8/19/2019 Embermage Build Torchlight 2
When you hit a frozen enemy, you do an additional burst of ice damage.
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Cheat Codes
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the 'settings.txt' file in the 'C:/Users/[user name]/My Games/Runic Games/Torchlight 2/Save/[number]' directory. Look for the following line:
and change it to:
While playing the game, press [Insert] to display the console window. Then, type one of the following codes and press [Enter] to activate the corresponding cheat function. Note: Enabling a code could get your account separated from unmodified versions of Torchlight 2. Some may mark you as a suspicious player.
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Secret dungeons and quests
Scattered throughout the game are hidden 'Robot Part' quest items. They are all located inside dungeons. Once you find the first Robot Part, a side quest called 'Robot Parts' will begin. The five robot parts are located in the following locations:
Act 1
Widow's Veil (Crow's Pass): Light all the unlit braziers throughout the dungeon to unlock a secret room containing the first part; the Robotic Drum.
Act 2
Tower Of The Moon (Ossean Wastes): Hit each of the gongs throughout the dungeon to unlock a secret area containing the Robotic Arm.
Dynamite 7 days to die. Brood Hive (Salt Barrens): Reach the last floor of the dungeon, then crush all the roach eggs to unlock a secret area containing the Robotic Pipes.
Act 3
Abandoned Sawmill (Blightbogs): Remove the skeletons stuck to the walls to unlock a secret area containing the Robotic Body.
Cacklespit's Realm (Sundered Battlefield): To reach Cacklespit's Realm, you must first complete a quest to find a bell in the Marshlands. Place the bell, and complete the side quest to unlock Cacklespit's Realm. In this dungeon, destroy three tree stumps to unlock a secret area containing the Robot Head.
Note: The robot parts cannot be returned to the Professor until The Broken Mines are open through the main questline in Act 4. Return to the Zeryphesh in Act 2, and take the five robot parts to Professor Stoker. He will construct the Trillbot-4000, a secret quest-giver and returning character from the original Torchlight. Speak with him to unlock new dungeons, and quests to fight tough bosses.
Borderlands Easter Egg
You can find a hidden CL4P-TP (Claptrap) from Borderlands in Bloatfang's area in Act 3: 'Some Assembly Required'. Defeat the Bloatfang, then go to the ledge where the Automaton Power Source and chest are located. Follow the path leading south and west around the Boss area. At the southern part of the level, you can find a CL4P-TP between some rocks. He will congratulate you for defeating Bloatfang and give you Claptrap's Bolt (Armor/Trinkets: Increase charge rate by 10%, Weapon: Conveys 5% chance to Shock for 5 seconds, item Level 32).
Minecraft Easter Egg
During Act 3, continue doing quests until you are told to go to the Sundered Battlefield. In the battlefields, go to the very top northern edge of the map. Near the tip, you should find the entrance to the 'Notch's Mine' dungeon. Notch is the handle of Markus Persson, a co-founder of Mojang and one of the original developers of Minecraft. Inside this very small dungeon, you will find some evil Creepers — infamous Minecraft enemies that hide in the shadows and explode when they get close. At the end of the dungeon, there is a treasure chest with a very unique weapon inside called the Iron Sword. The sword does 297 damage per second and is Level 42.
Resident Evil 4 reference
An early vendor resembles the stranger from Resident Evil 4, opening his jacket to reveal his wares in a similar manner.
The Goonies Easter Egg
Early in the game, you can find a dungeon called Plunder Cove. You can access the area after finding a Lantern in the Temple Steppes. It is a reference to The Goonies movie. Inside you can find the body of 'Chester Cobblepot' who will drop a unique item called 'One Eyed Willy's Other Eye'.
