Torchlight Walkthrough :
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Walkthrough - FAQ/Walkthrough
Torchlight FAQ/Walkthrough By Matt P 1. Characters 2. Skills 3. Player Types 4. Spells 5. Items 7. Ember 8. Pets & Fishing 9. Walkthrough Torchlight is a Diablo/Fate-like game that incorporates many of the better qualities of both. This FAQ only covers the vanilla, no-code version of the game. Torchlight has several mods available that can greatly change your play experience. When you start your game, you can select your difficulty, character class, and pet. There is no difference between a cat or dog in Torchlight. Your class does make a huge difference, however. The difficulty determines the strength of your foes, and also determines whether or not your character can die permanently if they die once (hardcore mode). ===================1. Characters=================== There are three classes of characters in Torchlight- the melee warrior Destroyer, the archer Vanquisher, and the magic-heavy Alchemist. All three can do well in the game, although the vanquisher is probably the most difficult of the three. You can also play these characters against the grain of their stereotype, for instance a magic-heavy Destroyer or a melee Alchemist are both possible. The alchemist is the strongest mage, initially. He has the largest boost to magic, and has several skills which either serve as spells, support him with summons, or even call up battle talents. In general for a summoner, ranged, or caster alchemist you will want to boost magic first, defense second, and either strength or dex last. You can also play the alchemist as a melee fighter, in which case specialize in the battle tree and boost strength and defense. A caster will want to prioritize magic, and find elemental-damage boosting wands. The destroyer is your strongest melee fighter, initially. He has the largest boost to strength, and has several great attack skills. He also has some summons spells, and a few more-magically oriented attacks. He also has two aura spells as well, which are unique amongst the three classes. You will likely want to prioritize strength if you're going to be fighting hand-to-hand, and defense, with likely magic after and pretty much ignoring dexterity. If you choose to focus on special attacks, don't neglect magic so as to boost your elemental damage. The vanquisher kills things from a distance. She is the best ranged fighter, initially, though her skills are a bit weak to begin with. Once she gets exploding shot, that is no longer true, and the vanquisher becomes overpowered. She has the largest bonus to dexterity. She has access to rogue skills, and if you want to play her as a melee fighter, it is possible, though more difficult than a ranged fighter. The traps add intriguing tactical potential for the vanquisher. If you choose to play as a ranged attacker, focus on dexterity and defense, then on magic. Ignore strength. Melee fighters will want the opposite. NOTE: Defense increases your armor, and your resistances. Your resistances are increased by 1% of the base per point invested. So if you have on a piece of armor that gives 100 fire resistance, each defense point increases that by 1. You can not add health to your character, except by leveling up, using a specific boss item, and ===================2. Skills=================== There are two sets of skills available to players- common skills and class skills. Common skills are available to all players, and are passive skills. Class skills must be used, usually as a right click (though any can be set as your main attack- I'd go for something with low MP cost), and can devastate your foes with a variety of attacks. I discuss my opinions on these skills as best I can. You can survive the story dungeon with extremely weak skills, so if you disagree with my assessment of some of these skills, try them out in the shadow vault. Additionally, with the right set of equipment, you don't really even need any active skills to finish the story. -------Common skills------- Advanced Spellcasting: This skill decreases the requirements of spell (in terms of level required) and increases your mana regeneration rate. The regeneration boost is nice, and can be quite useful depending on your character. This skill isn't that impressive for spell requirement reduction since by the time you acquire this skill, you can also equip nearly every spell. If you find yourself needing more mana, pursue this skill with a bit more zest. Armor Expertise: This skill increases the defense value of your armor, increasing your durability, and also decreases the requirements (e.g., lowers the level, strength, dex, etc. requirements) of a piece of armor. This skill can be useful as a default (e.g., those times when you go "I don't know what to do with my skill points") skill. Everyone probably should aim on maxxing this skill out. Aventurer: Increases the rate at which you gain experience, fame, and increases the potency of potions. A skill worth maxing out immediately as it becomes available if you intend to play