Torchlight II

Torchlight II

Item Affix Expansion
77 Comments
mechaslugcat Sep 3, 2019 @ 5:26pm 
can someone make a merged version of this with essentials without all the negatives afixes and
increased slot usage
Wayback  [author] Nov 4, 2018 @ 3:00pm 
Sure, no problem, thanks for asking.
Rane Nov 3, 2018 @ 1:26pm 
I hope its ok to include this in my modpacks,if not please let me know
MechaTails May 15, 2017 @ 6:24pm 
Can I get an honest, non-exaggerated answer for this? The comments are so polarized.

Are these new affixes generating overpowered items? Are Greens and Blues really better than the Uniques?
9HitCode Jan 22, 2017 @ 8:12pm 
Hi, I have a made a mod pack called "Void Pack"
I would like to inform you that I am using your mod in the mod pack and simply want to show you that I do not take any credits of your incredible work
I have also linked your mod in my mod pack to prevent any misunderstanding

Void Pack - Part A

If you would like me to remove your mod please contact me and I'll remove it as soon as possible!

Thank you for making Torchlight II a better gaming experience!
MunchieDog Jan 9, 2016 @ 9:05am 
The amount of ignorance from K.K. -__-
Wayback  [author] Jan 9, 2016 @ 5:11am 
Pretty sure there are only two affixes like that and they come alongside an extra boost to armor than would normally be available at that level. Plenty of games have items that have drawbacks but compensate you in other ways.
Original Chad Jan 8, 2016 @ 5:22pm 
why the hell did you add affixes like "reduce movement speed" who the fuck wants a weapon that reduces their movement speed? this mod is trash
Omni May 20, 2015 @ 4:36pm 
Please release a version of this that is only the item affixes. I don't want to make changes to the core game that make it much easier, just add more affixes.
MunchieDog May 8, 2015 @ 6:58pm 
I don't mind seeing a bunch of Affixes in lower level gear, but the min/max range of the stats are absurdly overpowered. Any chance that you're going to nerf the maximum stat ranges to scale better with the level and requirements of the weapons? Some vendor items I find for 700g are stronger than some of the best uniques in vanilla.
CoachHines Apr 11, 2015 @ 8:14pm 
Makes looking for a loot a lot more pleasurable. Now the unique items and sets are rarely the best choice at any given level (at least for non-weapons)....and for someone who has played a lot of T2 over the years without this mod, it is a serious breath of fresh air. On occasin an overpowered item will drop, but this is rare enough that you can simply dump it for gold and move on. It's nice to be able to finally use some of the old blue/rare set pieces and not feel undergunned.
PhantumJak Sep 12, 2014 @ 10:08pm 
I've incorporated this mod within my merged mod pack! NO MERCY It's actually a little more than just a merged pack, take a look! ;D
Wayback  [author] Mar 5, 2014 @ 12:45pm 
I think it can roll on rings and amulets as well. The spell effects can roll as enchantments from Master and Grand Master enchanters.
Boon: White Toblerone Mar 5, 2014 @ 11:05am 
Hey, are any of the new spell effects available as enchantments? Also: Is the Treasure Hunt thing available on things other than belts?
roberto tomás Feb 26, 2014 @ 12:52pm 
added this to my rt gameplay cluster
Wayback  [author] Feb 18, 2014 @ 9:54am 
No problem Hphaistos, you can use it with proper credit given.
Hphaistos Feb 18, 2014 @ 7:41am 
Sorry man, i have already remove it from my mod.
But i will ask your premission to use your mod in to mine, i will give gredits and a link ofc.
And sorry again for that mistake.
derpymoogle Oct 7, 2013 @ 4:48pm 
A lot, and I mean a lot, of these rares are more powerful than some uniques.
Dangle Sep 18, 2013 @ 12:55am 
Jewels from D2 were fun and exciting. Strayed away from the default boring gem drops. It would be cool to see items of that sort added into the game. T2 does have the magical gems but its still a small set of enchantments that are possible. I end up transmuting most all of what I find/have already transmuted.
dreams Sep 9, 2013 @ 4:55am 
Great. Looking forward to your new item mod.
Wayback  [author] Sep 8, 2013 @ 8:22pm 
It could be done by creating a new item type and is on my agenda for an Item Expansion mod that would have random affixes like the Void Ember or Iron Embers. Mayble something along the lines of Jewels from D2.
dreams Sep 8, 2013 @ 1:23am 
Just found this mod today and it adds alot of flavour to an already good itemization in TL2. Great work.

