Torchlight II

Torchlight II

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steffire3 9 28 Feb, 2017 @ 8:07pm
Added Skills for the Original Classes
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=924025867

What are we doing?
= New mod package in the works: This mod is planned to be merged with both our "4th Shared Skill Tree Plan", "Tiered and General Passives Mods", and possibly even "Cooperton's Enhancement Mods" to form a new super original class enhancing mod pack.

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Is everyone okay with this?
= With permission and credit given to and from all the authors and sources involved of course ;)

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How can you help?
We would like your thoughts, comments, feedback on this idea, what new skills should be added to the original classes and other things this mod pack would add to the game.

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Here is a link of available un-used skills in Torchlight 2:

https://docs.google.com/spreadsheets/d/12HQja8j9fEkgYnQDzpcCNuN2qiOPDjbQ0ggLvr4xzXc/edit#gid=1945520314

They can be altered and flavored as needed.

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General Passives Link:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=153998268&searchtext=general

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Tiered Passives Link:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=138492980&searchtext=tiered+passives

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Mod Pack Collaborative Team:

== Authors:

doudley

== Advisors:

Aherin
steffire3
*Yuki*

== Testers:

...

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Primary Goal:
= Enhance the Original TL2 Classes.

Primary Plan:
= Create a new "Added Skills for the Original Classes" mod.
= Test new skills and give feedback for balance.
= Invite more Modders and TL2 Players to collaborate on this Team.
= Merge a completed "ASftOC" with "Tiered Passives", and "General Passives".
= Release the new super mod pack and give credit to everyone and all sources involved!
= Possible re-balancing of "TP" with "GP" once packaged.
= ^_^ Have fun with the new mod changes!
= Test again for conflicts and bugs with other mods.
= Fix bugs and make compatible with other mods within reason.
= Some of us will stay available within reason for any future questions.

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Current Added Skills for the Engineer:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=150938627&searchtext=added+skills

= 1. Blast Hammer
= 2. Vortex Time Bomb
= 3. Engulfing Flame Bot
= 4. Shield Shock
= 5. Artillery and Bomb Bot
= 6. Sticky Bombs
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New Added Skills for the Berserker:

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New Added Skills for the Outlander:

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New Added Skills for the Embermage:

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New ideas will be listed here below:

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Possible (now Guaranteed) addition of a 4th neighboring synergized skill tree.

(OLD PLAN: Recommended as a second version of this mod. It will ensure purists will have an option to keep their original yet boosted class skill tree sets).

(NEW PLAN: Alternative Recommendation to use this as the Foundation for the entire project).

If this plan is used with our existing mod plan to add 6 skills per class and with the mods "Tiered and General Passives" then it would mean that every class has 5 trees [all passives have tier bonuses] with access to 60 skills total.

" -Storm > Engineer- "
" -Construction > Outlander- "
" -Lore > Berserker- "
" -Tundra > Embermage- ".

Engineers get more Electric options,
Outlanders can now be Summon-master Cannoneers,
Berserkers now have Glaive options,
and Embermages get more Ice options.

(NEW PLAN: Embermage Trees and the Outlander Warfare Tree are nicely balanced and fit the classes rather nicely with minimal changes required other than some rebalancing of damage or useful utility).

Will add cloned armor with one and two handed weapon elemental sets every 25 levels that will greatly expand the original classes potential to new heights within reasonable balance and greater power.

" -Inferno > Outlander with Fire Set- "
" -Frost > Berserker with Ice Set- "
" -Storm > Engineer with Volt Set- "
" -Warfare > Embermage with Toxic Set- "

Now why would we give poison sets to the limited toxic "Warfare Tree" Embermage when at least Outlander gets a decent selection from the "Inferno Tree"?

With some new changes to the "Warfare Tree", we will give the Embermage what it needs to allow players to run a viable "Toxic Mage" which means that odd poison from Prismatic Bolt won't feel like an outcast damage type anymore!

But Outlanders get a 3rd Tier 60% (30% greater) boost to poison over fire!?!

Ah! Well again thats why we want to expand the options of the Outlander rather than simply force players into an already powerful exclusive poison build.

Now players get the chance to run the Fire Set (boost 55% Fire) along with the 60% Poison (30% Fire) Passive Boost for a dualistic damage build that rivals the Engineer's 75% Passive boost towards Fire and Electric!

