Torchlight II

Torchlight II

The Noxmer & Darklite Class Pack (now with Dark Noxmer!) (v.465)
Showing 11-20 of 45 entries
< 1  2  3  4  5 >
Update: 12 Oct, 2013 @ 5:37am

Published v.358

*Darklite

- Dark Intervention skill fixed up:
- Addressed Wraith/Skeleton conflicting summon issues.
- Buffed Wraith HP.
- Each tier bonus now includes an extra wraith "Start Rank-2/3/4/5-Final Rank"

Debating whether or not to add a big mob to the rank 10 or 15 Dark Intervention to accompany the Wraiths. Any suggestions?


Known bugs:
- Skills that modify HP have a habit of not updating the current value of HP.
An example is "Darkside" - Each use lowers your *current max* HP by a set %, however you end up with values such as 500/300 HP. The total HP drops as it is supposed to but not the current. Anyone with any idea on how to fix this is free to tell me how! You will be credited ;)

Update: 12 Oct, 2013 @ 5:02am

Published v.356

*Darklite

- Description Change to Nether Strike
- HP buff to skeleton summons

Known bugs:
- Skills that modify HP have a habit of not updating the current value of HP.
An example is "Darkside" - Each use lowers your *current max* HP by a set %, however you end up with values such as 500/300 HP. The total HP drops as it is supposed to but not the current. Anyone with any idea on how to fix this is free to tell me how! You will be credited ;)

- Wraiths and skeletons can not be summoned at the same time (different pet family names, so I am not sure how it causes problems... will investigate further).

Enjoy the new class!

Update: 22 Sep, 2013 @ 3:09am

Published v.355

*Darklite

- Official Release of the Darklite class!
- Numerous bugfixes.
- Updated class description.
- Fixed inconsistent starting stats.
- Added the final utility skill (tree 3).
- Finished off all ranks and levels for the skills.

Balance Notes:
A lot of skills (particularly the self-harming ones) will not be balanced appropriately. These numbers will be addressed in coming patches based on play-testing and feedback.

Known bugs:
Skills that modify HP have a habit of not updating the current value of HP.
An example is "Darkside" - Each use lowers your *current max* HP by a set %, however you end up with values such as 500/300 HP. The total HP drops as it is supposed to but not the current. Anyone with any idea on how to fix this is free to tell me how! You will be credited ;)

Enjoy the new class!

Update: 21 Sep, 2013 @ 1:27am

Published v.316

*Darklite

- Version bump for multiplayer.
- Custom Portrait.
- Custom appearance.

Update: 20 Sep, 2013 @ 9:26pm

Published v.307

*Darklite

- Version bump for multiplayer.
- Skill fixes and implementation.
- Changed many skill icons.
- Cleaned up the starting skills.
- Began adding descriptions to *some* of the less developed skills.

1. Nether Strike.
This skill will cause the player to strike downwards, sending out a wave of black particles. Has a stun chance and good damage output.

2. Storm skill.
Small electrical explosions will go off near the player. Taken from the Djinn boss and in the process of editing.

3. Netherite.
Causes rocks to plummet from the sky for great justice!

This leaves one skill to go on the third tree.
After this I need to create rank bonuses and so on for 9 or so of the existing skills.

We are nearly there!

Update: 20 Sep, 2013 @ 7:20pm

Published v.297

*Darklite

- Version bump for multiplayer.
- Skill fixes.

1. Fixed Darklite Horde skill (placeholder name).
Added Pet family in behavior tab, preventing players from having more summons than they were supposed to. Added this fix to the wraith summon skill (despite the wraiths seemingly not needing the fix).

Still more work to do today!

Update: 20 Sep, 2013 @ 8:12am

Published v.296

*Darklite

- Version bump for multiplayer.
- Implemented another summoning skill.

1. Darklite Horde (placeholder name for now).
Summons skeletons (melee + archer + general depending on rank).
Each rank gives some sort of bonus to the minions, though it is unlisted.

Known bug:
In this particular case, gaining a rank allows you to keep the previous rank's summon. I am not sure why this is happening to be completely honest - I thought I had this under control, and my other summons do not do this despite working in very similar ways. Will need to look into it, but not a high priority.

Most obvious solution would be to de-summon after zoning.

Expect a properly playable version out nice and soon ;)

Update: 18 Sep, 2013 @ 5:31am

Published v.293

*Darklite

- Version bump for multiplayer.
- Implemented and finished a number of new passive skills.

Added and finalised 3 Aura skills.
- One increases EXP & Fame gain at the expense of Damage output.
- Another is a Shield that lowers Mana capacity, but blocks a % of ALL Damage.
- The last is a general aura that increases attack speed and does a bit extra with each tier.

Also fixed some issues with the above that was causing all sorts of issues with cooldowns (and unittheme colours for some reason) during testing.

All up, we need to finish off 3 more active skills to finish off the trees (no empty slots). Once we have done that, the plan is to go to tree 1 and remove the test-y skills and replace them with proper ones.

We have our escape and heal skills so the rest are all combat oriented. This means the last of it should be relatively easy enough to create.

Expect a properly playable version out nice and soon ;)

Update: 15 Sep, 2013 @ 4:00am

Published v.286

*Darklite

- Version bump for multiplayer.
- Implemented and finished a number of new passive skills.

Finished all Passive skills.


Again, the class is not ready to play yet. In all honesty though, with just a few more active skills polished and finished up it won't be half bad. When that time comes though, please don't get too attached to any characters made with the class - There will likely be major changes that might break skill point investments.

Update: 15 Sep, 2013 @ 1:46am

Published v.279

*Darklite

- Version bump for multiplayer.
- Implemented and finished a number of new passive skills.

1. Added Wisp Missiles.
Rank 15 will summon tentacles in a ring around the player. Will look at possibly lowering spawncount of tentacles as they cause a noticeable drop in framerate at the moment of summoning.

2. Finalised nearly all passives.
All the passives have 15 ranks and are 100% done except for 2 on the final tree. I will be removing Retaliation to place something better in there (plus it is redundant with other skills) and the last slot still remains empty.

The passives have correct End Events so players can not respec and retain the listed benefits (naughty people doing naughty exploits!).


Again, the class is not ready to play yet. In all honesty though, with just a few more active skills polished and finished up it won't be half bad. When that time comes though, please don't get too attached to any characters made with the class - There will likely be major changes that might break skill point investments.