... and other stuff by Unfather.

Torchlight II Guide

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I wrote this Torchlight II guide while playing and replaying and playing again.

Contact me for permission to use it. No one has permission to copy or share it otherwise. It’s here in full so you shouldn’t need to steal it anyway.


A darkness gathered beneath Torchlight, called Ordrak. 3 heroes gathered to defeat him but even in death, his corrupt heart endured and called out, infesting one of the heroes, the Alchemist.

Ordrak breaks free and defeats the other two heroes, incapacitating you and slaying the Mage in battle. Defeated, the Destroyer escapes, carrying you to safety as Ordrak extinguishes Torchlight.



Act I, Wake of the Alchemist

Echo Pass

Speak with the Destroyer. He is too wounded to continue and sends you ahead to the Estherian Enclave to warn them of the Alchemist’s impending onslaught. Afraid that he may already be there, you dash toward your destination.

Warn the Estherians: Reach the Estherian Enclave and speak to Grand Regent Eldrayn.

As you make your way to the Enclave, you will find dead Vanquishers. Eventually you come across one making his last stand. Save him for loot and coin. There will be many more dead, but you must push on until you reach the Enclave.

At the Enclave, speak to the Grand Regent. You find that you are too late: the Alchemist has already passed through, injuring many and leaving disease in his wake. Commander Vale and the Vanquishers arrived shortly after and pursued the Alchemist as he travels southward, toward the Temple Steppes.

Protect the Guardian

Commander Vale believes the Alchemist may be after the Guardian of Water at the Wellspring Temple. You must go to the temple and defend the Guardian of Water. Make your final preparations and head to The Temple Steppes via The Path of the Honored Dead.

After cutting a path through The Path of the Honored Dead, you arrive at The Temple Steppes. Make your way to the Wellspring Approach and enter the Wellspring Temple.

Make your way down to the final floor of the Temple, the Water Guardian Palace. There you will face General Grell. He will call his minions and attempt to smash you with area-of-effect attacks. If you see him fire up into the ceiling, start running or you will be crushed by falling debris. The biggest risk in this fight is letting Grell and his minions surround you, so keep moving and strike when the area is clear.

Defeat General Grell to save the Water Guardian and Commander Vale then speak to Vale.

The Guardian of Water thanks you for your help. She explains that the Alchemist is trying to siphon Guardian energy and implores you to stop him from attacking other Guardians. She instructs you to head back to the Estherian Enclave to begin planning your next move.

Regroup at the Enclave

Return to the Estherian Enclave and speak with Commander Vale, the Vanquisher.

Trail of the Grand Regent

Commander Vale needs you to intercept the Grand Regent on his way to Watchweald Temple in the Frosted Hills, which you can reach via Crows’ Pass. Seek the Grand Regent in the Frosted Hills.

You soon come across Elder Valin, who was traveling with the Grand Regent before they became separated. Unable to reach the Grand Regent, he asks you to collect the Passkey Ember from some slavers and the Latchkey Ember from goblins. With them you may access another route to the Grand Regent located in the Estherian Refuge.

The Ember Keys

Enter the Frosted Hills. The Passkey Ember can be found in the Slavers’ Stockade in the Slavers’ Camp after killing the champion bandit leaders; don’t forget to free the imprisoned slaves, one of whom is a traveling enchanter who will now be available at the Enclave.

The Latchkey Ember can be found in the Emberscratch Mines. A veritable army of goblins stands between you and the key so be prepared to bathe in viscera. You may find up to 3 plungers, which can be used on broken detonators to reveal hidden areas. Eventually, you will face King Pogg; slay him for the Latchkey Ember.

Now that you have both Embers, head to the Estherian Refuge and place them into the shrine, then enter the Watchweald Temple through the portal.

Mission of Mercy

The Nether have infested the WatchWeald Temple. Make your way to the Grand Regent and confront him.

The Grand Regent teleports and unleashes torrents of magic upon you. His minions are a nuisance, but can also be used to quickly fill your charge bar. Dodge whenever a demonic form appears above the Grand Regent to avoid his strongest attacks.

Once he has been dealth with, walk to the boss chest and the Guardian of the Wild will appear as a Nether-Beast before reverting to his normal form (do not stand next to him or you may die from the explosive effect). He will thank you and open a portal back to the Enclave.

