Torchlight FAQ/Walkthrough

Table of Contents

  1. Version History
  2. Introduction
  3. Q & A
  4. Game Controls
  5. Main Characters
    1. The Destroyer
    2. The Alchemist
    3. The Vanquisher
  6. Character Skills
    1. Shared Skills
    2. Destroyer Class Skills
    3. Alchemist Class Skills
    4. Vanquisher Class Skills
  7. Your Pet
  8. Fishing
  9. Spell Scrolls
    1. Defensive Spells
    2. Charm Spells
    3. Offensive Skills
  10. Items
    1. Item Modifiers
    2. Potions & Scrolls
    3. Socket able Items (Ember)
  11. Walkthrough
    1. The Town of Torchlight
    2. Main Quest line
    3. The Mines
    4. Orden Mines Floor 1
    5. Orden Mines Floor 2
    6. Orden Mines Floor 3
    7. Dank Chamber Floor 4
    8. Tomb of the Awakened
    9. Tomb of the Awakened Floor 5
    10. Lair of the Sisters Floor 6
    11. Tomb of the Awakened Floor 7
    12. Overseer's Chamber Floor 8
    13. Estherian Ruins
    14. Estherian Antechamber Floor 9
    15. Estherian Ruins Floor 10
    16. Estherian Ruins Floor 11
    17. Estherian Ruins Floor 12
    18. Estherian Ruins Floor 13
    19. Estherian Ruins Floor 14
    20. Estherian Ruins Floor 15
    21. Rune Chamber Floor 16
    22. Tu'tara Caverns
    23. Tu'tara Caverns Floor 17
    24. Tu'tara Caverns Floor 18
    25. Tu'tara Caverns Floor 19
    26. Vast Chasm Floor 20
    27. Molten Prison
    28. Molten Prison Floor 21
    29. Molten Prison Floor 22
    30. Molten Prison Floor 23
    31. Prison Stronghold Floor 24
    32. The Lost Fortress
    33. Lost Fortress Floor 25
    34. Lost Fortress Floor 26
    35. Lost Fortress Floor 27
    36. Lost Fortress Floor 28
    37. Lost Fortress Floor 29
    38. The Black Palace
    39. Black Palace Floor 30
    40. Black Palace Floor 31
    41. Black Palace Floor 32
    42. Black Palace Floor 33
    43. Black Palace Floor 34
    44. Lair Floor 35
  12. Sidequests & Services
    1. Vasman 1
    2. Vasman 2
    3. Vasman 3
    4. Vasman 4
    5. Vasman 5
    6. Vasman 6
    7. Vasman 7
    8. Flux 1
    9. Flux 2
    10. Flux 3
    11. Flux 4
    12. Flux 5
    13. Flux 6
    14. Flux 7
    15. Flux 8
    16. Flux 9
    17. Flux 10
    18. Flux 11
    19. Flux 12
    20. Flux 13
    21. Flux 14
    22. Flux 15
    23. Flux 16
    24. Flux 17
    25. Flux 18
    26. Flux 19
    27. Flux 20
    28. Trill 1
    29. Trill 2
    30. Trill 3
    31. Trill 4
    32. Trill 5
    33. Trill 6
    34. Trill 7
    35. Trill 8
    36. Trill 9
    37. Trill 10
    38. Trill 11
    39. Trill 12
    40. Trill 13
    41. Trill 14
    42. Trill 15
    43. Trill 16
    44. Trill 17
    45. Trill 18
    46. Hatch Quests
    47. Hatch 1
    48. Hatch 2
    49. Hatch 3
    50. Hatch 4
    51. Hatch 5
    52. Hatch 6
    53. Hatch 7
    54. Mysterious Map Scroll 1
    55. Mysterious Map Scroll 2
    56. Mysterious Map Scroll 3
    57. Mysterious Map Scroll 4
    58. Enchanting
    59. Transmute Recipes
  13. Extra Features
    1. The Shadow Vault
    2. Xbox 360 exclusives
  14. Disclaimer
  15. Thanks
Torchlight FAQ/Walkthrough

Version 1.40

Version History

3/20/2011 version 1.0

  • Guide completed, revised, and submitted.

3/25/2011 version 1.1

  • Formatted the guide to allow easier navigation
  • Fixed stat and item errors

4/1/2011 version 1.25

  • Added a complete Walkthrough
  • Added sections for Hatch and Vasman map quests

4/3/2011 version 1.30

  • Added missing spells
  • Fixed misleading quest information
  • Fixed table/box format problems
  • Added potions, scrolls, & fish
  • Placed enchanting and transmuting into their own sections
  • Fixed random terminology and spelling errors

4/5/2011 version 1.40

  • Finally completed all of the gems in game, added ember stats for every type
  • Placed all sidequests into their own section, leaving hyperlinks to them in the walkthrough.
  • Added a questions and answers section based on reader feedback
  • Cleaned up clutter in the walkthrough and edited unclear instructions
  • FAQ is now complete!

Introduction

Torchlight is a hack and slash style action rpg game available for download from Xbox Live. The game's development team is made up of some of the creators of Diablo and Fate. While I have never played Fate, I have played Diablo and Torchlight feels very much like Diablo with many similar features and the general game layout being the same.

The game boasts four difficulty levels which are a permanent choice upon character creation, if you choose normal you cannot change difficulty for the character at all. There is also a hardcore mode in which death is permanent to spice things up for the more serious, less reckless players. Also upon creation you can choose a unique pet which will accompany you through your journey, this choice is also permanent to an extent (more info in the pet section).

Torchlight is an amazingly fun and addicting game, and as a pure example of my favorite genre, I am proud to to walk you through the game from start to end.

This guide is my own work, and based solely on my experience with the Xbox 360 version of Torchlight. Any ideas or information from any other sources has been omitted from the guide. Thank you for taking the time to look into my Walkthrough for Torchlight!

Excerpts from Alric's Journal are taken from the game directly, and are the original work of course by the game's developer: Runic, not myself.

Q & A

Q. Does Torchlight have multiplayer?

A. No. Torchlight is a single player game. Torchlight 2 will have full co-op support however and is in development to be released for the PC in 2011. An Xbox 360 version is not yet announced.

Q. I used a fish that grants a large bonus to gold find for a time but I am getting the same amounts of gold drops as before, is this fish broken or what?

A. Fish that you feed to your pet (check the in game tooltip) and add bonuses such as an increase to gold or magic find only take effect if the pet gets the kill. If you hang back and let your pet kill some critters, the bonuses will be applied.

Q. I used a permanent fish on my pet but after trying a new transformation it changed back to the wolf/lynx/chak. Are permanent transformations glitched?

A. If you change your pet into a permanent creature type, it remains as that type unless you use another transformation like you described and reverts back to your original pet. This is not a glitch or bug, but the intent of the developers. Do not experiment with other types or you will lose whatever permanent type you have for your pet!

Q. Raising the magic stat isnt giving me more mana, what am I doing wrong?

A. The magic stat increases the damage of elemental attacks and does not grant any bonus to mana. Maximum mana is raised by a small amount each level up, and you can also find items which add more mana while equipped.

Q. I've used the respec potion to reallocate my skills but one of the skills refunds all of the points except for one. How do I get that point back? Every other skill refunds all of the skill points.

A. Each class starts with 1 rank in a specific skill on creation. That skill rank/point cannot ever be removed.

Q. Something happened to my shared stash! I lost everything in it and dont know why, what's going on? How do I get the items back?

A. There is a glitch involving the shared stash in which the items are deleted permanently. Runic is working on a fix to prevent further loss, but anything deleted is gone for good. What exactly triggers the loss is unconfirmed, so play it safe and use your personal stash for each character unless you are transferring items.

Q. My hardcore character died but it is still in the load character screen. Can I really still access the character?

A. If you die as a hardcore character, that character is forever gone. The character remains in your load character screen but is in ghost form and unselectable, its the hardcore character's graveyard. Here is what the game tells you upon a hardcore character's death:

"This character was killed in hardcore mode. They are permanently dead. You will not be able to continue playing with them."

So what you see is just for show, to remember your fallen hero.

Q. I was on the 76th floor of the Shadow Vault and accidently lost my portal there, is there any sort of waypoint or something to get back there?

A. Unfortunately, no. The only way back to your previous location in the Vault is to use the portal you made in the Vault or start back at floor 1. If you portal out of the vault, make sure you dont go anywhere else and use another portal or the Vault one is overridden.

Q. How do you rotate the camera?

A. The camera cannot be rotated, you can only control zoom.

Q. I found a nifty Axe for the creature Gar handing out quests in the Shadow Vault, do I have to give it to him? The Axe has better stats than my sword...

A. You can abandon the quest by going to the quest log, highlighting the quest, and then pressing the Y button. After you abandon the quest, the item is yours for good and you can find a new quest from Gar (or any of the quest givers).

Q. What is the best class?

A. All three classes were designed well in Torchlight and each is capable of completing the game at all difficulties. The Alchemist seems to have the easiest time however, able to summon a small army and all.

Q. What's your favorite class?

A. Vanquisher. I'm a huge fan of Archers/Rangers in these games and while I usually try them all, I will always main the Archer class.

Q. I have heard that you can dupe items in this game and even glitch to prevent losing enchantments from the enchanter or shrines. This is a single player game and duping isnt going to hurt anyone, can you tell me how?

A. No. While duping and glitching may be possible, I play my games 100% legitimately, and never glitch or cheat in any way.

Q. Your guide is missing something, when are you going to add it?

A. To my knowledge, the guide is complete. If you notice something missing or find something unclear in the guide, do not hesitate to contact me and let me know. If I decide to include any pertinent information in the guide, it will be added immediately and credited to you.

Game Controls

Back Button: Opens the character menu screen

Start Button: Game Options menu

Left Analog Stick: Controls player movement

Right Analog Stick: Zoom camera view in and out

Right Analog Stick (press down): Display mini map and cycle mini map style

Up on the Directional Pad: Switch to skill set 1

Down on the Directional Pad: Switch to skill set 2

Left Trigger: Hot keyed action skill

Right Trigger: Hot keyed action skill

Y Button: Hot keyed action skill

B Button: Hot keyed action skill

A Button: Interact with objects or non player characters

X Button: Standard attack with equipped weapon

Left Bumper: Use healing potion

Right Bumper: Use mana potion

Main Characters

Torchlight has three classes to choose from, each with a different set of skills and evident play styles. An interesting note is that any class can use any piece of equipment, as long as they meet the stat requirements for it. In this game each class also has the ability to dual wield weapons. That does not mean each class can fulfill each play style available equally, some classes are much more able to perform better regardless of gear. Each class is easy enough to pick up and play as there is no difficult learning curve or some magical formula to building a character. Unlike some Role Playing Games Torchlight is very forgiving except of course on hardcore mode and with some unavoidable cheap enemies later in the game. Stat points should be used in the standard rpg fare, strength for melee fighters, dexterity for ranged fighters, and magic for heavy casters. Each class should place some points in defense as well and save some points always in case you need to raise an unused stat for gear requirements.

Below is a rundown of the three classes.

The Destroyer

Your melee oriented, Barbarian type class with that special magical twist! This guy is a tank in his own right with an impressive spread of skills available. He has a few melee oriented attack skills, a few magically based skills, and even special auras which no other class has access to. These auras grant a passive effect while active and can damage and slow enemies in the effect. A great character for hand to hand combat, strength and defense seem to be priorities stat wise as you want to hit harder and be able to take more damage as well.

The Alchemist

A true mage in his own right, the alchemist can sling many a spell and summon a small army of creatures to his aid. With direct damage, debuff, and damage over time spells at his disposal and an entire tree devoted to summoning, he is a force to be reckoned with in the right hands. From what can be seen and the available active skill slots, going pure summoner or pure mage can be as viable as going half and half as long as you prioritize what you are doing. If you love to wreck havoc or have minions do it for you, the Alchemist is a perfect choice for you. Make sure to make use of the magic stat to boost the damage of your elemental spells and wands.

The Vanquisher

The marksman of Torchlight, and my personal favorite. The Vanquisher has access to a variety of ranged skills and spells including elemental varieties and also has the ability to deploy traps which damage or debuff enemies in range. Some close combat assassin skills allow her to defend herself if enemies get too close As all expert archers know, a pair of daggers can be a lifesaver if you aren’t prepared for a sudden onslaught of quick foes. The Vanquisher will almost always want to place points into Dexterity mainly and main a ranged weapon. Attack speed is also a must to keep high while avoiding slow weapons if at all possible.

Character Skills

Each class has three distinct skill trees, which are for the most part unique to that class and unavailable to other classes. There are some common skills which all three classes share and those will be described first. There are no requirements for choosing skills outside of level requirements. New skills open up at level 5,10,15,20, and 25 with level 1 skills being available upon character creation. Skill points are gained with each character level and with each fame level earned. Skills cannot be earned any other way and 10 is the maximum rank for all skills.

Passive skills are always active and provide a bonus without any action needed by the character besides choosing the skill, while active skills must be linked to a hot key and cast before any effects take place. You can set active skills in the skill menu by highlighting a chosen active skill and pressing X, then by pressing the button you wish to hot key it to. Available Hot keys are Y, B, left trigger, and right trigger. You can also set another set of the same four keys by pressing down or up on the directional pad and following the step above. By doing this, Torchlight allows for a maximum of 8 hot keyed skills at any one given time and you can switch between the two sets of four by pressing up or down on the directional pad in game, without any lag or delay.

For all skill listings and descriptions, shared skills are passive and class skills are active.

Shared Skills

Critical Strikes: This skill increases the chance to score a critical hit and also increases the damage of critical hits by a nice percent. It is always good to have points in critical strikes unless your build does not allow it as they can happen quite often with the chance high enough, and the damage is extreme. Critical hits will take effect with both weapon attacks and damage spells so even pure spell casters can benefit from it.

Armor Expertise: This skill lowers the stat requirements for armor and also provides a percent boost to your armor class, which reduces damage taken. It is another good skill to invest spare points into as you can save on precious stat points instead of wasting one or two just to wear a piece of armor. Stat points cannot be undone but skill points can so this skill might be a bit more powerful than it seems.

Dual Wielding: Increases damage dealt by a percent while dual wielding (having a weapon in each hand). If you dual wield, this skill can add a lot of damage with minimal investment and is worth the points. If you use two handed weapons mainly, it is not a skill you will need at all.

Charm, Defensive, and Offensive Spell Mastery: Each character has separate skills for each of the spell types: charm, defense, and offensive spells. Points in these skills raise the spell levels of all spells learned of that type. Spells are specifically learned from scrolls and are not the same as skills, so your explosive shot will not benefit from raising offensive skill mastery but your fireball spell will. If you have a low level spell that you use often, a few ranks in the respective mastery will make it progressively stronger. Worth a few spare points for spell users, but if you don’t use spells often (again, these are specific spells learned from scrolls) it isn’t worth putting many points if any at all in the mastery skills.

Adventurer: Increases experience and fame gain by a small percent and increases potion effectiveness by a large percent. This is a good skill to have at least some points in, as you level up your character and fame faster which nets you more skill points quicker. If only a couple, have a few points in the skill as soon as it unlocks, it will pay for itself rather quickly.

Martial Weapons Expertise: Lowers the stat requirements for all melee weapons and increases the damage of melee weapons by a percent. If you use melee weapons mainly, this is another good skill to use.

Ranged Weapons Expertise: Lowers the stat requirements for all ranged weapons and increases the damage of ranged weapons by a percent. If you use ranged weapons mainly, this is another good skill to use.

Magic Weapons Expertise: Lowers the stat requirements for all magic weapons and increases the damage of magic weapons by a percent. If you use magic weapons mainly, this is another good skill to use.

Pet Mastery: Increases your pet and your summoned minion's damage and armor by a percent and also speeds up the process of having your pet cart items to town to sell and return to you. A good skill for summoners and even for everyone else on the harder difficulties as the pet is very susceptible to damage.

Block and Parry: Grants a chance to block attacks, shield or not. If you need the extra defense and armor expertise is maxed, this is an OK skill to choose but not mandatory.

Barter: Makes you more efficient in shopping, literally. Merchants sell their wares for less and you can make some easy money with this skill maxed out because they will still buy some stuff back for you for more than they sold it to you for! I always prefer to prioritize combat and leveling effectiveness first, but it is a good flavor skill if you are in need of money for gambling or enchanting.

Treasure Hunter: Increases gold and magic find percents which allows you to find more gold and better treasure in the dungeons. Worth a few points early on if you can spare them and definitely worth many points later on when you start farming for the end game gear.

Advanced Spellcasting: Reduces spell requirements (spells from scrolls) and increases mana regeneration. If you run out of mana often, this skill can help you out but otherwise it isn’t really too useful.

Destroyer Class Skills

Berserker Tree

The Berserker tree utilizes straight forward, standard issue, grunt tactics. Weapon slashes and ramming speeds encompass the tree. No flashy magic skills or bright lights, just blunt force.

Slash Attack: A forward based melee attack that will hit multiple enemies in front of the Destroyer. This is a good melee skill for early on as the mana cost is quite low. It might wear out its usefulness later so its not advised to put too many points into it. Note that every Destroyer starts with one rank in this skill at no cost, that first free rank may be enough to get by the first few levels.

Stampede: "A brutal forward dash that damages all foes in its path". Sounds pretty good doesn’t it? This skill also has a chances to knock back foes making it even better and especially useful for getting to mages and annoying archers quickly. Not a bad skill either, the knock back and heavy damage works really well against groups of weak creatures that have ranged support.

