Torchlight II

Torchlight II

PlaugeLord
71 Comments
Solid Snake huttietum 3 Feb, 2023 @ 3:26am 
I don't care if this mod is dead. You did one of the most talented Class mods nobody has seen. Literally one of the most fun classes I have ever played. I wish you luck in all your endeavors.
Arcane 19 Oct, 2018 @ 6:27am 
Ive been getting one shot by a lot of stuff using this mod, finally realized i had 0% damage reduction and no way to increase it at all. Is there anyway to fix this? Thank you!
steffire3 13 Mar, 2018 @ 3:41am 
@ Twinklemeister (author): Do we have your permission to merge this Class into a mod pack with other mod Classes?
Thanks for your time!
SoulBurned 12 Mar, 2018 @ 11:17am 
Bonus to Pet and Minion Damage gems doesnt apply to your minions, rendering investing in Summoer like set pointless. Tested with full Pet damage set and without and my summons damage is still around 2,2k in both conditions, considering i have like over 500% damage bonus.. fix it please =)
Lui 14 Aug, 2017 @ 4:24am 
is Lord of the flys working ? it seems to not do any dmg
Xaade 25 Jul, 2017 @ 2:46pm 
Man, those passives.

1 point wonders... all of them.
No reason to invest...
lalelunatic 15 May, 2017 @ 10:35am 
so far, i´d say go for plague bolt plus all the plaguelings stuff, and body boost plus scythe, wand+shield... bolt is the only thing that spams plaguelings like hell, giving back manareg for boltspam, summon costs of lings will be compensatet with one scytheswing, so you can endlessly spam bolts+plaguelings+dmg+etc.

playstyle is a bit boring though =P
FirasX 23 Apr, 2017 @ 12:24pm 
I am confused by Necrophage. Is it that armor value at max stacks or is it that armor value per stack?
*Yuki* 9 Jun, 2016 @ 8:35pm 
is it playable? (afraid a bit, cuz of beta mark)
Nemmy 23 Mar, 2016 @ 4:14am 
Fair enough! I just have the bad habit of thinking of trees in standalone terms, hehe. It being more of a supplimental tree makes more sense, though! :3c
TwM  [author] 22 Mar, 2016 @ 6:59am 
yep pet/minion damage works for all the summons, including your passive ones, you get up to 75% of it if you max your charge

as for the tyrant tree, its really meant to be there as a supporting tree, the skils are very straight forward since i want them to clearly be seen as supportive tools, mainly for movement crowd controll and getting tanky,

the only 2 major attacking skills are punishment and cruelty, they are there for people who want to play melee and generate minions while upclose

i think youll like cruelty since it can be a very fast attacking and devestating skill if you can sustain the cost, the levels you get your skills are changed for synergies so im not sure if you had access to it by lvl 11,

the only flashy thing in there is the giant mega summon lol, which compliments the defiler more than the tyrant tree itself, its purpose is to have a sort of lieutenant amongst your smaller minions
Nemmy 22 Mar, 2016 @ 3:01am 
(Steam posts have a character limit? News to me!)

Gonna try Defiler another night. Before I give it a go: Does Pet&Minion damage work for tentacles? It seems pretty certain it'd work for the passive summons, just not sure about those things. x3
Nemmy 22 Mar, 2016 @ 3:00am 
Alright, played a Tyrant tree focused Plaguelord to Grell, and...eh. Like, they seem relatively fine outside of mana issues, but there's nothing that really wows(Admittedly, I only got to level 11 or so). Ritualist has crazy blood stuff, and Defiler has poison tentacle madness, but Tyrant feels rather...plain in comparison.

Felt kinda hit hard by the mana issues, though. I'd have trouble getting the mana to cast skills, even with a few points in the + mana regen Defiler talent...and a Void Ember in my sword(Thanks mods!). Maybe part of it was my odd stat build(str and dex), but maybe I'm misunderstanding the design of the tree?

I figured, at least from the starting talent and the twohanded weapon buff, that they were sorta meant to be a Dark Knight-style class. It could be that they're just not for me, though!
steffire3 20 Mar, 2016 @ 1:03am 
Good point... I have Noddygineering (two layers of gear), Lao_2_Chaos (triple gear affixes), Lost Spirit Merchant (easy access to embers), and Sockets (up to 5 per gear)- so I'm able to overcome the high mana costs and maintain charge...