Return to the Enclave

Report to Commander Vale at the Estherian Enclave. She arranges transportation to your next destination, Zeryphesh. When you’re ready, speak to the Railmaster to continue to the Ossean Wastes.

Optional Quests

The Warbeast Armory

After being instructed to go to the Temple Steppes, a Vanquisher Scout asks you do him a favor along the way. The Sturmbeorn have blacksmiths forging armor for their warbeast and seem to be working from schematics. The Scout wants you to steal the Armor Schematics from the Sturmbeorn.

Travel to the Beast Warrens in the Temple Steppes. You will find the two blacksmiths in one of the Sturmbeorn encampments, guarding a Schematics Trunk. Kill anything in your way and take the Armor Schematics from the Schematics Trunk.

Return to the Estherian Enclave and give the Armor Schematics to the Vanquisher Scout for your reward.

The Scroll of Anom-Irek

Along the Path of the Honored Dead, you find a young woman named Miamin who needs your help. She asks you to recover the Scroll of Anom-Irek, which can be found in the Corrupted Crypt.

Defeat the Fallen Guardian and he will drop the Scroll of Anom-Irek. Give it to Miamin outside the Corrupted Crypt to complete the mission.

Bring Out Your Dead

In the area known as Skull Hollow, you will find a Shady Character with a proposition for you. In a nearby crypt known as the Bone Gallery is a valuable item known as the Rosamortis, and he wants you to get it for him. But first, you must convince the dead Estherian spirits to release the Ghost Chains that bind the Bone Gallery shut.

Defeat two elite Sturmbeorn necromancers while they work at their altar to free the spirits so that they will remove the chains, and enter the Bone Gallery.

Slay the undead hordes and make your way down to bottom floor. There you will find Mordrox. Slay Mordrox and take the Rosamortis.

Return the Shady Character and give him the Rosamortis to complete the quest. He promises to let you know if he has any work in the future.

Little Lost Ones

In Crows’ Pass, you come across a woman named Bellethe. Her dear little ones wandered into a cave and her husband Finnas went in after them, but none have returned. She asks you to enter The Widow’s Veil and find them. Locate Bellethe’s husband Finnas in The Widow’s Veil.

Wrestle through the webbed caverns until you find the Winter Widow and slay her. You find Finnas wounded nearby, but he is well enough to get out on his own. Take the little ones back to Bellethe in Crow’s Pass for your reward.

The Zeraphi Envoy

While wandering through the Frosted Hills, you come across a Zeraphi envoy being assaulted. After decimating the attackers, speak with Lord Taldimut and he will ask for your aid in acquiring the Golden Gear. He asks you to find three components in the Frosted Hills; the Crest of Pools, the Crest of Rivers, and the Crest of Tides.

You will find the crests inside trunks in pagoda structures around the Frosted Hills. Return them to Lord Taldimut. From the crests, he learns that the Golden Gear is in a nearby cave. Head to the Whispering Cave and the entrance will be revealed. Retrieve the Golden Gear from the Whispering Cave and return to the envoy for your prize.

Taking Notes

Near the entrance to the Icedeep Caverns, you meet a man named Jadok who believes he has found the Alchemist’s lair. He found a journal and wants you to find the other 3 volumes of it in Icedeep Caverns.

On the second floor, you will find the three journals scattered around atop prominent pedestals. You will also find a towering beast known as Chillhoof; collect the journals and kill Chillhoof. Return to Jadok for your reward.


Echo Pass
  • Blackfist (marksman, brigand)
  • Ratlins (archer)
  • Skeleton (archer, warrior, General, slayer, torso)
  • Sturmbeorn bear-men (deathflinger, warmaker, Blackclaw, runecaller)
  • Warbeast (armored)
Path of the Honored Dead
  • Felwalker (axethrower)
Corrupted Crypt
  • Zombie
  • Shambler (pale, noxious)
  • Shroudwing
Bone Gallery
  • Skeleton (footsoldier, pyromancer)
  • Blightslug
  • Vile Gnasher
  • Bleak Spirit
  • Bleached Recluse
The Temple Steppes
  • Estherian Shade
  • Ratlin (marauder)
  • Shieldbearer
Wellspring Temple
  • Estherian Shadewisp
Crows’ Pass
  • Blackfang (arachnos, cave dasher)
Frosted Hills
  • Mirka (slasher, frostbinder)
  • Goblin (worker, spellbinder, slasher)
  • Bittersprite
  • Shambler (noxious)
  • Nether (thrall, nethermancer, brute)
Icedeep Caverns
  • Snowfang
  • Ice Gel
  • Frost Screecher
  • Clovenhoof
  • Slasher (hulking)
Emberscratch Mines
  • Goblin (demolitionist)
Watchweald Temple
  • Netherim (plaguebearer, larva, netherling)