The Silence Of The Lambs Easter Egg
In the Frosted Hills, you can find a special dungeon full of Bandits. Inside you can find a bucket attached to a rope near the hole. Clicking it will prompt you to 'Put the lotion in the bucket.' If you find the lotion nearby and click on the bucket again, you will discover 'Buffalo Bill's Hide Mask'. This is a reference to the serial killer in The Silence Of The Lambs movie who would cut off women's skin to wear.
The Thing Easter Egg
In the Frosted Hills, you can find a special dungeon that pays homage to John Carpenter's The Thing movie. Inside, you will find a book with notes from Blair, a character in the film. Later, you will find a boss in the form of a transforming Netherfiend, a reference to the movie where the alien would take the shape of the humans it killed. You will also get a key to the Kennel, with more wolves inside that also turn into Netherfiends, a reference to the transforming monster dog in the movie. Additionally, you can find a special weapon at the end called 'Macready's Shotgun', a reference to Kurt Russell's character.
Steam achievements
Successfully complete the indicated task to unlock the corresponding achievement. To view your achievements and stats in Steam, select 'Community', 'My profile', 'View all my games', then the game and view stats.
********* Welcome to part 3 of my build diversity articles! I hope you enjoy them. As usual there is one build per page, I'll keep this article short and start with a build on this page. This is really 3 builds within 1. I won’t be doing a detailed skill core here because it’s quite simple. Pick Fire, Ice, or Lightning, and max out all spells of that element. You could also pick two elements and max out some of both. So instead, the skills I list here should be in EVERY elementalist build, regardless of the skill’s element. For example I will list Thunder Locus, which means that whether you roll fire, ice, or lightning, you should still get the skill. Capeesh?
Skills
Passive Skills Fire/Lightning/Ice Brand: These are just too obviously good not to mention. Once your Crit chance is up these provide free bonus damage basically. Just pick the one that matches the element of your choice. (15 skill points in appropriate element) Prismatic Rift: Max this. As an elementalist you should not be getting hit much, but when you do, you want your enemies as far from you as possible. This passive makes it so that enemies that hit you have a chance of getting teleported backwards while taking some damage. (15 skill points) Charge Mastery: Do NOT max this skill. It’d be wasteful in my opinion as you can probably maintain full charge with less skill points. Definitely get it, but I wouldn’t dump 15 into this unless I had no better alternatives. (as many skill points to stay in almost constant charged state) Frozen Fate: Level this up anywhere from 6-15. It gives you a chance upon killing enemies to freeze nearby enemies. This has NO requirements. It doesn’t matter how you kill the enemy, it just works. Definitely max it out if you are going Ice, but even if you aren’t why not get this skill considering you should be killing very quickly. (6-15 skill points) Elemental Attunement: While useful as it enables your passive Fire/Lightning/Ice Brands to proc, 15 more seconds is just overkill. I think I’d put in about 5 points to 10 points. Remember, that if it doesn’t seem enough at low levels, it will be at higher levels when your critical strike chance is higher. The more crit you have the more you refresh shocked/burning/chilled effects, making this skill less necessary. (5-10 skill points) Staff Mastery: Consider putting at least 1 point in this, especially if playing with friends. It makes hitting enemies with your staff debuff their resistances by 6% at 1/15, going up 2% each skill point you invest. Not only does the debuff last a delicious 10 seconds, but it’s cumulative meaning that each hit keep reducing their resistances. Think about it this way, before casting at an elite boss with your friends, go up behind him and smack him with your staff a few times. This will make him take significantly more damage. It now also is applied by all skills that use staff dps. (minimum 1 out of 15) Active Skills Elemental Boon: Max this. Not only does this help your elemental resistances, at tier 2 (10/15) it increases your mana regen rate and at tier 3 (15/15) it adds casting speed. (15 skill points) Thunder Locus: I love this so skill so much, I gave a name to the ball of lightning