Torchlight II

Torchlight II

Unlock All Spells (v.5)
51 Comments
doudley  [author] 26 Feb, 2019 @ 4:28pm 
I have to member to include these items and made them enabled (in-game) for the sake of standalone functionality.
Brian 23 Feb, 2019 @ 6:27am 
@doudley, I'm glad I could help. I don't know why that wasn't obvious to me earlier. I guess I had never paid much attention to Reemer's Enhanced Fish Mod. I still don't know why the Strange Scrolls that the Random Item Spell creates become invisible in my inventory. There are still some fish the Random Item Spell creates that have ???? in them. I do know the Catfish is one of them. All of the spells that the Random Item Spell creates work without any problems.
doudley  [author] 23 Feb, 2019 @ 1:00am 
That's great! Thank you for further investigating on this. I'll add this discovery in my mod description.
Brian 19 Feb, 2019 @ 11:22pm 
I finally discovered why the Random Item Spell creates some fish with ???? in them. Those fish are supposed to be used to transform the pet into an Ice Elemental, Poison Elemental, Fire Elemental, or Electric Elemental. Nothing will happen unless a person installs the Enhanced Fish Mod. The original Torchlight 2 game doesn't include those pet transformations.
doudley  [author] 3 Feb, 2019 @ 8:30pm 
Thank you for those insights. I may have to replace or that spell next time I'm able.
Brian 3 Feb, 2019 @ 7:05pm 
I wasn't having a problem with conflicting mods or the mod load order. I only had your mod installed. Some items still became invisible after I used the Random Item Spell. I did install Torchlight 2 GUTS. I assumed the mod was trying to use data in Torchlight 2 GUTS. I just don't think the Random Item Spell really works because I had the same problem that Serge Morgue did. Some of the fish that the Random Item Spell created had ???? in them. They looked like unidentified items even after I tried to identify them. The Strange Scrolls always became invisible in my inventory. I honestly can't think of a good reason to use the Random Item Spell. It usually creates fish or other spells. I already have your Buy All Spells mod installed. I will probably sell the Random Item Spell every time I find it.
doudley  [author] 3 Feb, 2019 @ 4:38pm 
Sorry for the inconvenience. The Random Item Spell will summon all consumable items in the game, even those that do not function properly. I haven't encountered the invisible items though. Can you tell me what mod load order do you use?
Brian 2 Feb, 2019 @ 9:11pm 
I think a person has to install Torchlight 2 GUTS for this mod to work properly. I kept having a problem with the Random Item Spell. Some of the items became invisible when I put them in my inventory. The Strange Scrolls didn't work at all.
doudley  [author] 5 Feb, 2017 @ 8:44pm 
I can see your concern and thank you but as I already tackled upon it long ago, I don't think it is OP.

Reason 1: Identify spell doesn't work by default that's why I changed it into an item spawner for fun. Random Item Spell does spawn items randomly but have a very long cooldown as a compromise.
Reason 2: Every spell or item added is an option, not a mandatory. I did not set a one-hit-kill monster that everyone have to face.

As a side note, try the spell for yourself and if you really feel that I haven't added something different into the game then feel free to share your thoughts or rate it down.
*Yuki* 5 Feb, 2017 @ 8:32am 
watched Nekio's video. Isnt Random Item Spell OP? Coz.... it spawn items, ya.
Maybe its better to replace it with spell, that will identify unidentified items instead?
doudley  [author] 29 Jul, 2015 @ 5:26pm 
I think, the video uploader intended to show the blood zombie first before my blood skeleton to show their difference.
rockhounddiva 27 Jul, 2015 @ 1:52pm 
but the video say blood zombie when you summon blood skeleton
doudley  [author] 25 Jul, 2015 @ 7:29pm 
Yes it is, but mine is blood skeleton. See description.
rockhounddiva 25 Jul, 2015 @ 10:17am 
blood zombie is a vanilla summon
doudley  [author] 13 Aug, 2014 @ 6:12am 
hahaha that is a problem...I hope that item doesn't show up frequently. And thank you for the sentiment.
Serge Morgue 10 Aug, 2014 @ 9:00am 
Sure! It's a red eel but its name has an error too, is "?????". Doudley, I really aprecciante this mod and I think the spells are well balanced. ^^ Nice job!
doudley  [author] 8 Aug, 2014 @ 5:40pm 
Could you indicate the name of the fish? The random item spell bypasses the filter of the game on which an item should or should not be retrieveable/attainable in-game. It is a pandora's box in a sense, sometime you will get useful stuff and sometimes not or not at all.
Serge Morgue 8 Aug, 2014 @ 3:41pm 
Hi! Reporting an error with the "RANDOM ITEM SPELL", sometimes drops kinds of fishes without any effect. Could this be fixed? ^^
BeatleSanders 17 Mar, 2014 @ 2:33pm 
someone should make a mod were it makes the zombies not blow up like torchlight 1
doudley  [author] 10 Feb, 2014 @ 8:16am 
Not sure but yeah, I think so...
Narkesha 10 Feb, 2014 @ 5:05am 
Are you in anyway familiar with this problem?
When i start Torchlight II it only updates the mods that are installed, it won't download the mods i've subscribed to.
Narkesha 10 Feb, 2014 @ 5:02am 
Ahh I see. I have a quiestion for you.
doudley  [author] 10 Feb, 2014 @ 4:44am 
Blood Zombie is obtainable, Blood Skeleton is not. So use my mod to see the difference of each spell :)
Narkesha 10 Feb, 2014 @ 2:54am 
Blood zombie is obtainable, i got it yesterday while in a dungeon.
doudley  [author] 8 Sep, 2013 @ 5:41am 
Unlock All Spells + Buy All Spells https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=176838988