Act II, The Eve of War


Speak with the Guardian of Air. The Alchemist has already come to the Wastes and allied with new villains to attack the Zeraphi of Zeryphesh, but first is heading towards the Forsaken Vaults. You need permission from the Sphinx to gain entry to the Vaults and protect the Guardian of Mana. You will find the Sphinx at the Forsaken Gate.

The Eve of War

Appropriately, the Sphinx has a riddle for you. Essentially, it wants you to bring back Manticore Flesh from the Stygian Aerie before it will let you in. Head to the Aerie.

Once you reach the bottom floor of the Stygian Aerie, you will be attacked by a Manticore. Before you can slay it, its mate will join the party. Defeat them both and take their meat, then return to the Sphinx in the Wastes.

The Sphinx opens the door for you, but not before some cryptic foreshadowing. Enter the Forsaken Vaults and drive ahead.

Artifice of Evil

After cleaning the region free of most of the Ezrohir population, you make your way to the Artificer. This frightening wizard teleports frequently, have multiple knockback attacks, and will use his claw attack to pull you back into range. Agility is the key in this fight so stay mobile and be vigilant in assailing the Artificer, unleashing ranged attacks at every opportunity.

Once you fell the Artificer, return to Zeryphesh and report to the Guardian of Air.

Meet the Djinni

The Artificer had already enslaved the Guardian of Mana and now you must find a way to free him from Ezrohir control, or kill him. The Guardian of Air sends you to the Salt Barrens to speak to Fazeer Shah, a powerful djinn. Prepare your gear and head out to the Barrens.

Once you find Fazeer Shah, speak with him about freeing the Guardian of Mana. He tells you that Ezrek Khan, another genie of lesser power, is responsible, but Fazeer will not help. Unless, of course, you entertain him with a few silly tasks.

The Djinni’s First Task

Your first mission is to travel to Sadwa Mesa and recover the Lamp of Wonders from the Tu’tara. Make your way to the mesa and kill anything that gets in your way.

At the Mesa, find the Korari Cave and enter. There you will find Aruk the Cruel and his entourage. Beat the Lamp of Wonders out of him and return to Fazeer Shah.

The Djinni’s Next Task

The Shah has another task for you. Enter the portal to the Luminous Arena and do your best to survive.

A large spotlight passes through the map and you must stay within it to avoid take damage and continue progressing the mission. Clear out all the monsters to continue to the end, but don’t enter the final portal when you see it. Wait inside the safety of the spotlight until a lever spawns just behind the portal, then use it to unlock a secret path. Collect your prize then use the portal.

The next area is built under your feet as you walk, so make sure you move to every edge of the map to collect all the gear. Many champions and a Manticore spawn here so be careful, but it should be easy enough to make it to the end. Return to the Shah.

The Djinni’s Final Task

Now you must face Fazeer Shah’s nemesis, Ezrek Khan. Fazeer wants you to steal the Khan’s Lam of Marvels. Eager to stop the Alchemist by any means necessary, you enter Fazeer’s portal to the Haunted Quarter and prepare to confront Ezrek Khan.

Destroy any Netherim who try to impede your way and enter Jehannum. Here you will face Ezrek Khan.

Ezrek forces you to fight his minions before confronting you himself; they should be no trouble. Ezrek teleports frequently while unloading magical armageddon upon you so pick your battles. Don’t just eat a torrent of arcane death and expect to live. He has three phases, between each a wave of lesser minions.

In the second phase, he splits into mirror images; focus on the original one to do real damage. The final phase is an endless onslaught of fire and wizardry, during which you will be constantly knocked back and teleported. Keep moving, keep attacking, keep drinking potions, and you will surely prevail.