you summon: “Steve.” He’s just so useful. It does significantly good damage even without items supporting it, and it fires on its own. This skill is super helpful in elite because you can place it, then just kite enemies around it. I’d get this regardless of the element I end up using. (15 skill points) Astral Ally: Invest at your discretion. While you may have more fire power than you need, having a summon acts as great damage mitigation. You want anything that gives your foes something to attack that isn’t you. If you are playing with meatshields- er, I mean, friends you need this less than you would if you want to solo elite. Immolation Aura: Max this if you are playing on elite and find yourself being beaten up. Otherwise it’s not really all that necessary. As it tiers up it provides damage reduction. 15% less damage taken is nothing to scoff at. (15 skill points on elite) Death’s Bounty: How many points you put into this is up to you. It makes monsters afflicted by this debuff release bolts that heal you and your allies mana and health. If you are playing hardcore elite max this, otherwise it’s up to you. (max this for hardcore, otherwise you may not desire it) Blazing Pillar: Consider investing in this for just one reason: “Blazing Pillar is good at generating charge.” I’d put one skill point into it to at least test how much charge it gets, you can always respec your last 3 points. If it gains significant chunks of charge, put a point in. Storm Phase: Put at least one point into this skill, at your discretion. If you aren’t going Ice Elementalist, I’d leave this at 1. It’s a great escape skill. (1-5 skill points if you aren't focusing ice, 15 if you are) Hailstorm: Just want to note that you should max this whether you are lightning or ice. It deals ice damage but as you tier it up it makes enemies take more of both lightning and ice damage. It’s a great Debuff and with a 50% chance to stun, what’s not to love? The way I’d make this build efficient is by NOT dispersing my stats. I’d invest in them one at a time. I think you should spend your earlier levels investing in almost nothing but Focus. The elemental damage boss, mana boost, and mana regen boost are essential so that you can keep spamming spells. As you progress further and start hitting diminishing returns for focus, switch your priority to dexterity. This will boost your critical strike chance, which will apply your elements effect to enemies, and provides dodge for survivability. Strength is something consider if diminishing returns have significantly hurt dexterity and focus, because improved critical strike damage is only useful if you have a high critical strike chance in the first place.
Item Core
Staff and wands are clearly going to be your priority because they tend to have caster bonuses on them more often than other weapons. I’m going staff for staff mastery, but consider using a wand and shield for more survivability. Item affixes you want are +% damage, +% damage to the element you picked, cast speed, and mana. Don’t underestimate stacking mana, the bigger your mana pool the faster your regen. This could turn you into a spell casting machine gun. Really try to stack +% elemental damage though. Find Elemental Overload as soon as you can as it gives you a huge boost to elemental damage and makes any embermage amazing. I’d put Heal All and Rumble on your pet. Rumble has a chance of breaking enemy shields. I’d also give your pet 2 summons for damage mitigation. This is a build where I happily suggest using the Adventurer spell scroll which gives you improved exp and fame rates, as well as making potions more effective. This will help you make the most of mana potions and help you level quickly. *edit* I found a new scroll called Concentration that increases mana regen, this is godly. The Staff Mage
Melee Staff Mage