I have to consider the fact that this class is good where it currently is- and I'm using mods that are OP to begin with...

Thanks for pointing that out about the mana loss...

I guess I just wish there was something more happening with the Defiler and Tyrant trees- but they already fill their roles well with summon and debuff support already...
TwM  [author] 19 Mar, 2016 @ 11:38pm 
@Nemmy

i lowered the burden on hp since monsters later on hit extreamly hard, and if i make the hp costs too high it punishes building cast speed.

just play any tree you want next :D, i inted all the trees to be used with each other and be able to stand alone by themselves so you can mix and match, thank you for the enthusiasm :)

@steffire3

i did add 7% mana loss each time a plagueling is summoned, which is very costly if you dont stack lot of mana regen and gain charge quickly, which certains skills do you mean though? lots of them were very costly before but it ended up being unplayable and i balanced it out to its current state now.

thanks for feed back
steffire3 19 Mar, 2016 @ 6:35pm 
= = = = = = =

I was wondering if more penalties could be incorporated into certain skills? It's fun trying to

balance health loss with the Ritualist Tree- I'm curious what would happen if Defiler also made

foes faster by stack per use? Might encourage more use of the debuffs in Tyrant-

and too much of that could mean stacking self-inflicted slow per use.

- - - - - - - - - -

Mana-cost and cooldowns are not always crippling enough if handled properly...

= = = = = = =
Nemmy 19 Mar, 2016 @ 7:33am 
Okay, fair enough! I'm a dumbo and just saw the super low numbers and was a bit offput. I thought the same about the blood rain skill(I can't remember the name, sorry. Long night!), but I actually tested that one after and found it good, so dunno why I never tested the bouncy ball of doom more. Maybe I'll test it some more

*Post reading patchnotes*

Oh, right. Yeah, I forgot the bouncy ball knocked back. Good call on removing it: Would feel really cruddy to whiff a Crimson Lance. I feel like lowering the costs AND increasing regeneration might be a little much, but I'll have to give it some solid testing later today. :D

Glad to see this mod is getting updates! I'll have to mess with the other trees sometime, too, so the other trees can hopefully get some of the love Ritualist is. Is there any tree in particular you want feedback on? I want to help. :D

TwM  [author] 19 Mar, 2016 @ 1:59am 
heyo, update is done
some changes to the ritualist tree to make it easier to use

#Nemmy, the damage and other effects of body boost are listed if you hover over the icon in the buff bar, and they are also listed in blue if you hover over the skill itself, the 2nd component of the skill vital burst does tons of damage since it scales directly of your max hp, gore bomb is low damage since it can hit up to 8 times, and the magic damage propert is rare and most monsters dont have resistances against it, compared to phys and elemental.

ty for feedback and enjoy the updates :D
Nemmy 17 Mar, 2016 @ 6:31pm 
Yeah! Once I got further, Body Boost proved to be a massive nuke. The problem seemed to more be with the blood ball? It bounced around a bunch, but the numbers on it were super low(+10-14 magic damage at it's first level, I think?, which makes it look really unappealing when you can already hit for several times that...at level 1. :P

Maybe you could put the "Deals 5% of your HP as Magic Damage per hit if Body Boost is active" right on the tooltip? Would make it seem a bit better. I'll admit I didn't consider that interaction, so making it a bit more well known might not hurt!

I defintely superlove the Ritualist tree, though. The whole bloodcasting thing is a really neat idea! Glad to see this is still getting updated. :D
TwM  [author] 17 Mar, 2016 @ 10:43am 
o wow, people are still feedbacking XD.
guys i fixed the bug with spells, but i had to remove the manual end body boost skill, should be fine though

ill do some other updates aswell, mainly with the ritualist tree which you guys seem to like, ive read your post on the synergies forums btw :D, you guys had concers over the damage, but body boost is actually a massive boost, since it adds 5% of your hp as magic damage on every hit, that is if you keep it on

ill be posting an update in 2 days, or tommorow if i somehow get free time lol

ty for the feedback.
GulyFMG 9 Mar, 2016 @ 5:30am 
like Nemmy said "Plaguelords can only equip 3 spells? I had 4 briefly, but every time I leveled up a skill, I got a prompt to remove one. Eventually did and it went back to normal. If I had to guess, Boodyboost or Infestation are somehow counting as a spell? It's weird. Really liking the Ritualist tree, though!"
Nemmy 1 Mar, 2016 @ 1:00am 
Oh, and sometimes drain's 'beam'(for lack of a better word) doesn't show. Still, fun. =3
Nemmy 1 Mar, 2016 @ 12:19am 
Hasn't been updated in a while, but I found a bug!

