Torchlight II

Torchlight II

Jack of All Trades (v.1)
32 Comments
Snuggl 1 Oct, 2024 @ 2:36am 
Yeah, the spell slot limit is the problem here. The idea is fabulous but it would require a custom system for learning skills.

As an alternative to this mod, try Classy Classes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=309222335&searchtext=classy It just makes it so that all the 4 default classes can access all the skills of the others.
grumpymoose 14 Apr, 2023 @ 8:48pm 
I love the idea of this, I'm even having fun with it, but can't help feeling like the spell slot limit is holding the concept back. Still, I'd highly recommend trying it out to anyone. I always like finding my abilities from tomes, libraries, and trainers in games, rather than getting them out of a menu.

:lunar2019piginablanket:
Giallo 2 Feb, 2019 @ 1:40pm 
Hi @RnF, just wanted to inform that I'm using this mod as a base for a mod compilation merge of personal use and modifying it a bit to suite my view of teh game. I hope that's ok for you, otherwise let me know
Rad-Icarus 4 Jul, 2014 @ 1:10am 
I love this, but I'd like to suggest and alterante mode, or some ideas to add:

I'd love to do a "normal human" modThat would basically make your main character not have any supernatural, superhuman, or magical powers but you have a powerful pet that tanks for you.

- Go with the Jack of All Trades idea but only allow the player to equip spells that add passive abilities that add to things like skill with weapons or treasure hunting or speed.

- Combine with a mod or add scaled up or more powerful beasts as pets.

Loving this mod so far, keep up the great work!
Case 7 Jun, 2014 @ 2:00pm 
This actually looks interesting, will have to try it out!
RnF  [author] 30 May, 2014 @ 7:59pm 
Glad you like it!
Jaune 29 May, 2014 @ 12:38pm 
Awesome concept ! Torchlight played like a rogue like in hardcore mod, this feels just awesome ! Thanks a lot for this !
RnF  [author] 3 Feb, 2014 @ 4:28pm 
Thanks. I plan on adding more spells (monster skills) when I get more time. There are a ton of skills in the game that can be added.
gytfunke 2 Feb, 2014 @ 10:08pm 
This mod is pretty sweet. It makes TL2 feel all sorts of fresh. Getting new skill scrolls is quite exciting.
RnF  [author] 17 Nov, 2013 @ 12:53pm 
I think a limit is possible by using the mechanics of consumables and affixes. I will do some testing.
BigHawngry 17 Nov, 2013 @ 12:12pm 
I agree, if a Limit IS possible for how many Passive Potions one can chug.
5 sounds like a Solid Limit.

I've seen quite a few legit Vanilla Builds with 5 or less Passives.
jordan0422 17 Nov, 2013 @ 11:55am 
Good idea, consumable would work. Although hopefully there is a check in place to limit the amount of passive buffs from those consumables on the player at 1 time.
BigHawngry 17 Nov, 2013 @ 11:34am 
You sir, RnF are Genius! Pure Genius!
BigHawngry 17 Nov, 2013 @ 11:32am 
Def do the potions then! that would be sick too!
One more Gold sink.

Chugging Buffs before an Epic Battle!
RnF  [author] 17 Nov, 2013 @ 11:02am 
Spell slots seem to be hard coded in. A work around would to make passive skills potions (or a consumable) instead as an hour buff or something along those lines. Just can't get around the 4 spell limit atm. I am at my ends with it :(
Corvo 17 Nov, 2013 @ 10:41am 
Love the idea for this mod! Im a fan of restrictive skill selesction (makes choices more interesting) and when you find a way to add more skills, would like to see it be 4-5 slots for active and 2-4 slots for passive skills. I could really see using this mod for making multiplayer games with 6+ player much more interesting. Great work!
jordan0422 11 Nov, 2013 @ 4:04pm 
I guess we're limited to 4 spell slots? Hope you find a solution around that.

An idea:

Maybe have a "spellbook" container/NPC where you can drop 4 or 5 skill spells in there. Those spells would preferably be passive or it wouldn't do anything. After you drop those 4/5 passives spells into the container/NPC, you get 4/5 buffs based on the spells you drop in. Those buffs would last a long time (24 hours?). So good for "Always active" skills like Akimbo, etc. You can access the "spellbook" at anytime (maybe through a consumable scroll/potion/etc.) to add/remove/change passive skills. Some sort of check would be done so that you don't get more than 4/5 spell buffs from the mod at a time.

So good for a total of 8-9 skills (4 on your character spell slot, 4/5 in the spellbook).

Hopefully that's doable and not limited by the hard code.

Also, if you're looking to add more skill spells from class mods, how about the Necromancer from Synergies?
BigHawngry 9 Nov, 2013 @ 7:41pm 
wouldn't allow *
BigHawngry 9 Nov, 2013 @ 7:40pm 
you may have to make a new skill tree and have the spells found slotted there.
but thats gonna require some serious work.
I dont know how to manipulate the skill tree like that.

If you do figure it out. you could have it like this

Empty Skill 1, Empty Skill 2, Empty Skill 3
Empty Passive 1, Empty Passive 2, Empty Passive 3

3 slots would do in the tree, since they will have 4 spell slots already.
this would force them to really pick and choose.

I would allow too many spells if you figure it out. thats why i stop playing without your mod.
It made the game much more challenging and every skilll or spell i picked had meaning.
not some over powered 10 slot wrecking ball who could only have fun on Elite.
RnF  [author] 9 Nov, 2013 @ 3:02pm 
That's not a bad idea actually. I think that would definitely help. It isn't looking good on the extra spell slots. Something seems to be hardcoded at 4 spells. I will keep trying to figure it out though.

So this would be a good alternative. I will see what I can do.
Rhonin 9 Nov, 2013 @ 12:01pm 
could be awesome if you had access to all the different class passives as skills when you level, and only the actives were found in chests, think it would make customisation easier too but cool idea liking the mod so far :)
RnF  [author] 7 Nov, 2013 @ 10:59pm 
:)
BigHawngry 7 Nov, 2013 @ 10:25pm 
Love it so far, keep up the phat work RnF!
RnF  [author] 7 Nov, 2013 @ 11:59am 
No problem. I will make the spell slots a priority and hopefully I can get it figured out.
moranacus004 7 Nov, 2013 @ 8:54am 
Thanks for the reply!
RnF  [author] 7 Nov, 2013 @ 6:43am 
prt = pet
RnF  [author] 7 Nov, 2013 @ 6:43am 
For now yes. Havent been able to find a way to expand it. Havent given up on it though. Your prt can use the skills to, so it helps.
moranacus004 6 Nov, 2013 @ 10:27pm 
So, your only going to have 4 skills only for each character?
That's really going to limit what your character can do.


donald.robinson87 6 Nov, 2013 @ 8:33pm 
I'm sure they will, you do good work.
RnF  [author] 6 Nov, 2013 @ 6:22pm 
Thanks! I have plans to add more spells (and classes if the modders will let me)
donald.robinson87 6 Nov, 2013 @ 4:54pm 
Yes I agree!
gytfunke 6 Nov, 2013 @ 12:57pm 
Very interesting idea, RnF!