Give us some feedback! We are open to "constructive" critcism that is worded thoughtfully and respectfully!

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Last edited by steffire3; 12 May, 2017 @ 4:28am
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Showing 1-15 of 111 comments
doudley 50 28 Feb, 2017 @ 8:24pm 
Here are the unused skills that I bundled into spells for anyone to try out.

https://drive.google.com/open?id=0B8nZo53ucHqjb0d6SGpnZkUtWUU

Download the mod file and put it into your "mods" folder.

This test mod will spawn all 17 spells at your character's location, so try them out as you please. If any of the skill doesn't work or you have an idea to make them unique, please let us know.

P.S. Best test this with a new character
Last edited by doudley; 28 Feb, 2017 @ 10:52pm
steffire3 9 28 Feb, 2017 @ 8:25pm 
Results of skill tests from the above mod link: Mostly broken skills.

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Slaughter: appears to be an animation and nothing more.

Glacial Spike: This actually exists in the game as a skill that can activate from weapons or gear. Only this is the pure melee skill version.

Flash Bang Grenade: This deals good Flat damage to the low level mobs but the Blindness seems to be missing. Has a very good Area of Effect.

Charge Mastery: Already exists in the game as a skill for the Embermage.

Battle Recovery [Various]: Seems to be the non functional version of a buff skill found inside the Embermage.

Battle Focus: Much like Battle Recovery.

Fire Grenade: Very fun... seems promising and has the damage and AoE of Flash Bang.

Frostbite: Basically an immobilization version of the Grenade skills... a little too powerful.

Fire [Frost] Breath: Probably the test version of the Berserker Frost Breath skill. Curiously it runs on mana cost per second rather than per use.

Battle Recovery [Health]: Similar to it's sibling above and non functional.

Gut Punch: Crashes game when I try to use it.

Bullseye Mastery: Seems similar to the Ranged Mastery from the Outllander.

Death Spiral: Seems to be an incomplete animation with fiery explosions around the player and deals a little damage.

Gravity Well: Incomplete skill... the pulling vacuum does function.

Plague Flask: non functional version of the Berserker's Storm Claw skill.

Ember Ammo [Passive]: Probably not used since Poison Embers apply the same effects.

Sniper Shot: Big damage but too slow and very easy to miss due to being a narrow shot.

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If some of these skills are improved then they can be viable.
Last edited by steffire3; 1 Mar, 2017 @ 8:57pm
Aherin 18 28 Feb, 2017 @ 11:09pm 
Hey guys, I'm happy to help you test when I can. I'm not really skilled up on creating skills, but I've logged enough hours in TL to have a fairly good idea about how things should feel.
doudley 50 28 Feb, 2017 @ 11:15pm 
I think you are experienced enough, skills are just effects and particles. And what's great about this project, is that we are not supposed to create an out-of-the-line skills for the original classes. We even have unused skills to based our work with, just by looking at the codes of this unused skills and comparing them on the used skills is enough to make them plausible to modify with.

But of course, your feedbacks and opinions are enough to make this project have the quality it needs. :)
Last edited by doudley; 28 Feb, 2017 @ 11:18pm
Aherin 18 28 Feb, 2017 @ 11:18pm 
Well I'll definitely enjoy learning what I can from you guys :)
doudley 50 28 Feb, 2017 @ 11:24pm 
Thank you Aherin for being on board in this project, it is much appreciated. We are gonna need a lot of skill testing and code troubleshooting before we can even build it for publishing.
steffire3 9 1 Mar, 2017 @ 6:11pm 
I know what I am about to say sounds crazy... and I understand if it's too much for this project or for those who like the Class Trees as they are or the fact that Warbounds added the Class Skills to the Companions as they are in the original game.

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I was thinking of swapping the Engineer Blitz Tree with the Berserker Tundra Tree.

It would mean having to edit the functionality of some skills like the Storm Claw / Hatchet now having to acommodate Cannons and Shields [which strangely fits the electric theme of the Engineer].

The Engineer would now have Frost Cannon Shield Breath / Northrage / Permafrost and Steam Geysers wihich complement the Aegis and Construction Trees.

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The Berserker would now have access to both Onslaught and Howl... Emberquake / Reach / Both Hammers / and Seismic Slam which complements the Hunter and Shadow Trees.