Once you’re victorious, Fazeer Shah will appear. He tells you that the magic imprisoning the Guardian of Mana has weakened, thus you may now rescue her. Return to Zeryphesh and speak to the Guardian of Air.

Breaking the Siege

The Ezrohir have moved the Guardian of Mana to the Riftkeep in the Salt Barrens. You must go there and free the Guardian. When you reach the Riftkeep, enter the Witherways. You’ll have to fight your way through but eventually you’ll reach the Siege Guardian.

The Siege Guardian is a terrifying monstrosity, and it doesn’t help that two invincible cannons lurch around the map hosing you down with hot laser any time you get too close; avoid those at all costs. To defeat the Siege Guardian, just keep attacking him away from the Siege Turrets. He doesn’t do much damage, but he can push you around a little with knockback. Just don’t let up and you should be fine.

With the Siege Guardian slain, the Guardian of Mana is free. She opens a portal to Zeryphesh for you; take it and speak to the Guardian of Air.

On to Grunnheim!

The Dark Alchemist is now on his way to Grunnheim, likely in pursuit of the Clockwork Core. Make haste to Grunnheim by speaking with the Railmaster. There is no time to waste.

Optional Quests

A High Value Target

Malik Vosh in Zeryphesh tells you of Commander Muzaffar, who has been captured by the Ezrohir. If he is not reclaimed, they will torture him for information to defeat the Zeraphi. He sends you to the Ossean Wastes to find Muzaffar.

Muzaffar will be found in an Ezrohir Camp. Slaughter the captors and free the Zeraphi soldiers and their commander. Muzaffar thanks you for your aide and asks for another favor.

Tower of the Moon

Commander Muzaffar needs you to find the Ezrohir forward camp. He wants you to check the Tower of the Moon in the Ossean Wastes, so you set out to inspect the area.

In the Tower of the Moon, you find a Ezrohir elder named Juthama Kasam. He summons reinforcements from his sand pit, so end the surge of Ezrohir and kill everyone. Kasam drops a Prison Key; take it to the back of the room and free Duros the Blade. He will allow you to gamble when you return to Zeryphesh.

Before you leave, notice the gongs placed on the walls around the map. Run up to all three and attack them; you will hit the gong and ring it. Once you’ve hit all three, return to Duros’ prison cell and go through the gate behind it, which is now interactive. Pick up the Robotic Arm to begin another quest.

Now, you must return to Muzzaffar. He is glad for your service and rewards you accordingly.

One Man’s Trash

An ember surveyor named Nerasis idles at his camp in the Ossean Wastes when you cross paths. He needs assistance testing a theory and asks you to take a Spent Ember into Tarroch’s Rift. Then he wants you to bring it back for further research. You head out into the Wastes to see what happens.

When you reach the bottom of Tarroch’s Rift, place the Spent Ember in the altar. It will summon a warrior known as the Manaforged; take him down. Once he is dead, the ember will return as a Rift Ember. Grab it and take it back to Nerasis in the Ossean Wastes.

Nerasis is pleased with the results of the experiment. No longer in need of the ember, he lets you keep it and thanks you for your service.

Embercraft Foreman

A crew of Embercraft drivers has broken down in the Ossean Wastes and needs an Iridian Focus. Ratlins have stolen theirs so they ask you to reclaim it from the Mesa north of their location. You set out to reclaim the stolen goods.

You will find two champion Ratlins; kill them to reclaim the Iridian Focus. Return to the Embercraft crew and give them their goods to finish the quest.

The Missing Zeraphi

After slaying the Artificer, a Zeraphi named Jasha notices you’re heading out to the Salt Barrens. She asks if you can find her husband Hareph in the Swarm Stacks to the North. You agree and begin your journey.

After some time, you find Hareph alive, with two automated cannons barely holding back the onslaught of skara trying to get at him. He asks you to take some explosives to Swarm Point and search for his missing comrades. You warily take the explosives and make your way to Swarm Point.

At Swarm Point, you meet Hoska, who tells you to use the explosives to destroy select Skara nests then make your way through the Brood Hive and destroy the eggs. Once again, you set out to accomplish your mission.

