T2: Stun extends to 4 seconds. T3: Stun extends to 6 seconds.

T1S6A: Attend to One's Shadow
'If you back is not against a wall your Shadow is lying down on the job.' This ability ensures that you are checking behind you. +2% movement speed per level for each enemy within 4m, +30% armour. T1: -50% to enemy armour on hit. T2: +25% Slow to enemy on hit. T3: +25% chance to Execute.

T1S7A: The Reluctant Fan
Only produced when the enemy is large in number - the War Fan when Open or Closed can be utilised to deadly effect. 125% Weapon DPS, 3% chance per Level to Stun 3 seconds. T1: -20% Armour. T2: Two Fans can be used. T3: +80% Damage to secondary Targets.

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T1S1P: The Crystal Heart
'It is only with the Cold that we cherish the sanctity of Life-' +4 Cold damage per Level. T1: +2% chance to Slow per Level. T2: -25% to enemy Armour. T3: -25% to enemy Damage.

T1S2P: Purpose of Intent
'To do what is Right in ones' lifetime one must learn to Truly see what surrounds them-' (always enabled) +2% cast speed per Level, +2% mana regeneration per Level. T1: +2% Charge Rate per Level. T2: -2% Charge Decay Rate per Level. T3: +1 Hp stolen per Level.

T1S3P: Embodiment of Calm
After a time of Contemplation, the Practitioner creates a Meditative field about them which brings Peace or Woe depending on Intent. *must initially not move for 3 seconds to activate. Field is 3m +0.5m per level. 40% Silence 5 seconds, 50% interrupt chance 4 seconds. T1: 100% Knockback Resistance 10 seconds. T2: +25% Critical chance. T3: +25% Critical damage.

Tree 2: Yang (offensive)

T2S1A: Parry to Punch
This ability has two phases. Initial defence with a follow up attack. 1 second 100% block, then 1 second 200% glove damage. T1: + 2 Physical damage per Level. T2: Physical damage taken is reduced by 2% per Level. T3: +15% Critical chance.

T2S2A: Push Step beats Guard
Moving suddenly forward, the Student suprises those preparing to attack. Lunge initially 6m, 70% Weapon DPS, 40% chance to Stun 2 seconds, 20% Dodge chance 1.5 seconds. T1: +15 Dexterity 6 seconds. T2: + 20 Strength 6 seconds. T3: +25 Endurance 6 seconds.

T2S3A: Turn to Palm Strike
'It is such a simple thing, a small turn of the waist with an attentive forearm, and the palm strike almost executes itself-' +40 Armour 1 second, -40 to Enemy Armour 1 second. 125% Glove DPS. T1: +7 Knockback per Level. T2: +7% chance to immobilise per level. T3: +40HP stolen on hit.

T2S4A: Heel Kick
Normally a response to a blocked high attack, this kick uses the whole body in a co-ordinated stretch to maximum effect. Damage scales with Dexterity, +50 Damage. T1: 50% interrupt chance. T2: +50 Damage. T3: -50% Armour 4 seconds.

T2S5A: Shaking Palm
The Practitioner charges their hands with Chi, which when filled causes them to shake with Power. +40 Electrical damage on hit, 150% Glove DPS. T1: Strike sends a charge to one secondary target. T2: +30% chance to Execute, on Execute two charges sent out. T3: +50% to Critical Damage.

T2S6A: Cannon Fist
A devastating double Fist strike that takes years of Training to perfect, the Cannon Fist when used correctly cannot be defended. 150% Glove DPS, 100% chance to Stun 4 seconds, +100 knockback. T1: 100% chance to break Shields. T2: 100% Interrupt chance

T2S7A: The Sword of Heaven
Utilising Yin/Yang in turn allows both Defense and Offense with the surety of Steel. Naturally you prefer the Eastern equivalents. (Western swords 100% DPS, Easter swords 115% Weapon DPS), 30HP bleed over 5 seconds. T1: +20% Physical Damage. T2: Two 1-H Swords can be used. T3: +30% Crit Chance.

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T2S1P: Feel the Distant Sun
'Though so far away the Sun still deems to warm us-' +4 Fire Damage per Level. T1: +2 seconds Burn. T2: +4 seconds Burn. T3: +6 seconds Burn.

T2S2P: Path of the Mystic
In spending so much time searching for Martial Secrets you have discovered the less-trod Esoteric Path... +2 Mana per second per Level. T1: +2% to all Elemental Resistances per Level. T2: 75% Immobilisation Resistance. T3: 4% chance to Call forth the Skull.

T2S3P: Understanding
'-and then one day it all came together...' -1 to Weapon Requirements per Level, -1 to Armour requirements per Level, -1 to Spell requirements per Level.

Tree 3: Harmony

T3S1A: Sink & Press
'Turn downwards an attack to let Opportunity avail itself-' +25 Armour 2 seconds, 100% chance to Execute, 140% Glove DPS. T1: +10% Armour for 2 seconds. T2: +8% Dexterity for 2 seconds. T3: +0.5% Attack speed for 2 seconds.