Heavy Lifting would now fulfill the dreams of the Berserker with a single big fast weapon that can stun the target for even higher Strength damage with "Coup de Grace".

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A few skills must stay since their original classes benefit heavily from them.

Missile Shield and Storm Burst stay within their original classes

Rage Retaliation and Supercharge will stay and Supercharge will now activate while using any weapon for the Engineer.

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The Charge function of the Blitz Tree skills would have to be edited for the Berserker.

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The only really big issue would be for those who want the Class Skill Trees to stay as is.

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The only real benefits to these proposed changes would be:

To buff the melee game of the Berserker and give the player a good reason to carry a 2 handed weapon and not just a dual wield and shield.

To nerf the Engineer's over powered access to hybrid range / melee skills while expanding on it's already good Cannon and Shield game by increasing the number of skills that complement those styles.

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It's just an idea... feel free to shoot it down if it's too much or simply not in every player's best interest.

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Last edited by steffire3; 1 Mar, 2017 @ 6:31pm
steffire3 9 1 Mar, 2017 @ 8:56pm 
These are some skill ideas I posted on the other Discussion.

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1st:

Flame bot and artillery are a reworked gunbot but this mod still gives me the option of all three; now I can really focus on making a robot building enginner.

So to find a way to make more skills that assist or specialize a vanilla class power further that would be awesome.

2nd:

The modded Monster Hunter class (from Far East) feels like somewhere between a gunlander, cannoneer, and a missile-mage.

I don't expect cannons and 2-handed weapon bonuses given to every class but another vision is to make classes more open to otherwise estranged weapon type skill bonuses.

3rd:

Or focus on skills with really fun effects (like Blast Hammer, Shieldshock, and both bomb skills); could call big meteors of all elemental damage or knockback slow landmines or something epic and fun like that.

4th:

You could also make skills that increase one function of the class but at the cost of something else; and it doesn't have to be a loss- just a switch of like; all ice damage now converted to poison damage for set time, or less damage but high rate of full heal if hit, or no damage within but immobilized aoe like the modded Nethermancer class.

5th

Outlanders with more shadowling options; I know someone has done something like that already but there can be a different spin on the idea.

Hope that helps; perhaps others might be inspired to make more mods similar in vision to this as well.

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Last edited by steffire3; 1 Mar, 2017 @ 8:56pm
doudley 50 1 Mar, 2017 @ 10:06pm 
If we replace the original setup of each class' skill tree, then our objective wouldn't be met. If we are aiming for purely additions that is. Your concept for swapping skill branch functions and letting one class benefit from the other class' unique traits is very possible. Although this may sound as a rework and as you said, may be disheartening to those who love the contradiction and setup of the original skill trees as it is. Lets put these ideas for another project or probably after we finish the additions, we can start by reworking the original skills the way we imagined them they can be. I already have some modified original skills, have you seen my Charged Blast: Blast Cannon mod skill?

Thank you so much for testing the skills, I may have forgotten to add the cannon mastery but your inputs are clear. Gut Punch may not have the right animation, that's why it crashes the game. It was expected that these unused skills are either non-functional or an old version of the existing ones. They may seem like scraps and junks to begin with but through this process I have built my Additional Skills for Engineer mod. With some inspiration, a little creativity, and a bit of passion to fix things we can make things possible and give justice for balanced-authentic-feel skills like we have with my mod.

Also, now that you have seen the list of used and unused skills, flame bot and mortar bot are not reworked version of gun bot. These three bots was supposed to be included in the game. Actually, if only you can look through the data files like I have and also seeing the game concepts as a whole, you may have noticed that the engineer class is the foundation of TL2. Almost everything are themed for the engineer and probably the one who was assigned to create the engineer, made too much materials and functions for it. That's why skills such as cannon mastery, flame bot and mortar bot was left out because the engineer class has too much going on already that over-minding the other 3 classes. You will notice too that only the engineer skill sets are bounded into a three-type-weapon wielder. I think Torchlight II team, originally viewed the game as engineer characters but to make everyone happy, specially fans of Torchlight I, they have to create the berserker and the embermage. Outlander was designed for a unique game such as with engineer but simply incorporated into TL2 as a character class selection. My speculation for this are based from the outlander's glaive skills and there was supposed to be a weapon type for daggers but now, we can only see them wielded by bandit assassins. Most enemy skills are extra/unused skills from the 4 classes too, recycled in a way. Some spells are extra skills of the embermage.