Shadow of the Skara

Now that you’ve destroyed the Skara nests, work your way through the Brood Hive. At the end of the Brood Hive is an Encrusted Hulk. Destroy him, but before you take the red portal back to the surface, follow the nearby walls to a secret area full of eggs. There you will find a Giant Egg; destroy it for another Robot Part, Robotic Pipes. Now return to the surface and find Hareph back in Zeryphesh.

As a reward for your service, you may now purchase magic items from Jasha, which should be a great boon as you continue hunting the Alchemist.

The Brave Ones

Outside of the Undercurrents in The Empty Quarter is a brave Zeraphi commando named Dilawar. He has discovered Ezrohir infiltrators and needs you to destroy the machinery they’ve been constructing in the Undercurrents. Your blade sings as it clears the sheathe and you step into the Undercurrents.

Explore the Undercurrents and destroy every Manatoxin Pump that you find. They are hardy machines so clear the area before assaulting them. Once they are all destroyed, return to Dilawar for thanks and gifts.

A Shattered Visage Lies

You meet a dark stranger in the Salt Barrens who calls himself the Faceless King. His grand vision requires access to the Vault of Souls in the Eternal Palace, but to gain access he needs the Royal Masks of ancient lineage. You agree to find them for him; he watches from behind a mask of shadow as you begin your search.

There are a number of pillars around the Salt Barrens with horns nearby. Use the horns to summon the spirits of ancient royalty and take their masks; The Guardian of Wazir, The Guardian of Queens, and The Guardian of Kings must all be slain for their masks. Once you have them, return to the Faceless King.

Secret of the Ezrohir

The Faceless King has fled to the Eternal Palace. Follow him.

You’ll have to cut a swathe of death to the end of the Palace, but eventually you will confront the King of Masks. Tear him down, take his possessions, then return to the surface and continue your search for the Alchemist.

Robot Parts

After picking up a Robotic Part, you will be given a quest to find the rest of the pieces. There are at least 3; one in the Brood Hive, one behind the cell where the Gambler is imprisoned, but the third…


Ossean Wastes
  • Ratlin (bowman, skirmisher)
  • Jackalbeast
  • Armadax
  • Ezrohir (nomad, assassin, shieldbearer, marksman, snatcher)
  • Dessicated (warrior)
  • Shrapnel Scarab
Shadowy Crevasse
  • Dessicated (bowman)
  • Mesa Dasher
  • Desert Blackfang
  • Roostling
  • Skara
Stygian Aerie
  • Basilisk
  • Bone Golem
  • Dune Mother
  • Manticore
Tarroch’s Rift
  • Mana Wisp
  • Mana Spectre
  • Jackalbeast (manaburned)
  • Manaburned Ezrohir
  • The Manaforged
Tower of the Moon
  • Shattered (one, headless)
  • Dune Fiend
Forsaken Vaults
  • Ezrohir (pistolier, snatcher, shockwielder, infantry, brute, marksman)
  • Shattered (one, headless)
  • Mobile Sentry
  • Shock Turret
  • Mobile Spawner
  • Tomb Fiend
  • Shock Copter
  • Automatic Turret
The Empty Quarter
  • Sandrat Nest
  • Sandrat
  • Ratlin (lobber, skirmisher, bowman)
  • Sand Spectre
  • Dune Fiend
The Undercurrents
  • Roach (myrmidon, mage, roachling)
  • Noxious Gel
  • Tar Slime
  • Roachling Tunnel
  • Noxious Mass
The Salt Barrens
  • Tutara (hunter, skullcrusher, wrecker, cliffguard. sandweaver, lancer, duneranger)
  • Bleached Marksman
  • Dessicated (corpse, bowman)
  • Salamander
  • Ironclaw
  • Sand Hulk
  • Tutaran Trap
Korari Cave
  • Aruk the Cruel
Ancient Vault of Chaos
  • Dessicated (corpse)
  • Tutara (cliffguard)
Swarm Point
  • Dune Burrower
  • Skara (blighted)
Vault of Souls
  • Tomb Jailer
  • Skeletal Slayer
  • Dune Fiend
  • Sand Hulk
  • Headless Shrieker
  • The King of Masks
The Haunted Quarter
  • Nether Shade
  • Tentacle
  • Netherim (soldier)


Act III, After the Alchemist


Alchemist’s Rage

Once you arrive at the Imperial Camp, speak with Professor Stoker. Once again, you are too late; the Alchemist has already passed through, sealing a Great Door behind him to obstruct pursuers.

