Torchlight II

Torchlight II

The Noxmer & Darklite Class Pack (now with Dark Noxmer!) (v.465)
120 Comments
Ser Williamson  [author] Feb 26, 2023 @ 1:09am 
I should also probably mention that back in those days, myself and the circle I played in were also heavy PoE players. Having one-click builds with silly amounts of leech, movement speed, clear, etc was kind of a niche we enjoyed.
Ser Williamson  [author] Feb 26, 2023 @ 1:06am 
Yeah, the classes are definitely overpowered - especially more so if you are only playing in vanilla. As addressed in the the beginning of the page description, this mod was intended for the Synergies overhaul and on Veteran difficulty.

It was also originally just made for myself and some friends that used to play MP together (and I had created us a very large merged modpack changing difficulty again to boot). I just figured after doing the legwork at the time, I may as well make it publicly available.

Work on this was started essentially a decade ago. I have long since lost access to the original mod files, but you are more than welcome to unpack it in the GUTS tool and have a play with values if you like. I am all for open modding.
cedricdur Feb 25, 2023 @ 6:57pm 
In the meanwhile there are two passives that add HP with inconsequential drawbacks, one movement speed with HP regen baked in, and the teleport skill has no CD so it can be used to cross maps.


Now with aaaaaaaaaaaall of this said it's certainly nice not to be using all my money to buy mana potions or slowly whittling mobs who have shields. But even the ultimate skill we get at 16 with the hyped tooltips is inferior to spamming the level 1 skill. Perhaps once it is maxed, but for now there is no point in taking any other attack skill.
cedricdur Feb 25, 2023 @ 6:56pm 
The class(es) is/are grossly overpowered. But I only speak from the point of view of a dabbler who has been trying different classes in Normal and not getting past level 20. Perhaps at max level and in higher difficulties it blends in.

But, the Dark Noxmer is a study of obscene power. The first skill is even mentioned as having been nerfed, but in return it had life steal added. So it has is has obscene damage, it leeches mana, it leeches HP, and by/before level 15 the skill is maxed with both these things being applied multiple times via each bolt.

Mobs with shields get them destroyed in one hit, all the bosses so far die under five seconds and are being face tanked since the HP is more than enough to keep things going (I may have used two potions total so far).

All it takes is wait until level 8 or so for the skill to have mana leech (and multiple bolts).
Ser Williamson  [author] Oct 4, 2018 @ 2:53pm 
The other side to that though is that I would hate to nerf the skills out from under people that may be playing and enjoying this.
Ser Williamson  [author] Oct 4, 2018 @ 2:52pm 
There are no further plans for working on this modpack (it doesn't help that I had a partial HDD failure and I can't pull the files off of it).

You are welcome to make a fork though and adjust it as needed. Once you work out the TL2 Guts tool for unpacking/repacking, the things you are interested in would be in files you can easily work on with Notepad++ or similar (or the built in editing tools).
Foundationer Oct 1, 2018 @ 1:46pm 
Are you planning on scaling down the skills? Perhaps down to the level of the 4 vanilla classes.
Ser Williamson  [author] Oct 1, 2018 @ 6:15am 
Haha sorry about that. I was quite used to Path of Exile and the clear potential of the skills there when I made this mod (still am). I was also quite used to playing on higher difficulties with Synergies and all sorts of mods going so mobs were quite dangerous.

But yes, I think in general my skills were a little overtuned.
Foundationer Sep 30, 2018 @ 9:03am 
I started a new Noxmer and I'm finding Nox Missile to be overpowered. Monster groups are just melting away. I am lvl11 now.

Also, it looks like Tier 2 of Nox Missile will be reached before I get to lvl20 :D - this is a little op.