your character for a while (in other words, take them through several levels of the shadow vault), it will increase the rate of gaining future points, and make you much more effective. The bonus to potion efficiency also makes weak potions much more useful, and is a major perk of this skill late in the game or on tough difficulties. Bartering: Increases the selling price and decreases the buying price of goods. Your pet also benefits from this skill, when you send him back to town. If you find money to be an issue, get this skill. If not, then don't bother. You'll get quite rich if you max this skill out, but money isn't an issue so much in the last part of the game, so don't bother with this one too much. Block and Parry: Gives you a small chance to block all incoming damage, without using a shield. Not too bad, consider it effectively gives a 2% reduction in damage per point. I'd still recommend armor expertise first, as armor expertise is more effective per point, as it also reduces armor requirements. Charm Spell Mastery: This skill increases the level at which you cast charm spells. Charm spells include summon spells and a few others. Increasing spell levels tends to increase strength and duration of spells. If you enjoy casting a lot of spells, this skill may be of use to you. Pets also get benefits of this skill, meaning they will cast more powerful charm spells, especially summons. Critical Strikes: This skill increases the damage your critical hits do, as well as the likelihood of a critical hit (1% for each point). If you find yourself participating in combat or casting damage spells, get this skill- it will affect them all. Critical strikes are common and can make a big difference. Defensive Spell Mastery: This skill increases the level at which you cast defensive spells. Defensive spells include healing spells, and buffs. Increasing spell levels tends to increase strength and duration of spells. If you enjoy casting a lot of spells, this skill may be of use to you. Pets also get benefits of this skill, meaning they will cast more powerful defensive spells, like heal all. Dual Wielding: Increases the damage done by dual wielded weapons. It doesn't matter the type of weapons (e.g., ranged or melee), this skill benefits them all. Very nice if you use two weapons. Using two weapons gives you the benefit of both weapons- so if one has life leech and the other mana leech, than whenever you attack you'll steal both life and mana. Magic Weapons Expertise: This skill increases the damage done with wands and staves, and decreases the requirements of these items, as well as the requirements of rings and amulets. While that decrease in ring and amulet bonus is nice, it's not worth grabbing this skill unless you are using wands and/or staves. Martial Weapons Expertise: This skill increases your melee weapon damage as well as decreases the requirements to use them. This skill is great if you want to use melee weapons. Offensive Spell Mastery: This skill increases the level at which you cast offensive spells. Increasing spell levels tends to increase strength and duration of spells. If you enjoy casting a lot of spells, this skill may be of use to you. Pets also get benefits of this skill, meaning they will cast more powerful offensive spells. Pet Mastery: This skill increases you minion and pet damage and armor, and decreases the time it takes for your pet to go home. If you use summons, this skill is invaluable. The bonus perk of quicker pet trips is nice but not very important if you're patient. Ranged Weapons Expertise: This skill increases your ranged damage and decreases the requirements for using these items. If you used ranged weapons, this is a very useful skill, otherwise skip it. Treasure Hunter: Increases your gold find and magic find traits. You'll get more cash and better items with this skill. It's worth boosting occasionally, after maxing out your character's more important skills. -------Class Skills------- Below are the skills available to individual classes. As with any Diablo-like game, each skill will have its fans and detractors. I'd recommend experimenting to find skills of interest to you. *****Alchemist***** The mage of the group, the alchemist has a choice between casting spells, calling on summons, or becoming a melee battlemage. The easiest is without a doubt the summoner. ++Arcane++ Ember Bolt: Casts poison bolt(s) at your enemies. A staple of the early game, leveling it up as you proceed still provides you with a decent skill even in late game, as multiple bolts hit for more damage with time. This spell benefits from bonuses to poison damage, and by equipping a poison-damage weapon. Bolt ends up stronger than ember lance and lightning by the very late portion of the game (level 40 and higher). Iceshock: Casts a frozen ball at foes, doing ice damage and freezing them. The freezing effect will slow your enemies. Good early on, weak later. You will not be able to use this skill to the end of the game. This spell benefits from bonuses to ice damage. You may find a frost spell to be more