T3S2A: Combative Push Hands
Push Hands although a Tai Chi Exercise enables sensitisation of the forearms to move appropriately without Mind. Instinctive movement brings Efficiency. +10% dodge chance 2 seconds, 130% Glove DPS. T1: +1% attack speed per Level. T2: +1% Dodge per Level. T3: +40% Armour for 2 seconds.

T3S3A: Single Whip
'The offered limb captured in turn, allows one to both pull them off-balance and strike in one beat.' +50% Critical chance 2 seconds, +30% Critical damage 2 seconds. T1: +1% Armour per Level. T2: +1% total Damage per Level. T3: 100% 4 seconds Stun.

T3S4A: Pung/Lei/Jei
Displace, Withdraw, then Thrust. 'As soon as the Enemy engages, set the pace of their movement from First Instance-' 130% Glove DPS, +5 HP & Mana per second for 4 seconds. T1: Slow Target 1% per Level 2 seconds. T2: +2% Elemental Resistance per Level for 2 seconds. T3: +4 knockback per Level.

T3S5A: Qigong
Synchronising Posture, Breath, and focussed Intent, one understands that everything begins from an Established Center. Know the Center. (always active) +1 HP per second ler Level. +1 Mana per second per Level. T1: 10% Focus added to Endurance. T2: 10% Endurance added to Dexterity. T3 10% Dexterity added to Vitality.

T3S6A: Proprioception
Knowing where one's body is in the melee is essential to winning the Battle. +2% armour per Level. Armour. T1: +2% Dodge per Level. T2: +1% Critical chance per Level. T3: +2% Slow Resistance per Level.

T3S7A: Way of the Red Tassel
The Spear in Tai Chi is effective both in Distance and Close range, as the entire haft is utilised with shifting hands. The Red Tassel when spun keeps the blood from fouling the wood. T1: +30% to Secondary Targets. T2: +20% Physical Dam over 5 secs. T3: +30% Critical Dam.

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T3S1P: Building Current
Matter communicates through Proximity and Electrical charge. Like the Universe, so do you. +4 Electrical Damage per Level. T1: +1% chance to Stun per Level. T2: +1% chance to Immobilise per Level. T3: +1% chance to Chain to Secondary Targets.

T3S2P Reap what you Sow
The Dan T'ien (Field of Cultivation) is where Chi is stored. Two inches below the Navel, knowing where it resides allows proper direction of Energy. +12 Mana per Level. T1: +1% Endurance per Level. T2: +1% Strength per Level. T3: +1% Focus per Level.

T3S3P: Know where you Began
Wu Ji - The Void - is where Yin and Yang began. To know complete stillness is to know the True Dichotomy of all that can be. 2% chance per Level on being hit of either 100% Blindness or 100% silence for 4 seconds. T1: +1% to Fire/Cold/Elec Dam per Level. T2: +1% Total Damage reflected on attacker per Level. T3: +1% Mana generated per Level.
(yeah much dialling in of this one required..!)

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Joint effort Official Draft of the "Counselor": Updates incoming !!

T'was Agreed that Zyguma will craft the "Peace" and "Bargain" Trees

Okay - Round Two. Counselor General Description -

Tree 1: Peace.

T1S1A: Here to Help
T1S1A: Sometimes simply offering to talk is what is required. (On initially random enemies [20%-30%?], additional skills can push this percentage?) Damage received AND Damage given when threshold reached gives percentage to flip allegience? (X monster max per level?) T1: -1% Damage given per Level to activate. T2: -1% Damage taken per Level to Activate. T3: -1% Total Threshold to Activate.

T1S2A: Consider This
T1S2A: This skill on engagement of the enemy gives suggestive food for thought. (time in range skill, targetted.) Spend four seconds within 3m of a target to decay their resolve with valuable knowledge. -30% armour to Target. T1: -3% reduction per Level of Elemental Damage from Target. T2: +2% chance per level of 2nd random Target listening. T3: +1% chance per Level of 3rd random Target listening.

T1S3A: Redirect the Anger
T1S3A: 'It's okay to be Angry, but I'm pretty sure it's not me that you're really Angry at-' Every second within 2m of first enemy (initial proximity activates?) provides +8 Armour (capped at max. 6 seconds). T1: includes second enemy. T2: includes third enemy. T3: Armour per second now +10, +20% total damage reflected back on Attacker.

T1S4A: Contemplation
T1S4A: 'I know it's a lot to take on, change can be intimidating. Take the time you need to process-' (toggled mana per second skill) Cost: 4 Mana per second. While Active all enemies in 4m that have delivered Damage are slowed 20%. T1: +1% to Slow per Level. T2: -1% Enemy Attack speed per Level. T3: Range now 6m.