Chain Vortex: A ghostly conjured chain lashes out in an attempt to stun enemies. On paper the skill might sound pretty good as an enemy that cant fight back is a good foe but it does so little damage that skill points could be used elsewhere, especially as a level 15 unlock. You can try it out as the stun effect does indeed work, but you could probably fare better just damaging the enemy with heavy skills in the time you wasted stunning them. If used, not many points are needed as the stun chance starts out at 87% which is a pretty high chance for success. A few points are not wasted if you do want to try it since the stun starts at 3 seconds.

Spectral Echo: This attack is a ranged attack that damages enemies as you strike with weapon attacks. The damage starts out pretty low based off of your current dps so it might not be a very wise investment when you can close ground quicker and use more powerful skills instead. To see some real damage from this attack, you are going to have to invest many points. If your weapons have a low range inherently, this may be a decent skill early on but it only applies to standard (X button) weapon attacks.

Devastate: This skill is a constant cost spell (hold down your hot key to keep it active as it uses mana as long as you hold the button) but is very powerful in trade. While you run around with it active, your movement is increased, and any enemy touched will be debuffed with lowered armor, damage, movement, attack, and cast speed. It also adds damage beyond your current weapon dps, making the character quite literally, a Destroyer. As long as you have mana upkeep, you can run around gutting foes quickly and easily.

Titan Tree

The titan is the magically enhanced Barbarian, able to crush foes with elemental bursts and waves of energy. The Titan forgoes traditional crushing in favor of pulverizing his enemies with mystical surges of energy and pain. A nice touch as most rpgs don’t allow cross class skills so much, a warrior usually can do little more than slash or bash.

Soul Rend: Melee range attack that damages foes heavily and adds electric damage, there is also a chance to stun. It seems to be a decent attack against bosses and champion type monsters but seems a little less effective against weaker critters (which aoe attacks are a bit more efficient). Good for bosses and champions and a few points in are not wasted.

Titan Stomp: Smashes all nearby enemies with a shock wave and stun chance. This is an excellent skill to have hot keyed as with every cast it almost always knocks back enemies and, chills them (slowing movement), and has a chance to stun. Perfect for getting enemies off of your back if you become surrounded and need to get your bearings. I recommend a few points and an active hot key

Doomquake: This skill has a chance to burn enemies and it inflicts a good amount of your dps as well. Its more of an offensive skill and burning cracks in the ground strike outwards towards your enemies but in most cases, Titan Stomp is a bit better of an attack because of its defensive properties. If you do use it, you are going to want many points in it to keep the damage high and chance of burn good. Note that the burning cracks are random in how they branch out and the may or may not strike enemies depending on the enemy's position(s).

Frost Shield: A protective barrier will absorb damage for a time while freezing enemies who strike it. This is a nice defensive skill and also a very good hot key It might not be too obvious on easy or normal, but it is a very strong defense in high difficulties and high levels. The damage absorption can get quite high and it absorbs all damage, both physical and elemental.

Seismic Burst: A powerful attack with a nice rate of knock back This is another decent skill depending on your supporting skills, as it has a very large area of effect. It does lack any sort of stun but the knock back is worthwhile. Note that the Seismic Burst is not a radial attack but an outward one.

Spectral tree

The spectral Destroyer is one that embraces death and decay, using foul magics to give himself a vile edge in combat. Nasty surprises await the creatures below Torchlight, as a spectral fighter will only reveal his talents as an assassin will introduce a dagger to the back.

Shadow Armor: A phantasm summon the Destroyer can call upon to attack his foes. Summons can be effective and a nice support but later on the pet mastery skill needs to be used in order for the shadow armor to keep up. Early on, a few points will suffice and you can recast the shade if it should perish. Note that the armor appears right over your character and will only be able to strike enemies in range. This is not a conventional summon as it does not run around on its own.

Entropic Aura: A foul aura slows surrounding enemies cast, movement, and attack speed. Also has a chance to interrupt enemies (attacks and castings). Only one aura may be active at a time so if you like one over the other, choose it. Slowing enemies is always useful (and fun!) so it is not a bad skill even with low ranks.

Shadow Bowman: Another spectral summon, this one is an archer and compliments shadow armor quite well especially with pet mastery. While active you will gain a damage bonus and increase to missile armor (lowers damage of ranged attacks on you) so its worthwhile if summons are your thing. As with the armor, the bowman is a summon that appears right above your character and does not move around on its own.

Aura of Thorns: The other aura available, this one provides a small damage over time to enemies in a large radius. The damage is sort of low but it is constant and you don’t have to worry about taking any action after casting. A cast and forget skill with some extra damage is never a bad thing.

Spectral Decay: A nice area of effect attack that knocks back enemies, lowers their armor, & has a chance to stun enemies. Good for any build and a nice support skill.

Alchemist Class Skills

Arcane Tree

The Arcane Alchemist is schooled well in the traditional art of magic. Expect to blast enemies from a distance with flashy spells, and all sorts of explosions. The stuff that makes mom proud.

Ember Bolt: Standard run of the mill bolt spell, that can fire multiple projectiles at one time. A good staple skill, which also has a knock back chance and can be increased to allow four bolts at once. Bolt spells are the 12 gauge shotgun of RPGs, don’t leave home without it.

Ice shock: Hurl a crystal that explodes into a hail of chilling cold pain, freezing foes. A good one early on, freezing and slowing creatures to prep for follow up attacks.

Ember Lightning: A decent enough spell early on, a bolt of lightning zaps the target. If it is not performing well enough, hold off on points for something stronger. It just lacks the raw power of later skills or the aoe effects of earlier ones.

Ember Lance: This seems to be an Alchemist favorite and it is easy to see why. The will constantly shoot a stream of ember for as long as you hold down the hot key it is assigned to (draining mana all the while). Its a fun skill and powerful in its own right with mana upkeep.

Pyre: Think fireball and you know what Pyre is already, you hurl a crystal that shatters and burns enemies. The mana cost is reasonable and the damage over time is decent too so it is not a bad spell to use.

Ember Strike: A high damage, area of effect, pile of file blasts enemies in a radius. The damage is really great but the targeting is a little wonky as it will cast on the highlighted enemy which changes rapidly on the 360 version. It is useable and very fun, the targeting can annoy you though.

Lore Tree

Ah, the Alchemist that needs a friend, or two, or ten. The Lore "master" is one who summons creatures to do battle for him or just take the heat, imps golems, whatever. They all make nice meat shields. Don’t forget pet mastery if you choose the path of summoner as your minions need all the strength you can allow them.

Nether Imp: Summon some imps from the depths of the hells to rise from slain corpses and pester your enemies, what more could you want? A great staple for a summoner, keep them active and well fed!

Really though, these little creatures can dish out some damage and you can summon more at once the more points you invest. Max it out if you summon.

Thorned Minions: A buff for your pets that reflects damage back to attackers. It sounds useful and is worth using early on but the burning bind buff is far superior. Best to put points into it but when you respec and have burning bind, leave this alone.

Summon Alchemical Golem: Summon a robotic friend to crush your enemies. A good skill to have around, this guy can survive well enough and do some damage in his own right.

Terror: Enemies in range will flee in terror. Excellent defensive maneuver, it can really save you if you are swarmed with little critters (the ones that want to kill you, not your summons!). A few points are not wasted here, if it doesn’t seem too effective for you or you just don’t need it leave it after a respec.

Summon Beam Golem: A mechanical friend with a ranged beam attack. Two robotic warriors are better than one, and this one shoots lasers! Really good pet to keep around, worth an investment.

Battle Tree

The Battle Alchemist has dabbled in some strange brew and has some strange and effective powers. He can teleport, weaken enemies, and even augment his weapons for some hand to hand. A skilled "Alchemist"? Or a failed lab student? Its a little hard to tell from the get go but some of these skills can really shine in the right light.

Ember Shock: You know that strange looking glove the poster boy for Torchlight wears? It actually has a purpose, to shock enemies! Really, the stun is great and the added electric damage is nice. Mainly for the stun and knockdown, awesome for groups headed by a leader or some burly sort right in the center.

Ember Shield: Absorbs physical damage. It can be used to save you in tight spots, but it doesn’t really need to be on all the time. Depending on how reckless you are, you might be able to get by with passive defensive skills or just the good old "best defense is a good offense" trick. One of those "rent before you buy" skills, so try a point or two and see if you like it.

Infuse: Adds damage to your melee or ranged weapon for a time. If you use your normal weapon attacks a lot, this will help you out as the damage bonuses are pretty big. Don’t let a skill like this on a caster class turn you off, it is pretty powerful in its own right.

Frailty: Slows enemy attack speed, lowers enemy armor and resistances, a very nice debuff especially later on in the game. Debuffs can make killing things all the more easier and such a skill shouldn’t be overlooked.

Ember Phase: Teleport, knock back foes, possible stun and decent damage. This is another good spell for all around defense and flexibility. If nothing else, it is fun to warp around kicking enemies out of your way!

Ember Sentry: A crystal piece floats around blasting enemies that come near you. Seems like a skill just to have because I couldn’t get it to do any great damage. It does say it adds a ton of damage and summon duration but I haven’t tested it fully to see what damage it affects (itself, yours or what). It really seems like a weak skill for level 25.

Vanquisher Class Skills

Marksman Tree

The marksman is a master of ranged weapons and has devoted a lifetime of study to perfecting the art. Able to fuse elemental energy with conventional arrows, the marksman can set enemies ablaze and freeze them outright. Devoted archers can even unleash a flurry of arrows to rain upon foes.

Ricochet: A single, powerful shot bounces off of walls repeatedly damaging all enemies it hits. Will pass through enemies and continue to ricochet. An excellent skill which is unlocked at the start for free, good for hallways and enclosed spaces.

Frost Pilum: A single blast of frost that will chill enemies in its path. Will pass through enemies and hit any in its path. Another staple skill which can be used well throughout your game.

Seeking Shot: A blast of particles split off and home in on a single target, always hits and is a great skill for hard to reach enemies.

Explosive Shot: A blast of energy that explodes on impact dealing large damage to any foe in a medium radius. A perfect skill for groups with high damage output. This can easily be the only skill you use, opting to use others only to break up the monotony. Recommended highly.

Arrow Hail: The archer fires off a volley of arrows at the target hitting all in a radius for big damage. The skill is impressive but suffers the strange targeting problem of ember strike in that it will cast on the highlighted enemy which changes rapidly on the 360 version. So just the same, it is useable and very fun, the targeting can annoy you though.

Rogue Tree

The rogue is a master of quick melee attacks and ever the trickster. A skilled archer can reveal the dirty secret of a poison blade and keep enemies at bay with flawless transition between play style.

Needle Arc: The Vanquisher throws a handful of darts in an arc toward her enemies. The darts slow enemies and deal extra damage over time making them quite useful actually. A dirty trick indeed, and good for keeping the forces of evil at bay. The darts have a short range, probably to keep them from being over powered so it is going to be a player choice based on how they handle.

Stab: The Rogue deals a massive strike with twin daggers to an enemy. This skill hits hard and can stun enemies. The stab can actually hit multiple enemies at once if they are in close proximity making it a good skill for early levels.

Wind of Justice: Blast all surrounding enemies away (knock back) chilling them and also with a chance to stun. This is a perfect defensive skill to blast enemies away when you are surrounded. Very useful and recommended.

Venomous Dirks: A set of poisonous dirks shoot out from the Rogue in a 360 degree radius, then seek out and damage enemies adding poison damage to the effect. A nice attack because of the auto targeting of the dirks and high number of them at once, worth it if you aren’t using too many marksman skills.

Hamstring: While active, movement speed is increased and any enemies you hit will have armor lowered, movement, casting, and attack speeds lowered, and take heavy damage. A fun skill but it drains mana quickly for as long as you hold down the button it is hot keyed to.

Arbiter Tree

The Arbiter is a master trap setter and uses them to damage enemies with a variety of effects. Best to pick one trap to augment your marksman skills. Many traps can be out at once but only two of each type, if you have two fire traps out and cast a third the first one will disappear. You can though have two fire traps and two lightning ones out at the same time etc.

Lightning Bomb: Toss a ball of lightning at enemies which damage all in a radius. Not very high damage and it can be safely skipped. It is not a trap however and a pure arbiter might make better use of it.

Fire Trap: Toss out a trap that burns enemies with a deadly flame. The trap has a short range but makes quick work of enemies with weak armor. Good early on, make sure to upgrade as more traps become available.

Flechette Trap: Toss out a trap that sprays enemies with razor sharp flechette. Has a nice long range and good damage. You could choose to main this trap and do quite well, safe to invest points into.

Devouring Trap: Toss out a trap that lowers armor of nearby enemies and also has a chance to stun. The trap does lower armor but the chance to stun is low and doesn’t seem too valuable of a trap. If you have trouble piercing enemy armor it may be of more use but on average you shouldn’t need it at all.

Shock Trap: Toss out a trap that blasts enemies with lightning and sends out smaller lightning bolts to surrounding foes (think chain lightning). This trap has a medium range but high damage output making it or flechette (or both) the best choices for damaging traps.

Your Pet

Upon choosing your character, you get to choose a pet companion to adventure with you. You can name this pet anything you like and can choose from three different pets with aesthetics being the only difference between the three: A Wolf, A Lynx, and a "Chakawary". The Chakawary was not in the original PC version of Torchlight and was added just for the Xbox 360 version. It looks like a cross between a water dragon and a velociraptor and makes annoying chirping sounds every few seconds.

Your pet is not just there for looks, it can fight alongside you and even cast spells if you teach it some. In the inventory menus, you can set the pets mood by pressing start and choosing from one of three stances: Aggressive, Defensive, & Passive. Aggressive pets will attack any creature in there line of sight and pursue them if they flee. Defensive pets will attack only if they are attacked first and Passive pets will not attack at all.

If your pet gets too low on health it will flee, fleeing pets run wildly and aimlessly and do not attack or cannot be sent to town. You can heal fleeing pets or just wait for them to calm down a few moments after all enemies are dead in the immediate area.

You can dump unwanted items into your pets inventory and send it to town to sell everything it is carrying. After a short time your pet returns with your gold and you never had to take a break from the action! To send your pet to town,open the inventory menu (back button) and then the pet menu (start button) and then press Y. You receive a confirmation that your pet is off to town, and it will sell all unequipped items in its pack.

You can equip your pet with three trinkets: a necklace and two rings

You can transform your pet into other creatures temporarily and permanently by feeding it fish. Permanent transformations are permanent unless you feed your pet another transformation fish (even a temporary one). So be aware that you can lose a permanent transformation as it will change back to the wolf, lynx, or Chakawary after the new transformation is done.

Your pet can have two spells learned at any time and it will cast them without any real reason or set parameters but it will cast spells like summons often so those are good to give it. To teach your pet a spell, move a spell scroll to the pets inventory with X and then use it in the pets inventory with A. If your pet already has two spells and you teach it a third, you have to choose one of the current two to delete permanently. You cannot force pets to cast spells, they do it on their own.

Other fish can be found that pets can eat to provide damage or item find bonuses and the like. If you feed your pet fish that grant item or gold find chances be aware that the pet must kill creatures for those bonuses to take effect, not you.

Fishing

Through the different dungeons you may come across fishing holes, they look like little swirls in the water and can be interacted with to start the fishing mini game. There is also a fishing hole in town off of the pier.

While fishing you will see a picture of a hook with a small static circle around it and another circle that moves in and out, expanding and contracting. When the moving circle lines up with the static one, both circles turn purple to signal a a fish on the hook at which point you need to press A to reel in the fish. The moving circle will only stay in the "hook" zone or a short time so if you aren’t paying attention and don’t press A, it will start moving again and you have to wait for them to line up again. You can find all sorts of fish that benefit you and your pet, and items such as boots can come up semi often as well.

You can find fish that increase your stats temporarily as well as your pets, some increase armor or resistances and everything in between. You may also pull up tasty fish meat or sushi grade fish meat which can be used as a mana and health potion all in one. There are gold fish which can be found rarely and only are for selling to merchants. There are also four secret items that can be found via fishing that transmute to a special scroll.

Transformation fish are common and can be found in three grades, the different grades determine how long the transformation lasts:

  • regular will last for two minutes
  • big will last for an hour
  • giant will be permanent unless another transformation takes place
  • new heroes will have a free giant troll transformation fish for immediate use
  • transformations are only for your pet, your character cannot shape shift

List of pet transformations:

  • Frost Elemental (Ice Fish)
  • Poison Elemental (VenomFish)
  • Fire Elemental (Fire Fish)
  • Lightning Elemental (Electric Eel)
  • Mimic (PocketFish)
  • Gel (Glooper Jelly)
  • Tattered Lurker (BirdFish)
  • Thorned Strider (Bog Perch)
  • GoblinHound (MuckFish)
  • Burrower (Tunnel Shark)
  • Spider (Web Fish)
  • Varkolyn (Bat Fish)
  • Troll/Ogre (Improbably Large Fish)

Other Fishing items:

Consumable (player):

Tasty Fish Meat

  • 600 Health Recovery over 2 seconds
  • 12 Mana Recovery over 2 seconds

Sushi Grade Fish Meat

  • 1200 Health Recovery over 1 seconds
  • 20 Mana Recovery over 1 seconds

Gruefish

  • +20% All poison damage you deal for 300 seconds
  • -20% All poisin damage received for 300 seconds

Electric Eel

  • +20% All electric damage you deal for 300 seconds
  • -20% All electric damage received for 300 seconds

Molten Eel

  • +20% All fire damage you deal for 300 seconds
  • -20% All fire damage received for 300 seconds

Ember Fish Eye

  • +20% experience bonus for 300 seconds

Leviathan tooth

  • 100% knock back resistance for 3600 seconds

Consumable (pet):

Trufflesnout Fish

  • 50% increased magic find for 600 seconds
  • 200% increased gold find for 600 seconds

Prismatic Morey

  • +25 Critical hit chance for 120 seconds
  • +100% to all fire damage dealt for 120 seconds
  • +100% to all poison damage dealt for 120 seconds
  • +100% to all ice damage dealt for 120 seconds
  • +100% to all electric damage dealt for 120 seconds

Frenzy Fish

  • 80% faster movement for 120 seconds
  • 33% faster attack for 120 seconds

Socketable:

Shimmering fish scale

  • 3 health recovery per second

Lucky fish tooth

  • +3 critical hit chance

Spell Scrolls

Spell scrolls can be found throughout the land or bought from merchants. Scrolls are used to learn spells for yourself or your pet. You can have four learned at any time and your pet two learned. If you learn a fifth or teach your pet a third, you have to choose one of your current spells to delete permanently. Spells have different ranks and each rank is a bit stronger than the last in regards to whatever effect the spell has. Placing points into spell mastery skills increase the spell ranks if you so choose to. Spells can be slotted to any of your hot keys in the same fashion as skills and they have their own cool downs (time you must wait to cast the spell again) and mana costs.

