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6 runs all on easy, you didn't feel like trying another difficulty after finishing a previous run? Easy felt so trivial to me that it got boring and was only really good for farming for HC or getting the long grind achievements done quickly.
There are a couple of builds under steam's Guide section. Builds tend to be a little generic in T1, not many good active skills and a lot of shared passives between the classes.
While I believe Vanquishers are best played as ranged trappers, Exploding Shot is not the only good ranged skill. Ricochet is also viable for very hard difficulty. I believe I used Slash Attack as main attack on my Hard HC Destroyer run.
That sounds about right. Pickup the main stat for the char and defence for surviability. The higher the difficulty you are playing or if you're playing a Hardcore character, the more defence you should get.
Never tried a melee oriented Vanquisher. If you want to play melee then Destroyer is just a better option.
Destroyer = Slash Attack / Devastate + Dual Wielding. Constantly keep Frost Shield up. Add in good passives to buff your survivability and damage.
Vanquisher = Exploding Shot / Ricochet + Flechette Trap (one point in Flame Trap until you can get it). Add in good passives. Use scrolls if you want to go necro. Get a haste scroll and Defensive Spell Mastery to increase your speed to help kite.
Alchemists = Didn't play much really
No. A lot of the skills are passives and they're spread out fairly randomly across the trees. Your prime focus will be on the tree with the skill that you're going to spam throughout the game but you also want to grab useful skills in other trees. A Vanquisher, for example, can make good use of a single point into Winds of Justice in the Rogue tree for its knockback.
Just need your main stat + defence.
Vanquishers and Destroyers can dual wield pretty good. I think I prefer 2 hander bows / rifles over pistols for Vanquisher through while I like dual wielder Destroyers best.
Berserker: Melee oriented combat
Titan: Strength-based caster, though skills are also boosted by magic, but magic is inferior to strength for the Destroyer
Spectral: More for support due to lack of damage skills, with the exception of Aura of Thorns.
Marksmanship: Long-range combat, though Arrow Hail is more of a spell.
Rogue: Closer range, though the majority of the skills with the exception of Stab are increased by dexterity, making a gun or bow the best route for this tree.
Arbiter: Since none of the skills are affected by stats, you have a lot of freedom with builds.
Arcane: Caster tree due to skills boosted by magic.
Lore: Summoning tree. Like Arbiter, none of the skills are boosted by stats.
Battle: Since magic boosts the skills, and magic is more important than strength for the Alchemist, use staves or wands, though I'm not sure if Infuse works with wands.
Here's the link to that website: https://slashnblast.wordpress.com/articles/analysis-of-character-creation-in-torchlight-1/
https://www.neoseeker.com/torchlight/faqs/235838-a.html
Maximum character limit: No limit? I created 50 with no problem.
Also, the Torchlight I Wiki pages
https://torchlight.fandom.com/wiki/Torchlight
which includes links to other pages with more info
I have played the game since shortly after it was published (long before I joined Steam, and about 6 computers ago) and leveled many characters. I always pick and choose from the different skill trees, depending on the weapons I have chosen for the character, and the skills I decide to use for that character.
I always level Armor, Critical Shot, and such. If I'm using skeletons and archers, I level Charm Spell. I just got back into this game last week and have been using Ricochet for a Vanquisher on Very Hard mode, with 2 dual-wielding pistols. It turns out that the skill is very good, so I'm maxing it out and keeping it as the primary skill, although I am using the Flechette and Shock traps as well. I'm also not playing the storyline with her. Instead she is leveling with maps and the Shadow Vault end-game dungeon. She has found and kept Brink as her assistant, and I'm using the Heal All spell to rejuvenate him when he gets hurt (you can tell because he runs around aimlessly like the pet does when it gets hurt).
I have another Vanquisher (level 90) using a polearm and Lightning Bomb as the main skill, along with some of the traps.
I have an Alchemist using a pistol and shield this time, instead of the usual staff. He also is going to use Pyre as his main skill and I have not given him any Golems or the Sentry, though I might do that after he has finished the story (all those points need to go somewhere).