Basically the killing speed is OP compared to Embermage.
Ser Williamson  [author] Aug 23, 2018 @ 4:45am 
I honestly am not sure what would cause that behaviour. I had quite a mod-heavy playthrough with a friend going a few years back and it worked fine. I will be the first to admit that I felt squishy but I put it down to the difficulty. Stats were definitely all where they should be and no idea why your EXP is slowing down (I made absolutely no edits to exp graphs or anything, and the only skills that had an impact on character exp gain used the appropriate built-in effect).

Your best bet would be to level another class and see if the same bugs appear. Something does sound amiss there.
TheLaw Aug 21, 2018 @ 8:10am 
Hi, Ser Williamson. I have a problem. I play with my friends, and sometimes i lose 80% health with one blow. When my friends checking me my character have stats are close to 1 lvl. Besides your mod i play with synergiesMOD and synergiesRUS. And now onw more problem. I began to slowly get lvl (unlike my friends), considering skill for bonus exp.
Ser Williamson  [author] Dec 4, 2017 @ 11:43pm 
At this stage there are no plans to update or change any of the classes or skills, but feel free to modify it as you see fit. I don't have easy access to the original files anymore (partial HDD failure, 24 hours of copying the files off and they were still nowhere near completion - Last I tried).

If you unpack my mod with GUTS though, you will have access to everything. The Darklite skills should be easy enough to then find and adjust. To be honest, I had intended to allow steal effects (ie, life gain on items and so on) so I am sorry if there is no leech available.
Sk1ppy Dec 4, 2017 @ 10:52pm 
Any plans to have Darklite's life and mana on hit work with his skills? I feel like maybe health/mana stolen might be too strong, but the on hit might make his playstyle feel more comfortable... because flasks suck butt.
Ser Williamson  [author] Jul 14, 2017 @ 7:43pm 
It is, I am not sure at what point I dropped it from the description as I recall adding some flavour text about it. The concept was that the skill was supposed to scale into decent damage numbers, but also inflict a bleed on yourself you would have to manage (flask, leech, etc). With the way the game balance progresses though, the bleed doesn't really mean much.
kover.balint Jul 13, 2017 @ 3:18pm 
is the dark noxmer's (and I asume darklite's) malevolence skill supposed to inflict a self-bleed? Its not stated in description
Ash Jun 25, 2017 @ 8:06pm 
Alright, no worries. It's not like the play style isn't fun (it's amazing). Was just curious on the bar. Anyways, thanks for making a cool mod!
Ser Williamson  [author] Jun 25, 2017 @ 7:53pm 
Sadly that was intentional. The charge bar is one of those things that Runic made obtuse as heck to work with, and at the time there was very little documentation around on the net for creating your own (I imagine there is a lot more now). Ultimately I decided to do what a lot of other modders did and use one of the vanilla ones, as typically between the Arcanist(??) and Outlander you would get what you want.

At least the speed bonuses of the Outlander charge feel right for the Darklite I guess ;)
Ash Jun 25, 2017 @ 12:56pm 
I have a little question, the darklite still has it's charge bar labeled as the "Outlander Charge Bar". Is that intentional? Love your mod btw!
Ser Williamson  [author] Jun 21, 2017 @ 4:58am 
No problem, I am glad you are making progress!
You may find the information in this link [torchmodders.com] to be useful. This shows you how to package and publish a mod (just make sure it is not set to publish to steam) - Of course the mod you are working on needs to be the active one in GUTS.

The newly packaged mod needs to go into C:\Users\yourusername\Documents\My Games\Runic Games\Torchlight 2\mods.