There are three types: Defensive, Offensive, and Charm.

Defensive Spells

Draining Touch: While active, a portion of damage you do returns as health for you. This is a very good way to keep your health meter filled and is a decent spell to keep.

Heal Self: Heals the caster in the same fashion as a potion.

Heal All: Heals the caster, pet, and any summoned creatures (works with spell summons).

Elemental Resistance: Increases resistance to elemental damage for a time

Haste: Increases movement and attack speed for the player for a short time

Web: Toss out a web that slows any enemies caught in it for a short time

Silence: Prevents enemies from casting any spells. Useful for the palace areas mainly, as the dark zealots and such are really tough casters.

Retribution: Returns a portion of damage taken back to the attacker.

Summon Aloe Gel: Summons a Gel that stays in passive mode and heals player and allies.

Charm Spells

Charm: Charm converts an enemy to an ally for a short time. Very useful if used on really tough enemies so they can turn their attacks on their former friends.

Summon Zombies: Summon a pack of bloodthirsty zombies to attack your enemies.

Summon Skeleton: Summon a single skeleton warrior to fight by your side.

Summon Archers: Summon a row (eight or so) of skeleton archers to assault your enemies from a distance. Note that summoned archers cannot move at all, immobile.

Summon Blood Skeleton: Summon a blood red skeleton to fight by your side. The Blood skeleton steals health from enemies to restore your own with each successful hit.

Offensive Skills

Fireball: Cast a ball of flame towards enemies which explodes on impact. Standard rpg fare fireball, no strings attached.

Frost: The caster releases bolts of ice that freeze any enemies they hit.

Dervish: Increase attack and casting speed for a short time.

Elemental Overload: Increases all elemental damage you deal for a time.

Summon Flaming Sword: Summon a floating sword of flame to fight by your side.

Poison Cloud: Summon a toxic cloud that damages any enemy who enters the radius with a damage over time effect.

Items

There are tons of items to be found in Torchlight. Items have a chance for random modifies, sockets, and there are even armor sets to collect! All items can be used by any class as long as you meet level and stat requirements (which can be lessened with skills). So if you see something you want to wear by all means wear it!

There are five grades of gear in the game and they are color coded:

Mundane (white): Normal items without magical effects. Best for selling as once you start to find higher quality items, you continue to do so.

Magic (Green): Magic items are able to hold magical enchantments but they can have as little as one. Still better than Mundane items as at least they can spawn with some effect.

Rare (Blue): Rare items almost always have at least three magical properties or more, if you find rare items you will likely want to use them right away.

Set (Purple): Set items are becoming a staple in rpg games, the more set items you have of the same set equipped at one time, the more hidden bonuses the set in question will grant you. The majority of the sets in Torchlight give their first set bonus with two pieces equipped so you can get a nice bonus pretty early on if you find a few pieces of the same set. Set items can be found in shops every now and then, so keep an open eye.

Unique (Gold): Unique items are quite rare with a set level they are generated at and with static stats. Sometimes as with set items, the stats differ though so it may be entirely random with all but a few stats set in stone.

Items you can equip:

  • Helm
  • Shoulders
  • Wrists
  • Chest
  • Belt
  • Boots
  • Necklace
  • Ring (you can equip two rings at once)
  • Weapon, weapon and shield, dual wielded weapons (1 handed weapon in each hand)

Your pet can have a single necklace and up to two rings equipped as well. Just swap the trinkets to the pet inventory and equip them just as you would.

Weapon Types

Ranged:

  • Bow
  • Crossbow
  • Pistol
  • Rifle

Martial

  • Sword
  • Mace
  • Axe
  • Polearm

Magic

  • Staff (melee)
  • Wand (ranged)

Since the game generates items randomly it is almost impossible to compile a complete weapons database so instead I will list known magical modifiers that you may find on gear. I will also list what they do if it is not an obvious stat. If any modifiers exist in game that are not listed, please contact me so I can add them.

Item Modifiers

  • + Damage of a certain type (fire, poison, ice, physical, electric)
  • + X critical hit chance
  • + X critical damage
  • X armor degraded per hit
  • +% faster attack speed (applies to weapon attacks only)
  • +% faster casting speed (applies to skills)
  • +X knock back
  • Health steal (with weapon attack)
  • Mana steal (with weapon attack)
  • +% chance to block (without shield)
  • + Resistance of a certain type (fire, poison, ice, physical, electric)
  • + X to named attribute (strength, dexterity, magic, defense)
  • + X% chance to reflect X% of missile damage
  • + X damage reflected (close combat damage)
  • + % increase to pet and minion damage (not spell summons)
  • + % increase to potion effectiveness
  • - % damage taken (can be a single type or of all types)
  • - % lower merchant prices
  • + % faster movement
  • + X amount of health
  • + X amount of mana
  • + % damage of certain type (elemental or physical, ranged or melee)
  • + % increased gold find
  • + % increased magic item find
  • + % exp bonus per enemy kill
  • + % chance to fear enemy away
  • + X level to specific skill (seen only on unique Our Great Grandaxe so far)
  • + % fishing luck (helps find better quality fish)
  • + % armor
  • + % increased block chance (with shield)
  • XX% chance to reflect XX% of missle damage
    • You take no damage if damage is reflected
    • First % is chance to actually reflect a missle
    • Second % is the percent of the original damage the attacker receives
    • Projectile spells count as missles

Potions & Scrolls

  • Health & Mana Potions

Type Recovers Over
Health 400 Health4 Seconds
Mana 34 Mana 4 Seconds
Big Health 800 Health4 Seconds
Big Mana 67 Mana 4 Seconds
Giant Health1200 Health4 Seconds
Giant Mana 100 Mana 4 Seconds
Super Health1600 Health4 Seconds
Super Mana 134 Mana 4 Seconds
Grand Health2000 Health4 Seconds
Grand Mana 167 Mana 4 Seconds

  • Town Portal Scroll
    • Opens a portal to Torchlight from a Dungeon, portal remains until you go back.
  • Identify Scroll
    • Use on unidentified items to see their modifiers and allow them to be equipped

Socket able Items (Ember)

In Torchlight, some items have sockets and you can find gems to slot in them. The gems are called ember, and they can add any number of magical effects to an item based on the type you slot it into (armor or weapon). Ember comes in varying grades just like weapons and armor, with higher grades granting more powerful effects. If you have two or four like grades of the same ember you can fuse them together at the transmuter to create a gem of the next higher grade or two grades higher respectively.

Once socketed into gear, you can remove socketables by talking to the pair of Ogres on the East side of Torchlight. One will remove the gem (but destroy the equipment), the other will remove the gem (keeping the equipment intact but destroying the gems). If you plop an item in a socket, keep this in mind that you will lose either the gems or the gear (you choose) if you ever want to remove the gems.

There are quite a few different types of ember and varying grades of each.

Ember types

  • Pure
  • Core
  • Cold
  • Fire
  • Skull
  • Eyeball
  • Flow
  • Life
  • Deep
  • Chaos

The chaos embers do not seem to be able to be combined and they have different types. Healthy, Adept, Deadly, and Swift.

Ember Grades:

  • Cracked
  • Dull
  • Discolored
  • Standard (this is simply called whatever the type is)
  • Cut
  • Polished
  • Star
  • Flawless
  • Perfect
  • Special (this is a name unique to each type and the final grade)

Tables for ember stats when socketed are below. The bonus you gain when an item is equipped with a socketed ember depends on if it is socketed into a weapon or a piece of armor. A cracked pure-ember will grant +4 damage if socketed into your weapon for example, and will not grant any armor bonus. Socket the same gem into armor for a +3 armor bonus but no weapon damage. Use the following charts to see what effects the different Ember grant when socketed into either armor or weapons, or just to see what stats high grade Ember provide.

The name of each Ember's Special (top tier) grade is unique to the Ember and is provided beneath the special description.

Pure WeaponArmor
Cracked +4 Damage +3 Armor
Dull +9 Damage +5 Armor
Discolored +14 Damage +9 Armor
Pure +18 Damage +12 Armor
Cut +24 Damage +16 Armor
Polished +28 Damage +19 Armor
Star +33 Damage +23 Armor
Flawless +38 Damage +26 Armor
Perfect +43 Damage +30 Armor
Special +49 Damage +34 Armor

  • The Infinite Pure-Ember Shard

Core Weapon Armor
Cracked 2 Health Regen Strength
Dull 4 Health Regen Strength
Discolored6 Health Regen Strength
Core 8 Health Regen Strength
Cut 10 Health Regen Strength
Polished 11 Health Regen Strength
Star 13 Health Regen Strength
Flawless 15 Health Regen0 Strength
Perfect 17 Health Regen1 Strength
Special 19 Health Regen2 Strength

  • The Sea King's Core-Ember Shard

Cold Weapon Armor
Cracked Ice Damage Ice Resist
Dull Ice Damage Ice Resist
Discolored Ice Damage Ice Resist
Cold 2 Ice Damage0 Ice Resist
Cut 6 Ice Damage3 Ice Resist
Polished 9 Ice Damage5 Ice Resist
Star 2 Ice Damage9 Ice Resist
Flawless 5 Ice Damage1 Ice Resist
Perfect 9 Ice Damage4 Ice Resist
Special 3 Ice Damage8 Ice Resist

  • The Earthstar Cold-Ember Shard

Fire Weapon Armor
Cracked Fire Damage Fire Resist
Dull Fire Damage Fire Resist
Discolored Fire Damage Fire Resist
Fire 2 Fire Damage0 Fire Resist
Cut 6 Fire Damage3 Fire Resist
Polished 9 Fire Damage5 Fire Resist
Star 2 Fire Damage9 Fire Resist
Flawless 5 Fire Damage1 Fire Resist
Perfect 9 Fire Damage4 Fire Resist
Special 3 Fire Damage8 Fire Resist

  • The Fire Queen Ember Shard

Life Weapon Armor
Cracked Poison Damage Poison Resist
Dull Poison Damage Poison Resist
Discolored Poison Damage Poison Resist
Life 2 Poison Damage0 Poison Resist
Cut 6 Poison Damage3 Poison Resist
Polished 9 Poison Damage5 Poison Resist
Star 2 Poison Damage9 Poison Resist
Flawless 5 Poison Damage1 Poison Resist
Perfect 9 Poison Damage4 Poison Resist
Special 3 Poison Damage8 Poison Resist

  • The Spire City Life-Ember Shard

Flow Weapon Armor
Cracked Electric Damage Electric Resist
Dull Electric Damage Electric Resist
Discolored Electric Damage Electric Resist
Flow 2 Electric Damage0 Electric Resist
Cut 6 Electric Damage3 Electric Resist
Polished 9 Electric Damage5 Electric Resist
Star 2 Electric Damage9 Electric Resist
Flawless 5 Electric Damage1 Electric Resist
Perfect 9 Electric Damage4 Electric Resist
Special 3 Electric Damage8 Electric Resist

  • The Eternal Flow-Ember Shard

Deep Weapon Armor
Cracked Armor degraded per hit Dexterity
Dull Armor degraded per hit Dexterity
Discolored Armor degraded per hit Dexterity
Deep 0 Armor degraded per hit Dexterity
Cut 4 Armor degraded per hit Dexterity
Polished 9 Armor degraded per hit Dexterity
Star 5 Armor degraded per hit Dexterity
Flawless 1 Armor degraded per hit0 Dexterity
Perfect 9 Armor degraded per hit1 Dexterity
Special 8 Armor degraded per hit2 Dexterity

  • The Grand Depths Ember Shard

Skull Weapon Armor
Cracked Health stolen per hit Defense
Dull Health stolen per hit Defense
Discolored0 Health stolen per hit Defense
Skull 4 Health stolen per hit Defense
Cut 9 Health stolen per hit Defense
Polished 3 Health stolen per hit Defense
Star 8 Health stolen per hit Defense
Flawless 2 Health stolen per hit0 Defense
Perfect 7 Health stolen per hit1 Defense
Special 2 Health stolen per hit2 Defense

  • The Pirate Skull

Eyeball Weapon Armor
Cracked Mana stolen per hit Magic
Dull Mana stolen per hit Magic
Discolored Mana stolen per hit Magic
Eyeball Mana stolen per hit Magic
Cut Mana stolen per hit Magic
Polished Mana stolen per hit Magic
Star 1 Mana stolen per hit Magic
Flawless 2 Mana stolen per hit0 Magic
Perfect 4 Mana stolen per hit1 Magic
Special 5 Mana stolen per hit2 Magic

  • Etlich's Eyeball

Chaos Any
Deadly Crit chance
Very Deadly Crit chance
Healthy 2 Health
Very Healthy4 Health
Adept % Cast speed
Very Adept % Cast speed
Swift % Cast speed
Very Swift % Attack Speed

  • Note that Chaos Ember cannot be transmuted, their "very" grades must be found.

Chaos Ember can be socketed into armor or weapons and either will grant the bonus effect. Note that sometimes Chaos ember will spawn 2 bonuses, a Deadly Chaos gem may grant the normal +2 critical hit chance and also +12 health. Choas gems are pretty rare in game so the chance of finding one with 2 bonuses is really rare but I have come across a few.

Walkthrough

At the main menu, select New Game to begin. The character selection screen is brought up and you now choose your class and pet, the character model preview of the class and pet is shown in the center of the screen. Also, in the top right hand corner of the screen your starting awards will be displayed for new characters. The possible starting rewards are a potion of respec and the troll transformation fish. Scroll through the different classes and pet types, choose one of each, name both your character and pet (of keep the default names) and select done.

Now you are presented with the difficulty select screen where you must choose your game difficulty and make the character a hardcore character. Scroll through the difficulty options and choose one with the A button, hardcore mode is off by default so make sure to toggle it on with the A button if you wish to create a hardcore character. The difficulty you choose and whether you choose hardcore or not are permanent choices for that character and cannot be undone once you begin the game.

After you choose your class, pet, and difficulty, you are treated to a short voice acted narrative by your character. After the narrative, you arrive in the town of Torchlight and your journey begins!

The Town of Torchlight

The town of Torchlight is the only town in the game (and safe area). The town boasts many merchants who offer different services, a few quest givers, and even a fishing hole for your fishing needs. The center of town has a large pillar of fire nearby and serves as the reference point (town portals exit right nearby as well). The players stash is right there. To the north of the town center is the shared stash, to the east a few more merchants. To the south there is another quest giver and southeast is the fishing hole (a sign with a picture of a fish leads to the pier.

You can cast spells, attack, and use all abilities in town but you cannot harm anyone so all you evil role players have to play good guys this time around...

I will list available merchants and the services they offer. Please note that listed item types merchants sell are their main services and they sometimes offer other things. These occurrences are random and cannot be claimed as standard wares so they are impossible to list.

Non player characters:

Tarn the Merchant

location: center of town near the flaming pillar.

Services: Health & Mana potions, Identify and Portal scrolls, Potion of respec Occasionally sells a dogfish or catfish (permanent).

Trill-Bot 4000

Aspiring Bard and One-Man Band!

Location: Center of town right near everyone else.

Services: Quest giver, Monster Hunter. On almost every floor this robot wants you to slay a champion monster for him so he can have new tales of glory to tell. Since you can just do these while you are going through the main quest, it is easy to keep up with this guy. Just remember to return to town when you slay each creature so you can start the quest for the next (which may be on the next floor down). Rewards you with fame, exp, and gold.

Triya

Gem Seller

Location: Center of town opposite of Tarn

Services: Staffs and Wands, Trinkets, Map Scrolls and Spells, Ember.

Goren

Enchanter

Location: Slightly East of the center of town right near Triya.

Services: Enchants items, see Enchanting

Kolos

Blacksmith

Location: West of the center of town, near the mine entrance.

Services: Weapons and Armor.

Duran the Transmuter

Location: On the path east from the center of town.

Services: Combines treasure you give him to create new items. See Transmute Recipes

Vasman

Ember Scholar

Location: Eastern Torchlight

Services: Quest giver, Rare Ember quests. This guy has a quest every few floors down for you to find rare ember for him. Since you can just do these while you are going through the main quest, it is easy to keep up with this guy. Just remember to return to town when you find each one so you can start the quest for the next (which may be on the next few floors down). Rewards you with fame, exp, gold, and treasure.

Gorn the Ogre

Location: Eastern Torchlight near Vasman.

Services: Destroys items with sockets inside, recovering the ember for you

Furl the Ogre

Location: Eastern Torchlight right next to his buddy Gorn.

Services: Destroys socketed items in gear, opening the sockets for new use.

Horse

Location: Eastern Torchlight near the Ogre buddies Services: Eternal knowledge and cheap laughs...

Duros the Blade

Gheed's old pal

Location: Eastern Torchlight, South of Gorn and Furl.