Oh, sorry steffire3 for rumbling! :P
steffire3 9 3 Mar, 2017 @ 12:27am 
Originally posted by doudley:

If we replace the original setup of each class' skill tree, then our objective wouldn't be met. If we are aiming for purely additions that is. Your concept for swapping skill branch functions and letting one class benefit from the other class' unique traits is very possible. Although this may sound as a rework and as you said, may be disheartening to those who love the contradiction and setup of the original skill trees as it is. Lets put these ideas for another project or probably after we finish the additions, we can start by reworking the original skills the way we imagined them they can be. I already have some modified original skills, have you seen my Charged Blast: Blast Cannon mod skill?

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I agree. Better to leave that for later.

Adding a 4th Skill Tree from another Class without replacing the other Trees is a much better idea and I'm glad you mentioned it!

Probably better to arrange the 4 added trees in a fair class order of "A > B > C > D > A" choosing the ones with the best damage synergy.

" -Storm > Engineer- "
" -Construction > Outlander- "
" -Lore > Berserker- "
" -Tundra > Embermage- ".

Engineers get more Electric options,
Outlanders can now be Summon-master Cannoneers,
Berserkers now have Glaive options,
and Embermages get more Ice options.

If this plan is used with our existing mod plan to add 6 skills per class and with the mods "Tiered and General Passives" then it would mean that every class has 5 trees [all passives have tier bonuses] with access to 60 skills total.

I would say this is the 2nd version of the previous plan... however I am more than happy to leave this for later [as agreed] and focus on the original goal of Added Skills.

[Recommended as a second version of this mod. It will ensure purists will have an option to keep their original yet boosted class skill tree sets].

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I did not see the "Charged Blast: Blast Cannon" mod skill; perhaps it was not included in the linked source?

I don't remember it dropping with the other spells when picking them up.

I also may have missed the "Cannon Mastery" as stated below.

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Originally posted by doudley:

Thank you so much for testing the skills, I may have forgotten to add the cannon mastery but your inputs are clear. Gut Punch may not have the right animation, that's why it crashes the game. It was expected that these unused skills are either non-functional or an old version of the existing ones. They may seem like scraps and junks to begin with but through this process I have built my Additional Skills for Engineer mod. With some inspiration, a little creativity, and a bit of passion to fix things we can make things possible and give justice for balanced-authentic-feel skills like we have with my mod.

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I am greatly looking forward to help create new test skills from the ones above or edited versions of existing ones!

They would have to be skills that help extend the classes in a balanced way, something useful to them as you have stated.

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Originally posted by doudley:

Also, now that you have seen the list of used and unused skills, flame bot and mortar bot are not reworked version of gun bot. These three bots was supposed to be included in the game. Actually, if only you can look through the data files like I have and also seeing the game concepts as a whole, you may have noticed that the engineer class is the foundation of TL2. Almost everything are themed for the engineer and probably the one who was assigned to create the engineer, made too much materials and functions for it. That's why skills such as cannon mastery, flame bot and mortar bot was left out because the engineer class has too much going on already that over-minding the other 3 classes. You will notice too that only the engineer skill sets are bounded into a three-type-weapon wielder. I think Torchlight II team, originally viewed the game as engineer characters but to make everyone happy, specially fans of Torchlight I, they have to create the berserker and the embermage. Outlander was designed for a unique game such as with engineer but simply incorporated into TL2 as a character class selection. My speculation for this are based from the outlander's glaive skills and there was supposed to be a weapon type for daggers but now, we can only see them wielded by bandit assassins. Most enemy skills are extra/unused skills from the 4 classes too, recycled in a way. Some spells are extra skills of the embermage.

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Amazing data history! I had no idea that the Engineer and Outlander were so independent from the TL2 team class environment!

Perhaps that''s why I felt the Engineer was so stacked and that a 4th duplicate neighbor skill tree could be viable across the 4 classes since some trees are helpful to another tree set.

I'm somewhat glad Runic Games took the direction we see today but am also looking forward to dealing some justice towards the Berserker, Embermage, and even the Outlander who clearly could use some unique "Flame and Mortar" skill treatments of their own.

Would also be nice to consider unusual skills if possible.