T1S5A: Lend me your Ears
T1S5A: 'Receptiveness of those willing to listen allows new Concepts and Ideas to be received-' +2% chance to Interrupt per Level to all within 6m. T1: +2% chance to Silence per Level all within 6m. T2: 2% chance to Immobilise all within 1.5m. T3: 0.5% chance to make Ally of nearest enemy 1 second per Level.
T1S6A: Deep Breathing
T1S6A: 'Take a moment to simply Breathe. Although the World won't stop turning at least your Mind can-' Stationary Skill. Every two seconds all negative cooldowns double in timeout [DOES THE TIMING OF SEEM TOTALLY REDUDANT? OFFSETTING TIME FOR TIME? TIME COULD EVEN BE DETRACTING HERE!](0.2 sec stepdown in time per level?). T1: +1 HP & Mana per second/level. T2: +5 Mana Max per level, dropped on initiating Combat. T3: +5 Elemental Resistances per second per level (capped at?) dropped on movement (arms/combat or legs/moving? can do both separately?).

T1S7A: See the Big Picture
T1S7A: This skill highlights to the Target the context of the Greater World, the change in mental focus bringing varied results. +4% chance to A, B, C, D, E, F, G. T1: +0.5% per Level. T2: 3% chance to bring forth the Skull. T3: 1% chance to permanently convert nearest enemy (capped at 2 max.)

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T1S1P: Icy Focus (Cold)
T1S8P: 'the Counsellor must not know the client personally, lest emotions get involved' (or: Professional Distance between Client and Counsellor is all important.) +4 Cold damage per level. T1: +3 Cold Resistance per Level. T2: +2% chance to Chill closest enemy per level. T3: 100% chance to Interrupt closest enemy, 2 seconds.

T1S2P: Sotto Voce ('in a quiet voice')
T1S9P: 'Speech is Silver - Silence is Golden. In Silence, make a Fortune.' (or: Emit a Audio dampening field to keep the targets' attention.)(toggled skill and initially stationary) Cost: 6 Mana per second. Must be Stationary. 100% Silence in a 3m range. T1: +0.5m per Level. T2: Can now move and sustain field. T3: 40% Elemental Resistance.

T1S3P: You are the Loom
T1S10P: 'We all have a Tapestry in us - what we choose to incorporate makes us who we are-' -1 Armour requirements per Level. T1: +0.5m to all passive Range skills per Level. T2: +1% Dodge per Level. T3: +1% Crit chance per Level for non-damage outbound skills.

Tree 2: Bargain

T2S1A: Edification/Time (Understanding takes Time)
T2S1A: The longer you interact with another, the more efficacious the result. Cost: 4 Mana per second, toggleable. +3% per second to Pacify enemies in 2m range - Pacification lasts 10 seconds if still in attack range. T1: +0.5m range per two Levels invested. T2: +4 Armour per Level for duration of Skill. T3: +0.5% movement speed per Level.

T2S2A: Bring Forth the Dots (Connect the Dots)
T2S2A: Any three consecutive successful applications of one Trees' skills brings potential Resolution. Must be different Skills (ZB: not as hard as it looks! Especially with Toggles and Sustains!) Cost: 30 Mana, 8 seconds duration. 25% chance to Pacify all within 3m if conditions met. T1: Skill now can target remotely (ZB: may be distance issues with this i.e: ranged skills to meet conditions may not be there? One may have to rush in to work this!) T2: +1% per Level to Pacify. T3: +0.5% chance per level on success Enemy flees 7 seconds.

T2S3A: Forgive Yourself
T2S3A: 'Often our harshest Critic is ourselves-' 75% damage to any one vector (Phys/Ele/Mana) forces enemy to stop combat for 3 seconds. If 7m range is broken within this period enemy turns Passive. T1: +0.2(0.3?) seconds stop combat per Level. T2: -0.2m range to force Passive per Level. T3: -2% to initial 75% threshold per Level.

T2S4A: Compartmentalisation
T2S4A: 'If you have a Big Problem, break it into smaller ones and process them logically-' -2% Physical damage received per Level. T1: -1% elemental damage received per Level. T2: +2% Charge Rate per Level. T3: 4% Immobilisation resistance per Level.

T2S5A: Cards on the Table
T2S5A: 'Honesty from the both of us is what is required to Progress.' Both enemy and Player damages negate on a point by point basis, damage not covered is taken only. (Targeted Skill - one target only) Physical Damage mitigated, additional given to Other. T1: 0.5% HP & Mana Regeneration per Level. T2: Elemental Damage mitigated on specific type basis, additional given to Other. T3: +0.3% Fame increased per Level for skill duration.

T2S6A: Quid Pro Quo ('something for something')
T2S6A: 'It is only ironic early that we both find new knowledge in your Journey-' 1 random ability is swapped between nearest enemy and player and used for 4 seconds (if Player spell it is greyed out - levelled to Enemy/Player level.) +1 per 4 levels, each taken gives 20% to Passive enemy. (???)

T2S7A: Hard Negotiation
T2S7A: 'Sometimes the change that you wish for does not come with ease or comfort-' (click specific targets to flag/activate) -1% dam/ele/speed/armour to Target per Level. T1: +1% physical damage given per Level. T2: +0.5% physical damage reflected on attacker per Level. T3: 60% Immobilisation and Slow Resistance.

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T2S1P: Vent the Emotions (Fire)
T2S1P: this skill allows others to vent their spleen, allowing post-event clarity and receptiveness. +3% fire resistance per level. T1: Fire damage taken is converted to health. T2: Fire damage given slows target 1% per level. T3: 1% Fire damage reflected back on attacker per Level.