useful, given that you can always replace the spell if necessary, instead of devoting skill points to this skill. Ember Lightning: Casts a lightning bolt at foes, doing electric damage. Good early on, weak later. This spell benefits from bonuses to electricity damage. You're better off going for ember lance instead. Ember Lance: Casts a continuous blast of ember energy at your foes. This skill is great through the story dungeon, though is weak if you try playing through the shadow vault. It's a staple of caster alchemists, regardless. Pyre: Casts a fireball at foes, doing fire damage. Has a blast radius making it useful for crowd control. This spell benefits from bonuses to fire damage. Ember Strike: Great for crowd control, ember strike does a fair bit of damage to enemies it hits. It takes a while to cast, so it's hard to cast repeatedly. Couple with the web spell to keep enemies in its damage zone. ++Lore++ Nether Imp- This is the staple of a summoner alchemist. The nether imps are strong little buggers that must be summoned from a corpse (cast the spell on the dead bodies of your foes to get one of these fellows). Summoner alchemists will want to max this skill out to get all 6 imps to join them. They will make short work of most mobs, especially when you cast burning bind. NOTE: You can completely forgo the imps and add to charm spells, and replace them with skeletons- skeletons will tend to do more damage, and you can have more of them (keep multiple summon skeleton spells on your character) for an alternative to imps. Thorned Minions- This spell protects your summons, pets, and friends with a thorn shield, reflecting damage back onto the attacker. This is not a strong spell, and I'd recommend this only for dedicated summoners. Even then you can skip it and won't notice that it's missing. You might be better off boosting your charm school and casting summon spells instead of getting this skill. Summon Alchemical Golem- This spell summons a healthy golem to fight (in melee) at your side. Well worth it for all alchemists, the golem will take a lot of heat off of you. As you increase this skill, the golem gets more health, strength, and gets a few new attacks. Terror- Frightens your enemies. Skip it. Just kill them instead. Burning Bind- The best spell for summoners, this spell increases the attack speed and damage of your minions. Grab this spell early and keep it active constantly. Your summons will kill everything nearby with ease. Summon Beam Golem- The ranged equivalent of the alchemical golem, the beam golem attacks your foes from a distance. All alchemists will probably want at least a point in this skill to get the added firepower. The golem also casts electric retaliatory damage on your foes. ++Battle++ Ember Shock: Loads electricity damage into your next attack. Has some area-of-effect potential as well. Not bad. Ember Shield: Absorbs some damage and prevents knockback. Can keep you alive, but doesn't block against elemental damage (hence it's not that useful in the late game). Infuse: If you intend to use your alchemist in melee, get this skill! You'll do a lot of damage with your weapons, making you much stronger. If you're not intending on fighting much melee (e.g., are using wands exclusively), then skip it. Fraility: A debuff skill, primarily useful on hard-hitting late enemies. Early on debuffing your enemies doesn't help so much, so try this one later in the game. You have to be fairly close to the enemy to cast this spell. Ember Phase: A teleport skill, the only one available in the game. Want to teleport? Then this is your skill! The biggest bonus comes from a single point, so you're okay to just leave it at that. Ember Sentry: A floating grain of ember follows you, zapping your enemies. This little guy doesn't seem impressive, and is best for a default companion. *****Destroyer***** The warrior of the group, the destroyer has abilities that augment his melee abilities (the berserker tree), give him some spell-like abilities (the Titan tree), and give him some summons and auras (the Spectral tree). ++Berserker++ Slash Attack: The generic attack for destroyers, slash attack attacks multiple enemies directly in front of the destroyer. It's a good attack to start with. In terms of magic cost vs. damage, one point will be all you need here. Stampede: Your destroyer rushes forward, damaging all in his path. This attack can knockback your foes. Great for closing in on ranged foes, but the haste spell and devastate are much more versatile. Chain Vortex: A stunning attack that does some small damage to your enemies. You're okay skipping this one. Spectral Echo: A ranged melee attack. It's pretty weak, and I'd say just to run in and kill them instead. Devastate: A constant cost spell, this skill makes you a dervish of destruction. Pair it with the dervish spell and you'll move faster than you can keep up. The major over-powered spell for destroyers. NOTE: devastate breaks your aura spells, so don't use them both together as that's a waste of skill points. ++Titan++ Soul Rend: Useful on bosses and