Torchlight II

Torchlight II

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Ultimate TL2 Enhance
   
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Nov 30, 2013 @ 1:43am
Dec 15, 2013 @ 12:25am
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Ultimate TL2 Enhance

Description
NEW : monster's health regenerate, add monster's elemental resistances.

Improves game balance, stashes, XP and fame gain with difficulty lvl, , new consumables and socketables, new spells, new skill requirements


Includes :

- Big shared stash (8muyo8) 50/10/10 pages of 40

- Big player stash 20/20/20 pages of 40

- Big player inventory 10/10/10 pages of 32

- Magic potions and elixirs increasing permanently stats

- 16 player fishes increasing stats permanently or not, experience gain, magic find, fishing luck and so on.

- New socketables, Keltons'rock, Shimmering Fish Scale, Devil Fish Eye and Lucky Fish Tooth, improving attack speed, health recovery, critical chance and more.

- Experience and fame gain related to the difficulty level, casual is the base and gain is increases by 25% per difficulty level. Experience is now up to 200 and fame to 100.

- Passive spells (tomes) are now 10 level example Adventurer I to X. Availability in the merchants has been improved also. Include Critical Strikes tome.

- Balance the level requirement of the skills: all skill level 10 are available at the end of the game.

- Improve the balance for the item level requirements for socketables, item level is equal to (socketable level - 10) x 2/3.

- Improved drops and loots from monsters and chests. Most of drops are magic and unique and related to the difficulty level.

- More monsters, stronger, more difficult to kill and sometimes surprising.

- Recipes for gem, potion and fish upgrade, 4 spells gives 2 random spells.


In fact an improved compilation of FGRAN, TOME_LIKE_TL, SEAFOOD and MODHENANCE mods and replace them.



Note : better if on top of mod list as global files are changed.

Compatible with Far East and Synergies.
10 Comments
Nova ~I HAVE INTERNET AGAIN!~ Jul 30, 2016 @ 4:38pm 
Really wish there was a mod that had JUST the increased spell level and added items :(
*Yuki* Jan 21, 2016 @ 5:29am 
not only with synergies :/ Its nearly impossible to kill ANY boss on elite with this mod :/
Premier Kissoff Sep 19, 2015 @ 3:21pm 
Hey there! I just wanted to say, I love your mod thanks! I was wondering, at what level do you start to see the elixirs that upgrade your stats? So far, only the fish drop are are sold by vendors
FeiMeow Jan 6, 2015 @ 5:44pm 
With Synergies MOD, Elite difficulty, boss Grant Regent has 1K life regeneration per second, impossible to beat
Wind Walker [TW] Jan 4, 2015 @ 9:11am 
Installed together with Synergies MOD. Played Vateran difficulty and stuck at act 1 boss with ~ 50K HP. Regeneration rate (hundreds per second) is too high to defeat.

Synergies MOD buffed enemy HP a lot so it's not recommended to combine with this MOD on high difficulty.
FIBERO  [author] Dec 2, 2013 @ 1:10am 
Your 2 last comments have disappeared, nevermind update on line with higher prices and low drops of stat potions.
Finding a unique before the enclave is very lucky as well as stat potions perhaps you find a random boss with a "money box" effect..
I don't think that the game becomes too easy with all the random monsters which can duplicate or triplicate, it remains tough in elite but with a bit of luck and a very good play enables to end the game with less than 10 or 5 deaths depending of the character, even 0 with an engineer.
For my own I hate death, it's a failure when I reach 10 I delete the guy and start again.
As I am alone to test let me know every thing seems to you strange or bad.
moranacus004 Dec 1, 2013 @ 1:02pm 
Thanks for your replies!
FIBERO  [author] Dec 1, 2013 @ 1:00am 
About stat potion and fish, you are right but as they have the same rarity than other potion and fish I don't understand why they are so many, if I decrease their rarity they almost disappear, anothrt strange effect of the drop management in TL2.
About the price, it's a bit low to be accessible in the Enclave where there are really useful and I don't succeed in having higher prices in the other town if anybody have an idea let me know.
Nevermind you are right and I check that, perhaps double the prices everywhere.
FIBERO  [author] Dec 1, 2013 @ 12:59am 
Endless dungeon and many other dungeon mods increase the drops using the monster definition. Each monster have a treasure drop possibility, this treasure call one or more treasure files each calling other treasure files but most of these files are also used for other drops. If you decrease the drops in these files you can drastically reduce the whole drops which is the opposite of my purpose.
Drops are also related to the player, dungeon and monster level, higher they are more drops you get.
moranacus004 Nov 30, 2013 @ 2:03pm 
I'm using this Endless Dungeon MOD and I went into one of the dungeon's while using your MOD. There were 3 Boss Monsters I had to fight right away. They were tough but I
managed to kill all 3 of them, They dropped way too much treasure (over 50 piles) of various gold, weapons, armor, fish etc. It also seems too easy to get the STAT increasing potions.
I would really raise the price up in the General Merchant to at least 10,000 and make the drop rate harder to find. Also, if the General Merchant is going to start selling skill/spell scrolls I would raise that price as well (around 5,000 gold)