This build will focus on a theory I have about abusing the fire ice and lightning brands. I note again that I suggest more skill points then you will have available. Just note that Staff Mastery and all the Brands are necessary. Passive Skills Staff Mastery: This skill makes this build shine in combination with the Fire/Ice/Lightning Brands. Each hit from your staff will decimate enemy resistance. This skill is essential for this build. (15 skill points or less, 15 may be over kill) Fire/Ice/Lightning brand: Max all three. I believe there is a trick to making your staff proc each brand per strike which I’ll explain in the item core. These skills are what make this build strong so max out each for sure. (45 skill points) Frozen Fate: This as it will not only help you survive, but also catch up to speedy enemies that run away from you. The chance to freeze enemies in an AOE after killing an opponent is very helpful for damage mitigation. (7-15 skill points) Elemental Attunement: This skill should be effective with anywhere from 5-10 points invested. At higher level your critical strike chance will be significant, so maintain shocking/chilled/burning will be easier. However, this build relies on brands more than the others, so do consider investing more into this then usual. (5-10 skill points) Charge Mastery: Put as many points as you need to maintain max charge easily. I doubt you need to put 15 points into this to maintain charge. (as many points as you need to be in near constant charge state) Active Skills Magma Mace: put a minimum of 5 skill points here. This skill as it will be your main active skill. Not only does it gain a chance to shatter enemy shields at 5/15, but it has a constant 80% chance to stun enemies for a whole 3 seconds, in a huge arc. (minimum 5 skill points) Elemental Boon: Max this skill for its elemental resists, mana regen, cast speed, and resistance to immobilization. As a melee mage you need it more than ranged mages. (15 skill points) Prismatic Bolt: This is a good cheap (mana-wise) way of getting burning/shocking/chilled on enemies early in the game, as well as from a distance. You can basically cast this from a distance, then when they reach you switch to smacking them with your staff. It’ll be your cheap initiate skill. (5 skill points if you want to focus on melee, 15 if you want to make this your main mode of attack) Astral Ally: While this will up the mana cost, you don’t cast much so it should be fine. I want this guy up as much as possible for damage mitigation. Plus since he casts multiple element spells he should also have a chance of causing burning/shocking/chilled on enemies. (15 skill points if soloing, less if you have allies to act as tanks for you) Death’s Bounty: You will need the mana and hp per kill to survive elite. (15 skill points) Thunder Locus: Max this for the same reason as in the Elementalist build. I really like any skill that provides “free” extra damage. By free I mean you press a button once and then it does the rest of the work for a duration. At 15 skill points it will have upgraded from hitting 1 enemy to 4. (15 skill points) Immolation Aura: Max this as it is the same as in the Elementalist build except that since you are melee, you NEED the survivability. (15 skill points) Ice Prison: Put anywhere from 1-15 points here. This skill is great as I believe it traps enemies and absorbs their attacks. At 15/15 it has no cooldown but will be expensive, but since your build is focused on your basic attacks, your mana will be free for this spell. (As many skill points as you like, minimum 1) Storm Phase: Again, 1/15 points should be put in this one. Just use it as a cheap escape skill. (1 skill point)
Stat Core
This one is tricky as Focus, Dexterity, and Strength are almost equally necessary. The focus will boost the damage of your staff and your Brand damage. The Dexterity is also very important as it will provide dodge for survival and critical strikes which you absolutely NEED to keep your Brands proccing. Strength will boost your staff damage even further and having extra critical strike damage is also great since you want to critical strike as much as possible. I’d focus in Focus and Dexterity Equally at first, like 5 in each every other level, then invest in strength as they get diminishing returns. Weapon wise here is the trick: Find a staff with a minimum of 2 sockets. Or a bi-elemental staff with 1 socket. The point is that you can use elemental gems to get all 3 elements on one staff. Say you find an Ice staff that deals 85 ice damage per hit and has 2 sockets. In the other 2 sockets you want to put 1 fire and 1 lightning gem. As far as I know this will make it so that every time you critical strike with your staff, it has a high chance of applying burning, shocking, and chilled. Critical Strike chance and Attack Speed are the most important affixes for you, period. Critical Strikes just deal a lot of damage and keep your Brands proccing. Cast speed could help your Magma Mace keep enemies stunned, and of course you want to stack resistances, health, and mana. This build also focuses a bit in fire spells so weigh +% fire damage above lightning and ice.