named monsters. Not really useful on general foes. Typically considered to be a one-point wonder. Titan Stomp: Stuns your enemies, knocks them away, and does ice damage. The disabling effect makes it situationally useful. Doomquake: An offensive spell that hits foes with earthquake damage. No knockback/stun makes it less tactically useful than titan stomp. Consider Doomquake if playing on easy-hard, and Titan Stomp if playing on very hard. Scales with your weapon damage. Frost Shield: Casts a frost spell on enemies that hit you. The damage isn't that great, but freezing the enemy slows them down. This skill is a great defensive skill for melee destroyers. Seismic Burst: weak damage (in late game- in the normal story dungeon it's more than sufficient), but with a knockback. This is a one-point wonder at best. It should not be relied on as your main damage source, but can be used to toss a foe away from you, giving you some breathing space. That's best done with just one point investment. If you can couple this with aura of thorns, you'll do a lot more damage by keeping enemies away and having your thorns hit them constantly. ++Spectral++ Shadow Armor: A summon skill that calls up a suit of armor that fights for you for a short time. The armor is pretty weak and doesn't do much damage. Also, when summoned, it increases your block chance (but not for the full extent of its casting?). Worth having for the bonus to defense. Entropic Aura: Slows your enemies down and may stun/interrupt them. For non-devastate destroyers this skill can be useful. Shadow Bowman: Summons an archer who launches missile attacks. Also increases your damage and decreases missile attack damage done to you. If you're interested in summons, this and the armor are the way to go. Aura of Thorns: Does damage to your foes as they approach you. If you can couple this skill with a knockback skill, you'll be able to kill your enemies from a distance. Spectral Decay: Increases the damage monsters take, hits them with knockback, and gives a chance to stun. This is great for melee fighters, and allows them to charge in and weaken all of their foes. Worth having for bosses. *****Vanquisher***** The archer of the group, the vanquisher has options to explore archery, tactical melee fighting, or trap summoning. Melee vanquishers are possible but not powerful compared to destroyers and alchemists. They excel at ranged weapons, and can have some mightily potent traps. ++Marksman++ Ricochet- Your arrows or bullets bounce around, doing more damage when bouncing off of walls. These projectiles also go through enemies, which can make them fairly useful. Some investment is needed in order to get them up in power. Note that these attacks have better range than your normal attack. Early on this skill is great, though it's passed in time by seeking shot and explosive shot. Frost Pilum: Your shots get frost with their attacks, and can travel through foes. The frost damage slows the enemies, although I find it unimpressive when compared to the next few abilities. Seeking Shot: Fires three weak shots which seek out your enemy. This is a good single opponent skill, as it triples any effects your shots may have (like knockback, armor degradation, or health drain). If all three hit then you have done more damage than with a single shot. The shots are slow though, so this one is best used for a one- on-one battle, like with a boss. Explosive Shot: A sweet skill which does a lot of explosion damage over and over again (for cheap!) for you. It has a blast radius, doing great damage to groups of enemies. If you want to use the marksman tree, use this one to deal with crowds of enemies. Use seeking shot against solo enemies. Ricochet is great early on as well. Arrow Hail- causes a rain of arrows to fall down over the location of casting. This is a versatile spell that can hit past differences in elevation. Very recommended for at least one point. Cast a few times on enemies waiting for you below a ledge, and they'll die quickly. Treat this effectively as a spell and don't consider it to be a physical attack. Notice that you will burn through mana using this skill. ++Rogue++ I've not tried rogue skills yet extensively. Rogue skills tend to require melee weapons, which requires a different equipment setup. Needle Arc: Shoots out a bunch of needles in front of you. If the foes are organized well, you can do a lot of damage. Otherwise, you'll miss with most of them. These weapons do a bit more damage than a regular attack. Follow up attacks with needle arc do more damage too, which makes this skill of interest even to non-rogues. Stab: Attacks with a powerful melee attack. This is a staple of rogue vanquishers. Has a good chance to stun, and gives some knockback, which makes it useful as crowd control for melee vanquishers. Wind of Justice: Knocks enemies away from you, stuns them, and does some ice damage. Good for setting up a needle arc. Venomous Dirks: A summon spell that summons poisonous daggers that attack your foes. These do a percentage of your damage per second, so they