Plaguelords can only equip 3 spells? I had 4 briefly, but every time I leveled up a skill, I got a prompt to remove one. Eventually did and it went back to normal. If I had to guess, Boodyboost or Infestation are somehow counting as a spell? It's weird. Really liking the Ritualist tree, though!
syzygyazur 28 Dec, 2015 @ 9:45pm 
There's a plan for an update? Great Work BTW
steffire3 12 Sep, 2015 @ 4:53am 
One of my favorite classes.

However some of the 'simpler' skills at max level does sometimes feel a little straight-forward with the left and middle trees; is it possible to make them a little more... interactive and strategic with each other?

Thx
syzygyazur 10 Apr, 2015 @ 5:48pm 
Any plans of an update?
TwM  [author] 21 Oct, 2014 @ 11:31pm 
update 1.05 added, sorry it took ages, most of this update is from suggestions and observations bellow, and fine tuning to some skills
SS3 10 Oct, 2014 @ 9:59pm 
Same problem as, Filthy Casual in the comment section here, just ran into the Vitality burst bug! Is there any temporary fix to this? Such as uninstalling and reinstalling the mod? moving the mod around?
Mégalith 4 Oct, 2014 @ 5:27pm 
I see, I was thinking about the fact that asking a Melee weapon for Tyrant's Shell would lead to a completly OP tanking, but I was not sure ^^
And the Drain problem is fixed, I putted the mod on first place and everything is now working fine, thanks for the fast answer !
TwM  [author] 4 Oct, 2014 @ 10:54am 
Tyrant shell is how it should be, its intended as a defensive skill for ranged weapons users, the main theme of the 2nd tree is not necessarily meele, its about being tanky, it just so hapens that being in meele range best serves a tank playstyle, hence the "meele vibe" you get from the skill tree, anyway if tyrant shell were to be meele enabled it would prove to be far too powerfull if used with the other defensive skills.

the problem with Drain has already been adressed before, simply set this mod to the highest priority and this skill should work properly, if this doesnt fix it, let me know.

thanks for the feedback :)
Mégalith 4 Oct, 2014 @ 6:44am 
Hello ! I picked up your mod recently, and I enjoy really much your class, but I noticed a few things, and I'm interrogative about these.
- Tyrant's Shell asks you to use a Ranged weapon, and it screws up the entire skill tree which is asking for a Melee one (I don't know if it's intended or not, but it looks strange to me somehow). So, is it intended ?
- Somehow Drain is not working as written, when I maintain the skill button pressed, only one proc of the spell goes on (instead of continuous, as I understood) and then it goes on cooldown. There again, is it intended ? Or am I just a newb who fails each time he wanna use the Drain ? :p
I'd love an answer, if you could, otherwise this is a very fun and cool class, keep the good work up ! ^^
TwM  [author] 30 Sep, 2014 @ 11:26am 
yep, ive encountered this bug too, i have no fix for it yet, my suspicion is that it bugs out becuase the cooldown allows you to spam it,
ill band aid it with a reset skill when i make the next patch, i am quite busy at the moment, so hold on, and thanks for the feedback
Clovis Brap 30 Sep, 2014 @ 7:34am 
Mostly only played ritualist so far, and Ive noticed that the body boost skill will bug out and I will be able to cast the second cast of the skill (vital burst) repeatedly with no first cast of the body boost. Also during this time I cannot acquire blood charges. I just have access to repeated casts of vital burst at its lowest aoe range.
TwM  [author] 24 Sep, 2014 @ 9:12am 
the minion passive(infestation) is 0/1 as intended, that skill is not the actuall skill used in creating your minions, its merely there for cosmetic purposes to display how much damage your minions do and to further expain what the skill does.