Spell Scrolls
Elemental Overload is essential again, as it affect all three of your brands. Elemental Protection should also be used to help survive. Dervish is absolutely desired to help you hit and cast faster. I’d put heal self on yourself and Heal All on your pet. Also find Magical Weapons Expertise and put one on both you and your pet, as I believe they will stack and increase your staff damage significantly. You don’t need rumble on your pet as your Magma Mace can shatter shields pretty well. Instead fill the rest of your spell scroll slots up with summons to help mitigate damage. Draining Touch is also viable here, to give you life steal per hit. If you have any slots left over, fill them with summons. Put 15/15 into Prismatic Bolts, put less in staff mastery, and reduce your investment in tanking skills. This would be the inverse of this build. Instead of initiating with prismatic bolts and finishing with your staff you’d do the opposite. You’d use your staff a few times, Storm phase away, then spam Prismatic Bolts for the Brands to proc. Should be rather effective as well. The Chaos WanderTorchlight 2 Embermage Build Reddit
Chaos Wander
This build is entirely theoretical and I am honestly not sure how effective it will be. It will be entirely focused around the “wand chaos” passive. There aren’t many skill points in this build as it’s centered around your basic attack, so it’s very flexible. Passive Skills Wand Chaos: This is the core of the build after all. It gives you a chance on hitting with a wand to cause a random elemental disaster to hit enemies. There is a chance to have a meteor fly out of the sky and hit enemies which is particularly damaging. (15 skill points) Fire and Lightning Brand: I’d max both of these and leave Ice at one. I’m going to be focusing on dual wielding fire and lightning wands. Ice is simply not as damaging in TL2, and because you don’t have the Staff Mastery skill which reduces enemy resistances, these brands will simply be less effective on this build. (15 fire, 15 lightning, 1 ice) Prismatic Rift: Max this as you don’t want enemies hitting you at all. This will give you a very high chance to teleport enemies away when they hit you. (15 skill points) Elemental Attunement: This build is pretty sparse and does not focus on critical striking so max this. (15 skill points) Charge Mastery: Throw a few points in here just to make your life easier. (5-8 skill points should be plenty) Active Skills Icy Blast: Max this because it gets a nice chance to immobilize per projectile. You can use this to freeze enemies in place before smacking them with your wands. (15 skill points) Astral Ally: Same as my other builds. Should help to keep enemies away from you. (15 skill points) Thunder Locus: I just love this skill, and as you will be focusing on fire and lightning this will be effective. (15 skill points) Ice Prison: For same reason as above, I suggest you pick this OR Icy Blast, not both. Stormphase: One skill point for the same reason as my other builds. It’s just a great escape. (1 skill point) Elemental Boon: Max this for the same reasons as the other builds. It’ll get your cast speed and mana regen up as well as keep you safe from enemy casters. (15 skill points)
Stat Core
Focus, focus, focus. Focus is everything to this build. Of course for the obvious boost in elemental damage, but beyond that I believe that the chance to execute essentially doubles your chance of “wand chaos” proccing. This means you may be able to make it proc twice per execute! Beyond focus is of course dexterity and strength, and again dexterity is better than strength for this build. Get Fire and Lighting Wands. Not Ice because Ice’s special effect doesn’t do damage. Fire causes burning, lightning causes shocked which makes little lightning bolts spread out and hit other enemies, chilled just slows enemies. This build focuses on dishing damage so Fire and Lighting are the way to go, thus: Try to find +% fire and lightning damage. Also get as much attack speed as you can. Attack speed is the most important affix in this build. Knock back could also play in here because with high knockback and attack speed enemies should not be able to reach you. Chance to execute is also essential. Of course critical strike chance is still useful and so are other affixes like mana and cast speed.
Spell Scrolls
Like the Staff Mage, Dervish and Elemental Overload are your go-to spell scrolls. Put Rumble on your pet to break spells as well as heal all. You shouldn’t need a healing spell as you should be avoiding getting hit. Get haste as this build will also do very well with kiting. The Rest should be summons to keep enemies at bay and of course elemental protection should help with bosses if you need it.
Torchlight II comes out tomorrow on Steam. It's a whole lot of fun, and it's different from Diablo III in some very interesting ways.