may be useful through the entire game. You will need to increase your poison damage to make this skill useful, though. Hamstring: A debuffing attack which does a bit of damage, makes you move real fast, and slows down the foes. It's part of the melee vanquisher build, but I don't know how well it works. ++Arbiter++ Traps are unique in that they grow with your level. So your level 50 vanquisher summons up level 50 traps. They do not benefit from your weapon's dps, but can serve you through the story dungeon quite well. A pure arbiter is possible, but traps are best augmenting other skills, like marksman. A good route to choose is to pull on two main trap types as support for your character. Lightning Bomb: A nice early trap that does decent damage throughout the early levels of the game. This trap benefits decently from your magic score- increase your magic stat, and this bomb also grows in strength. Flame Trap: A little trap that shoots out flames at your foes. Pretty weak, especially against fire-resistant enemies. Can work wonders on non-resistant low level mobs, but that said, I'd skip it. Flechette Trap: A trap that shoots bullets at your enemies. They can bounce and hit enemies many times. Worthwhile if you're going for a trap-heavy vanquisher. Pair it with the devouring trap to do a lot of damage. Devouring Trap: A debuffing trap which stuns and reduces the armor of your enemies. Worth having for many vanquishers, the debuff effect can be quite helpful, especially if paired with other traps. Note that this only reduces armor, and not resistances. Best for non-trap focused vanquishers. Shock Trap: A little trap that lasts a few seconds and sends out powerful bolts of lightning at your foes. This spell is quite powerful, killing foes in one shot when you first get it, and only improving from there. ===================3. Player Types=================== There are ~4 types of main types of characters. As a general rule of thumb, for every 15 stat points you have, devote 4 to defense at the least, then devote 6 to your main weapon of choice (Str for melee, Dex for ranged, and Magic for wands/spells/staves). Devote 3 to your second main state (e.g., magic for elemental damage users, strength for staff users, dex for wand users), and 2 to the last stat. By the end of the game you should be able to equip about half of all equipment. Be sure to save up ~5-10 stat points in case you find something extremely powerful (the game recommends not doing this, but you will want the bonus if possible). You can play as any combination of 2-3 of these classes, but not really all 4. Summoners- If you want to play as a summoner, your best bet is definitely the alchemist. The alchemist has access to Golems and Imps, and can very easily be played as a hands-off sideline warrior. He also has two spells which buff the summons, making them impressive to behold. You can also play as a summoner for Destroyers and for Vanquishers, with destroyers being easier. Destroyers get two summon skills, whereas outside of traps, vanquishers get none. Everyone can summon with spells, though. If you want to be a summoner, be sure to max out pet mastery as the bonuses to armor and attack will double the strength of your summons. Also prioritize gear with bonuses to minion armor and damage. You will probably want to max magic for spells, or whatever weapon you're using. Note that most summon spells are charm spells, so if you want to choose a school to maximize, charm is a great one. SKILLS: Pet Mastery, Charm Spell Mastery Casters- Casters burn mana to do lots of damage to foes. Their primary stat is magic, naturally. They will tend to employ either spells to do damage, or skills. Advanced spellcasting is a very useful skill to have for casters, and depending on your spell setup, one of the spell masteries may be quite helpful. Critical strike will greatly enhance your spells too, so think about that spell. SKILLS: Advanced Spell Casting, Offensive Spell Mastery (for elemental overload) Tanks- Tanks charge in, take lots of damage, and deal lots in return. Their primary stats will be strength and defense. With these focus on skills like armor expertise, block, critical strike, and the weapons skill of your choice. You can either use a one-handed weapon and shield, two weapons (the strongest, but less defense) or a two handed weapon (least powerful in the long run, but still completely playable). Great equipment for tanks includes anything that does bonus damage, life leech, and, if you use skills frequently, mana leech. SKILLS: Melee Weapon Expertise, Armor Expertise, Critical Strike Cannons: Engage in ranged attacks. Glass cannons max out damage at the expense of defense. Cannons will try to kill their enemies before they even reach them. You can either use a one-handed gun or wand and shield, two one-handed weapons, or a two handed weapon (which can be about as strong as two one-handed weapons). Emphasize either dexterity (guns) or magic (wands) and defense. Don't worry about strength. Choose as your skill either magic weapons, ranged weapons, perhaps