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Torchlight 2 mechanics are in constant flux and can change over the course of development.
will continue to use the open source 3D graphic engine, Ogre3D, to render the games 3D scene. It is likely Runic Games
will also continue using FMOD, a library for the creation and playback of audio. Along with those Torchlight II may also continue using Particle Universe for their particle engine; to create the effects
generated by the player's skills
. In addition to these peaces, Torchlight II will also have a network code for online play, there are no details on the network code itself.
OS: Windows XP SP3/Vista/Windows 7
Processor: x86-compatible 1.4GHz or faster processor
Memory: 1GB System RAM
Hard Disk Space: 1.2GB free space (subject to change)
Video Card: DirectX compatible 3D graphics card with at least 256MB of addressable memory.
As players progress through the game, they will acquire a vast array of items
. This is a common trait of games that follow the Diablo
-esque Action RPG
range from potions
, weaponry, armor
, and other specific items.
The latest inventory panel for Torchlight II, shows the player's 32 slots
In earlier versions of Torchlight
2, Runic changed the inventory
system to utilize bags instead of categories like Torchlight I
. *In more recent builds of the game the inventory system has reverted back to a category based system that'll have a combined total of about 64 slots between player and pet inventory slots for non-stackable*items. *Stackable items have their own tab.
No information has been given on the stash
; however, it is very likely going to be in Torchlight II.
Loot in Torchlight 2 is more evolved than in Torchlight I. Loots sources provide more focused drops; for example, flipping rocks will provide more gem drops, searching bookcases will yield more spell
drops, and gear drops will mainly come from boss
loot and chests. To the right is an infographic created by Erich Schaefer that shows where loot can potentially drop from
In online play, every player will get their own loot which can only be seen an picked up by said player. If the player chooses to drop an item he picked up, it then becomes open to anyone on the server.
A character's level
represents their general power. The player gains levels as they increase their experience points
(XP). The player starts at Level 1 and as they kill AI controlled monsters
they gain XP and level up. The cap for Torchlight II has not be announced yet. As player's level up they gain new abilities
, increase stats which then allows for more equipment to be wore.
Torchlight II will employ similar statistics
to Torchlight 1:
- Strength - Increases all weapon damage. Strength also increase elemental damages on weapons.
- Dexterity - Increase Dodge Chance and Critical Strike Chance, and reduces the fumble penalty.
- Focus - Increases Magic Damage, and the chance to execute when duel wielding.
- Vitality - Increase Armor and Health
*Execute Chance is when both weapons strike at the same time.
During the network beta the skill
system was a traditional point allocation system. After the beta, changes were made to the skill system. A tier system, where every 5 points in a skill adds a new effect, was implemented to offer incentive to invest into a single skill.
returns in Torchlight 2, as of the Network Beta there isn't any major changes to it.
will have a Charge resource that'll increase as you do normal damage.
For the Engineer
each successful normal attack increase the engineer's charge by one which will affect certain skill's effects.
goes into a "Frenzy" state when the charge bar is full. In this state, critical strikes
and attack speed are greatly increased.
goes into a "clear-cast" state when the charge bar is full. In this state all skills cost nothing.
has a persistent buff that is bettered as the charge bar increases.
Replacing the Miss mechanic from the Action RPG genre is the Fumble mechanic. Instead of completely missing the target, players can fumble an attack, as a result causing less damage instead of causing no damage at all.