Human Enemies

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Human Enemies


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  • Author jordan0422
  • Uploaded 12-09-2013, 02:46 PM
  • Last Updated 12-09-2013, 02:46 PM
  • Category Monsters (TL2)
  • Total Downloads 1724


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The turmoil left by the wake of the Dark Alchemist has presented an opportunity for many...


They come in droves seeking to make their fortunes in the world of Torchlight. What they cannot have in diplomacy, they will take by force. They have allied themselves with beasts, monsters ... and even the Dark Alchemist himself.


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This mod currently adds humanoid enemies scattered throughout the game.


These enemies include:


Vanquishers: Use 2 Vanquisher skills. Do not wear armor. Has high health and health regneration.
Destroyers: Use 2 Destroyer skills. Do not wear armor. Has high health and health regneration.
Alchemists: Use 2 Alchemist skills. Do not wear armor. Has high health and health regneration.
Berserkers: Use 2 Berserker skills (3 skills for Champions, 4 skills for Bosses). Wear full armor.
Embermages: Use 2 Embermage skills (3 skills for Champions, 4 skills for Bosses). Wear full armor.
Engineers: Use 2 Engineer skills (3 skills for Champions, 4 skills for Bosses). Wear full armor.
Outlanders: Use 2 Outlander skills (3 skills for Champions, 4 skills for Bosses). Wear full armor.
Mercenary: Use 2 mixed class skills (example: Emberquake & Frost Phase / Raze & Burning Leap). Wear armor (no helmet).


COMPATIBILITY: Should be compatible with every mod. Put it anywhere on your mod load list.

FEATURES:
* Humanoid enemies using class skills and spells (even some skills from Torchlight 1).
* Humanoid enemies wearing random equipment so no two enemies will look the same (thanks to Kva3imoda of official forums).
* Enemies skill rank based upon Act #. Enemies in Act 1 will use skills/spells with rank of 1, etc. Champions and Bosses can have skils up to rank 15.
* Enemies have chance to flee when health is low. Depends on enemy types: casters/rangers are more likely to flee than meleers.

NOTE: This mod will make your game harder. It could be mildly harder, or next to impossible. Depending on what other mods you're also using.

v1.01: More enemies added. New enemies now has passives (Wand Chaos, Shotgonne Mastery, etc.) and spells (Fireball, Roller, etc.).
v1.02: Better equipment randomization. More enemies added. Decrease overall spawn chance (~35% decrease). Easier Act 1 human enemies.
v1.11: More balancing adjustments. Spawn chance is now 20%.
v1.13: Lower spawn chance to 15%. Increase loot quality for champions & normal enemies. Add chance to flee on low health. Fix male enemies using female armor model bug.

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