Services: Sells unidentified items at a high price. The chances of scoring epic, unique items are rather high with this guy. Good to pay a visit when you have lots of gold.

Flux

Mine Foreman

Location: South of the center of town

Services: Quest giver, recovering lost ember. On almost every level except for a few, this guy will offer quests to pick up some missing ember. Since you can just do these while you are going through the main quest, it is easy to keep up with this guy. Just remember to return to town when you find each one so you can start the quest for the next (which may be on the next floor down).

Hatch

Treasure Hunter

Location: Southern Torchlight

Services: Quest giver, entering lost portals. During the main game, this guy will periodically offer quests for you to teleport to a strange land and find a rare treasure for him. Rewards you with fame, exp, gold, and items.

Main Quest line

After you enter Torchlight and travel west from the center of town, you will see a few creatures and engage them. After you defeat them, talk to the woman Syl and she will charge you with the task to follow after her friend at arms Brink. At this point, you can also talk to the side quest givers to start their quests if they are available. Since there isn’t anything else to do in town at this point, venture into the mines to start your main game.

Note:

Enemies listed are the first appearances of said enemy type and they may or may not appear in later stages.

Some floors have no hidden paths or anything of interest, these floors are extremely linear in nature and the descriptions may only include sidequests.

Sidequests are listed on the floors in which they take place. If you visit a floor a quest takes place on without accepting the quests there yet, you may be ineligible for said quests. If you are unsure as to where quests are located, always teleport to town at the end of each floor (before descending to the next) and check all the quest givers in town. Though I list all quests in their respective floors, checking town at the end of each floor is a 100% surefire way of guaranteeing you don’t miss out on a single quest. Quests listed on specific floors are completed there and may not be able to be started if you have already entered said floor. Play it safe and turn in every quest before descending!

The Mines

Main Quest: Aid Brink

Aid Brink: Syl asks you to find and protect her companion Brink. Brink can be found in the Ember Mine.

Be sure to accept Vasman's first quest before you enter the Mines!

Upon entering the mines you are treated again to a voice acted narrative, and thus introduced to a new character, Alric. From his journal excerpt, you learn that Alric, unable to resist the mysterious ember's lure has become afflicted with some sort of taint. Alric has ventured deep into the mines to find the source of the ember and rid himself of the curse.

Remnant from Alric's Journal

I've arrived in Torchlight and begun my exploration of the tunnels below. These mines are vast and aglow with ember; I've never seen so rich a vein. Miners labor to extract it, and take no heed of my warnings.

I cannot blame them; I too could not resist the pull of Ember.

This Ember is the same as that which afflicts me. The taint within it resonates with the corruption in my bones. I can feel it so clearly now, blight springs from the depths and flows up through the veins.

To purge myself of this evil, I must find the source.

Orden Mines Floor 1

Before you venture too deep in the mines note that your pet begins in the Defensive stance and will only attack enemies that attack first. If you would like to change your pet's stance do so now by accessing the inventory menu (back button) and then the pet commands menu (start button).

The Mines serve as the entrance point to the deep underground and your next few floors will hold the same backdrop, your stereotypical mine with mine carts, dynamite, and the like. Ember veins are strewn throughout as well and add to the nice scenery (they are large shining crystals). The depth perception the game provides is immediately evident as you can see far below where you are adventuring miners and even ratkin are actively working hard hacking away at ember with pickaxes! A nice touch and one you don’t see often in dungeon crawlers. Don be distracted buy the scenery however, you might find yourself under attack!

Standard, easy to kill creatures appear in the mines but if you are swarmed by faster groups you could be in trouble. There are some mine shafts and tunnels (you cannot enter) that many imps and ratkin will hide in, waiting to ambush you. When you near these shafts, enemies pour out of them (literally) and will quickly surround you if they catch you off guard. Try to memorize the look of these tunnels so you can ready yourself when they appear again.

Features

Foreman's Table: Tables littered throughout the mines that act like chests and can drop scrolls of all sorts when interacted with.

Dead Adventurer: Corpses of fallen heroes that can be looted for random treasure

Miner: A single Human Miner can be found early in the mines, he can be talked to repeatedly and offers indirect information on the mines.

  • Shafts that creatures hide in, waiting to ambush you
  • Fishing holes that he frequents in the mine
  • Mercenaries that have passed through recently
  • Breakable objects such as barrels and crates

Plungers and tunnels: Occasionally you will find a dynamite plunger and when interacted with it blows up debris that was blocking a tunnel or path. If you see one of these plungers (or anything you can interact with) make sure you check it out.

Ambient Life: Rats. These are normal rats and just there for visual flavor. Unfortunately, unlike Diablo 2 you cannot squish these harmless vermin. Immortal Rats, great...

-New Enemies-

Ratlin: Giant Rats that stand on two legs. These creatures are extremely weak both defensively and offensively and it shouldn’t take more than a bop on the head or a quick cast of the lowliest spell to defeat them. Ratlin usually travel in small groups or sometimes alone and they will attempt to flee if their friends die in front of them. Given how weak the Ratlin are though, you may never have to worry about chasing down fleeing ones as you will probably defeat them before they get the chance to run away.

Shadow Recluse: Giant Spiders that will spit poison. They are quite vulnerable to all attacks so dispatch them quickly to avoid the deadly poison they spit. Spiders always travel in groups, sometimes pouring out from ledges or wall crevices, so area of effect attacks will work very well against them as they can surround you quickly.

Azure Gel: A gelatinous pile of slime that will release electric bolts when the gel is struck. The electric return can hurt you in earlier levels when you have little to no elemental resistance so beware large groups. Gels either travel alone, in small scattered groups, or in very large condensed groups with a champion gel.

Varkolyn: Small imp creature that is quite fast and has a deadly leap attack. These guys almost always travel in groups and are notorious for ambushing adventurers. They are a bit more resilient to damage than other lesser critters so use special attacks and AoE attacks on the groups.

Skeleton: Sometimes found when breaking barrels or crates, skeletons are fast enemies and are strong offensively. If faced with multiple skeletons or large groups, knockback AoE attacks and stun attacks work very well against them.

Sidequests

Vasman 1

Orden Mines Floor 2

The second floor of the mines introduces new enemies, and they are all tough foes. Unlike the enemies introduced on floor 1, most of these are not weak, will not flee, and have high defense or health. Be careful about taking on multiple trolls at once for example, fighting one is hard enough right now.

Main Quest: Aid Brink

As you progress through the 2nd floor you will find Brink at near the end. Approach and talk to him to find that he is following the monster that had attacked the town. He mentions the monsters in the mines are getting stronger and asks for your help. Accept his offer and he will join you as a temporary companion. Brink is a warrior wielding a sword and shield so while you cannot give him commands or directly control him, he can indirectly serve as a tank for ranged and caster types.

-New Enemies-

Rock Troll: A large and powerful beast, these trolls have high defense and hit like a truck. Trolls also have a strong knockback attack and are completely immune to knockback themselves making life a little tough for a melee character. They usually are alone but others can be nearby and will attack if you reach their agro distance. Try to lure these guys away if you are having trouble to prevent accidental agro to other trolls or other critters. Note this is the same creature as the improbably large fish pet transformation you receive for free on character creation except the pet version is purple in color.

Varkolyn Mage: The spellcaster version of the Varkolyn creatures, the can cast slow spells and damage spells on you which will seek and hit you. They usually are found with a few melee kin and if possible try to push through them to get to the mage. The spells wont do a whole lot of damage at first but the slow effects and multiple spells will put you in a spot of trouble. As with most mage characters, they are physically weak and can be killed easily. Follow the cardinal rule of rpgs and take out spellcasters and archers first!

Ratlin Foreman: The foreman is a larger version of the ratlin and is much stronger as well. They can take more damage than their weaker kin and will not flee as they do. They usually can be found with a few ratkin and if they are, take out the foreman first.

Champion Monsters: Starting on the 2nd floor of the mines champion monsters begin to spawn. Champion monsters are giant versions of regular critters and are usually accompanied by a large group of their kin. They are stronger versions of their lesser selves and have special passive abilities which make them very formidable foes. Names and types are randomized for non quest champions so while they cannot be accurately listed, be aware of their strengths. When targeted, any special abilities are listed under a champions health bar just like regular critters. Take out the lesser foes first if possible and go one on one with the champions.

Sidequests

Flux 1

Orden Mines Floor 3

Floor 3 is a straightforward floor with nothing too special to note. Just follow the path and make your way to the next floor.

Features

-Fishing Hole. Your first one in the dungeons, take some time to fish if you like.

-Health and Mana shrines are introduced; activating one will completely restore all health or mana.

Sidequests

Trill 1

Flux 2

Dank Chamber Floor 4

After entering the floor head down the stairs and watch as Brink meets up with the creature he was chasing. After demanding the beast tell him of Alric's location Alric himself appears! Alric was really looking for Syl but since Brink and the player are here Alric decides to unleash his "gift" for Syl on us instead! A short scene ensues with both player and Brink being blasted with dark energy from Alric; Alric is transformed into a most grotesque creature and you are forced into combat with your former companion.

Boss: Brink the Corrupted

Special Abilities: Ember crystal attacks

Brink is a formidable foe and retains a melee attack with his new claws. He also can unleash a powerful attack which summons ember crystals up from out of the ground all around him. The crystals are easy to avoid (they explode only after a short time giving you time to moves) and they seem to do a lot less damage than his melee attacks. Brink is also quite strong defensively. At this low level you wont be too powerful yourself so back off and heal and use all the skills at your disposal to whittle away at his health bar. Littered around the area are a few mana and health potions if you need them.

Corrupted Brink will drop a potion upon death (among other random treasures) that will increase your defense stat permanently, Brom's Roughhide Tonic. Make sure you use it.

Syl teleports in and after expressing her sorrow for Brinks loss, learns (from your unspoken character) that Alric was behind it all and his request for Syl to find him was a trap. She mentions the corruption she sense in you and offers to help cure you since she feels responsible. Before leaving, Syl asks that you meet her again in Torchlight to discuss her plan.

Nearby you will find a way point which serves as a quick teleport to town and a way to get back to the specific spot in the dungeon that the way point is located. Passing near it will activate the way point automatically. Use this waypoint to return to Torchlight without wasting a town portal scroll.

Main Quest: A Cure for Corruption Location: Dank Chamber, after defeating Corrupted Brink

Tomb of the Awakened

Remnant from Alric's Journal

The miners chip their way down through the rock, unaware of the tombs below. When they finally break through, I hope they are wise enough to flee, collapsing the tunnels behind them.

This vault was rightly sealed; it was an experiment as ill-fated as my own. Their ancestors are animated not with life, but with the same dark energy that flows through the ember veins. Separating out the vileness is impossible. Immortality lies forever beyond our reach.

I was a fool to think otherwise.

It's obvious that the corrupting ember has defiled the tombs and what lies in wait is much more stronger than any foes thus far. Keep your wits about you and proceed through the crypts!

Tomb of the Awakened Floor 5

Syl asks you to find the Overseer's Library as it may have books or scrolls containing instruction on how to cure the Ember Blight. Your must venture down through multiple floors until you find it.

You now descend into the underground mausoleum, brightly lit and filled with coffins and tombs. Keep an eye out for and levers that you can interact with here, they may open new passageways to treasure or enemies. As expected, the tombs' main enemies are the undead, skeletons, zombies and a few other new creatures. As with all undead, don’t get surrounded or cornered as all forms rely on strength in numbers and cannot go toe to toe with you if alone.

You may find ledges above you with many archways to other halls. These are actually ambush points (like the Mine's mine shafts) for large groups of skeletons. Take advantage of the time it takes the skeletons to jump down and clear the small groups as they fall. If you let all of the skeletons jump to you before you begin your assault, you may be overwhelmed by the large group.

Ambient life: as you cross chasms or pass certain vantage points, a large flock of Bats will fly up from the depths of the catacombs in classic Horror film style. They cannot be harmed of course but offer yet another nice visual touch.

-New Enemies-

Undead: Undead are slow moving, hard hitting zombies that usually appear in groups. Just like the classics in film, they are squishy and easy to kill one on one but dont get surrounded or they will eat your brains! Well, they dont eat you brains in Torchlight but they will claw you to death. Standard attacks work great and skills completely destroy these Dungeon Crawler staples.

Skeleton Warrior: Slower than their regular skeleton friends, these undead are armed with sword and shield and equipped with fancy, spiked shoulder pads and helm. The heavy equipment makes movement slow and thus they are an easy target for ranged or spellcasting heroes but they also have hardy defense and their melee attacks pack quite a wallop. If they do close in, use your strongest attacks or debuffs to make the fight easier. Usually travel in groups and will steadily move towards the player, melee heroes can split them up with AoE or stun skills and try to fight them in smaller groups. Note that skeleton Warriors have a high chance to block attacks.

Rotted Chanter: A spectral ghoul that will cast fireballs and resurrect it's skeleton friends. These guys may come in small groups and are almost always in the company of skeleton warriors but as with all caster types they are weak defensively. Close the distance between you and them and defeat them quickly, fireballs hurt with no fire resistance and they will keep resurrecting the skeletons you kill if you dont focus on them first.

Skeletal Archer: These are the same as normal skeletons, easy to kill but they can do decent damage to you. Archers are immobile and only moved with spell effects such as knockback so rush them and start breaking bones before they can pelt you with arrows. Usually in groups and often defended by melee enemies.

Pale Shambler: A tougher zombie that cannot be interrupted. Since you cannot interrupt its attacks, just focus on your own and defeat them quickly as they travel in groups like all zombies.

Corrupted Shamber: Another zombie type that releases toxic gases upon death. After you kill one, move away quickly as the corpse releases the poison. Best to split them up with AoE knockback skills and pick them off in smaller groups or one on one.

Grave Robber: This small creature carries a giant candle on its back and can call forth skeletons from the ground to fight you. The creature also resists electric damage so use other forms or physical damage to destroy it. If you don’t make this enemy a priority, it will continuously summon skeletons to attack you so take it out as soon as you spot one.

Skeleton Knight: A much stronger version of the skeleton warrior with the same armor and weapon types. The Knights wear red armor so it is easily distinguished from their weaker kin. Often arising in ambush after a hero opens a chest or enters a secret area, don’t let them catch you off guard and take advantage of their slow movement speed. Note that the Knights have a high chance to block attacks just like the Skeleton Warriors.

Mimic: This creature looks exactly like a treasure chest and will attack as you near it. A clever disguise and it will fool you quite a few times (though an observant player will notice it doesnt have a "press A" tooltip!) throughout your adventure. Note that the Mimic is highly resistant to elemental attacks and has a high defense to boot. Mimics always drop random ember upon death, so make sure to loot them too.

Sidequests

Vasman 2

Flux 3

Trill 2

Lair of the Sisters Floor 6

As you pass through a short narrow hall you will be ambushed by 8 skeleton warriors. Right after defeating them you will enter the Sister's Hall. On a table in the center of the hall lies The Keeper's Journal. Read the Journal in which you learn that the Keeper is angered that a unnamed council has ordered the Necropolis sealed and wants to keep the ember below for himself if the council will not accept its power. As you close the Journal Entry the Sisters enter the Hall. Apparently you woke them from an eternal skumber from reading the journal. Prepare for a fight against these shades, a tough one. The Sisters are a Trio of Mini Bosses that you must defeat. Try to focus on one sister at a time, as they all have high health, defense, and tough attacks.

Boss Trio: The Sisters

Sister Verona

  • Heals others and casts poison spells

Sister Marishka

  • Fireball attacks and summon enemies

Sister Aleera

  • Strong melee attacks, lightning attacks, and mana steal

If they happen to rush you all at once (they do often) just spam any AoE skill you may have.

After they are defeated, make sure to check the Hall for a lever and chests. The level opens a secret treasure room nearby. After looting the goodies, exit through the hallway opposite of the one you entered from and take the stairs down.

-New Enemies-

Spectre: This floating shade can teleport around and can transform zombies into more spectres. If you see these undead amidst a group of zombies be sure to take them out first as they are faster and can teleport right to you and begin attacking.

Sidequests

Trill 3

Flux 4

Tomb of the Awakened Floor 7

New Enemies

Construct: A huge beast with a giant Mace for a left arm. I call them Ogres and will refer to them as such throughout the guide. They pack a whallop and their tough skin provides a large defense to the creature. Beware their knockback attacks and naturally strong mace.

Tunnel Spider: Giant spiders that have a strong bite and the ability to shoot webs that will slow down your movement speed greatly if you get stuck in them. Try to take out minions first as they are rarely alone and use you strongest attacks against them.

Cursed Sword: A floating sword that will sometimes appear from chests when you open them. It has a strong melee attack but is felled easily with any skill or weapon. Nothing to worry about though one may surprise you the first time you\ see it.

Lever Puzzle: After crossing a long, narrow bridge you will come across a set of three levers on a wall. Activating the three in the correct order opens a treasure room. You will see the torches above each lever light if you have activated the correct lever. With some trial and error it is easy to find out but if you cannot or just want the sequence, it was Middle, Left, Right for me.

Sidequests

Trill 4

Flux 5

Overseer's Chamber Floor 8

Main Quest: A Cure for Corruption

Location: Overseer's Library

To get to the Library you must confront the Overseer on this floor first.

Light the two braziers in front of the gate to open it, continue on along the linear hall until you reach a wide clearing with many braziers to be lit. Light all six to summon in the Overseer, whom you must defeat!

Boss: The Overseer

Abilities: Summons skeletons, teleports, resists elemental damage. Radial lightning attacks and spells.

Its an annoying fight for one, because when you directly damage the Overseer it tends to teleport away for a short time. Just do your best to clear the skeletons it summons quickly and hit the Overseer with strong skills when he appears again. Like Brink, the Overseer drops an item (its eye) that when consumed grants a permanent boost to your health.