im glad you enjoy playing my class, thank you for the input :)
SS3 24 Sep, 2014 @ 7:10am 
This would be AMAZING!!! I would really like it to be used as a DPS skill AND HP regen! I've already fallen in love with Hemofrenzy and the hunger/bonus armor perk!. Also, in the skill tree it says 0/1 Rank for the minions passive, is it supposed to be lvl'd by 1 so it's 1/1 Rank? Just thought I'd let you know!
I
I
I
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TwM  [author] 24 Sep, 2014 @ 5:23am 
its probably because drains damage is very low, monsters with enough armor can completly negate the damage and reduce it to 1, drain was never inteded to be a dps skill, its main purpose lies in its healing ability, although i will look into buffing the damage of drain so it feels more satisfying to use as a straight up damage skill.
Kildro 23 Sep, 2014 @ 6:14pm 
Ehh pretty sure 'Drain' dealing only 1 dmg per tick regardless of dps is a bug
SS3 21 Sep, 2014 @ 7:35am 
Cheers, yer. I figured it out before I got this comment, sorry for the hassle
TwM  [author] 21 Sep, 2014 @ 7:14am 
nope its not a bug,its part of the game..
you probably have a weapon with no elemental damage on it,
try equiping a wand or a staff and youll see the magic damage you deal x the bonus from focus
SS3 21 Sep, 2014 @ 3:00am 
Just checking to see if this is a bug, but when I upgrade my Focus stats, it says 0-0 Magic damage, can you please let me know which type of Class this is suppose to be so I can increase the correct stats.

Cheers.
TwM  [author] 14 Sep, 2014 @ 4:55am 
new update:
added a new charge bar and some quick balance changes
im bussy with other stuff so sorry if the updates come slowly, to anyone who is subscribed,
Thaurissian 6 Sep, 2014 @ 8:24am 
best classmod in torchlight 2
TwM  [author] 1 Sep, 2014 @ 9:26am 
thanks kokuei :D!

Update added. mainly adjustments to charge gain and the charge system and how it interacts with the 1st tree,
Kokuei 30 Aug, 2014 @ 6:43pm 
@yodish92

Love the Plague Lord though very bada$$ lookin' mod there. : D
Kokuei 30 Aug, 2014 @ 6:41pm 
Of course, didn't know for sure if you knew how to do this or not.

Though it is possible to export the data from the .swf / .exe files because of the "sothink swf decompiler".

It's possible and can export the resources stored inside the files, but it'd need somebody whom is a very high level programmer to do so.

The program itself isn't sufficient enough, I know.

Thought I would maybe see if anyone else would become encouraged enough if I at least gave a good try.


; D
TwM  [author] 30 Aug, 2014 @ 8:17am 
lol kokuei, unfortunately im the wrong guy for the kind of stuff your trying to do, my field is mostly 2d art and programming, not 3d rigging and sculpting,

i sincerely have no idea on how to rip 3d files from d3 onto tl2,
but i do know that tl2 uses ogre for its models, in which case you would need to grab those models and convert them into .Mesh files,
also take note that .swf is not a type of model file, its an extension for adobe flash which is used to store animated vector graphics, and converting them into a .exe will only change how the .swf file is runned, just as an .swf it will run from flash player but converting to .exe(executable) you may be able to automate how it runs and allow it to use diffrent players as a platform.

im sorry i couldnt help, but there are mods which rip 3d models from d3 and add them to tl2 maybe you should use them as reference and ask the authors of those mods for advice.
Kokuei 30 Aug, 2014 @ 12:05am 
Looks amazing, but just wanted to note that you must have some great talent in 3D design or at least advanced knowledge/know how in making mods for this game.

So I will forward some D3 3D model files I've found in the form of a .SWF file and I converted them into a .EXE form to see if that would help make any difference.

I have only done this so that maybe somebody with the capabilities and the know how could RIP apart these files in the link below in order to make them as playable characters in Torchlight 2.

REMEMBER THESE ARE THE OLD STYLE models of D3, but hey at least it's something.

LINK: https://www.mediafire.com/?3rhith5q79y16d4
Darkthan9800 28 Aug, 2014 @ 7:31pm 
@Yodish92, thank you.
TwM  [author] 28 Aug, 2014 @ 3:33pm 
@pete
thanks :D, the minions are not really that important if you want to build other ways with the class, since each tree represents a play style, in your case, the ritualist tree is all about being a beastly and impressive mage/tank hybrid, im glad you found it fun to play

@Darkthan
look at other monster skills for reference, most of them dont have strings which relate to mana and level scaling, you should also replace the animation on the skill to match an animation that your monster uses, since most skills use event trigger to start up
isatingum 28 Aug, 2014 @ 1:46pm 
I found this class vary fun to play. Although I never really relied on the minions I spawned with the passive. The ritualist tree made me feel beastly and impressive.