T2S2P: Reality Check
T2S2P: Though the saying 'Keeping it Real' has been done to death, the Counsellor sometimes is required to give unmutable Context. (stationary skill) every second stationary gives +2% chance to the next activated skill. T1: +4% Physical resistance per Level. T2: the second activated skill has the initial bonus. T3: the third activated skill has the initial bonus. (ZB: is this too powerful looking at some of the 0.2%/0.3%/0.4%'s per Level around here???)

T2S2P: Within You All Along
T2S2P: Like many great Educators in History, the finest communicators can lead one to Self Realisation. 0.4% chance per Level closest target goes Passive - must be in 2m range for 4 seconds to stay permanenntly Passive. T1: +4 Armour and Elemental Resistance per Level. T2: a second Target can be effected. T3: 0.2% chance per Level first target only becomes aligned (max 3 companions).


T'was Agreed that Steffire3 will craft the "Healing" Tree

Tree 3: Healing

Important Notes: Many of these Skills only affect Bosses and Champs.
Spare as many foes as possible through Crowd Control. They will thank you later. ^_^

T3S1A: Spare the Many:
- The Counselor's job and motive is to assist others in need. Therefore if anything needs to die then it should only be the source of the carnage. Only affects Bosses and Champs.
Single Target Damage. 10-150% DPS as Electric Damage. T1: +5 Electric Damage, T2: +50 Electric Damage, T3: +500 Electric Damage.

T3S2A: Reinforce Refuge:
- Counselors can reassure their clients that progress is worth holding their ground comparing how different life has become when choosing a more helpful path.
+110% to all armor per foe within 3 Meters. Lasts for 1 minute. Cools for 2 minutes.
Every Rank adds +10% to All Armor and +1 more Meters.
T1, T2, T3: Foes are Slowed by 5-15%.

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T3S1P: Merciful Reward:
- There are many ways to earn a living. Self Reliance away from aggression can reap benefits.
+100% Gold Find. +100% Fame +100% Experience. Only affects Champs and Bosses.
Every rank adds +100% Gold Find, Fame and Experience up to 1500%.
T1, T2, T3: Given 10-30% Fishing Luck.

T3S2P: Destroy the Source (Volt):
- Those who enforce harm to others are further harmed themselves.
+1% Electric Damage per foe within 3 Meters.
Every Rank adds +1% more Damage and +1 more Meters.
T1, T2, T3: Foes take 5-15% more Electric Damage from sources.
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"Your" favorite 10 mods to use?
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/4747332851294495561/

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Comment your favorite 10 mods to use (or any amount of 10 mod variations you use).

Feel free to add detail (or not) on what a mod does and perhaps why it may ideally be placed higher or lower (overriding other mod functions or being overridden by other mods).

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From the Fansite (and Corley's Ace mod at Mediafire); these mods can be gotten outside Steam (some of them are earlier versions):
https://www.torchlightfansite.com/mod_downloads/22-torchlight-2-mods/

(https://www.mediafire.com/file/hjamzoi9xwkhqvl/TL2-ACE.MOD/file)
(remove the brackets)

Recommended in this Load Order:

Variant Items
TL2-ACE
Jack of All Trades II (Jack of All Trades + General Passives)
FEP+
Torchlight 1 Class Pack (TL1CP)
Drew's Class Packs
Variant Classes
Parallel Classes
Synergies v1337
Abysm

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Generic Rewards - Multi classmod fix
Skill Points x2
TL2-ACE
TL1CP
Variant Classes
FEP+
Lao 2 Chaos
Dungeon Challenge ReMod
Synergies
Abysm

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Generic Rewards - Multi classmod fix
Skill Points x2
Fix a well-known issue with quest awards and provide a total of 231 Skill Points to explore more Class Builds.

TL2-ACE
Improves the weaker vanilla Skills and adds more content including End Game at a pace that is not as heavy nor as difficult as Synergies.

Lao 2 Chaos
One of the best at empowering vanilla Items so they are actually useful and powerful. Pairs well with Torchfun Part 1 so the difficulty can match these Item's power.

Torchfun Part 1
Levels Dungeons and Exp faster therefore making the game harder which is good when used with powerful Item and 2x Mods. If used then place over the 2x mods because the Exp has already been rebalanced within this one.

Dungeon Challenge Remod
Abysm
Offer some extra Dungeons found either at the Town Blacksmith or at the Mapworks Map Vendor.

Class Pack mods that work well together and add a few unusual Items include:

TL1CP
Variant Classes
Fep+ by "Viz"

Variant adds 30 Classes, Fep+ adds 7, and TL1CP adds 3. More importantly they provide some re-balance and will offer reliable build and combat style variety.

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Originally posted by Lekkerding:
Hello,

I finished the game once, a long long time ago. I just came back to the game and saw there are a lot of Mods.