A bridge nearby extends after the Overseer's defeat so cross it and enter the library. Syl will teleport in as you activate the waypoint here and suggest we investigate the library. She finds the Overseer's notes which mention an Ember forge deep in a Dwarven Fortress. The forge is said to have the power to cleanse the ember corruption so Syl quicker suggests you keep descending deeper into the dungeon. Take the waypoint back to town if you need to use the merchants as it saves you a town portal. When you are ready, descend to the next floor.

Estherian Ruins

The ruins are the forest type dungeons of Torchlight, visually nice to look at. The ruins are a bit different than the Mines and Tombs in that you have to piece together a crystal to access the main chamber. Syl will give you the task as soon as you enter, and open the three portals where the pieces lie.

Remnant from Alric's Journal

The beauty of these sunken gardens shines through an age of dust and decay. Why did they fall to ruin? Could the same corruption that affects me now be responsible for this centuries old destruction?

The thought that this blight could be so ancient unnerves me, but if it consumes me I must go deep enough that I can never escape to do harm.

And, there is still hope. A fool's hope, but I cling to it.

Estherian Antechamber Floor 9

Main Quest - Estherian Remnants

A central hub with portals to the other Estherian Ruins, Syl waits for you in the center area. Four rune gates (teleports to different dungeons) are here and Syl will activate the first 3 right away. The fourth, which leads deeper in the dungeon, is missing the required glyphs for activation. Syl has reason to believe that the missing glyphs can be found on the other side of the three portals she has activated. As you enter the three portals and search for the glyphs, Syl will remain in the chamber and continue her studies there.

All three portals take you to different sections of the Estherian Ruins. starting from left to right, or purple, gold, blue, will ensure you do not miss any sidequests.

Purple Portal (far left): Floors 10 & 11

Gold Portal (center): Floors 12 & 13

Blue Portal (far right): Floors 14 & 15

Estherian Ruins Floor 10

(Purple portal)

Features

  • Fishing hole
  • Snakes & Frogs: Ambient life that cannot be killed, visual flavor

New Enemies

Stabber Pygmy: Small, spear wielding Jungle imps. These guys travel in groups, are quick to surround you, and can do lots of damage with their spears. While they are easy to kill, they can easily overwhelm you as well. Knockback or stun AoE attacks are very useful against them.

Chanter Pygmy: Shaman Pygmys that will cast fireballs at you and resurect fallen pygmy stabbers. Phyically weak, take them out first so they cannot pelt you with magic or revive their friends.

Mushroom: Stationary foe that release clouds of poison when you near them. The are extremely weak and any normal attack should destroy them, dont stay in the clouds they release as you take constant damage over time.

Thorned Strider: Giant tree enemies that resist knockback and will not flee. They have a strong melee attack and high health and defense so try to clear any pygmy groups before engaging them one on one.

A really straightforward stage, be sure to complete the sidequests early on in this floor. Keep a look out for any vines you can "pass through" on walls as there is usually one here that leads to a stash of gold piles.

Sidequests

Trill 5

Flux 6

When you reach the portal, it takes you to floor 11.

Estherian Ruins Floor 11

Shortly after you begin the second floor, you will reach a narrow path that leads to a ton of enemies and holds the Glyph of Turning on a pedestal. Grab the Glyph and continue on to find the portal back to Syl.

Etherian Remains Glyph of Turning: 1/1

-New Enemies-

Frigid Mist: A floating, glowing, ball of ice. This being can blast you with a steady stream of ice that will slow you down and cause damage. Take them out fast as they can do a ton of damage in groups.

Etherian Shade: A floating, glowing, ball of magic. Zaps you with high damage, rapid fire magic. As with all floating orbs, they cause high damage and need to be defeated quickly.

Estherian Ruins Floor 12

(Gold Portal)

The room with all the sidequests in it on the 12th floor also has a secret area accessed by passing through the vines on the east wall (right from where you entered) and moving to the water's edge to cause a walkway to rise up from the water.

Features

  • fishing hole

-New Enemies-

Tattered Lurker: Flying Bat creature that has a shriek attack and stinging tail attack. The shriek attack can and the tail attack deals poison damage. The lurker is a really weak creature though and any attack will dispatch it quickly.

Sidequests

Vasman 3

Trill 6

Flux 7

Estherian Ruins Floor 13

-New Enemies-

Voltaic glimmer: A floating, glowing, ball of electricity. This orb will blast you with heavy electric attacks and as all orbs can cause a lot of damage. Sometimes orbs teleport away to reappear in a new location so either chase them down or use a spell.

Venomous Spirit: A floating, glowing, ball of poison. This orb will launch multiple poison bolts at you that can bounce off of walls and as all orbs can cause a lot of damage. Sometimes orbs teleport away to reappear in a new location so either chase them down or use a spell to finish them.

Progress down to floor 13 and through the halls of this short stage to find the second glyph guarded by a champion monster and many orbs. Take the Glyph of Direction from the pedestal and enter the portal to return to the Antechamber.

Etherian Remains Glyph of Direction: 1/1

Estherian Ruins Floor 14

Blue portal

Features

  • Fishing hole

Sidequests

Trill 7

Flux 8

As you pick up Flux's ember return to the main path and continue on. Keep a look out for any vines concealing hidden passageways as well. At the end of the linear stage, enter the portal to floor 15.

Estherian Ruins Floor 15

Make it through the enemies and you will find the third and final glyph on a pedestal near the exit portal.

Quest Complete Esterian Remains.

You are now back in the Antechamber, talk to Syl. Syl is surprised at how fast you found the glyphs and she opens the last rune gate as promised. After a final word of caution, Syl tells you to enter and heads back to Torchlight.

Rune Chamber Floor 16

Main Quest: The final portal Enter through the rune gate in search of the ember forge.

As you enter, prepare to fight a new enemy, the Tu Tara. After dealing with the large group, enter the rooms to the west and east of the portal you came from to loot some weapon and armor stands before heading down the main path.

-New Enemies-

Tu Tara Edgebreaker: This Orange lizard has a dash attack like the destroyer and inflicts bleeding damage over time with melee attacks. They can hit pretty hard so as with all groups, don’t get surrounded or cornered. They have a low defense rating so any attack will do well against them however.

Tu Tara Warcutter: A fierce melee red lizard that has a fast attack and cannot be interrupted. As with other lizards, their offense high but their defense is low.

Tu Tara Shieldsnapper: The archer version of the Tu Tara, will attack you with arrows and flee/relocate if attacked. Large groups of shieldsnappers may be deadly, but one or two don’t seem much of a threat. Take out mages or melee enemies first unless there are more than 2 archers. Archers are Orange in color.

Tu Tara Oathmaster: The mage version of the lizard Tu Tara, casts seeking spells and will heal allies. Take them out first if you can if they are accompanied by other Tu Tara. The Oathmaster is blue in color.

Shortly, you will come to a large garden area and your way is blocked...

Corrupted Ancient: Vilebracken

The Vilebracken is a tough foe and wont succumb to effects like knockback or stun. It will attack you with melee attacks and fire breath unless you are out of range, then it will cast a mana draining cloud in your general direction. If you seem to be taking too much damage, you can use hit and run tactics as the strider is really slow. Be aware that Vilebracken has some elementals protecting it as well, one of each type.

Elemental

  • poison: resists and deals poison damage, launches radial poison spells
  • frost: resists and deals cold damage, launches ice bolts and ice showers
  • electric: resists and deals electric damage, launches shock spells
  • fire: resists and deals fire damage, launches fireballs

Navigate the short garden and cross the water bridge to find a waypoint. As you near the waypoint, the ground quakes and Syl teleports in warning you of the danger these violent quakes can cause to Torchlight. Only something massive can cause such quakes and Syl sends you off to find the cause and stop it as this is only slowing you down. Take the waypoint back if you need to return to town, otherwise head to the portal and enter.

Tu'tara Caverns

Remnant from Alric's Journal

Water pours from the ruins above down into oblivion. These caverns are lost to time, primal. The Ember veins change as I descend-shifting colors, first hidden, then gleaming and glittering. It fascinates me now as it did when I was young.

Even the blight seems more pure here. My experiment may have succeeded if I had used Ember from deeper in the mountain, closer to the source. There is still the corruption of course, with with endless life that becomes a small matter.

Perhaps I will gain more here than I ever imagined.

Tu'tara Caverns Floor 17

A new area, underground caves with many lush waterfalls in the background. You have to progress down a few floors to find the creature you need to kill and the stages are really straightforward here so you can progress steadily. There are large, yellow, huts throughout and you will soon learn lizard men spawn from them, just like the imps from the mines. Prepare yourself when you see the huts as you know enemies will pour out of them. The deep chasm below and multi colored, glowing ember throughout keep the scenery fresh. Keep on the look out for multiple pathways which lead to treasure of enemies, minor backtracking will ensure you don’t miss anything here.

Occasionally the caves will shake and rumble, reminding you of your purpose here: Find the (obviously large) creature cause the quakes and stop it.

Features

Ambient Life: Cockroaches. Yep, cockroaches, and you cannot squash them!

Sidequests

Trill 8

Flux 9

Tu'tara Caverns Floor 18

Enemy's are much more concentrated on this floor but they are in very large groups so expect to fight mycons, Tu'tara, and lurkers all at once. Keep defensive skills active and use your best AoE attacks when swarmed. Don’t get caught off guard by burrower groups that lie in ambush beneath the ground and be quick to defeat them all if they do appear suddenly.

New Enemies

Ember Mycon: A walking clump of fungi that has been corrupted by ember and will launch draining clouds and spew poison breath. Do not linger in the clouds as they will rapidly drain mana from you! The mana drain can catch you off guard and leave you defenseless so make sure to avoid Mycon attacks.

Burrower: Large subteranean enemies that release shocking bolts in a small melee range radius. These creature have high defense and resist electric damage so use other elements or physical attacks on them. Larger groups are a bit deadly so have stun attacks or knockback at the ready.

Sidequests

Vasman 4

Trill 9

Flux 10

Tu'tara Caverns Floor 19

Sidequests

Trill 10

Flux 11

Vast Chasm Floor 20

-New Enemies-

Fire Effulgence: A floating, glowing, explosive orb. This orb will blast you with multiple seeking explosive attacks and as all orbs can cause a lot of damage. Sometimes orbs teleport away to reappear in a new location so either chase them down or use a spell. Be quick to take these out if you don’t have missile reflect or elemental resistances as the explosive damage is extreme.

Fight your way through the orb enemies and shortly you will come to a large clearing. Alric enters and believes you are drawn to the depths by the ember curse inside you. He summons in a colossus to subdue you and complete your transformation, that is something you cannot let happen. Now you see the creature causing the earthquakes, a beast that was pounding on the deep roots of the land with its fists. Time to put a stop to this...

Boss: Ember Colossus

Abilities: Multiple elemental attacks and spells, resists all elemental damage

The colossus is a tough enemy and has support of the different orb enemies as well. If the orbs are pestering you from a distance, you can clear them out and focus on the colossus. Most important to note that elemental skills and attacks will do little damage to the boss, best to use a physical damage skill or weapon even if just temporarily. Note that if you are out of melee range, the colossus will jump towards you or use a doomquake like skill.

Syl will teleport in again as you near the waypoint and stairs down. She is relieved that the quakes have stopped and a bit unnerved that Alric was behind them. To reach the ember forge you will have to pass through the goblin fortress. Syl is wise to include that the goblin horde is what stopped the Overseer from reaching the forge himself so this is not going to be an easy task. Return to town if you must via waypoint and then descend to the next land.

Molten Prison

Remnant from Alric's Journal

For hours I could feel the heat building. The rock beneath my feet grew warm, and sulfur burned in my nostrils. As I squeezed through the crack in the rock I expected to see lava, but still I was unprepared.

The glow of bubbling rock blinded my cavern adjusted eyes, and when my vision cleared I saw what I at first took to be a fortress. I now know it to be a prison, set upon pillars of rock in a molten sea.

Who could build such a thing? What could require such extreme incarceration? I am grateful that both prisoners and wardens have long since turned to dust.

The molten prison is a lava filled, mechanical paradise for goblins. Every rpg has a "lava" level and this is Torchlight's. Keep an eye out for horns that you can blow on to open new paths to treasure or creatures.

Skulls and crude torture devices litter the prison, this is not a good place to be...

Molten Prison Floor 21

-New Enemies-

Goblinhound: A small horned beast that has a dash attack and will gouge you with its horn as it closes the distance. The initial dash seems to be the most damaging of the two attacks it has and it is hard to avoid so do what you can to take them down early. Stun attacks work well especially in groups though goblinhounds usually travel alone or in very small groups.

Goblin stabber: Armored goblins that carry crude weapons, easy fodder in all action rpgs and no different here. They travel in large groups most of the time but a few standard attacks or one nice AoE skill will take care of them. If you do get surrounded, the medium-low damage output of the goblins can do some heavy damage quickly so be sure to control the groups as they swarm.

Crazed Goblin: A small, suicidal goblin with explosives strapped to its back. This guy will run right at you and explode, dealing heavy damage. When the goblin runs up to you it will stop moving, shake, and make a laughing "windup" before it explodes. Just move away as you hear the distinct laugh and you will be fine. The explosive radius is the same as a red barrel.

Troll Juggernaut: A stronger version of the regular troll, still resists knockback but hits you for much more damage than its lesser kin. One on One they are not too tough but occasionally they are in small groups or with lesser creatures (goblins and the like) so try to take out the little guys first and then focus on the troll.

Goblin Chanter: The mage version of the goblins, they can resurrect their fallen goblin allies and cast fireball spells. A priority to defeat quickly as all caster types are so you aren’t continuously fighting resurrected foes.

Phase Beast: A transparent version of the goblinhound, phase beasts open a phase portal upon death. Phase portals are small stages that contain random monsters, random treasure (sometimes in the form of gold piles strewn all over), and random encounters. With these entirely random variables, phase portals are a great source of experience and treasure. They can also be deadly to a hardcore character as you may end up in a confined space with multiple champions or something bogus like that. Sort of a bonus stage if you will.

Features

Trapdoors: The ambush points for the molten prison are trap doors on the floors of the dungeons. Easily recognizable, prepare yourself so you can quickly kill the small groups of goblins as they emerge. Most trapdoors have explosive barrels right next to them and they can be used to your advantage as well.

Explosive Barrels: Red barrels that explode when destroyed, heavily damaging everything in a small radius. Use them against enemies but stay out of the blast, especially at low levels as they pack quite the punch.

Grates: Scattered throughout the prison, these metal grates (on the floor) will allow fire to bellow up if you pass over them. The fire damage will hurt the unprotected adventurer so avoid the grates if you can by walking around them.

Sidequests

Trill 11

Flux 12

Molten Prison Floor 22

New Enemies

Goblin Hunter: Small goblin archer that fires explosive arrows. Unlike other archers, the goblin hunter's arrows do some real damage. Reflect missle gear helps negate all damage (and return some back to sender), otherwise, they are weak creatures so use any skill or weapon to take them out.

Sidequests

Trill 12

Flux 13

Molten Prison Floor 23

New Enemies

Goblin Hero: Archer goblin with the rapid fire special ability. This goblin can shoot normal arrows, fire arrows, and cluster-exploding arrows. Take them out fast as the exploding arrows cover a large radius and do high damage.

Sidequests

Vasman 5

Trill 13

Flux 14

Prison Stronghold Floor 24

Follow the path fighting past the trolls until you come to a closed prison door. Flip the lever nearby to open the doors and proceed to the next closed door. There is both a mana and health shrine here so be sure to refill your health and mana before flipping the lever and passing through to the clearing.

Alric enters again and is quite bothered by the fact you keep resisting the will of the ember corruption. He threatens you with the same tool he used to keep the Overseer at bay: The goblin hordes.

Boss: Krag

Krag is supported by his goblin army and the trollmasters. Troll masters are goblin shaman that will shield and heal Krag himself, and through poison bolts at you. Defeat as many trollmasters as you can right away to keep Krag's defenses at a minimal, then tackle Krag himself. Krag is a giant armored troll with a fierce melee attack and high defense. Just keep chipping away at his health while taking out any goblin reinforcements that he calls in. Skills or items that degrade armor per hit work great as his armor value is pretty high.

After you defeat Krag, advance toward the waypoint and exit and Syl teleports in. Syl senses the effects of the ember blight are becoming strong within your veins and implores you to clear a path to the ember forge. Syl also hopes that if she manages to cure you, that you will continue to help here find the source of corruption and rid the land of it. For now, removing your own curse is priority.

The Lost Fortress

The lost fortress is filled with dwarves and mechanical enemies. Its a pretty good representation of the stereotypical dwarven "great halls" and is full of treasure and the like. Some of the bigger dwarves can freeze you, so be on your guard. There are also giant ballistas (big crossbows) through the floors, sometimes you can get to them and get some easy hits for big damage on groups of enemies. Other times, the ballistas are just in the wrong place to do any real good.

Remnant from Alric's Journal

The dwarves were consumed both from below and within. Ordrak's minions assaulted the fortress, and his essence flowed through the Ember and turned them to his side. The remains of the battle are all around me, but my understanding comes from the Ember. He speaks to me through the veins, and I cannot shut my ears to his voice.

Despite his immense strength, Ordrak cannot leave the source of his immortality. His essence reaches out through the veins and corrupts without purpose.

Such power could transform the world, if only it were freed from this mountain.

Lost Fortress Floor 25

New Enemies

Ember Thrall: Another zombie type, the thrall steals mana as it hits you and it cannot be interrupted. Use the zombies inherent slow movement speed to take them out from afar or with AoE attacks. Weak defensively but always in groups so you can be in danger if overrun, especially with the mana drain.