Torchlight II: The Kotaku Review
Click, kill, loot, level up. Click, kill, loot, level up. Loot, sell, re-equip. Rinse, repeat. Your …
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If you're planning on playing the game, I thought I'd look back at my first 30 hours with it and offer some basic pointers. As you head off after the Alchemist, here are some tips to help you get the most out of your first time through Torchlight II
Play Multiplayer, Even If You're Soloing
Every time you start the game, you'll have the option to play single-player, on the internet, or via LAN. I played a lot of the game single-player, but found that once I opened my game up to people, I had even more fun. There's no substantive difference between the two experiences—you can solo the game on the internet, and can even have five other players on your server, all soloing in different parts of the map. But it's neat to be able to hop around, visit your friends, trade loot, and use the universal chat. It's wonderful that Runic has given players the option to play offline, but there's no real reason to.
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Be Sure To Make A Level-Cap For Your Server
That said, if you're making a server and letting strangers into your game (which seriously, is fun), be sure to put a level restriction on your room. It can be a little bit weird when a character who outclasses yours by 20 levels shows up and starts plowing through enemies for you. You have control, of course, so just set a cap to let people know that you're trying to keep things fairly close.
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If You Play Alongside Friends, Start Together
If you're going to play alongside friends, I recommend starting a new game together. It can be very easy to out-level each other in the early goings, and it's not very fun to play as a level five character alongside even a level ten character. I have a couple of alts that I use for multiplayer, while my main high-level character is really just for soloing.
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Check Out The Help Screen
Torchlight II has a lot going on on-screen, so it's really worth clicking the 'help' button down at the bottom and reading what everything does. I leapt into the game without reading it, and about 20 hours later finally checked it out, only to find a bunch of stuff that I didn't really know about.
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The Engineer Is Awesome
Er, I just wanted to say that. I haven't played through the game with all four classes, but I can report that the engineer is a wicked-fun class for playing through the game solo. Not only can you use a bunch of different weapons, the engineer's heavy weapons skills and toughness mean that you can go toe-to-toe with the biggest baddies. And honestly, the flame-hammer is one of the most satisfying video game moves of the year. Now, when it comes to leveling up..
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Pick One Skill-Ladder And Stick With It
Each class has three skill ladders with corresponding passive skills. You'll get about to level 50 by the end of the game, so expect to have about 50 skill points to divvy up. That said, you'll really want to pick one skill-tree and stick with it for your first playthrough. I got a lot of mileage out of the engineer's first tree, but if I had gone too far into the gadget or shield trees, I would've had to give up some much-needed power on my flame-hammer and seismic slam. I was really glad that I maxed out those two abilities.
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Pick Two Stats To Focus On, But Don't Neglect The Others Entirely
Each character also has four stats—Strength, Dexterity, Focus and Vitality. You'll want to pick two to focus on for your build-type, but don't ignore the other three completely. Every weapon has a level-barrier as well as a stat-barrier, and often if your stats are high enough, you can use a really high-level weapon early. For my engineer, it was worth tossing some points into focus and dexterity, even though I was going for a strength/vitality build. In particular, focus is great because mana is always in short supply. (As your character will endlessly remind you, every time you run out.)
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Don't Buy Weapons And Armor In Stores
This one's a truism of most action-RPGs, but don't buy loot in stores. The storefront is laden with weaponry, but you'll find gear just as good out in the field. That's not to say that the Torchlight II blacksmith doesn't have anything worth buying, it's just that your money is best spent elsewhere. Namely…
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Enchant Your Pants (Off)
When you've done a town-run and have a bunch of fresh coin from your lootings, hit up the local enchanter and enchant everything you have. Enchanting is one of the best ways to get amazing gear in Torchlight II, and every weapon—even high-powered unique weapons—can be further enhanced by an enchanter. You'll also meet enchanters in the wild, but be sure to look at their specialty before paying them. They might offer a service (poison, for example) that you're not that interested in. Through enchanting, I was able to turn a slotted one-handed axe into a peerless murder tool that I used for almost the entire third act, and am still using in New Game+.