Make sure to back things up, including the "modsave" folder.
Sk1ppy Jun 20, 2017 @ 7:25pm 
Ser Williamson, so I got your mod as part of the Variant Classes by Viz mod pack. I unpaked the pak file and found your skills for the darklite and added the code you said to do for all the levels of the skill, but i for the life of me can't figure out how to repackage the code back into a .pak file and have torchlight see it in my mod list. Sadly I am no code genius so I'm stuck. Thank you though for all the help thus far!
Ser Williamson  [author] Jun 17, 2017 @ 4:42pm 
If you are happy to start again though, then mine needn't be active at all - Just your changed version is plenty.
Ser Williamson  [author] Jun 17, 2017 @ 4:41pm 
5. Overwrite mine and launch. If your old character can be loaded then you are going to be fine - Distribute the file to your friend.
6. If that did not work, restore your backups.
7. Export the mod with that slightly different file name again, in your load order re-activate mine and then try placing your fixed mod below mine. If you are lucky it should act as an override - Just test changes. If this works, distribute to a friend and tell them the order.
Ser Williamson  [author] Jun 17, 2017 @ 4:41pm 
What I suggest you do, is back up the mod (and your saves) to begin with before you do anything and then:
1. Make the changes to a few skills, export to a mod with a new name.
2. Disable my mod in your mod order and throw your new build in (this will not delete your old character, but may render it unusable until the old one is activated).
3. Test on a new character, use the levelup command if need be - Just to see if leech effects are working.
4. Assuming that works, export your mod again and give it the same name as my one (this is the part that may not work, so ensure you did back up)....
Cont...
Ser Williamson  [author] Jun 17, 2017 @ 4:35pm 
No problem. And fair enough about Synergies - It has been a long time since I played properly so it is very possible Synergies became harder than when I last used it (though I did use it alongside the LAO mods, which may have made my gear a bit OP). I also typically played on the second hardest difficulty - Veteran?

As to online, yes - Your friend will require the changes. The way the game works is that essentially the build numbers/Mod ID would need to be the same. Once you export the mod with the changes you would want to send him a copy of the file to use. My only concern tbh would be you being able to continue your current playthrough. Will continue in next post.
Sk1ppy Jun 17, 2017 @ 9:37am 
Thanks for getting back to me Ser Williamson! I am playing with just synergies, but it is on Elite so I wanted a challenge, it's just that life flasks don't cut it in this game so i need some sort of secondary sustain. I'll look through those files and see if i can change them. sorry about the hard drive failure! If I play online would I need to have my friend change the setting too?
Ser Williamson  [author] Jun 16, 2017 @ 7:13pm 
Looks like you would need to add <BOOL>NOSTEALEFFECTS:0 to the skills you want to have leech. Apparently I did not set this for the majority of skills. I don't recall having such survivability issues in my playthrough with the Darklite though. Are you using mod overhauls other than Synergies?

Pastebin Example [pastebin.com]. Look under Event Trigger - You only want to copy that Bool No Steal bit - one line only, and add it to each Event Trigger for each level. Do not try to copy the "DNox_Missile_Life_Stolen" Effect section as that will break skills.
Ser Williamson  [author] Jun 16, 2017 @ 6:58pm 
I am actually surprised you cannot leech, as I could swear I had leech effects or whatever the field was set to true for the majority of the Darklite's skills.

At this stage, I no longer have the original files due to Hard Drive failure (was able to pull some out but not all, so rebuilding could be sketchy). I will try to poke around at some point and see at least if I have a copy of the skill files somewhere. In the mean time, you are certainly welcome to open the file in the GUTS editor and check the tags. I used logical naming conventions so those skills should be all named Darklite_ xxx .
Sk1ppy Jun 16, 2017 @ 9:33am 
Ser Williamson, why can't i leech life or mana with any of the abilities for the Darklite? It is a super fun melee glass canon build, but the fact i can't leech mana or life just makes the character almost unplayable. Please Advise... I'm currently lvl 21 and wearing the 3 piece Regent set to get 20% Life stolen and it doesn't work. thanks
doudley Apr 22, 2017 @ 5:09am 
That's great! Thanks again, I'll inform Viz about this.
Ser Williamson  [author] Apr 22, 2017 @ 3:25am 
All good! I also had a read of the forum thread too, just to see what you guys have been up to.

Also, if you and Viz need to make any edits to the classes feel free - Though they should be pretty stable and mature by this stage.

