Torchlight II

Torchlight II

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Extra Endgame Content (v.172)
   
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2 Jul, 2018 @ 3:08pm
25 Oct, 2018 @ 4:10am
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Extra Endgame Content (v.172)

Description
EEC's purpose is to provide sets of endgame armour that were not created with any specific class in mind.
Also, being class-neutral, any character can wear the armour, including custom classes available in the workshop.
As of version .86, several new weapons and items have been added to aid the players in their conquests and add some variety to vanilla game items.


Main overview:
- 9 new pieces of armour in 4 sets [36 pieces total]
- 4 new class-inspired items: Wrench Of The Fallen [Engineer greathammer], Wand Of The Fallen [Embermage wand], Rifle Of The Fallen [Outlander shotgonne] and Claw Of The Fallen [Berserker claw]
- 4 new proof-of-concept items: Rail Driver [long range sniper], Immovable Object [powerful shield], Turncoat [mind controller pistol] and Tornado [pistol firing ricocheting bullets]
- 3 new unique pet items: collar and 2 tags
- 2 new consumables: Charge Booster and Adrenaline
- 10 new lore-friendly close quarters combat pistols; procs, high firing speed, above average damage and high quality elemental properties, all at the cost of point blank range; can still receive ranged weapon bonuses
- 3 new magic socketables in 3 varieties with armour bonuses and procs
- 1 new magic socketable [Transmutation Gem] used solely for crafting [replaces the dreaded Conversion Ember as of version .158]
- 3 new magic socketables [Ember Of Might] in 3 varieties for damage reduction/bonus
- new crafting recipes for armour upgrades
- new armour sets with non-class-specific bonuses



Armour overview:
- divided into 4 categories: Prototype [level 86], Stage 1 [level 94], Stage 2 [level 102] and Stage 3 [level 110]
- required level is item's level minus 10
- no strength/dexterity/focus/vitality requirements
- Prototype is a random drop from enemies and chests; starts dropping at level 65 and does not have a level limit
- Stage 1/2/3 armours can only be crafted using Transmutation Gem
- Prototype armours have filler affixes to prevent the game from randomly assigning overpowered ones
- Prototype pieces are classed as "unique" and belong to a simple set with further filler affixes so that they may potentially be bought from set item merchants
- Stage 1 adds a single affix, Stage 2 upgrades first affix and adds another one, Stage 3 upgrades existing two affixes and adds a powerful third one
- crafting higher stages of armour also gives more powerful set bonuses for the ultimate endgame builds
- new transmuter recipes are not hidden so players know exactly what is required to upgrade armour pieces



Socketable overview:
- Rhodonite, Heliodor and Sapphire exist in 3 varieties - Cracked [level 50], Impure [level 70] and Flawless [level 90]
- Cracked variety has 450 spawn weight, 300 for Impure, 150 for Flawless
- Transmutation Gem is more rare with 20 spawn weight but can be crafted by transmuting Flawless Sapphire, Flawless Rhodonite and Flawless Heliodor together; it also replaces Conversion Ember as of v.158
- mineral-themed Embers have low to moderate damage reduction, physical armour bonus and elemental armour boosts
- 2 lower tier gems of the same type can be transmuted into a higher one, eg. 2 Cracked Sapphires will give an Impure one
- Cracked/Impure/Flawless are also the varieties of Ember Of Might, the new rare socketable replacing broken unique ones but retaining the original's properties, namely -2%/-4%/-6% all damage taken when socketed into armour, or +5%/+10%/+15% to all damage when socketed into weapons


Important note regarding Conversion Ember:
As it is now deprecated [will no longer spawn by conventional means - not that it ever would have...], all armour crafting recipes have been updated to use the Transmutation Gem instead, which can be obtained using any of the 3 methods below:
- random drop throughout the game
- transmute a Conversion Ember [if players have any, that is] and one rare item; any rare item will do just fine, as the recipe accepts the entire "MAGIC" unittype as an ingredient
- transmute Flawless Sapphire, Flawless Rhodonite and Flawless Heliodor together


Notes:
The mod does NOT alter existing vanilla game data, instead simply relying on some of it to create custom content, namely armours and socketables.
Other data, like recipes or unique affixes, were based on existing files but are not dependent on them. Some unique affixes were created to retain balance when vanilla ones didn't feel right.
Armour sets are based on "engineer_04", "ponya" and "mixedheavy" wardrobe/mesh data while socketables re-use existing icons that weren't utilised in vanilla game.
Main reason for making Prototype variety "unique" instead of "normal" [white rarity] was to prevent it from becoming harder to find if players have high magic finding luck.


Anything that isn't covered by the description should be self-explanatory or is explained on the attached images.
37 Comments
Sir Spoony 7 Aug, 2019 @ 10:24pm 
Modders on workshop are not supposed to make cheater taggable items...FYI :cozyprodman:
F430  [author] 25 Oct, 2018 @ 4:11am 
build 172 pushed.
this should now fix every issue I've either forgot about or held off until later
F430  [author] 22 Oct, 2018 @ 4:07pm 
aight, build 169 pushed, changed some texture paths to be more in line with vanilla conventions. that issue is hopefully gone now, but let me know if it's still broken so I can look into it
Remnant 22 Oct, 2018 @ 10:22am 
the charge boosters and the adrenalines icons are not working for me
F430  [author] 19 Oct, 2018 @ 1:20pm 
version 167 pushed, notes have all the info.
unless something is severely broken, this is considered the last update to this mod.
F430  [author] 18 Oct, 2018 @ 2:50am 
note to subscribers:
final update may be slightly delayed while I scramble to fix claw of the fallen and its standard "procs on everything ever" problem that I didn't notice when releasing it
F430  [author] 14 Oct, 2018 @ 5:46pm 
version 160 released.
rail driver got a revamp, plus a new embermage-themed weapon is out
F430  [author] 6 Oct, 2018 @ 8:28am 
version 158 released, notes contain all information.
it's a VERY long read, but it's an important update as well
F430  [author] 5 Oct, 2018 @ 11:28am 
honestly? yes and no.
the only thing I wanted to be balanced were the set of armours.
anything beyond that was added purely "because why not?", but I did try to keep it somewhat reasonable, albeit intended for higher difficulties.

adrenaline itself might be a bit OP but it spawns among other potions due its unittype, plus based on 4+ hours of playtesting it's relatively rare, has a marginally higher chance to drop from strong-ish casters, bosses and champs.
it's all RNG in the end so you might see it drop from from weak mobs 10 times in a row, or you might not see a single one for several hours.

also, it doesn't spawn in secret rooms [those only contain rejuvenation potions], and it can't be bought/crafted.
mhar02 5 Oct, 2018 @ 10:26am 
Isn't adrenaline pill a little OP? I don't disagree with it but from my experience I kill a lot more with charge up. Or is that the point?