Dwarven Wight: Corrupted undead dwarf, weak melee attacks. These guys are fast and often travel in groups supported by tougher creatures. A large AoE or stun attack will take care of them. Weak defensively as well.

Soulless Cutter: Large corrupted dwarf, strong melee attacks that will slow or freeze you with ice damage. These guys almost always come in threes and they are susceptable to cold attacks themselves, so freeze or knock them back to avoid their own cold attacks which leave you very vulerable.

Mechanical Construct: Large, bipedal mechs manned by a goblin. They have a chaingun ranged attack with an obviously high rate of fire and are highly resistance to poison and fire damage. These mechs often enter from wall hatches and sometimes come in pairs, best to focus on one at a time with strong attacks. Electric damage works especially well against them.

Deathwalker Battlemaster: Large, corrupted dwarf that can enrage dwarven wights increasing their damage greatly. The battlemast deals very high damage and is usually accompanied by wights. Take out the wights first then focus on the battlemaster one on one, kiting it if you must. Slow movement speed so take advantage of it.

Watcher Geist: Floating spirit that can ressurrect wights and cast poison bolts at you. Best to take them out as soon as you see them so they cannot revive fallen allies. As with all mage enemies, they are weak defensively so a few attacks of any sort make quick work of them.

Features

Ember monuments: The corrupted dwarves have encased pieces of ember into large monuments scattered throughout the fortress. Possibly to control their corruption? It is unknown and unnerving.

Time your movements down the first narrow corridor so you don’t get damaged repeatedly from the floor spike traps. Make sure to head off left and right at the break in the traps for enemies and treasure. Take the right path atop the stairs for treasure and then double back to take the left path and progress.

When you come to the large room, circle around the left side and follow the stairs up to find a lever that opens a secret treasure room. Backtrack to the treasure room, loot it, and you will emerge right at the corridor you need to follow to progress. Make sure you enter the bottom alley to find the enemy for Trill's quest before heading north

Sidequests

Flux 15

Lost Fortress Floor 26

Time your movements down the first narrow corridor so you don’t get damaged repeatedly from the floor spike traps. Make sure to head off left and right at the break in the traps for enemies and treasure. Take the right path atop the stairs for treasure and then double back to take the left path and progress.

The first main room will have Flux's ember in the back near a champion, make sure you grab it. If the ember is not there or your map layout is different, look for it throughout the floor.

In the next main room with a merchant, there are 3 paths you can take. From where you entered, take the left on first, hit the lever to open the treasure room and loot it. Now go to the stairs across from your current location to find some enemies. Take the last hall to progress through the stage to the end.

Sidequests

Trill 14

Flux 16

Lost Fortress Floor 27

As you pass the main hall Syl teleports in. You have found the forge and Syl has even learned (from the tomes in the Overseers library) how to remove the corruption while leaving the raw strength the ember has granted you untouched.

As you step on the platform, Syl blasts it with a powerful surge of energy. As you remain on the platform being purged of corruption, Alric teleports in and confronts Syl. Alric teleports away with Syl in tow, she has been kidnapped!

Continue down in your search for both Syl and the Source of corruption. Now it is personal.

Lost Fortress Floor 28

New Enemies

Crawler: Small mechanical insect, this creature has a strong ember beam ranged attack and resists poison and fire (as all mechanical constructs do). The beam attack deals really high damage so get in close and detroy these creatures quickly.

Watcher Overlord: Floating spirit that can ressurrect wights and cast seeking Spells. Best to take them out as soon as you see them so they cannot revive fallen allies. As with all mage enemies, they are weak defensively so a few attacks of any sort make quick work of them.

Features

  • Enchantment Shrine

Straightforward stage. Note that there is a treasure room right at the end, just kill the enemies nearby and it opens up to you.

Sidequests

Vasman 6

Trill 15

Lost Fortress Floor 29

Advance up the hall until you see some ballista, find the two levers nearby and flip them both to trigger a scene: 4 zealots and a 5th larger one walk in the now open doors.

Boss: Medea

Medea is a Dark Zealot and one of the worst enemies in game. She will launch projectile attacks, summon other zealots, and use beam attacks on you. Keep your health up with potions or spells as she is a hard hitter and just use your strongest attacks on her until she falls.

After Medea's defeat, advance to the waypoint and stairs to the great deep.

The Black Palace

The black palace looks like a dreamy world of darkness, straight out of a comic book! The dark zealots found here are among the most powerful enemies in the game with powerful spells that have a great range over you. Be careful especially if you are playing hardcore. Blood disciples (melee variants of zealots) spawn from blue portals in the same fashion as creatures from earlier stages, be prepared when you see these blue portals.

Familiarize yourself with the new tough enemies here as you will be fighting them for the rest of the story missions. Try to learn strategies for each type, especially the zealots and dragonkin.

Remnant from Alric's Journal

I have basked in his presence. The voice in the Ember is only a shadow of Ordrak's true glory. I find now that I have no desire other than to serve him, and to show his glory to the world.

My years of study are nothing to Ordracks vast centuries dwelling in Ember, but still my knowledge sometimes surpasses his. His spirit infuses the Ember, it could be concentrated further, bringing his voice to the world.

Syl will see the potential. Together, we will free Ordrak from this mountain. Kingdoms will kneel before us, blinded by the radiance of our ascendancy! None will dare question the virtue of our art, or the power or Ordrak.

Black Palace Floor 30

-New Enemies-

Blood Disciple: Mage with magic infused melee attacks. These tough foes can teleport around as well and their high damage and tendency to travel in groups can be a deadly combination. Very fast enemy, use all your best tricks to take them out fast.

Enslaved: Small, green skeleton summoned by Dark Zealots. These guys are fast and also do a lot of damage. Coupled with the fact that Zealots often spawn them right on top of you, well, take them out fast. Knockback and stun work great, and any other slowing tools (spells, auras) work wonders as well. Enslaved deal elemental damage unlike their weaker, skeleton kin so resists will help.

Felwing: Corrupted version of the tattered lurker with the same attacks, poison tail sting and shriek attack. As with lurkers, they travel in groups and are easy to take out but Felwings do much more damage and they deal it faster too. High damage AoE attacks recommended.

Dark Zealot: The worst enemies in the game, period. These creatures cast poison bolt spells, summon enslaved (often right near you), have a strong lightning attack, and an extreme ember beam attack. They are fond of attacking you well out of normal spell range and are the demise of many hardcore adventurers.

  • The bolt spells count as projectiles and can be reflected
  • Their beam attacks cannot be reflected but elemental resist can help a little
  • If playing hardcore, do your best to take these things out ASAP

Dragonkin: Winged hulking dragons, resistant to stun and interruption. These guys have thick defense and deal high damage with a fire breath attack if they get within melee range. They are on the slow side movement wise so try to take them down before they can use their fire breath on you. The fire breath is extremely deadly! If you find large groups, try to split up the pack.

Sidequests

Trill 16

Flux 18

Black Palace Floor 31

Follow the path until you descend a stair case and come to a scene; You see Syl and a creature confronts you. You must rescue her!

Boss: Shade

Shade is resistant to ranged attacks and skills. Shade also has a shield skill that reduces damage a lot. He doesn’t do much damage in return however, so just defeat him and get it over with.

Syl is freed and has discovered the cause of the blight: Ordrak. Ordraks dark soul is corrupting the Ember and denizens of the mountain. Alric has been crafting dark ember for Ordrak and was to have Syl assist him in this. With regret for her former teacher, Syl informs you that both he and Ordrak must be destroyed. Continue down in search of Alric, activating the waypoint here in case you need it.

Black Palace Floor 32

Right at the start is a red portal, which cannot be used until you find the other. When you find it, you can teleport freely between the two. Follow the stairs until the two split paths meet (you can backtrack to clear both paths of enemies) and you find the second red portal. Continue on until you come to 3 stairways down. The center leads to blue portals and the others let you progress. You should find Flux's gem below and the beast for Trill's quest.

The rest of the floor is linear enough that the only advice you need is to be cautious of the palace enemies.

Sidequests

Trill 17

Flux 19

Black Palace Floor 33

A straightforward floor. When you come to the first major area with two paths to take, take the one furthest left (of the screen) to find a red portal that takes you to a treasure room. Backtrack and take the other path to progress. Both Flux's and Vasman's ember pieces are in the room along the path, make sure you snag both of them. There is one more treasure room before the final flights of stairs, check the mini map so you don’t miss it.

Sidequests

Vasman 7

Trill 18

Flux 20

Black Palace Floor 34

The level is straightforward but it can prove difficult because of it. As you progress down the path, the place is swarming with zealots, dragonkin, and felwing. To make matters worse, there are blue portals along both sides which will spawn more zealots or blood disciples. Fight your way through the throng of tough enemies and when you come to a clearing a short scene ensues.

Alric is waiting and tells you of his plan; all he needs is a willing sacrifice to Ordrak to complete the dark ember! He gives you the option to kneel, or to perish. Lets go with choice 'C' and send him back to the abyss!

Boss: Master Alric

Fallen Sage

Alric has plenty of magic attacks that do high damage. He has his own shield skill, a dragonkin armor summon, and the ability to summon dragonkin to boot! Use all of your own defensive skills and your best offensive ones to take Alric down. Debuffs work excellent as well.

Once his health gets dangerously low, Alric will flee and head down to the next floor. Follow after him to rid Torchlight of his dark meddling!

Lair Floor 35

Explore the lair, searching for Alric only to witness him sacrifice himself to the creature Ordrak! The ember veins accept the sacrifice and spring life to the evil creature. It's now or never, do or die!

Boss: Ordrak

Incarnation of Corruption

The fight is not one on one, Ordrak will continuously spawn dragonkin to aide it, 5-10 at a time. As soon as you clear some dragonkin, get some hits on Ordrak. Ordrak has it all, high health, armor, resistance, and damage output so you have to use everything at your disposal (even your pet choices) to take it out.

After Ordrak is slain, move further into its lair to find Syl. Syl expresses her thanks and gratitude for everything you have done, and you can finally relax as Torchlight is now safe.... Or is it?

Sidequests & Services

Vasman 1

Vasman

Ember of Another Color: gleaming ember

Available: start of game

Make sure you talk to Vasman and accept this quest as soon as you enter Torchlight (he has an exclamation mark over his head). Most quests are not available to you if you have already entered the floor the quest is on. To avoid any chance of losing potential quests and experience, always accept quests when they are available and return to town as soon as you complete a quest.

You should find the ember piece shortly after entering Orden Mines Floor 1; As soon as you find it return to town either by using a portal or backtracking to the main entrance. It is better to run back to the entrance on the first floor as it is a very short distance and you can save a portal scroll. Turn in the ember and take your reward, the game will launch a Tip screen instructing you to install a socketable item (your reward) from the inventory if you wish to do so. Be sure to accept Vasmans new quest that is available right away.

Vasman 2

Vasman

Necropolis

Ember of Another Color: Deathlace Ember

available: after completing gleaming ember quest

The necropolis is actually the Tomb of the Awakened and the ember can be found on Tomb of the Awakened Floor 5. Return the ember to receive your first mysterious map scroll: Mysterious Map Scroll 1

Vasman 3

Vasman

Location: An area filler with water?

The Shimmering Deep: Shimmering Ember

available: after completing deathlace ember quest

Keep an eye out for this ember on Estherian Ruins Floor 12. Floor 12 can be accessed by entering the gold portal in the Esterian Antechamber. The ember is in the same room as flux's ember and Undurmor the Vile. Return to Vasman to find his research does not bode well; The ember samples you have provided, while pretty, are afflicted with the same corruption that now flows through your own veins. Vasman will reward you with Mysterious Map Scroll 2 and offer a new quest.

Vasman 4

Vasman

Location: A cavern lost to time

Primal Caverns: Tu'tara Caverns Floor 18

Available: after completing shimmering ember quest

Vasman hopes that ember in its most primal form may contain rare properties of the elements. If you should find such a place untouched by all else, perhaps the Primal Ember will be there. The Primal Ember can be found on Floor 18 and should be returned to Vasman as soon as possible. Vasman will reward you with trinkets, gold, fame, and experience. No map scroll this time around.

Vasman 5

Vasman

Location: The Savage Prison

The Savage Prison: Savage Ember

Available: after completing primal ember quest

Vasman informs you that the when the ember pieces you have found are near one another, the blight appears amplified. For the safety of all, he keeps them separated but still needs more samples.

The savage ember, a molten rock, is sometimes found in the caldera of volcanoes, if you happen across some in the depths of the mountain, search for a piece. You can find the Savage Ember on Molten Prison Floor 23. Upon returning it to Vasman, he eagerly takes it and rewards you with Mysterious Map Scroll 3.

Be sure to take on his next quest as well.

Vasman 6

Vasman

Location: Lost Fortress

The strength of Ember: Adament Ember

Available: after completing savage ember quest

Vasman's research is leading him to believe that Syl may be right, the spirit within the ember veins may be the cause of their impure corruption. Still, he needs more evidence to be sure and asks you to find another piece, Adament Ember to find the true depth of the corruption. You can find the ember on Lost Fortress Floor 28.

Upon inspection of the Adament Ember, Vasman's fears are coming true. The force of the corruption lies deep in the ember veins and even if the source is destroyed, the blight in the ember may still remain. There may be something he overlooked however and there is one last ember form you can find for him. Accept his next quest and leave him to his study. Vasman will reward you with Mysterious Map Scroll 4.

Vasman 7

Vasman

Location: The great deep

Deepest Ember: Sanguine Ember

Available: after completing Adament ember quest

The ember from the deepest part of the mountain will show the blight in its most pure form. Vasman can complete his research if only he had a piece. If you should fine one, be sure to bring it safely to Vasman. This ember piece will be close to the source, so beware.

The ember is found on Black Palace Floor 33, when you find it make sure to return to Vasman.

"Aha, the collection is complete! This is a ghastly piece; the blight has consumed it completely. I cannot wait to examine it, I can already hear it calling to me..."

Uh-oh, this sounds familiar...

Vasman does not have any further quests but from the looks of it, a quest may revolve around him in the future if he keeps poking around these corrupted gems!

Flux 1

Flux

Buried Treasure: Cracked Pure-Ember

Available: After returning to town once (before entering floor 2)

Flux has an order to fill for the town Merchant and he needs a piece of ember to complete it. Flux is a bit on the cowardly side so he is quick to enlist a more adventurous person for the task. When you reach Orden Mines Floor 2 be on the lookout for this piece of ember.

Flux 2

Flux

Buried Treasure: Cracked Life-Ember

Available: After completing Flux's quest on floor 2 or before going to floor 3 if the first quest was skipped or abandoned.

Flux has another order to fill for the Merchant and since he has a fear of adventure, he enlists your help once again. Happily accept the quest and keep an eye out for this gem on Orden Mines Floor 3!

Flux 3

Flux

Buried Treasure: Dull Cold-Ember

Available: After completing Flux's quest on floor 3 or before going to floor 5

Its apparent now that Flux will have work for you every few floors, an easy source of coin is a good source of coin! Found on Tomb of the Awakened Floor 5

Flux 4

Flux

Buried Treasure: Dull Cold-Ember

Available: After completing Flux's quest on floor 5 or before going to floor 6

Yes, more work for Flux since he isn’t as adventurous as you. Take the quest and keep an eye out for the ember piece on Lair of the Sisters Floor 6

Flux 5

Flux

Buried Treasure: Cracked Pure-Ember

Available: After completing Flux's quest on floor 6 or before going to floor 7

Yes, more work for Flux since he isn’t as adventurous as you. It seems that the value of ember is rising, and Flux needs for ember for a trader. Take the quest and keep an eye out for the ember piece on Tomb of the Awakened Floor 7.

Flux 6

Flux

Buried Treasure: Discolored Cold-Ember

Available: After completing Flux's quest on floor 7 or before going to floor 10

Yes, more work for Flux since he isn’t as adventurous as you. Take the quest and keep an eye out for the ember piece on Estherian Ruins Floor 10

Flux 7

Flux

Buried Treasure: Dull Life-Ember

Available: After completing Flux's quest on floor 10 or before going to floor 12

More traders want more ember and as you are the only soul brave enough to face the mines, it is up to you to once again aid Flux. Accept the quest and keep an eye out for the ember piece on Estherian Ruins Floor 12. Floor 12 can be accessed by entering the Estherian Antechamber and the ember is in the same room with Undurmor the Vile and the shimmering ember. Return the ember and Flux will offer another quest.

Flux 8

Flux

Buried Treasure: Discolored Eyeball

Available: After completing Flux's quest on floor 12 or before going to floor 14

As long as you keep heading back into the mines, Flux will offer you quests. You should be used to them by now so accept the new one and keep an eye out for the ember on Estherian Ruins Floor 14, usually it is on the main path. Return to Flux, accept his reward, and accept his new quest for more ember.

Flux 9

Flux

Buried Treasure: Cracked Core-Ember

Available: After completing Flux's quest on floor 14 or before going to floor 17

Pick up the ember on Tu'tara Caverns Floor 17 and return to Flux for his thanks and your rewards. He offers a new quest so go ahead and accept it.

Flux 10

Flux

Buried Treasure: Dull Fire-Ember

Available: After completing Flux's quest on floor 17 or before going to floor 18

Flux needs more ember and since he is not foolish enough to venture so deep into the mountains, it only makes sense that you do it. Once found on Tu'tara Caverns Floor 18, return the gem to Flux for rewards and new quest.

Flux 11

Flux

Buried Treasure: Discolored Life-Ember

Available: After completing Flux's quest on floor 18 or before going to floor 19

Once found on Tu'tara Caverns Floor 19, return the gem to Flux for rewards and new quest.

