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The bank kinda changes how you play the game. Instead of hovering at the bare minimum amount of gold to do things, you want to stock pile. Spend a few weeks spending nothing and just spamming as many runs as you can, preferably with antiquarians, until you get 150-200 thousand gold stock piled. At that point, your interest is making 5-10K a week, which pretty much pays for your expenses on it's own.
An alternative option, if you prefer not using passive gold, is the cartog camp. It has a laundry list of affects, including a passive increase to loot drop chance at all light levels, meaning you get more loot even on radient light, and EVEN MORE loot on pitch dark. There's also smaller buffs at various light levels. I think 1-2% crit chance, 2 or 3 higher dodge, less stress, ect. Nothing overly large, and the main draw point is the loot for sure.
All that said though, upgrading the guild and blacksmith is the first priority for me, always. Having higher level characters means absolutely nothing if you don't have the guild and black smith to upgrade them, and until you get those buildings to decent levels, any resolve XP you earn is basically wasted since you're likely to either kick them out or just suicide run them while undergeared to get rid of them.
So i basicly need to get a giant pile of dosh, to the point when it stops getting smallar, sounds not bad.
But the guild and blacksmith first, got it.
The characters levels not a thing to me since im always playing with level-restrictions removal mod. I remember times when i didnt had it, made my head spining that those idiots would walk on a certain death of champion levels, but wouldnt tolerate if i ask them to go for an easier job.
I think Cartographer's Camp is a really good choice considering what it costs and what it gives. According to wiki:
All levels of Torchlight is more beneficial:
+50% Loot Chance
+1% Player Crit Chance
+2.5% Scouting Chance
+5% Monsters Surprised Chance
-5% Heroes Surprised Chance
BUT
Blood is really important if you want to dive into CC early on. So Sanguine Vinters is a must have at this point. But if you decide to 'ignore' invitation before you get certain artifacts, you can build something else. But again, if you build it early on even without rushing CC - it will accumulate good amount of blood alowing you to care less about it.
Need to take care about crimson court faster before blood turns into unsolvable problem.
And when you kill each of the three main CC bosses, all heroes are cured and the infestation goes back to low level.
Anyway, I usually build the bank after the guild and blacksmith upgrades to get level 4 skills/weapons/armors , full roster and 6 heroes per week.
Yeah, the level restriction is a little stupid I agree. Point still stands in a way though, character level basically serves two purposes. They get stress and affect resistances per level (Though only a very small stress resistance, and if I remember right, it's tied to the level of the dungeon, not actual stress recieved) and unlocking higher gear. If you don't have the higher gear to give 'em, you're basically just using level 0s with slightly better bleed resist.
That said, with the bank and proper build up, money concerns are so little that I don't even bother upgrading the lowered cost things until I have an excess of heirlooms. The bank is really a game changer in so far as budget goes. Money is only a concern if you dump too much of it. Just don't do anything stupid like max out every skill a hero has at once and you should be fine.
Money is good if you don't recycle heroes... as in you cure their quarks, and prune their upgrades. But this can be entirely ignored by simply cycling your heroes out when too many negatives cumulate