Which Mods should i pick (more endgame / classes / skills / balance / items)? are they all compatible?
Generic Rewards - Multi classmod fix
Skill Points x2
TL2-ACE
TL1CP
Variant Classes
FEP+ (Kensei's passive Fine Control was never fixed; otherwise bug-free)
Dungeon Challenge ReMod
Adventures II (access this after the Mapworks otherwise it's a one-way portal)
Synergies
Abysm

That maximizes both classes with maps and is as compatible as I'm aware of.
5 mods there add more classes (50 more mod classes; as bug-fixed as possible).
2 mods there re-balance some vanilla-class skills (I prefer Ace over Synergies).
5 mods there add new items (mostly for classes).
5 mods there add more maps (for endgame).
3 mods there re-balance the game (helps survival; Synergies adds more enemies)
I left out Essentials to maintain compatibility with Ace's Stash and it's Act_05 access.

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This particular list is built around the powerful Lao 2.0 Chaos mod and Synergies;
the Lao 2.0 CE addons are scripted to support Synergies loot systems:

Generic Rewards - Multi classmod Fix
Skill Points x2
Lao 2.0 CE Nerf Addon + High Drop
Lao 2.0 Chaos Edition
FEP+ by "Viz"
Dungeon Challenge ReMod
Abysm
Synergies Essentials Compatibility Patch
Synergies
Torchlight II Essentials

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Here's a generalized list to recommend:

Generic Rewards - Multi classmod Fix
Skill Points x2
Running Wild
TL2-ACE
Variant Items
Dungeon Challenge ReMod
Abysm
Synergies Essentials Compatibility Patch
Synergies
Essentials

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Yet another Synergies Essentials Variant list to consider:

Generic Rewards - Multi classmod Fix
Synergies High Loot and Low Pop Merged
TL2-ACE
Variant Items
Variant Classes
Dungeon Challenge ReMod
Abysm
Synergies Essentials Compatibility Patch
Synergies
Essentials

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+=+=+

A new personal favorite I use since the beginning of 2022:

Generic Rewards - Multi classmod fix
Skillpoints x2
Running Wild
TL2-Ace
Variant Items
FEP+ by "Viz"
Variant Classes
Dungeon Challenge ReMod
Abysm
Torchlight II Essentials

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A slightly different version of the 2022 Load Order and my new preference;
Less Classes for more Dungeons:

Generic Rewards - Multi classmod fix
Skillpoints x2
Running Wild
TL2-Ace
Variant Items
FEP+ by "Viz"
Dungeon Challenge ReMod
Abysm
Torchlight II Essentials
Adventures 2 Enhanced

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Similar to the above list however much easier to attain the rare Damage Reduction affix hence support 2-handed builds and survival easily. Player has access to powerful items with Lao 2 Chaos inclusion hence Player decides how much power should be used by selecting lower tier items.

Generic Rewards - Multi classmod fix
Skillpoints x2
Running Wild
TL2-Ace
Lao 2.0 Chaos
FEP+ by "Viz"
Dungeon Challenge ReMod
Abysm
Torchlight II Essentials
Adventures 2 Enhanced

+=+=+
+=+=+

For balanced classes and maps:

Skillpoints x2 (I'm aware this looks unfair however it'll enable more build exploration)
TL2-Ace
FEP+ (avoid Kensei's Fine Control skill as it's the only unsolved issue)
TL1CP
Synergies Essentials Patch
Essentials (the Stash (Shared Stash works) is bugged when paired under Ace)
Dungeon Challenge ReMod
Adventures 2 Enhanced
Abysm
Synergies

+=+=+
+=+=+

Variation to ensure the Stash functions with Ace under Essentials:

Skillpoints x2 (I'm aware this looks unfair however it'll enable more build exploration)
FEP+ (avoid Kensei's Fine Control skill as it's the only unsolved issue)
TL1CP
Synergies Essentials Patch
Essentials
TL2-Ace
Dungeon Challenge ReMod
Adventures 2 Enhanced
Abysm
Synergies

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Variation to ensure the Stash functions with Ace under Essentials
And also replaces Dungeon ReMod for Variant Classes.

With Adventures 2 Enhanced; make certain to enter the Mapworks first before teleporting with the Horse in the Estherian Enclave to ensure reverse travel is available.

Skillpoints x2 (I'm aware this looks unfair however it'll enable more build exploration)
FEP+ (avoid Kensei's Fine Control skill as it's the only unsolved issue)
TL1CP
Synergies Essentials Patch
Essentials
TL2-Ace
Variant Classes
Adventures 2 Enhanced
Abysm
Synergies

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For the most vanilla possible mod list that is still challenging:

Skill Points x2
Respec Potion
Enchanters Stay Put
Fair Item Level Requirement
Bosses Reset on Exit
Ancient Items
Reiner's Gears
Smarter Gambler
Blanks Landmarks
Abysm

Sinra:
Will Reiner's Gears make the game too easy? Or any others?

steffire:
Nothing easy here; if anything it's less annoying (looking at those slippery enchanters). Easier to access items within the Smarter Gambler's vending however by end-game the added Abysm map will test your best builds and the game does need something more challenging than Tarroch's Tomb in vanilla. Spending plenty of Gold at the Gambler will be rewarding with this list. Normally it's just more junk items commonly. There's no Gold boosting mods here and Gold is easy to lose by % if dying too often within the game.
Elite TL2 punishes players who don't max their "All Damage Taken Reduction" from "Skull of Limony" or don't invest into high Health through items like "Skull of Riechliu".
Rare affixes overall. Vitality usually doesn't save players although the Block (Shield required) Chance does (randomly) help somewhat with survival.