Flux 12

Buried Treasure: Dull Deep-Ember

Available: After completing Flux's quest on floor 19 or before going to floor 21

Once found on Molten Prison Floor 21, return the gem to Flux for rewards and new quest.

Flux 13

Flux

Buried Treasure: Core-Ember

Available: After completing Flux's quest on floor 21 or before going to floor 22

Take advantage of the fact that nobody else is going to venture this far into the dungeons below Torchlight and find this gem! Once found on Molten Prison Floor 22, return the gem to Flux for rewards and new quest.

Flux 14

Flux

Buried Treasure: Discolored Fire-Ember

Available: After completing Flux's quest on floor 22 or before going to floor 23

Flux can hardly pay his workers due to the slow of the ember flow and needs to find some way to obtain more ember to make more gold. Help him out once again by accepting his next quest for ember on Molten Prison Floor 23.

Flux 15

Flux

Buried Treasure: Discolored Fire-Ember

Available: After completing Flux's quest on floor 23 or before going to floor 25

Flux's ember is near the end of Lost Fortress Floor 25, make sure you grab it and return the gem to Flux.

Flux 16

Flux

Buried Treasure: Dull Core-Ember

Available: After completing Flux's quest on floor 25 or before going to floor 26

Keep an eye out for the ember on Lost Fortress Floor 26. Return to Flux for your reward and a new quest.

Flux 17

Flux

Buried Treasure: Cracked Cold-Ember

Available: After completing Flux's quest on floor 26 or before going to floor 28

Keep an eye out for the ember on Lost Fortress Floor 28. When you find it deliver it to Flux for a reward and another quest.

Flux 18

Flux

Buried Treasure: Flawless Skull

Available: After completing Flux's quest on floor 28 or before going to floor 30

Keep an eye out for the gem on Black Palace Floor 30, return it to Flux for a new quest.

Flux 19

Flux

Buried Treasure: Star Eyeball

Available: After completing Flux's quest on floor 30 or before going to floor 32

Keep an eye out for this extremely high grade gem on Black Palace Floor 32. Return the gem to Flux for your reward and thanks.

Flux 20

Flux

Buried Treasure: Star Cold-Ember

Available: After completing Flux's quest on floor 32 or before going to floor 33

Keep an eye out for this extremely high grade gem on Black Palace Floor 33. Return the gem to Flux for your reward and expresses his eternal gratitude.

Flux no longer has quests for you.

Trill 1

Trill Bot 4000

Heroic Deed: Battle Varkaseer

Location Orden Mines Floor 3

Available: after returning to town once (before entering floor 3)

The Bard Trill's first quest and introduction of the character to the player. The Bard is in search of a grand tale to help spread the word of his talents and it is up to you to provide him with these tales of valor! The Varkaseer is a Vorkolyn Mage Champion and is much stronger than his lesser kin, use your strongest attacks to take it out and finish the quest.

Trill 2

Trill Bot 4000

A Quest for Glory: Battle Mooradh the Traitor

Location: Tomb of the Awakened Floor 5

Available: After completing Trill Bot's quest on the third floor or before entering floor 5 (if you skipped or abandoned the previous quest).

Trill Bot has started your tale of battle but needs more inspiration! Slay the champion Ogre and return to Trill. You will be treated with a short verse of his tale:

- Tra la la, the fiend is slain, the Traitor is no more! Tra la la, our hero won, we shall be grateful evermore!

It looks promising... Be sure to accept his new quest.

Trill 3

Trill Bot 4000

A Quest for Glory: Battle Zikulza the Corrupt

Location: Lair of the Sisters Floor 6

Available: After completing Trill Bot's quest on the fifth floor or before entering floor 6 (if you skipped or abandoned the previous quest).

Trill looks back on the early days after its creation and how it always had admired Bards it saw entertaining passerby in the streets. Trill also recalls a tale of a mighty beast, Zikulza, who killed many a warrior before it disappeared for good. Trill has reason to believe this creature lies in wait on floor 6 of the Dungeon and wants you to destroy it. Accept this quest and look for the champion Zombie and destroy it. Return to Trill for your reward.

Trill 4

Trill Bot 4000

A Quest for Glory: Battle Stonesmasher the Relic

Location: Tomb of the Awakened Floor 7

Available: After completing Trill Bot's quest on the sixth floor or before entering floor 7 (if you skipped or abandoned the previous quest).

Look for this champion Ogre after you cross a long narrow bridge (often right by the three lever puzzle). Trill bot doesn’t find the battle too "epic" so you are going to have to fight some more champions..

Trill 5

Trill Bot 4000

A Quest for Glory: Battle Batslicer the Warrior

Location: Estherian Ruins Floor 10

Available: After completing Trill Bot's quest on the seventh floor or before entering floor 10 (if you skipped or abandoned the previous quest).

Batslicer is a champion that can slay any warrior, a perfect opportunity for Trill's song of valor! Turns out that Batslicer is not a bat at all, it is a champion Chanter Pygmy and it could make your life difficult on harder difficulty levels. Try to thin out the stabbers and then rush him; Don’t focus too much on the stabbers as Batslicer can resurrect them, just kill enough to clear a path to the champ. Return to Trill after the deed is done only to find out Trill doesn’t find the bout that epic.. You are going to have to slay some tougher foes to liven up the tale so accept Trill's next quest!

Trill 6

Trill Bot 4000

A Quest for Glory: Battle Undurmor the Vile

Location: Estherian Ruins Floor 12

Available: After completing Trill Bot's quest on the tenth floor or before entering floor 11 (if you skipped or abandoned the previous quest).''

Another creature that can slay any warrior, you shall but it to the test! Take the gold portal in the Estherian Antechamber and progress until you come to a large clearing. Undurmor, another champion Chanter Pygmy is there and the same tactics apply as all chanter pygmys: kill it as soon as you can to prevent it resurrecting stabber pygmys. Return to Trill to find the battle was still not epic enough for your tale. Might as well accept the next quest for a shot at a more epic foe.

Trill 7

Trill Bot 4000

A Quest for Glory: Battle Ratcrawler the Assassin

Location: Estherian Ruins Floor 14

Available: After completing Trill Bot's quest on the 12th floor or before entering floor 14 (if you skipped or abandoned the previous quest).

the Ratcrawler is a hardy champion and no easy foe to defeat; It is not invincible however.. Kill the beast and return to Trill who is quite pleased with your conquest. Trill envisions the mighty beast towering over you as you stand in defiance! Trill will gladly begin to sing of your victory and offer another chance at more glory; accept Trill's new quest.

Ratcrawler is said to be invincible, do you have the courage to face it? If the rumors are correct, you might not have the chance to sing of any valor!

Trill 8

Trill Bot 4000

A Quest for Glory: Battle Erekback the Arcane

Location: Tu'tara Caverns Floor 17

Available: After completing Trill Bot's quest on the fourteenth floor or before entering floor 17 (if you skipped or abandoned the previous quest).

Erekback resides on floor 17 of the dungeon and with Trill's mighty tale of you battles half written, it is best you continue to win. Defeat the beast and return to Trill for your rewards. Accept Trill's next quest.

- Tra la la, the fiend is slain, Erekback the Arcane is no more! Tra la la, our hero won, we shall be grateful evermore!

Trill 9

Trill Bot 4000

A Quest for Glory: Battle Tarkhrod the Savage

Location: Tu'tara Caverns Floor 18

Available: After completing Trill Bot's quest on the seventeenth floor or before entering floor 18 (if you skipped or abandoned the previous quest).

Your fame is growing and Trill is always ready to remind you that it is mainly due to his skill in song but nonetheless, Tarkhrod the Savage will surely place your name high on the list of "Epic" Adventurers. Tarkhrod is a champion tunnel spider and has lesser tunnel spiders as support, web attacks can be deadly in the caverns as a well placed web on a narrow bridge will leave you open to attack. Close the distance fast if melee, or used ranged skills to defeat the creature. Return to Trill for your rewards and a new mission.

Trill 10

Trill Bot 4000

A Quest for Glory: Battle Foolbiter the Improbable

Location: Tu'tara Caverns Floor 19

Available: After completing Trill Bot's quest on the 18th floor or before entering floor 19 (if you skipped or abandoned the previous quest).

Upon slaying the champion and returning to Trill, Trill reminds you once again that the stage life is much more terrifying than one thousand battles. Since you have Trill to deal with the horrors of the stage, you can focus on the easy stuff like killing wimpy champions. Trill rewards you and offers another foe to slay.

Trill 11

Trill Bot 4000

A Quest for Glory: Battle Goblinstomper

Location: Molten Prison Floor 21

Available: After completing Trill Bot's quest on the 19th floor or before entering floor 21 (if you skipped or abandoned the previous quest).

Trill doesn’t have a fitting conclusion for the song about Goblinstomper so maybe you can help out with that. Trill promises as usual, to convey your deed in the most heroic light possible so it is a win-win situation as you need the fame! Goblinstomper is a champion Troll Juggernaut and as such is very strong. Use your strongest attacks on it while trying to avoid its melee attacks. Be sure to return to Trill to hear the tale:

- I can see it now. You, weary from battle, your swords wavering in your hands. Goblinstomper, cackling with vile laughter, wielding a giant flaming club. For a moment, you thought all was lost-but then, a rush of inspiration!

You remembered your mother, no, your love! Yes, your far away love, and you promise to return! In a rush of righteous fury, you struck the fiend down, and returned here victorious!

Trill promises to make you the hero of the age and from the looks of it, the two of you are on the right track!

Trill 12

Trill Bot 4000

A Quest for Glory: Battle Nightmangler the Slayer

Location: Molten Prison Floor 22

Available: After completing Trill Bot's quest on the 21th floor or before entering floor 22 (if you skipped or abandoned the previous quest).

Should you do battle with Nightmangler, Trill will craft a song even the most simple minded miner can appreciate. Victory or defeat, either shall work perfectly for song! The Nightmangler is a champion goblin and is pretty weak really. Trill doesn’t know that however and promises that Bards will sing of the battle for ages to come!

Trill 13

Trill Bot 4000

A Quest for Glory: Battle Thak'ton the Downcast

Location: Molten Prison Floor 23

Available: After completing Trill Bot's quest on the 22th floor or before entering floor 23 (if you skipped or abandoned the previous quest).

You should find the Downcast early on floor 23. Defeat the champion and return to Trill for rewards and fame!

Trill 14

Trill Bot 4000

A Quest for Glory: Battle Kazarthak the Blasted

Location: Lost Fortress Floor 26

Available: After completing Trill Bot's quest on the 25th floor or before entering floor 26 (if you skipped or abandoned the previous quest).

Another champion battlemaster, use your strongest attacks on it and be sure to dispatch any wights that may accompany it. Once the deed is done return to Trill to learn that you cannot please everyone.. Take your rewards and again, accept the new quest.

Trill 15

Trill Bot 4000

A Quest for Glory: Battle Eldgul the Ravager

Location: Lost Fortress Floor 28

Available: After completing Trill Bot's quest on the 26th floor or before entering floor 28 (if you skipped or abandoned the previous quest).

Eldgul is a champion thrall so use its zombie trait of slow movement to your advantage. After the thing is slain, return to Trill to find your song is coming along nicely. Did you ever wonder how Trill knows where to find all of these monsters? A bard knows...

Accept Trill's new quest while you are here.

Trill 16

Trill Bot 4000

A Quest for Glory: Battle Baranreaver

Location: Black Palace Floor 30

Available: After completing Trill Bot's quest on the 28th floor or before entering floor 30 (if you skipped or abandoned the previous quest).

After defeating the champion return to Trill, whom asks jokingly if you have returned with Baranreaver's head (he doesn’t need any props!). Trill is pleased and grants you rewards but insists that your growing fame is the greatest reward of them all. Accept Trill's next quest.

Trill 17

Trill Bot 4000

A Quest for Glory: Battle Khem'mor the Adversary

Location: Black Palace Floor 32

Available: After completing Trill Bot's quest on the 30th floor or before entering floor 32 (if you skipped or abandoned the previous quest).

Khem'mor is a powerful Dark Zealot and a royal pain in the rear. Close the distance between you and it quickly to try to get a stun attack or slow attack in before it can destroy you with beam spells. After it is slain, return to Trill to find he can barely keep up with your epic slayings. Take the rewards and the next quest!

Trill 18

Trill Bot 4000

A Quest for Glory: Battle Poisongrinder

Location: Black Palace Floor 33

Available: After completing Trill Bot's quest on the 32th floor or before entering floor 33 (if you skipped or abandoned the previous quest).

After you slay this final beast, return to Trill! Trill will exclaim his hard work on the stage end and promise you that your tale has spread throughout the land... of Torchlight. Congratulations! The people of Torchlight know of your heroic deeds and will forever more remember the enemies you vanquished.

Trill Bot 4000 no longer has quests for you.

Hatch Quests

Hatch offers a new quest each time you enter a new land (mines, tombs, etc), the Down the Hatch quests are in order and continue Enemy descriptions again for reference. New enemies are new based on the notion that the player is completing Hatch quests as soon as they are available.

Hatch 1

Hatch

Down the Hatch: Recover the Treasure, Tome of Revelation

Location: Hatch's Portals, Crypt of the Chronicler (Crypts)

Available: After defeating Corrupted Brink

Hatch plans to become the richest man in town. He owns a magic wand that can open portals to magically lands that are probably filled with treasure and monsters. If you can enter the lands from the portals he summons, kill the beasts, and take the treasure not only can you keep anything else you find but you will also be rewarded from Hatch himself! SOunds good, so accept his first quest and enter the portal when you are ready.

Please note that town portals will not work in stages accessed through Hatch's portals so once you are in, you are in.

New Enemies

Undead: Undead are slow moving, hard hitting zombies that usually appear in groups. Just like the classics in film, they are squishy and easy to kill one on one but dont get surrounded or they will eat your brains! Well, they dont eat you brains in Torchlight but they will claw you to death. Standard attacks work great and skills completely destroy these Dungeon Crawler staples.

Skeleton Warrior: Slower than their regular skeleton friends, these undead are armed with sword and shield and equipped with fancy, spiked shoulder pads and helm. The heavy equipment makes movement slow and thus they are an easy target for ranged or spellcasting heroes but they also have hardy defense and their melee attacks pack quite a wallop. If they do close in, use your strongest attacks or debuffs to make the fight easier. Usually travel in groups and will steadily move towards the player, melee heroes can split them up with AoE or stun skills and try to fight them in smaller groups. Note that skeleton Warriors have a high chance to block attacks.

Rotted Chanter: A spectral ghoul that will cast fireballs and resurrect it's skeleton friends. These guys may come in small groups and are almost always in the company of skeleton warriors but as with all caster types they are weak defensively. Close the distance between you and them and defeat them quickly, fireballs hurt with no fire resistance and they will keep resurrecting the skeletons you kill if you dont focus on them first.

Skeletal Archer: These are the same as normal skeletons, easy to kill but they can do decent damage to you. Archers are immobile and only moved with spell effects such as knockback so rush them and start breaking bones before they can pelt you with arrows. Usually in groups and often defended by melee enemies.

Pale Shambler: A tougher zombie that cannot be interrupted. Since you cannot interrupt its attacks, just focus on your own and defeat them quickly as they travel in groups like all zombies.

Corrupted Shamber: Another zombie type that releases toxic gases upon death. After you kill one, move away quickly as the corpse releases the poison. Best to split them up with AoE knockback skills and pick them off in smaller groups or one on one.

There is a champion Ogre here guarding the treasure as well, it resists knock back and wields a giant mace that will knock you back. It hits hard and is often surrounded by corrupted shamblers leaving poison gas everywhere. Lure it away from the zombies and take it one on one. Grab the treasure and go through the portal at the end of the stage to give Hatch the treasure. The book you found for Hatch contains a sketch of his wand and will allow him to open further portals to specific treasures for you to find! Hatch rewards you with a spell scroll and a help tip will appear on screen instructing you on its use. Immediately after completion, Hatch has another quest.

Hatch 2

Hatch

Down the Hatch: Recover the Treasure, Prospector's Cache

Location: Hatch's Portals, Abandoned Tunnels (Mines)

Available: After completing Hatch's first quest

The Abandoned Tunnels are very linear and consist of two floors.

Floor 1: Shrine of Enchantment, allows you to attempt enchantment of an item free of cost.

Floor 2: Prospector's Cache

Return the cache to Hatch for your reward.

Hatch

Down the Hatch: Recover the Treasure, Ritual Scythe

Location: Hatch's Portals, Forgotten Catacombs (Crypts)

Available: After reaching floor 5 of the dungeon

New Enemies

Mimic: This creature looks exactly like a treasure chest and will attack as you near it. A clever disguise and it will fool you quite a few times (though an observant player will notice it doesnt have a "press A" tooltip!) throughout your adventure. Note that the Mimic is highly resistant to elemental attacks and has a high defense to boot. Mimics always drop random ember upon death, so make sure to loot them too. Floor 1:

-Flame traps: Traps that put forth a steady stream of fire for a short time with a short pause inbetween spouts. Take advantage of the pauses to run past unharmed.

-Shrine of enchantment

Floor 2 houses the Ritual Scythe, return it to hatch after you clear the place and he be quite happy to find that the treasure was right where his book said it would be. Take your reward and continue with your other quests as Hatch examines the book further for other treasures of opportunity.

Hatch 3

Hatch

Down the Hatch: Recover the Treasure, Bar of Orichalcum

Location: Hatch's Portals, Detached Esteria (Esterian Ruins)

Available: After reaching the Esterian Ruins

New Enemies

Stabber Pygmy: Small, spear wielding Jungle imps. These guys travel in groups, are quick to surround you, and can do lots of damage with their spears. While they are easy to kill, they can easily overwhelm you as well. Knockback or stun AoE attacks are very useful against them.