Some Assembly Required

There is a way to open the Great Door, but you’ll need a Power Source from the Scrapworks. Now would be a good time to clean out your inventory, enchant your equipment, and reset any skills that aren’t working out. When you’re ready, head for the Scrapworks via The Rotted Path.

When you get there, you find a Vanquisher Captain stuck behind a cave-in. He needs you to acquire Dynamite to clear the way, so head to the Abandoned Sawmill and look for some.

The Cave-in

As you make your way in search of Dynamite, you learn piecemeal why the Sawmill was abandoned. Defeat the culprits and take the Dynamite from a chest near the exit portal, then return to the Vanquisher Captain.

Some Assembly Required

With the cave-in solved, you return to your search for the Power Core. Head into Middenmine and make your way through to the Scrapworks.

Here, you will find Bloatfang, a pestulent atrocity that begs to be mercy-killed. He packs a punch, but for the most part simply charges and attacks. Hold your ground and you’ll make short work of this creep. After he’s gone, head to the exit portal where you’ll find a Automoton Power Source; take it, then head to the Imperial Camp for Professor Stoker.

Unfortunately, it’s not quite ready for use. You must first make your way to the Emberworks beyond Rivenskull Pass. Another minor setback, but you carry on.

The Sundered Battlefield

You find an enormous door blocking your way in the Sundered Battlefield. A curious character informs you that you cannot pass unless you reclaim their stolen Crown from Thiss in the Forgotten Halls. Make your way to the Forgotten Halls.

Terrify your way through the Halls until you reach the Bleack Chamber; here you will face Thiss. His acid breath is painful and the constant flow of minions does not help. Make sure your defenses or up or that you keep your distance, maybe have a finger hovering over the potion button because he hits hard. Will your way to victory, then use the portal to get to a chest holding the Goblin Crown. With it in hand, make your way back to the gate.

Enter the Emberworks

At the Emberworks gate, you are allowed passage in exchange for the Crown. A series of dark gates impede your progress through the Emberworks, so find the nearby levers and valves to open them. You will have to fight your way through quite a bit of dwarven machinery.

Eventually you will find the War Titan; be prepared. He packs an enormous punch and casts lightning balls that spew electricity in every direction. His charges can ruin you, but they also put good distance between you in the right situation. Chug health potions and you should do fine. With the War Titan slain, acquire the Power Source you came for and head back to the Imperial Base.

The Power Source

Professor Stoker takes the Power Source and uses it to open the gate. You may now enter the Broken Mines.

Pass Through The Gate

In the Minehead, speak to the Guardian of Mana. The time has come to face the Alchemist before he reaches the Clockwork Core. Make your way to the Broken Mines.

One final thrust to get at the heart of your enemy. You’re more than enough to slaughter anything that dares stand in your way so making it to the Dark Alchemist should be little trouble.

The Dark Alchemist casts devastating spells and hits like a telephone pole. Use everything in your arsenal to slay him, especially your buffs and pet spells (don’t forget to feed your companion a fish). He attacks in three phases in three different areas. The first phase is pretty standard; beat him down and move on.

The second phase includes flaming geysers that quickly chew away at your health if you don’t keep moving. During this phase the Alchemist will use a beam attack that is murderous; as soon as you see it, move back out of range. He also casts area spells that make small circles painful to cross, but these are extremely easy to avoid.

The third phase is brutal. Every element is on display here as chromatic deathfire incinerates everything around you. Move, move, move. The Alchemist will cover the floor with lightning and drench you in poison, all while unloading everything he had before. He teleports like mad, too, but you should be able to take him down with persistence and a good weapon.

Once he has fallen, collect the Heart of Ordrak and make your way to the Clockwork Core. It is there that the final battle with the Netherlord will transpire.

The Netherlord tears through the Core like a force of nature so keep on your toes. His netherbreath coats the floor in dark flames which you need to avoid standing in, or else. His slash attacks have immense range, as do the breath attacks, so moderate range effectively becomes close range; adjust your positioning accordingly. Soon, the first form is defeated.