Would you consider adding socketables with your affixes? At the higher levels it is basically all unqiues and just stacking the few main affixes with socketables. If we could have these new socketables, gearing would have more variety.
Wayback  [author] Aug 26, 2013 @ 8:02am 
Not that I've heard, but Synergies allows there to be more affixes on given items, so some items might be considerably stronger than vanilla.
DiLLiGaF Aug 26, 2013 @ 7:57am 
Anyone using this with Synergies? Any problems?
Fly_in_Bed Aug 24, 2013 @ 9:23pm 
This mod is just amazing, it makes rare and enchanted items usefull again and finally bring back the memory of D2 of farming different items cuz in D2 there are some magical and rare items more usefull than unique items. Thanks a lot for the great work!!
Draygo Aug 15, 2013 @ 4:23pm 
Ah, splendid!Hopefully it goes smoothly. Is there any chance for 100+ items, also?I know it's not really related, but I can't find any mods for that...
Wayback  [author] Aug 9, 2013 @ 4:31am 
That actually does help narrow it down, I can have a fix up later today.
Draygo Aug 8, 2013 @ 5:54pm 
If it helps, the two falconets were "Of Ire" and "Swift", and both had the icon that cannons use, rather than falconets.
Wayback  [author] Aug 8, 2013 @ 5:15am 
This mod does edit some items, but Falconets shouldn't be among them. I will look into it.
Draygo Aug 7, 2013 @ 10:00pm 
I'm not sure, but I believe some of the cannons with this mod are invisible. Namely the "Falconets". If that's a base item then...I need help :x
RABBoT117 Jul 30, 2013 @ 7:08pm 
Great job with mod. This was the easiest way for me to message you, but was hoping to get approval for me including this mod and any others that I may have included in a mod package I have put together. I have already credited you and made a link to this page within the link. Hope you're onboard.
Wayback  [author] Jul 26, 2013 @ 12:45pm 
I mainly asked about what other mods because some, like Synergies, that edit the Globals.dat change how many affixes can show up on items.

In the many hours testing this and my other mods since the balance tweak I made on June 29th, I haven't seen anything outlandish or game breaking for Veteran mode, but I will keep an eye out on vendors to see what shows up that might need tweaking.
solaris32 Jul 26, 2013 @ 11:36am 
The only mod I was using that affected items in any way is the pet and fishing overhaul mod http://steamcommunity.com/sharedfiles/filedetails/?id=138640092 . But it's not just me who thinks this mod is overpowered for vanilla TL2 http://steamcommunity.com/workshop/filedetails/discussion/148400540/810925580008872218/#c846956269274820834 .
Wayback  [author] Jul 26, 2013 @ 10:45am 
What other mods are you running?
solaris32 Jul 26, 2013 @ 10:05am 
To start most of this is from my NG+ char at lvl 75, but I saw some pretty powerful stuff on my level <20 chars when I briefly looked. The main problem is the fact that blues can hold a lot more bonuses with this mod, yet the stats aren't scaled back to compensate. With this mod you can find the same powerful pre-mod blues and greens but they will now have even more extra bonuses applied to them. There's no specific example but rather it's everything. Was pretty common to find blues with 4-5 bonuses that easily outdid the vanilla loot. I remember one now, that special items vendor had a green necklace with like 170 elec armor, a nice attack-based bonus which I forget, and it gave 200 damage in poison, with a focus requirement of 67 (level req. of 80). Who knows what insanely powerful blue necklaces I might find.
Wayback  [author] Jul 26, 2013 @ 8:32am 
What were the stats on the item and do you recall what it was called? I can look up the affixes involved and see what can be tuned.
solaris32 Jul 26, 2013 @ 7:11am 
It's a good idea, but it's incredibly overpowered. Just refreshing the vendor a few times and I easily found very powerful, yet cheap, loot that vastly outshined my previous best gear including uniques. The game isn't fun if there's no challenge, even on elite.
El Fabulous Gandalf Jun 3, 2013 @ 7:19am 
like it ^^
Matchet Jun 2, 2013 @ 3:05pm 
Wow. Looks nice and could be a good addition to improve diversity. Ill add to my collection. thanks
Wayback  [author] Jun 2, 2013 @ 2:35am 
@Wide, From my general understanding of mods, if you enable the mod and play solo and then eventually disable the mod so that you can play what other folks, This SHOULD be fine since the mod attaches to items themselves rather than the player,