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Do Some Light Key Re-Mapping
This is just a personal thing, but I quickly remapped some of the keys to make the game easier to play. Specifically, I switched the potion hotkey from 'Z' to 'Q' and the mana potion hotkey from 'X' to 'W'. I moved the weapon-switch to 'E'. That way, you can get potions off of the hotbar entirely and focus on using those ten slots for powers and pet power-ups. Also, don't forget that you have an alt-alt-fire on your mouse! You can set two powers to your right mouse-button, the second one is activated by holding down 'Tab.' Counting the mouse, you've got 13 assignable slots, more than enough for even the most overpowered adventurer.
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Don't Get Stuck With One Weapon Type
Early on, I put a lot of points into the passive skill that made my character faster and more effective with two-handed weapons. I regretted it later, as I wound up with the aforementioned single-handed axe that was more powerful and faster than any double-handed weapon I could find, and let me use a shield. So, I'd say to go easy on the weapon-specific power-ups, since you never know what kind of weapons you'll wind up fighting with.
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Go Fishin'
You'll find fishing holes dotted throughout the world, and I recommend using them all. Fishing is really easy—just wait until the one circle comes down to the other one—but will yield good results. Namely, it'll yield treats you can feed your pet to transform him or her into other forms, all of which can be very useful in combat. Speaking of that..
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Don't Forget To Feed Your Pet
It's not just a good rule for the real world! It's also true in Torchlight II. It's easy to accumulate a ton of pet-food and never use it, but it really can be useful to have a stronger or more resilient pet in battle. Especially when you're going into a boss battle, be sure to feed your pet.
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Never Enter a Dungeon With No Cash
If you die in Torchlight II (and you probably will), you'll be given three options: Respawn where you stand for a bunch of gold, respawn at the top of the area for less gold, or respawn in town for free. Given that some of the dungeons are quite lengthy, you'll want to have enough money to take the middle option just about every time. It's never worth it to respawn where you stand, since you're invariably only a minute or so from where you died. That said, respawning in camp can make it a trek to get back to where you were, particularly if you died fighting a boss. So, keep some cash on you just in case.
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Don't Ditch Your Low-Level Potions
In other games like this, low-level potions become useless as your character levels up and your health and mana reserves grow. But in Torchlight II, I found that low-level (starting from the second-smallest size) potions were still useful. Most potions will fully replenish your health or mana, it's usually more about how fast they'll do it, and for how long. Often, I'd come out of a battle with half of my health, and instead of wasting a fast, powerful potion I liked that I could use a cheaper, slower-moving potion that would still replenish my health. So, hang on to those lower-level potions. Well, except maybe for the very lowest level.
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Sidequest To Survive
I played a lot of the sidequests in Torchlight II, but I missed a few early on—as a result, there was a period in Act II where I was under-leveled for everything and kept getting my ass handed to me. My advice in Torchlight II would be to do every possible sidequest—the levels come fast in this game, and a single sidequest can give you a level or more's worth of experience. It's worth the time.
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Don't Rush Through Act III
I don't want to spoil anything about Act III for you here, but I will say that it is an order of magnitude larger than the two acts that precede it. There are a ton of hidden sidequests, challenges, and full-on storylines to explore. I missed several of them because I was on deadline, but I saw that they were there, and fully plan on going back and exploring them as soon as I can. But really—while the endgame may be beckoning, don't rush through the third act. The best stuff in the game is there, but you do have to go explore and find it all.
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Remember: The whole of Torchlight II feels a bit like a bunch of loosely connected sidequests, so when you do sidequests, you're really just… playing Torchlight II. And there are some fantastic dungeons hidden away throughout the game.
So, pick your character, arm up, and sally forth into the great dark beyond. Those monsters aren't going to click themselves to death, after all.
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