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Here's a decent list of intentionally vanilla mods I could find:

Respec Potion
Skills Use LMB
Enchanters Stay Put
Minimalistic Loot Borders
Fair Item Level Requirement
Effects List Overhaul
Bosses Reset on Exit
Ancient Items
Blanks Landmarks
Abysm

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Motives to recommend various mods in a certain order; September 2023 list:

Generic Rewards - Multi classmod fix = = this is needed to fix side quests so the player doesn't end up stuck on a rewardless screen for mod classes.

Skill points X2 = = this is more balanced than it sounds and enables a player to explore more of a class and is needed for the increased difficulty of some adventure mods.

Running Wild = = converts trash drops to gold. Chests, Champs, and Bosses are your main source of Rare and better item drops now besides blacksmiths who sell Rares only.

Essentials = = make sure this is above Ace to get a functional Stash. Essentials makes Torchlight_2 better on all fronts with QoL features.

Ace = = not as difficult as Synergies however still worthy with many themed end game challenges and new balanced classes.

FEP+ = = avoid the Fine Control skill of the Kensei otherwise a great extension of items and combat styles. Also expands all auto-attack animations so it looks better.

Dungeon Challenge ReMod = = optional - I like to buy this from the Town Blacksmith to access maps that test my builds quickly within intense one-room dungeon swarms.

Abysm = = an endless dungeon that is a unique challenge unto itself.

This is all without Synergies since that's a difficulty level greater than what this load order offers. If you add Synergies then place it under Essentials and under the Syn-Essentials Compatibility mod and add LowPop mod to the top of the load order to counter the lag from high enemy counts.

Essentials actually improves and fixes the lack of affixes from items compared to the vanilla game and is more balanced than the Lao mods in comparison.
Although if you want big damage for player and enemy then Lao 2.0 Chaos against Synergies is a great pair for the increased power and survival from certain items with justified enemy damage levels.

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Yet another very near-vanilla list of mods:

Minimalistic Loot Borders
Respec Potion
Enchanters Stay Put
Golden Chest with Uniques
Gems are Consumables
Ancient Items
1600-slot Page Stash
Blank's Landmarks + Extra Chunky
Improved Summons Lite
Variant Pets

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My 2024 mod order; slightly different from 2022 and does have the issue where Essentials below Ace breaks the Stash although Shared Stash is functional:

Generic Rewards Multi classmod - fix
Skill Points x2
Running Wild
Get To Da Chopper
TL2-ACE
Syn_Throwing_Weapons
FEP+
Dungeon Challenge ReMod
Abysm
Torchlight II Essentials

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+=+=+

Don't want large mod packs yet need completed features and vanilla balance?
You'll like this one:

Generic Rewards Fix
ArmorFix Fixed
Throwing Weapons
Improved Summons Lite
Enchanters Stay Put
Ancient Items
Variant Pets
FEP+
Dungeon Challenge ReMod
Abysm

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TL2-Essentials centered list along with 2 good class packs and various QoL mods:

Generic Rewards Fix
Skill Points x2
Running Wild
Throwing Weapons
Variant Items
TL1CP
Variant Classes
Dungeon Challenge ReMod
Abysm
Torchlight II Essentials

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+=+=+
0
TL2: Use Windows Compatibility Mode
4
Your Opinion: Character Lore defined by Skills, Clothing or Class?
Originally posted by Zyguma Beach:
Okay! So - I main Mages and Easterners. I see someone has deemed to use Transactional Analysis (a Counselling Term) ... ...

Skills = a Person: how about Skills = a Character? ... ...

I am currently running a Kensai - so range is an issue. What I *like* about this Skill template is that it forces an In-yo-face playstyle. ... ...

Same Arrow - Different Element: I feel this has less developmental impetus than Skills. Skills due to multiple output aspects develop a Character more in ones' mind. ... ...

Remember the Prismatic Bolt of the Embermage? I spammed that 'till I yawned.

Finally regarding the FEPP Mod - what is so good about it is the Classes based from a particular Martial Culture. ... ...

This is a fascinating read @ Zyguma !!
I shortened the quoted text here for space however your entire comment is considered.

How would you feel if someone made an actual Counselor Class? For example in certain Star Wars games there is an option to win through "diplomacy" over fighting.
Not sure how TL2 could achieve this unless Kills re-spawn as Allies. Could probably use the Charm, Stun and Immobilize functions more than most other Classes do.

I have gladly added "Skills = a Character" into the original post with your credit. It's another angle I should include.

Kensei is one of my personal favorites. Sometimes I just go close range on my team and it becomes a slash to the finish... there's something I really enjoy about having to use the blade many times really fast when I get some good Attack Speed bonuses.

The "Same - Different" is something I do feel can sometimes challenge mod authors when creating classes. Ultimately if it means a pack would have an all Ice themed Skill set at least I would hope for perhaps different functions as an example.