@Guy I would hold off in incuding the mod in a compilation for now since it is still getting balances. Maybe in another week or two once all the bugs have been worked out.
VinchenzoTheJackal & Shoon Jun 1, 2013 @ 10:05pm 
This looks very nice.
Bandit Jun 1, 2013 @ 1:20pm 
How exactly are you playing with people who have loaded different mods?
Cheems Jun 1, 2013 @ 10:39am 
I have a rather simple question, does this mod conflict with other players when in an online game? Will it result in any "incompatibility error's" that result in not playing with players that do not have the mod?
Finarfin Jun 1, 2013 @ 5:47am 
Wayback
Could i use your mod in a mod compilation?
Wayback  [author] May 31, 2013 @ 2:32pm 
Note: This Bug Fix will not redo current items with Flurry due to the way Affixes attach to items, but any new ones will have the tweaked affixes.
Wayback  [author] May 31, 2013 @ 2:27pm 
Thanks for the feedback, In addition to fixing the Flurry (and most likely other buff-proc affixes), I've also re-tuned a number of the affixes' weights so that the more powerful ones should take up more 'space' on items and therefore should be less likely to appear on Green items, if at all.

If there are other % bonuses that seem to high, let me know in the Balance thread above.

I'm intending this mod to be interesting, but not necessarily overpowered, in the item department.
Mr. BootRecords May 31, 2013 @ 1:10pm 
Interesting mod. I really like the variety it adds to the game, but I feel like some affixes might be rather overpowered... not to be too picky, but when I seriously and frequently start pondering whether I should choose a green item over a unique all of a sudden, something might be a little off. Especially several % bonuses are a little over the top, considering for example that I never encountered an item with more than 5% experience gain bonus before (and those that granted this amount of % bonus exp. usually had this as their only stat and were rare already...) and now just got a green drop with 14% gain AND a few more nice stats...
Wayback  [author] May 31, 2013 @ 11:08am 
I'll poke my head in the Synergies files later, but I suspect that Salan has modified the core game to allow more 'affix slots' so to speak to be open on Blue and Green items. That would result in what the picture seems to show (Affix list wise).

That shield sounds like it might have been two reflect Affixes stacking up on each other.

I'll have to take a look at that Durability mod too and see if they've done something similar Synergies but in reverse.
Vahlian May 31, 2013 @ 10:56am 
@ Wayback Hmmm I just turned off all of my mods besides synergies and I'm guessing that synergies make the items stats a lot higher than they should be. I was looking at the picture of the axe upload by *****Player and that amount of affixes is fairly a normal occurence with synergies enabled. It seems to me that the amount of affixes double or even triple--compared to not having the mod enabled-- with synergies. I just got a green shield that gave a 64% to reflect projectiles and a blue sword that gave 10% to relect projectiles. That combined with my other gems and gear, that give a chance to reflect, made it seriously OP haha. I haven't tested without synergies though since my save is bound to it so I can't say everthing I've said, is for sure.

Also, early I was playing with the durability and repair mod and it does the complete opposite basically. 50% (more or less) of the items had no stats what so ever.

PS lvl 27
Torsion May 31, 2013 @ 10:50am 
Yeah I use synergies mod, also I got this axe from a vendor that sells uniques and rares in estherian enclave, i think its the 'adventure mart' mod.