And to anyone hitting this page and reading the comments. If you are interested in my classes, you may as well subscribe to Variant instead. That way you will be getting mine and a whole load of other classes for one mod slot. Definitely worth it!
doudley Apr 21, 2017 @ 8:36am 
(I know you already knew but for formality sake)

On behalf of my fellow modder, Viz [torchmodders.com]

I asked kindly for your attention and to inform you that your brilliant mod have been included in a class mod compilation entitled Variant .

If you have objection or any opinion on the matter, we will take it with great respect and we will abide to your wishes.

Thank you and best regards!
Ser Williamson  [author] Apr 7, 2017 @ 5:50pm 
Hey there Yuki! You asked me this last year! Previous page, when asking about screenshot 11 (which is one from the Darklite set of images). If you scroll down a bit in the comments here you should see some dropbox links that contain that UI (or should anyway).

If you mean the screenshots before that (Noxmer collection) I unfortunately do not have that anymore. But it would have been yet another Diablo 2 UI, and I see there is a screenshot that seems to have LurkerHUD? If that is what it was called.

Unfortunately due to a hard drive failure, I am missing most of that Torchlight stuff, but later on I might go through some of the files I salvaged and see if there is anything in there.
*Yuki* Apr 7, 2017 @ 7:38am 
what is UI mod on darklite's screenshots? o_o
steffire3 Jan 28, 2017 @ 5:17am 
@Ser Williamson [author]:

I thank you very much for participating in this important discussion and I value both your views and your character pack!

I am most grateful for your reply here as well and I'm more than happy to continue giving your mod the attention that it deserves for the work you have given to it in which we all benefit.

-^_^-
Ser Williamson  [author] Jan 27, 2017 @ 9:02pm 
Thank you for your comment - I have gone over to your thread and had a poke around. Certainly an interesting conversation to be had there.

PS: I am flattered to hear that even after all this time, my mod was enjoyed enough that it could still cross someone's mind from time-to-time! :tl2engineer::steamhappy:
steffire3 Jan 27, 2017 @ 12:06pm 
Could you write your opinion on an important question I have which I wrote on the page in the link below:

Is a Torchlight Character defined by Class or Skills?

This has to do with the way any and every mod class is built.

http://steamcommunity.com/app/200710/discussions/0/133255603285071449/

Thank you for your time. ^_^

By the way: I have always liked your mod since I first played it 2 years ago... even now I still think about it... Thanks for making this class.
Ser Williamson  [author] Jul 27, 2016 @ 3:59am 
@Crim,
Was that the "Dark Hunt" class? I never did finish that one. Nothing bad will happen if you create a character with it beyond you wasting your time. The skill tree for that class is simply incomplete.

The other classes are fine though. Out of my classes I recommend "Dark Noxmer" the most, and I honestly suggest playing it either on Elite or with Synergies (even both). The damage capabilities of my classes are a little bit overtuned for vanilla/lower difficulties.

Hope you enjoy!
Nova ~I HAVE INTERNET AGAIN!~ Jul 26, 2016 @ 7:47pm 
Also just got it on, I see it added a fourth class with a big waring "DO NOT PLAY" on it o.O
Nova ~I HAVE INTERNET AGAIN!~ Jul 26, 2016 @ 7:44pm 
Gonna give it a shot and see how it goes :3
*Yuki* May 11, 2016 @ 7:17am 
thanks again
Ser Williamson  [author] May 11, 2016 @ 6:42am 
Heck, this here is on my dropbox too:
https://www.dropbox.com/s/hfg3tltjom8o49g/Evil%20UI%20and%20Pet%20Pack%20v2.0.rar?dl=0

An updated version of that second UI merge I linked before.
Contains:
-Evil UI Grittier Edition + Diablo 2 Orbs (v.8)
-Diablo 2 Font
-Minimalistic Loot Borders
-Bigbag Mod (v.8)
-Xev's Compatibility Files
-Xev's Pets (v.83)