Chanter Pygmy: Shaman Pygmys that will cast fireballs at you and resurect fallen pygmy stabbers. Phyically weak, take them out first so they cannot pelt you with magic or revive their friends.

Mushroom: Stationary foe that release clouds of poison when you near them. The are extremely weak and any normal attack should destroy them, dont stay in the clouds they release as you take constant damage over time.

Thorned Strider: Giant tree enemies that resist knockback and will not flee. They have a strong melee attack and high health and defense so try to clear any pygmy groups before engaging them one on one.

Floor 1:

- Fishing hole

- When you come to a left or right choice on the path, keep going forward trough the hanging vines and a pathway of stone will rise up from the water! You can see on the mini map where to walk through the vines as it shows up as a path. Follow this path to find a small room with enemies and rare fish:

Leviathon tooth Molten Eel Gruefish Ember Fish Eye

Hatch 4

Hatch

Down the Hatch: Recover the Treasure, Jeweled Idol

Location: Hatch's Portals, Forsaken Caverns (Tu'tara)

Available: After reaching the Tu'tara caverns

Clear the immediate area first before crossing any bridge, there is a champion chanter here with pygmys. Follow the bridges and platforms and as you near the end of the floor, new enemies, burrowers will ambush you. Fight past them and

Floor 1

New Enemies

Burrower: Large subteranean enemies that release shocking bolts in a small melee range radius. These creature have high defense and resist electric damage so use other elements or physical attacks on them. Larger groups are a bit deadly so have stun attacks or knockback at the ready.

  • Floor 1 contains a shrine of enchantment, be sure to use it.

Floor 2

Floor 2 is very short and contains the treasure near the end portal. Guarding the treasure are two tough champion thorned striders so be vigilant, slay them, and snag the goods. Hatch will reward you for your work and continue his studies of the portals.

Hatch 5

Hatch

Down the Hatch: Recover the Treasure, Dragon's Tooth

Location: Hatch's Portals, Derelict Prison (Molten Prison)

Available: After reaching the Molten Prison

Floor 1

New Enemies

Goblin Hunter: Small goblin archer that fires explosive arrows. Unlike other archers, the goblin hunter's arrows do some real damage. Reflect missle gear helps negate all damage (and return some back to sender), otherwise, they are weak creatures so use any skill or weapon to take them out.

Head down the stairs taking either the left or right path (or both if you backtrack for the minor treasure and enemies) which both lead to a central path, defeat the troll and other creatures and progress on past a healing shrine and several goblin chanters and archers. The paths will split again shortly after with the bottom path leading to a horn and secret area, and the top path crossing with the bottom path after the horn. When the two paths meet again, continue until you have 3 paths (on the mini map) accessable; take the bottom or southern path for a horn which opens the center path to treasure. Loot the treasure and backtrack to the split paths, head north now to the exit. There is a tower you can climb on the way for a few enemies and gold if you'd like.

Floor 2

The second floor is short and straightforward, grab the treasure on your way up the tower and defeat the champion goblin chanter guarding the portal out.

Though the Tooth doesnt quite look like what Hatch envisioned, he takes it off of your hands and rewards you well. Leave him to his portal studies (again) for now.

Hatch 6

Hatch

Down the Hatch: Recover the Treasure,

Location: Hatch's Portals, Ancient Fortress (Lost Fortress)

Available: After reaching the Lost Fortress

New Enemies

Ember Thrall: Another zombie type, the thrall steals mana as it hits you and it cannot be interrupted. Use the zombies inherent slow movement speed to take them out from afar or with AoE attacks. Weak defensively but always in groups so you can be in danger if overrun, especially with the mana drain.

Dwarven Wight: Corrupted undead dwarf, weak melee attacks. These guys are fast and often travel in groups supported by tougher creatures. A large AoE or stun attack will take care of them. Weak defensively as well.

Soulless Cutter: Large corrupted dwarf, strong melee attacks that will slow or freeze you with ice damage. These guys almost always come in threes and they are susceptable to cold attacks themselves, so freeze or knock them back to avoid their own cold attacks which leave you very vulerable.

Mechanical Construct: Large, bipedal mechs manned by a goblin. They have a chaingun ranged attack with an obviously high rate of fire and are highly resistance to poison and fire damage. These mechs often enter from wall hatches and sometimes come in pairs, best to focus on one at a time with strong attacks. Electric damage works especially well against them.

Deathwalker Battlemaster: Large, corrupted dwarf that can enrage dwarven wights increasing their damage greatly. The battlemast deals very high damage and is usually accompanied by wights. Take out the wights first then focus on the battlemaster one on one, kiting it if you must. Slow movement speed so take advantage of it.

Watcher Geist: Floating spirit that can ressurrect wights and cast poison bolts at you. Best to take them out as soon as you see them so they cannot revive fallen allies. As with all mage enemies, they are weak defensively so a few attacks of any sort make quick work of them.

Spike Trap: Large floor trap which shoot up deadly spikes to impale you. These traps are pretty obvious sectioned off tiles of the floor with large holes in them. The spikes dont activate until you step on the tile so just walk around them to avoid it alltogether.

Clear the main hall and follow the corridor to the next main hall where you find a few dwarven wights and constructs. Off to the side is a small alley way which holds a champion creature, kill it and return to the main path.

Continue down the stairs, passing a health shrine and then up another set of stairs. You have the choice of the left or right side, take the right side first as it only houses a treasure chest and a few foes. Backtrack to the left side and fight through the enemies to continue through the more narrow corridor. Circle the pit at the end of the corridor and go down the stairs and progress north at the next path split to find the portal down. If you go south at the path split, you can find some gold and a treasure chest.

Floor 2

Crawler: Small mechanical insect, this creature has a strong ember beam ranged attack and resists poison and fire (as all mechanical constructs do). The beam attack deals really high damage so get in close and detroy these creatures quickly.

Head down the left side to find the treasure. Head down the right side (back tracking) for maximum experience. when the two sides meet, head down the hall for the exit portal. Return the treasure to Hatch who is pleased and returns to his studies on the portal.

Hatch 7

Hatch

Down the Hatch: Recover the Treasure, Crystaline Soul

Location: Hatch's Portals, Palace Rim (Black Palace)

Available: After reaching the Black Palace

Floor 1

As you progress through the linear stage, beware the large groups of the palace enemies. Also note that there are many blue portals here, blood disciples and zealots will spawn from them when you get close. As you near the end of the floor, you will find a red portal that you can enter for some treasure and enemies.

Floor 2

The second floor is really small but has a ton of enemies in close quarters. If you get overwhelmed, backtrack some and try to heal. Grab the treasure which is surrounded by zealots and dragonkin, and leave through the portal. Return the treasure to Hatch and leave him to his portal studies.

Mysterious Map Scroll 1

Mysterious map scrolls: Rewards from Vasman for retrieving rare ember for him from the dungeon depths. These scrolls open a one time portal to a secret dungeon which contains many enemies and treasure.

Tombs

New Enemies

Construct: A huge beast with a giant Mace for a left arm. I call them Ogres and will refer to them as such throughout the guide. They pack a whallop and their tough skin provides a large defense to the creature. Beware their knockback attacks and naturally strong mace.

Tunnel Spider: Giant spiders that have a strong bite and the ability to shoot webs that will slow down your movement speed greatly if you get stuck in them. Try to take out minions first as they are rarely alone and use you strongest attacks against them.

Cursed Sword: A floating sword that will sometimes appear from chests when you open them. It has a strong melee attack but is felled easily with any skill or weapon. Nothing to worry about though one may surprise you the first time you\ see it.

Approach the bridge fragment to extent the bridge and cross over. You enter a room with many undead foes and a champion Ogre; The room also has a lever in the center surrounded by water. You must activate other levers to gain access to it. Take the left path from the bridge and make your way to the lever on the higher level, you can see this lever above as you make your way down the hall. This lever raises a statue and the water surrounding it, lights a torch, and is the first step to gain access to the water lever.

Take the opposite path now to make your way to the second lever. After the statue and water raise, and the torch lights, a path will be made to the water lever. Fight your way back to the lever and activate it to open the gate that lies between the two statues you raised. Continue through the halls until you come to the flame traps; Just walk past when the flames pause and you should be fine.

Proceed up the stairs to be introduced to the spider lair. The lair is home to tunnel spiders and many recluse so be sure to have an AoE attack handy as the recluse like to drop down from webs unannounced in groups. After killing the tunnel spider, activate the switch near it, you will be shown the next switch so continue to activate lever after lever fighting the spiders and undead all the while. After 6 levers a bridge extends nearby and leads you to armor racks, chests, and a single enchantment shrine. Be sure to enchant a piece of gear for free here before taking the portal back to town.

Mysterious Map Scroll 2

Sunken Temple

New Enemies

Ember Mycon: A walking clump of fungi that has been corrupted by ember and will launch draining clouds and spew poison breath. Do not linger in the clouds as they will rapidly drain mana from you! The mana drain can catch you off guard and leave you defenseless so make sure to avoid Mycon attacks.

The sunken temple holds many enemies and many dangers. Right as you enter, you can see wall "crushing" traps that will severely damage you if you get stuck between. Time your movements and pass through after the walls retract. Continue on through the halls until you reach a dead end, fighting pygmys and ember mycons along the way. On the wall is a lever, trip the lever to lower a set of stairs and form a bridge over the water so you get get to them.

Be prepared to fight many pygmy enemies as you search for two levers to light two torches near a sealed passageway. After you activate both levers, new crusher traps are activated and you must pass through them to progress. After some stairs and a champion battle you will find the exit portal down another path.

Mysterious Map Scroll 3

High Security

New Enemies

Goblin Hero: Archer goblin with the rapid fire special ability. This goblin can shoot normal arrows, fire arrows, and cluster-exploding arrows. Take them out fast as the exploding arrows cover a large radius and do high damage.

From the start, flip the lever in front of you to open the jail cell door on the right and close the one on the left. Loot the right cell, flip the lever again and then enter the left cell to progress.

When you enter the large area with multiple levers, first kill every enemy onscreen so you can focus on the lever puzzle.

Lever order:

  • lever inside the room, in the back (opens door to the lever upstairs)
  • lever outside the room (allows access to stairs)
    • enter the room through the now open door across the bridge
  • Pass through the opposite, now open door way and head up stairs to find the lever
    • Moves new bridge upstairs
    • Spawns goblin stabbers upon activation
  • Lever outside the toom (again)
  • Lever inside the room, in the back (again)
    • Grants access to the new bridge upstairs
    • Spawns multiple goblin types including Goblin Heroes
  • Lever Outside room (3rd time)

After you cross the bridge, you gain access to an enchantment shrine and gold piles scattered on the ground. Use the shrine and exit the portal.

Mysterious Map Scroll 4

Dwarven Vault

From the start go down the stairs and kill everything in the area. Do not advance near the spikes yet. Go up the other set of stairs to find 3 levers and a viewpoint which gives a top down view of the spikes. Normally you have to play trial and error with the levers to find the combinations to open up a path through the spikes. Here I will list the orders for each path to save you the trouble. You need to access the right and left rooms to flip the levers in them and open the center room.

New Enemies

Watcher Overlord: Floating spirit that can ressurrect wights and cast seeking Spells. Best to take them out as soon as you see them so they cannot revive fallen allies. As with all mage enemies, they are weak defensively so a few attacks of any sort make quick work of them.

Spike Trap puzzle:

  • Flip the 2nd (center) lever only
    • Opens path to the room on the left
    • The lever in the left room will release some cursed swords when flipped
  • Backtrack to the 3 main levers
    • Flip the first and last level
    • Opens a path to the room on the right and flip the lever there
    • The lever in the right room will release some wights & watchers when flipped
  • Backtrack to the 3 main levers again
    • Flip the center lever to open a path to the center room
    • The center room has an enchantment shrine, chests, and the exit portal

Enchanting

-You can attempt to enchant weapons, gear, and trinkets for a cost in gold. There are three outcomes after attempting enchantment:

-Success, the item is fused with a new, random, magical enchantment or existing enchantments may be enhanced (still raising the items enchantment count).

-Failure, the item loses all enchantments and reverts to the mundane form of the item type.

-Misfire, nothing happens at all but you still lose the cost of enchantment.

Enchanting can be done multiple times to a single item with the possibility of many magical effects on a single item. Each time an item is enchanted though, the chance of failure for the next enchant raises. You can see the percent of failure before enchanting as you highlight an item for enchantment.

Transmute Recipes

  • Three necklaces or rings (all same grade) = Unidentified necklace or ring of the same grade
  • Four magic items = random cracked or dull ember
  • Four Rare items = random dull ember
  • Four Unique items = random ember
  • Two ember of same grade = one ember of next grade
  • Four ember of same grade = one ember two grades higher
  • 3 sushi grade fish meat, rare belt, rare pistol, rare shield = Sushi Helm
  • 3 health or mana potions of same grade = one of the next higher grade
(just keep pressing X then Y quickly on a stack to quickly upgrade your potions).

Extra Features

After you complete the main game, a few new features unlock for your character. The Xbox 360 version also has some new features available right from the start.

The Shadow Vault

Location: South East Torchlight over a bridge

Unlock: Completion of main storyline

The Shadow Vault is a dungeon not unlike the one you have just completed except for a few changes. There is no set number of floors, you can progress forever and enemies grow in strength with you so you always have a challenge. Each floor is randomized, as is the backdrop for it, though it uses the same stages from the main story dungeon (ruins, mines, palace, and so on). Floor 10 might be the palace backdrop, and 11 might be the ruins for example. Perfect for an endgame challenge as you can build your level and fame and treasure trove as long as you wish.

Quest Givers:

The three quest givers for the Shadow Vault have a new quest for you on every floor, if you skip or abandon a quest be sure to check for a new one.

Vasman

Vasman will enlist your services again in the shadow vault and continue to ask you to find rare ember for him. He still rewards items, fame, gold, and experience points.

Valeria

Location: Next to the Shadow Vault

Services: Quest Giver, Monster Slayer. Valeria will offer you the same tasks as the Trill Bot 4000, in slaying champion monsters in the shadow vault. Easy fame, exp, gold, and treasure so make sure to take her quests each floor.

Gar

Masked Golblinoid Item Fanatic

Location: Near the Shadow Vault

Services: Quest Giver, Treasure Hunter. Gar will have you search for rare treasure for him and reward you the standard fame, gold, exp, and an item. As with all quest givers, return to him before descending to a new floor so you can take on a new quest.

Retirement

GoldenRod

Retirement Adviser

Location: North of the center of town, next to the shared stash.

Services:

Goldenrod can retire your character and heirloom an item for you. Before you jump at the chance to try it out, a retired character may never be played again! Retirement is permanent and only advised if you wish to start a new character (as you will be forced to). In return for this huge penalty, you get to heirloom one of your items. An heirloomed item gains an increase to all of its bonuses and has its requirements lowered some. It is also named after the retiree or ancestor. If you plan to play multiple times, retiring will help you boost your item and grant a bonus to starting fame. A worthy investment if you are going to try a new class or just a new difficulty.

If you really only want to play one character to the max level and grind for the best gear with no intention of starting a new character, DO NOT retire.

Xbox 360 exclusives

Chakawary Pet:

Can be chosen instead of a Wolf or Lynx pet. The Chakawary looks like a cross between a water dragon and a velociraptor and makes annoying chirping sounds every few seconds. I still like the little guy, and have him for two of my three main characters. Chakawary has no special features or stats that differ from the other pet types, he is just different looking is all.

Improbably Large Fish:

This fish is given to each new character upon creation and can be consumed by the pet to transform it into a Troll permanently. A nice gift for the players as you have a powerful pet right from the start if you use it. Be aware that the same rules apply with the Troll as with all permanent fish. If you transform into something else, your pet will revert back to its original form (Wolf, Lynx, Chak) and not the Troll.

Gifting a friend:

From the Main Menu, you can gift a friend a potion of respec through an Xbox Live message. Once you gift your friend, all his/her characters will start with a single potion of respec as will yours. You can gift to friends that do not even own the game and you will still unlock the free potion.

Potion of Respec:

This potion is given for free to all new characters after gifting or being gifted. A one time use potion, this will reset all of your skill points to be reallocated as you see fit. Stat points do not reset nor do the single skill your character starts out with (ricochet, slash attack, ember bolt). If you have multiple ranks in those skills, all will be refunded except for one.

You can buy potions of respec from the merchant for 24,000 gold, so you are not limited to one! Only the first one is free from character creation.

Sets:

There are 3 new sets for the Xbox 360 version, one for each class.

Disclaimer

This FAQ/Walkthrough is my own work, and has been created by me for use on www.GameFaqs.com. For questions, comments, additions contact by email: jwkwitkowski@gmail.com , credit will be given for any additions or comments by you if they are integrated into the guide in any way, shape, or form.

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Please note that as of version 1.1 the guide is written with Gamefaq's formatted guide support in mind which Neoseeker supports as well. If there is a problem with the formatting on your site, please contact me immediately so I can correct the issue as soon as possible. If your site does not have the means to host these formatted guides and you are looking to update please be aware that I have no plans to revert back to plain text for this Faq and you may have to just keep the older non-formatted version up.

This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

Copyright 2011 by John "The Ogre" Kwitkowski

Thanks

- Runic for deciding to port this amazing game to the Xbox 360!

- All who support and may find this guide useful or any part of it!

- BoneDracomagus for the Sushi Helm recipe, Blood Skeleton, and Aloe Gel info!

- CatfishWiggins for layout suggestions and stat additions to the guide!

- Kratos15354 for helping me with my formatting questions!

- Everyone who has provided feedback and asked questions about the guide!

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