The Netherlord’s shadow form is even more terrible. He has all the attacks from before but stronger, and now he can pull boulders down that not only cause immense damage, but block your movement as well. Be especially wary of getting trapped against the edge of the level. With minions, magic, and falling rocks to avoid, your might will be tested. But keep your wits about you and use everything at your disposal and you will be fine.

With the Netherlord defeated, you may now return to camp confident that the land is safe, for now. Before you go, take the Clockwork Core.

When you return to camp, speak with the Guardian of Mana for a special reward. Your deeds will never be forgotten.


Optional Quests

The Blue Boletus

A beastman at the named Sprocket at the Imperial Camp beckons for your aid. He has traveled from afar for a cure to the disease afflicting his two cousins. They need a Blue Boletus from the Fungal Caves nearby. Since you are more physically adept at resolving problems like this, you set out to see what you can do.

Plowing through the fungal creeps of the Fungal Caves leads you to Boletus Rex. Crush him to claim the Blue Boletus. Return to the Imperial Camp to bring Sprocket the news and claim your prize.


Sprocket’s other cousin Cam wants to repay you for your help. He tells you of Vyrax, a dragon entrapped within Vyrax’s Tower which is sealed from entrance. If you can find the key in the Forgotten Halls, you can enter the tower and attempt to claim the legendary Heartfire Stone. You enter the Forgotten Halls keen on finding this key.

Once you have the key, return to Rivenskull Gorge and enter Vyrax’s Tower. It’s a long way up to Vyrax with myriad beasties swarming you at every step. Beat your way through the horde and when you’ve tasted enough blood, face Vyrax at the top of the tower.

Initially, you will face his hordes as he rains fiery death around the map, but eventually he’ll land. Then he’ll continue landing, right on top of you; when he launches into the air, move. Most of his attacks arc across large distances, so you might as well fight toe-to-toe if you can. Otherwise, stay extremely mobile and unleash everything you’ve got. This is a tough battle, but you will survive to claim Vyrax’s Heartfire.

Cacklespit’s Brew

You may stumble across a Bell in the Blightbogs. If you can find the Bell Stand to pair it with, put them together and ring it to summon Cacklespit. He offers to make you something if you can bring him the Mask of the Murderer, Thorns as Hard as Iron, and the Black Heart of a Coward, all of which can be found in the bogs. You set out in search for the components.

  • Grom’s Arena

You come across a strange altar in the Blightbogs, which opens a portal to the Arena of Slaughter. Inside, speak with Grom and he will let you compete on his bloodstained battleground.

Round 1: Voltaic Archers and Crumbling Footsoldiers.

Round 2: Above + Armored Bloatwalkers, Decrepit Chanters, Flayed Ones, and Sanguine Zombies.

Final Round: Above + Grom the Murderer. Grom has enormous knockback, so it may help to put your back to a wall if you can survive the beatdown. You will earn the Mask of the Murderer for your success.

  • Toth the Coward

Toth the Coward rises from his grave when you get near. Kill him and take the Black Heart of a Coward.

  • Bleakwood

Bleakwood can be found idling about the Blightbogs. Kill him for the Thorns as Hard as Iron.

Now that you have all three items, return to Cacklespit. He gives you your pitiful reward and disappears, leaving you to continue your journey.

Fade’s Passage

As thanks for your help, Sprocket’s cousin Widget offers to assist in finding Cacklespit. If you can find the spirit Fade in the Sundered Battlefield, he can take you to Cacklespit. Search the Battlefield for Fade’s resting place.

Somewhere in the Sundered Battlefield are two altars. Ignite them both to summon Fade. He demands the Skulls of Four Heroes as payment for his assistance. Head out into the field and find fur hero skulls.

Cacklespit’s Realm

Look for Graves of a Fallen Warrior to collect these skulls: Mutilated Skull of Baldree, Skull of Russell, Skull of Max, and the Skull of Erich. Return to Fade and exchange them for a ride to Cacklespit’s Realm.

Explore the area and destroy every trunk you see, which will grant you access to the Robotic Head.

