Torchlight II

Torchlight II

Unlock All Spells (v.5)
Showing 1-7 of 7 entries
Update: 29 Jun, 2013 @ 8:08pm

Published v.5

Just changed the icon for Whirlingflame Spell.

A heads up, on the start of implementing custom spells, some ICONS will be replaced as part of creating new icons for the new spells. This changes will match the icons and spells appropriately.

Update: 28 Jun, 2013 @ 6:22pm

Published v.4

Just an adjustment with Random Item Spell's cooldown. Now, its 2.5 minutes for Human characters and 5 minutes for Animal pet/Monster characters.

Update: 26 Jun, 2013 @ 5:39am

Published v.3

For some reason I failed to modify the Tunnelers Spell. As it happens, the release of GUTS made all spell to be assigned for a skill type to be able to function as a spell on the game. When I converted my mod into the new system, I assigned a skill type on every spell I made and modified but it seems I forgot about the Tunnelers.

Now everything is working as it should be. (Unless there's something im still missing)

Update: 23 Jun, 2013 @ 7:15am

Published v.2

Found out that Identifiy Spell doesn't work as intended. To comply on this problem, I made a different spell replacing Identify Spell---Calling it Random Item Spell. This spell can spawn a various consumable items but a cost of mana and a cooldown time of 30 seconds. (or should I make it longer?!)

My first concept is to make it an outrageous spawner of anything...and gonna call it--Jack-in-a-Box Spell or Pandora's Box. And it would have work if only it doesnt spawn unessessary stuff like game props and key items....

Update: 11 Jun, 2013 @ 5:36pm

Solved the problem with my uploads being empty when installed by steam.

Update: 11 Jun, 2013 @ 5:24pm

Update: 6 Jun, 2013 @ 9:04am