Torchlight II

Torchlight II

32 ratings
Torchfun - Part 02
File Size
0.112 MB
Apr 10, 2013 @ 4:03am
Apr 18, 2013 @ 8:54am
11 Change Notes ( view )

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Torchfun - Part 02

A collection of minor improvements to enhance your Torchlight 2 experience!

Main features:

-You can transmute and upgrade gems!
-Fishes now have effects description!
-Increased mob distance draw.
-Rebalanced resurrect costs in order to be less expensive: resurrect in place now costs 15% (down from 30%), resurrect at entrance now costs 5% (down from 10%).
-Stack size of identify scroll and waypoint portal scroll has been increased to 999.
-Stack size of potions has been increased to 999.
-Stack size of fishes has been increased to 999.
-Gold drop is now scaled on difficulty. More skilled you are more gold you can obtain: Easy (-50%), Normal (+20%), Veteran (+50%), Elite (+100%)
-Enchant costs has been doubled.

Take a look at my other mods:

Torchfun - Part 01
Torchfun Ultimate
FED - Fish's effects description
NCQ - No Class Requirements on items

Torchfun Ultimate has been reviewed by Unkie Gaming channel on youtube, check the video here!
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Lepo  [author] May 23, 2013 @ 2:03am 
Directly from my Torchfun mods, an acclaimed feature finally as stand-alone: no class requirements on items .

Have fun!
Lepo  [author] May 16, 2013 @ 3:34pm 
Torchfun Ultimate has been reviewed by Unkie Gaming channel on youtube , check the video here !
Lepo  [author] May 15, 2013 @ 3:45pm 
I have uploaded a new little mod, a really appreciated feature of Torchfun is now stand-alone:

FED - Fish's effects description
Lepo  [author] May 10, 2013 @ 10:23am 
Patch 1.1 for Torchfun Ultimate is out! Check it out!
Lepo  [author] Apr 28, 2013 @ 8:54am 
Torchfun Ultimate is out!
Svenski Apr 21, 2013 @ 10:03am 
Yeah I'll post more feedback in the discussion on PART01 :)
Lepo  [author] Apr 20, 2013 @ 9:23am 
@Svenski: thank you for your feedback.
I'm working on Torchfun Complete, which will contain all parts and a lot of new features. One of them is gem fragment drop (which can be used to craft one random gem). A way to have a better rewarding drop and a way to have more gem available. I'm thinking about adding gems in fishing holes. What do you think about?
Svenski Apr 20, 2013 @ 7:41am 
@IL_Giudice - I see! Fair point. Since we haven't gotten there yet it feels especially expensive because half our gear is high item level pieces from other characters to get through on Elite. I also commented about gems being somewhat scarce through the early levels but that problem is going away now in Act 2 and especially with this mod since you can transmute similar gems to make use out of the low level gems you collected but could never transmute (since no transmuter avail til act 2). You're probably right you shouldn't change anything too quickly.
Lepo  [author] Apr 20, 2013 @ 2:29am 
I'm actually playing my mods at normal difficulty and i think that doubled enchant cost is balanced.
If you play PART01 too you can notice that mapworks' maps now have a lot of golf find. This is way enchant cost has been doubled.
Maybe at lower levels enchant costs could be high, but at end-game it's fine.
Lower difficulties are less rewarding because they are easy.
Maybe i will lower the enchant cost in the future, but i'm still think that it's a good change at the moment.
Svenski Apr 19, 2013 @ 8:07pm 
If you haven't read my discussion on TF1 - I have suggested a reduction to the enchanting cost increase. Maybe +50% would be better. That's my personal opinion. Even with the bonus gold from Elite... enchanting is pretty much where you spend all your money in this game so the benefits for Elite just even out with vanilla rates for gold/enchant and make lower difficulties less rewarding. I wanted to see MORE rewards for playing Elite, not less rewards for playing easy/normal/vet.