NOTE: This mod is a separate subscription from the two. Updates (if there would be) are not guaranteed.
Kaimos 26 Aug, 2013 @ 4:29pm 
Would it be possible to make a merge of this plus your buy all spells mod? I'd do it myself but I just cant merge mods, even when I followed the guide online. Itd just be handy. The online guide for merging mods is a bit confusing xD;
doudley  [author] 29 Jun, 2013 @ 8:51pm 
Ofcourse thanks Chewtoy! I see that the Tunnelers Spell is not included there...and why does your random item spell has zero cooldown?
Chewtoy 29 Jun, 2013 @ 3:46pm 
Made a video about your mod, feel free to add it if you want to http://www.youtube.com/watch?v=9WoAcI-Fqog
doudley  [author] 28 Jun, 2013 @ 8:05am 
Hey guys! View the discussion area if you want more spells, no comments means nobody wants it. This mod became more popular than my other mods so i must consider if what should I prioritize more for improvements and updates. Thank you.
doudley  [author] 26 Jun, 2013 @ 5:48am 
UPDATE: Tunnelers Spell now is equipable and working as it should be.
doudley  [author] 26 Jun, 2013 @ 5:47am 
Chewtoy, thank you for noticing. I fixed the problem with tunnelers spell. I guess I missed that spell, one needs to be assiged for a skill type to be able to used as spell.
Chewtoy 25 Jun, 2013 @ 2:22pm 
Tunneler seems to not work for me.
doudley  [author] 23 Jun, 2013 @ 5:36pm 
Thanks
nuggetbowl 23 Jun, 2013 @ 9:14am 
This is awesome.
doudley  [author] 23 Jun, 2013 @ 7:54am 
UPDATE: Changed Identify spell to Random Item Spell.
doudley  [author] 23 Jun, 2013 @ 3:15am 
graeystone, you are right, it doesnt work...no fix to this, i'll just make it a summoner of item scroll if that's okay with everyone...let me know if anyone has a better idea.
Graeystone 21 Jun, 2013 @ 6:12pm 
Does Identify Spell actually work? It wouldn't work with earlier versions of the game.
doudley  [author] 20 Jun, 2013 @ 9:09pm 
Just remove and unequip my spells in your inventory and spell slots, be sure that no trace of my spells can be found on your character and pet. To be certain that your save game wont be compromised, make a backup of your save game file before trying my mod.
NecroFenix 20 Jun, 2013 @ 3:37pm 
hi, does this mod lock your char to it?
AlGor 18 Jun, 2013 @ 10:53pm 
Very well
doudley  [author] 18 Jun, 2013 @ 6:14pm 
Thanks
Donzaloog88 18 Jun, 2013 @ 7:52am 
Good :)
Bandit 11 Jun, 2013 @ 6:50pm 
check out reiners mod, he increases the ranks to 10 in the base spells so you can get some ideas from there.
doudley  [author] 11 Jun, 2013 @ 5:35pm 
The MOD can be installed properly now! Also learned how to add a PREVIEW!
doudley  [author] 11 Jun, 2013 @ 5:32pm 
@Bandit: The vanilla spells are up to Tier 6 only, if im going to make my spells up to Tier 7 or higher then I also have to implement that to all of the spells---and that means I must modify all the spells game data not only the hidden ones. It's a great idea BTW!
doudley  [author] 8 Jun, 2013 @ 11:59am 
Ok, I'll see what I can do.
Bandit 8 Jun, 2013 @ 11:46am 
It would be cool to not only see these spells unlocked, but also having them become fully fledged new spells with 7 or 10 tiers.
doudley  [author] 7 Jun, 2013 @ 7:08am 
Yes, these spells are already in the game system but the developers somehow didn't make them official...all i did is make them spawn in the game...and some discontinued spells, realized in my own way.
Ungodlyone 6 Jun, 2013 @ 7:15pm 
These are all spells included in the game, though some were dropped by the developers.. Also missing the Critical Strikes Passive. And the Summon Blood Skeleton drops normally in the game, just with an incredibly low drop rate, from what I remeber.

The thing is, have these been balanced or, in the case of bugs, fixed, or levels added, or did you just change the drop rate from a forced 0 to normal?
Grimshaw 6 Jun, 2013 @ 4:13pm 
Unlocks? Are these already in the game somehow?