Would you say that that a Skill that can be "spammed till yawn" is something we should see more or less of? Benefits could be garnered either way.

Agreed that Classes manifest something that was unseen yet clearly understood usually in writing as is found in Class Skill descriptions and other things. Sometimes the reference is also kept hidden as another option I've seen some Class writers use.
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TL2: Missing Saves and Stashes recovered
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/4760956147953706569/

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https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/3362406825535200348/
Originally posted by HiFive:
These topics have been covered before. However, I have had a lot of trouble with them recently because of my computer crashing while I am playing a modded game. The most recent crash disabled my launch capabilities for the game entirely. I fixed that (see my previous thread about not being able to play mods). However, when I finally did get the game to launch, a lot of my characters were missing. Only one month ago I lost dozens of characters. In searching for a way to keep this from happening in the future, someone mentioned that I should turn off the Steam Cloud, which I did. The problem seemed fixed. Unfortunately, the past few days have proved otherwise. So, what I discovered is that my second problem is my computer crashing. Apparently it has more trouble than usual with the mod I am currently playing. So it crashes more often than usual and my character files and stash files get corrupted in the process.

So, since I lost so many characters and so much stash in the past 6 months I was motivated to do more research. What I discovered is that there are backup files for most of the characters I have lost and there are also backup files for shared stash. It's possible to go into your Documents folder and find these files and restore them. Here's how (for Windows 10):

Go into your Documents folder and open the following folders in this sequence:

my games
runic games
torchlight 2
save
76561198373697965


To restore files for modded games:


my games
runic games
torchlight 2
modsave
76561198373697965


Find the name of the character you want to restore. Next to it should be the restore file for the same character. Make a copy of both folders and put it in a new folder you have created for this safety measure (you are creating these copies just in case you mess something up). Now, go back to the "save" folder, or the "modsave" folder and the file for your missing character. Remove the SBV file for your character (put it somewhere else, or delete it, but don't shred it or permanently delete it until you are sure you have successfully restored your character). Now, on the restore file, change the .restore to .SVB. Your character should now load when you launch the game.

I did this and got one of my characters back and now I know where to find the others when I want them. However, now my shared stash was gone. Ugghh! Big headache. TONS of stuff was in there. What to do? Here's what you do:


In the same "save" or "modsave" folder where you found your missing character, you will also find a folder named sharedstash, or sharedstashh. There should actually be two folders. One will be a .bin folder and the other will be a .restore folder. Follow the same instructions I gave you for restoring your character, but this time you will be removing the .bin folder and renaming the .restore folder to a .bin folder. The .restore folder will probably be a bit older than your .bin folder, so your stash will be an older version of itself, but it's better than losing everything entirely.

Lastly, someone offered a good tip for backing up your save files:

Establish a folder on your desktop. Name it Torchlight II Saves, or something like that. Now, whenever you exit the game, copy the "save" folder and the "modsave" folder and the "sharedstash" folder to this folder. This gives you an extra backup when your regular game files get corrupted. If you want to be even more secure, use an external storage device.

I hope this helps anyone who is losing characters or stash.
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TL2: ASCII File Type ERROR
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/1844693670120867048/

Originally posted by HiFive:
I've been playing mods for some months now, and I've been playing with one over the past few hours. I logged out of the game and out of Steam about 30 minutes ago. When I logged back in Steam asked me to verify my email address. I did so. Then I launched Torchlight II and clicked on the button to play my modded game. I got a message:

Unable to determine file type (Best guess ASCII). You need to save the file as unicode - recommend doing it in word pad.

This is a different problem than mods being "bound" to mod character saves.

Although normally the solution would be to delete the mod folder (You would only lose items in your Stash since your characters, progression and their equipment only require that the same mods be present at any time even if the mods have been wiped and reloaded).

Searching for "file type" errors lead me to find this:

https://gaming.stackexchange.com/questions/108118/torchlight-2-crash-message-unable-to-determine-file-type-best-guess-ascii

https://forums.runicgames.com/discussion/33831/unable-to-determine-file-type-on-startup

https://www.reddit.com/r/Torchlight/comments/107uuw/failure_to_launch/

http://forums.runicgames.com/discussion/37564/crash-fix-and-unicode-fix

Interestingly. Different people have arrived at different solutions that don't always solve the problem for others so it appears that this can be caused by multiple issues.

Originally posted by HiFive:
Update:

I had assumed that only the mods were affected, but somewhere someone said something about their entire game not being playable. I took a chance at losing my stash to try playing the un-modded version of the game, and it also gave me the same error message. So it was the entire game that was not launching!

Some of the threads posted by Steffire suggest that the problem is with the local_settings.txt file. I tried to open it in Wordpad and Notepad and got a blank page. Another person said they deleted the local_settings.txt file and the game worked. I did this and it worked!?!

I still got the error message but then the game loaded and seems playable. My stash is still full of everything I have in it, so I am hoping that it's truly fixed now. I'll update one more time after I've tried playing it for a while.
Originally posted by HiFive:
2nd Update:

I said I would make another update after I had a chance to play the game for a little while.