All probably outdated to be fair, if you use it then stick it at the end of your load order.
Ser Williamson  [author] May 11, 2016 @ 6:38am 
Here, I think this might be it:
https://www.dropbox.com/s/u0vgk747yrf1ic2/diablo_ui.mod?dl=0

Otherwise this appears to be a private merge of a few UI mods I did a while back, and I would hazard a guess that this is the one from the screenshots as it contains a stash mod by the looks of it. I do not know how compatibility would be these days:
https://www.dropbox.com/s/sehzdy5poo8mdl6/EVIL_DIABLO_UI.MOD?dl=0
*Yuki* May 11, 2016 @ 6:20am 
thanks. Sadly looks like its not avalaible in the whole world as standalone mod anymore
Ser Williamson  [author] May 11, 2016 @ 5:56am 
Excellent, whilst I have not used the Overhaul Project I see it listed in there:
"Diablo TL2 UI - ANDY"
That rings a bell alright!
achloryn May 11, 2016 @ 5:51am 
@*Yuki* @Ser Williamson it looks like it's from the Torchlight 2 Overhaul Project, here's the link: http://steamcommunity.com/sharedfiles/filedetails/?id=291332506&searchtext=
Ser Williamson  [author] May 11, 2016 @ 4:34am 
Hmmm, it was an old "Diablo UI" pack of some sort. I honestly could not say if it was from here on the workshop or on the "Runic Games Fansite" mod site. The minimap border looks like it is from Dragon UI however, which was part of a class pack of a similar name on RGF if I recall.
*Yuki* May 10, 2016 @ 10:05pm 
achloryn Apr 25, 2016 @ 12:11am 
Hey, thanks for the quick reply Ser Williamson. I *totally* understand where you're coming from about PoE. I've played that game a fair amount, but I think it's a little *too* intense for my tastes. There's just so much happening all the time and Act 4 just generally makes me angry lol.

I want to be sure that I wasn't specifically asking you to do a tuning pass or anything like that. I just wanted to let anyone else who, like me, is rediscovering this gem of a game and is also looking at something to mix it up a bit... I want to make sure they know what they're getting into with this class. Is it overpowered? Yeah, but it's still a lot of fun, and quite polished aside from that, which is hard enough to find in the steam workshop. Cheers.
Ser Williamson  [author] Apr 25, 2016 @ 12:05am 
Glad you like it. To be honest, I realise that the Dark Noxmer is fairly overpowered. The starting skill in particular generates enough health regen alone, providing too much survivability. Coupled with the extra projectiles as you noted, it is very powerful.

When I made this particular class, I was (and still am) well nestled in the butt-cheeks of Path of Exile. That game has scewed my view of balance a fair amount, as it is possible to easily become a ridiculous powerhouse of destruction. After playing hours upon hours of screen clearing AoE builds in PoE, when I made some of these skills it translated into what you now have.

I could nerf some of the skills. It would be simple to do.

... But I also don't believe in knee-jerk reactions and don't wish to pull someone's skill trees out from under them.

Unless I got very large amounts of feedback asking me to do a nerf-focused balance pass, I will leave it be.

Always glad to listen either way. Enjoy.
achloryn Apr 24, 2016 @ 11:49pm 
I know this mod hasn't been updated for the better part of a year, but I just want to say that the Dark Noxmer is a lot of fun, but silly amounts of overpowered. His very first skill (Power Siphon) has almost no level restriction for the points you can put into it. I got it maxxed out at either level 14 or 15 (because of fame points). It doesn't generate a lot of charge with just the one bolt, but when you hit the tier 3 bonus and have 5 bolts, that all pierce, firing away it's not unusual to get a full charge bar in 1 cast. On a training dummy it only takes me 3.

I know this is balanced for elite (as the author said), but i've struggled with Synergies content even on normal, so I figured I would try this on veteran. I am absolutely destroying everything in my wake. It feels as ridiculous as a Prismatic Bolt Embermage does in Vanilla TL2. That is to say, I have unlimited mana, and I absolutely wreck shit without making the content a snoozefest.