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Originally posted by doudley:

Oh, sorry steffire3 for rumbling! :P

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XD... well it was very useful rumbling! ^_^

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Last edited by steffire3; 3 Mar, 2017 @ 2:57am
doudley 50 3 Mar, 2017 @ 6:25am 
I like how you can come up with rebalanced solution for the 4 classes so quickly. :)
Good thing you made this discussion, so that we can comeback later for the ideas thrown here.

I think, we can add a booster skill for the embermage's avatar state. There is a data in the game that allows embermage to throw meteor/comet/lighting bolt on each hit to enemy. You can see this effect in my embermage companion in BiA: Warbounds mod.

I still haven't got any ideas on how to make the unused skills be more viable and to which class we can assign each. I'll pounder on this more next week and also check my original ideas for the added skills.
steffire3 9 3 Mar, 2017 @ 11:13pm 
Originally posted by doudley:

I like how you can come up with a rebalanced solution for the 4 classes so quickly. :)
Good thing you made this discussion, so that we can comeback later for the ideas thrown here.

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Ha ha ha... I'm glad to have a certain website to help me look at the Tree names, Skill functions, and make quick infomative decisions.

http://tidbi.ru/eng/berserker.php

Well it's far better to finish the "Added Skills" before the "4th Neighbor Tree Plan" since that would actually be better once all the Trees total 12 skills each.

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Originally posted by doudley:

I think, we can add a booster skill for the embermage's avatar state. There is a data in the game that allows embermage to throw meteor/comet/lighting bolt on each hit to enemy. You can see this effect in my embermage companion in BiA: Warbounds mod.

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It would be wonderful to give the Embermage access to an impressive attack.

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Originally posted by doudley:

I still haven't got any ideas on how to make the unused skills be more viable and to which class we can assign each. I'll pounder on this more next week and also check my original ideas for the added skills.

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The Berserker would benefit from added defensive skills that help Steal Mana, deal Elemental Slashes,and Lessen Damage Taken during melee combat which is very risky on "Elite Hardcore" compared to ranged combat or the defensive Engineer.

They could also use a viable Two handed heavy weapon bonus.

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The Outlander needs more Shadowling options, alternative Ranged options, and some Defense for it's Melee style.

The Embermage would benefit by copying some of it's own skills and offering them as alternative Elemental damage options in it's other Skill Trees.

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The Engineer's current "Added Skills" extends it's robot summon style, offers some crowd control, and some alternative damage options.

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Also remember that the original classes are very restrictive with certain weapon packages... some players would like some more weapon options with skills.

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Whatever we turn these "Added Skills" into- they would be best crafted to assist players by extending the existing styles of the original classes.

That will help us mold these options into something helpful that players will want to use with their classes.

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Last edited by steffire3; 9 Mar, 2017 @ 4:28pm
doudley 50 9 Mar, 2017 @ 9:57am 
I'll come back to this. Right after I finish upgrading my Musha class companion for BiA mod.

Mean while, my modified Blast Cannon skill for engineer has not been published on Steam ever since but anyone can check it out at RunicGamesFansite[www.runicgamesfansite.com]

I modified it like that so that if my engineer is on always cannon mode, I still be able to use my accumulated charges.
steffire3 9 9 Mar, 2017 @ 4:31pm 
Originally posted by doudley:
I'll come back to this. Right after I finish upgrading my Musha class companion for BiA mod.

Mean while, my modified Blast Cannon skill for engineer has not been published on Steam ever since but anyone can check it out at RunicGamesFansite[www.runicgamesfansite.com]

I modified it like that so that if my engineer is on always cannon mode, I still be able to use my accumulated charges.

Are the charges removed on use or simply gain a "+Damage%" benefit like the "Ember Hammer Skill"?

The reason players like the Cannon Skills is because they don't waste the charges needed for an empowered Forcefield.

However if the charges are kept on use then players would love this new improvement.
Last edited by steffire3; 9 Mar, 2017 @ 4:33pm
doudley 50 9 Mar, 2017 @ 7:29pm 
Charge will be expended. 1 charge can make your blast cannon's shot into a Charged Blast (wider and stronger version), 2 charge can send 2 sequential shot of Charged Blast, so on and so fort...a full charge expend is a 5 consecutive Charged Blast of course. Not for your average play through, could be OP.
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