I have been playing a mod created by Hack n Slash. This person had a stroke and I cannot find them or their mods in the Workshop any more. Therefore, the mod cannot be accessed by anyone who does not already have it installed, and it cannot be installed by anyone seeking to fix it when it gets corrupted.

The mod seems to be working fine. The game is playing well with it. All of my stashes are still filled with everything I put in them, seemingly for every character, although I did not check every character's personal stash. The ones I did check had everything in them.

However, I have lost more characters. I had as many as 50 before the Steam Cloud lost most of them last month. All of my many characters for the Synergies mod and for the Torchlight II Essentials mod had disappeared. In a post someone made at the end of February about losing the contents of their stash, someone replied that the Steam Cloud was faulty, and they suggested we turn it off, at least for this game, if not for all games. We would have to do our own backups in case something happened to our computer, but otherwise, we should not lose things. So, I disabled the Steam Cloud for Torchlight II and was no longer losing characters or stash - something which had been happening on a fairly regular basis. I had been giving the game extra time to do saves and to exit the game and to finish downloading stuff after the exit, in order to prevent this, but I was still sometimes losing things - especially newly-created characters. Well, after disabling the cloud I wasn't losing characters or stash and thought the problem was fixed, until now.

So here I am in the middle of March, without any problems except some crashing sometimes when I'm doing a save or just after a save. I guess one of those crashes damaged something and I couldn't get back onto the game. I used the fix listed above and now the game plays but I've lost about 15 more characters, and the only ones left are 6 of my most recently played Hardcore characters. I haven't played the non-hardcore ones in a while, and I have been sequentially numbering the hardcore ones, so I know which ones are the earliest ones. Only my first one still exists because I played it recently. Characters 2 thru 9 are missing, along with one of my deceased ones (I was keeping them to remind me how far they had progressed and how they died, so I don't make the same mistake again), and, as mentioned, the non-hardcore ones are gone.

Perhaps I lost those characters because I haven't played them since I disabled the Steam Cloud. I don't know if that makes sense. Or perhaps the game doesn't like me having so many characters, but I was under the impression there was no limit for that other than having enough space for them. I have tons a space and tons of RAM, and a decent processor, and I have never had missing characters or stashes before playing the game on Steam. I originally purchased the game from Runic, when it was first released, and I have repurchased it 2 more times for different computers. I've never lost anything - even on my old, cheap, business-grade laptop. I got this new machine, linked the game to Steam, downloaded the Synergies mod, which prompted Steam to give me a new copy of Torchlight II, and not long after that I lost my highest level Engineer (probably level 100 - I'm not completely sure).

If anyone has some thoughts on this I'd be glad to hear them.

Originally posted by HiFive:
I forgot to include the following:

I finally found my old notes from when I got this error message a few years ago (September 2017). One fix was to verify the game files and then restart my computer immediately after. The other was to delete the above-mentioned settings file. I tried the file verification/restart first. It did not work. Then I tried deleting the settings file and it did work.
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How to Rapid Respec with Synergies
0
Doudley's Showcase of TL Art and some Mod Art
0
List of Player Stat Totals "not" listed in game.
States which "combined stat totals" are not listed in the Arcane and Character panels or Verbose settings:
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/133256959380183811/

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Originally posted by BoromiRofGeo:
where can i view my overall life steal stat? do i have to count manually?
so 1996.
or am i blind?

Load the game and look at the upper right corner where the settings button is located and look under details and change "floating damage and text" to "verbose" which will allow the player to see almost all the number events such as total "Life Steal" when used on a target dummy or foe.

Although in spite of this the game still has some non listed stat totals that will have to be counted manually I'm sad to say since it has hindered my stat building many times.

Originally posted by BoromiRofGeo:
thx.
btw what stats

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"Verbose" will show certain numbers on targets struck by your weapon but the Arcane and Character Panels will not list the % totals of certain traits.

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Combined Stat Totals not listed below:
  • Damage Reflected % {shows ranged damage reflected but not melee damage},
  • % to Fully Heal Self on Kill or Hit,
  • % to inflict a Status,
  • % to cast a skill from gear, gem, and weapon,

  • Secondary Damage %,
  • Charge Rate Gained or Loss Reduced %,
  • Run Speed {total is listed as a number but the % sped is not listed},
  • -X to all Armor per Hit, Knock Back Resistance %,

  • -X% damage per monster within X meters,
  • Total Health gained {from embers, skulls or enchants},
  • +X% boost Melee or Ranged weapon damage bonus,
  • Pet and Minion Damage- Speed- Health- Armor- boost %.
"X% and X Health or Mana Stolen" totals can be seen when striking foes but the actual totals are not actually listed on any of the panels.

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Again these things are listed individually on the gears, gems, and weapons but not the combined totals.

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Most of the important stat totals are shown in the game yet if you ever need to know certain % totals from usable gear combined then alot of manual math will be needed.

Or you could just use stuff that has lots of affixes and sell anything that doesn't look very math heavy... that usually works for most stuff.

And if you ever start relying on a particular stat then simply start searching and keeping the gear that has that stat or find a way to boost it with enchants or with the points gained with levels in the Character Panel.

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I hope this helps!
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