Sometimes I have maxed out a Destroyer using just the Titan Stomp skill, instead of the Seismic Burst, because it's fun to watch everything go flying in all directions around the big guy.
I'm just pointing at that you probably know the game well enough to experiment on your own. Torchlight is pretty straightforward and it's fun to try new things.
For my Destroyers and Vanquishers, I've maxed Defensive Armor Mastery to increase the level of spells such as healing and haste. My casting Alchemist maxed Offensive Spell Mastery for Elemental Overload and Dervish, and the summoning Alchemist used Charm Spell Mastery and Pet Mastery. The Destroyers used Martial Weapons, the Vanquishers used Ranged Weapons. They all maxed Armor Expertise, and except for the summoning Alchemist, they all maxed Critical Strikes as well, I'm not sure if the skill would work for minions. Should I also max Magic Weapons for my Alchemists even if they don't actually attack with them? What other passives are worth maxing for all characters?
A few things I have discovered reading online:
Devastate breaks auras, so it's a waste of skill points to have both. Destroyers should use one or the other.
The Vanquisher's Flame Trap actually reduces resistances of your enemies, both physical and elemental while Devouring Trap only reduces armour of enemies.
Iceshock, Pyre, and Ember Strike all are boosted by magic even though it isn't listed on the skill screen.
Life Steal and Mana Steal only work with normal attacks. Unlike in other RPG's such as Diablo.
In case anyone is wondering, the calculator is found at:
https://torchlight.ingame.de/torchlight/torchlight-skill-calculator/
Poison Dirks can critical too!
The Assassin build I referenced in the post below is also fun when you want to try something different
Does Infuse work with wands?
Do Minions benefit from Critical Strikes?
If a skill says "increases all damage by %" does that include your own damage? (examples, Shadow Bowman, Flame Trap".
Which passives are worth maxing for all characters other than weapon, armor, or spell masteries?
Does the damage bonus from Dual Wield stack with skills that get damage from a percentage of your weapon dps?
The maximum for skill points is 155.
As I stated above, I have a level 100 character that is completely maxed out - cannot earn any more levels or skill points. She has used 155 skill points in all. Her character sheet says she has earned 100 XP levels and 55 Fame levels. I also counted all the points on her Skill Sheet, and they add up to 155.
EDIT: I just fully leveled another character and it, too, has 100 XP levels and 55 Fame levels, and has used up all of the 155 Fame points.
Destroyers make the best melee fighters.
Vanquishers make the best long range fighters.
So I came up with the following builds:
Berserker (melee without Devastate, but with aura)
Devastating Berserker (melee with Devastate, no aura)
Titan (strength based caster with Titan Stomp, Doom Quake, and Seismic Burst)
Marksman (Explosive Shot with a couple of traps and minimal rogue investment)
Rogue (more investment in Rogue, with some traps for support)
Arbiter (heavily invested in traps to deal damage)
Caster (use magic spells)
Summoner (use minions to kill)
Battlemage (heavy investment in Battle tree)
Casting Summoner (uses spells and minions)
Summoning Battlemage (uses minions and battle skills)
Battle Caster (uses spells and Embershock)
With the exception of the Sumoning Alchemist, the Battlemage, the Summoning Battlemage, and the Arbiter Vanquisher, each build will have the option to go with dual weapons by maxing Dual Wielding to increase damage. The reason why the Summoner and Arbiter buildse do not have a dualist option is because their skills do not gain a portion of their damage from your weapon. Since magic is a better stat to raise for the Battle tree skills, and wands do not deal physical damage, thus making Infuse useless for them, there is no dualist option for the Battlemage or Summoning Battlemage either. For the other builds, they max Dual Wielding to get extra damage to increase the effectiveness of their skills. For example, the Marksman can be built to use either a bow, crossbow, rifle, or use dual pistols. A caster can use dual wands or a staff. And a melee destroyer can use two weapons or one weapon with a shield.