dual wielding, critical strike, and a skill to boost damage. SKILLS: Ranged or Magical Weapon Expertise, Critical Strike ===================4. Spells=================== Spells work a bit differently here than they do in other games. You can have four spells on your character. These four spells are of offensive, defensive, and charm varieties. There are six ranks of most of these spells- the higher the level, the stronger the spell (and the harder it is to cast). You can also increase the level of spells (all classes) by adding to a spell class mastery. When I refer to "level" of a spell, I mean if you add points to a spell class, the following are the effects. Note that you can remove a spell by pressing control while left clicking on a spell in your spell sheet. Note- you can have multiple copies of the same spell if you equip different levels, and they can stack. So you can cast elemental overload 6, 5, 4, and 3, all in a row for a huge bonus to your elemental damage. Similarly, you can summon up lots of skeletons by the same means. -------Defensive Spells------- Draining Touch- an offensive defensive spell, draining touch reclaims a portion of the damage you do back as health. Fairly nice, I'd recommend considering this spell. Increasing the level and rank of this spell increases the health stolen per hit. Elemental Resistance- Gives you a bonus to your elemental resistances, decreasing damage received. There are better spells out there in general, but you may find it useful depending on your play style. Increasing the rank and level of this spell increases the resistances buffed. Repel- I've not found this spell yet, but supposedly it exists somewhere. Forces all foes back away from you. In Fate this spell could be quite awesome, but I don't know how it is in Torchlight. Retribution- returns some of the damage received back onto the antagonist. I've never been a fan of thorns aura, so I'd skip this as it doesn't help like other spells will help. Increasing the rank and level of this spell increases the percent of damage returned to your foes. Heal Self- restores some of your health. Since potions are plentiful in the game and almost inevitably more powerful than this spell, I'd recommend not wasting a spot here other than early on in the game (when saving a bit of cash by selling potions is helpful). Increasing the rank and level of this spell increases the health restored. Heal All- restores some of your health, and the health of all your allies (but not spell summons). This one is a fair bit more useful than heal self, but really shines when your pet has it. I'd put it on your pet and upgrade as you advance in levels. Increasing the level or rank of this spell increases the health restored. Haste- Increases your movement speed and your attack speed. Increasing the level of this spell increases the speed boost and duration of the spell, but the bonus to attack speed is limited by the spell rank (I-VI). This is a useful spell for nearly everyone. Silence- prevents your enemies from casting spells. Situationally useful, I'd recommend this in levels with blood disciples. Increasing the level of this spell increases the duration of the silence, and increases the rank of the spell increases the radius of effect. Summon Aloe Gel- a rare spell that summons a little slime that heals you and your allies. I think this spell is broken as it crashed my game a few times, but others haven't had a problem. It also isn't very reliable as a healer. Skip it- give your pet a heal all spell instead. Web- a rare spell that inhibits your enemies with a web. Similar to what spiders sometimes hit you with. This is a great spell to have on your pet. Follow a web up with any of a number of spells to completely shred your enemies. Web immobilizes weak enemies, and slows named and teleporting monsters. Probably one of the best spells in the game from a tactical perspective. -------Charm Spells------- Charm- forces a foe to fight for you. Not a bad spell, you will probably find it to be more helpful to summon help instead of this spell. However, this spell probably holds better strategy than the summon spells. It can work well on a pet, especially if you are improving the charm school. Increasing the level of this spell increases its duration and the rank decreases its mana cost and cooldown. Identify Item- acts as an identify scroll. If you find this, I'd recommend equipping it as you can then sell off all your identify scrolls and won't have to worry about lugging them around anymore. The cost for each identify is dirt cheap in terms of mana, and you'll save a lot of money over the course of the game, and won't have to worry any more about IDing something in the middle of the dungeon. Town Portal- A useful but rare spell that removes the need for town portal scrolls. I wouldn't worry about this spell unless you're in the mood to explore the shadow vault substantially. Scrolls are useful and common enough in the main dungeon that you won't need this spell. However, in the shadow vault you'll want to cast this spell at the beginning