Make your way to a blue portal which will take you to Cacklespit. Before you go, Fade warns you that she is difficult to harm if her champions are animate. Keep this in mind. She is not hard to defeat, but kill her beasts or she takes reduced damage. Loot her and be on your merry way.

The Wraithwring

In the Blightbogs, a young girl named Jessa waits outside the Rotting Crypt. She needs you to discover the fate of her father, bringing her his Locket if he didn’t survive. You hope for the best as you enter the Crypt.

You find Jessa’s father and he directs you deeper into the dungeon for the Wrathwring, which is in the possession of the Wraith Lord. But to get to him, you must find the Sanguine Gems.

The Locket

You are now searching for Jessa’s father’s Locket in the Rotting Crypt. Once you get the Sanguine Gems, place them into the altars near the entrance and continue to the Wraith Lord. Slay him when you find him and take the Locket from Jessa’s father’s corpse, then return to her for your prize.

Elemental Oasis

A dwarven statue lies at the end of a long pathway in the Sundered Battlefield. Collect four crystals located randomly around the map to access the Elemental Oasis lying below. You will need the Crystal of Fire, Ice, Electricity, and Poison; once you have them, insert them into the pedestals in front of the dwarf statue.

Throughout the Oasis lurk many powerful elemental spirits. 4 Boss champions await on the lower levels, ripe with prizes to loot should you slay them. Before you exit, you will find Garbahd the Enchanter, who enchants items with unique abilities. I hope you brought extra money because you cannot come back to him again.



The Rotted Path
  • Mycon (pygmy, brute)
  • Fungal Vent
  • Fungal Spore
  • Splinter Wraith
  • Swampwing
The Fungal Caves
  • Luna Mycon
  • Deathcap
  • Myconite
The Blightbogs
  • Mucous Mound
  • Blightslug Lasher
  • Corpsefire (skeleton, wolf, huntsman, warrior)
  • Werewolf
  • Swamp Troll
  • Brackenwitch
  • Headless (shrieker, axeman)
  • Armored Bog Shambler
  • Gaseous Shambler
  • Fetish
Arena of Slaughter
  • Crumbling Footsoldier
  • Voltaic Archer
  • Armorer Bloatwalker
  • Flayed One
  • Sanguine Zombie
  • Decrepit Chanter
Abandoned Sawmill
  • Dire Wolf
  • Corpsefire (werewolf)
Rotting Crypt
  • Acid Gel
  • Shield Stalker
  • Crumbling Archer
  • Blade Stalker
  • Troglodyte (grot, hurler, cerebrite)
Rivenskull Gorge
  • Swampwing
  • Forest Gargoyle
  • Armored Bloatwalker
  • Armored Bog Shambler
  • Grave Digger
  • Varkolyn (hunter, whelpling)
Sundered Battlefield
  • Varkolyn (brute, warlock, hurler)
  • War Troll
  • Corpsefire (huntsman)
  • Rotted Dwarf (shieldbearer)
  • Dwarven Battle Turret
  • Forest Blackfang
  • Rusted Mechanoid
Cacklespit’s Realm
  • Splinter Wraith
  • Gaseous Shambler
Elemental Oasis
  • Rock Troll
Forgotten Halls
  • Spectral (brute, dragonkin)
  • Noxious Gel
  • Dwarven Battle Bomb
  • Cindermage
Vyrax’s Tower
  • Bone Sentry
The Broken Mines
  • Dwarf (flamekegger, ironguard)
  • Dwarven Mechanoid
  • The Alchemist
  • Netherim (slasher, swarmer, spellbreaker)
  • Nether-Brute
The Clockwork Core
  • The Nether Lord


The End Game

Now that you’ve saved the world, you have a few options. Starting a new game with a new character and maybe on a different difficulty is an option. But you have two others that may be more appealing.

First, you can speak to Felicia in the Minehead and start a New Game Plus. Harder monsters, more experience, better loot; ‘nuff said.

Second, you can speak to Retto the Mapper instead (also in the Minehead). He sends you to a whole new area called the Mapworks with its own NPCs, as well as a new kind of merchant. Compass the Map Seller sells maps to new areas with awesome loot and more enemies to grind into sweet, sweet experience. Most of the maps feature various quirks such as increased or decreased damage, disabled abilities, and hyper-strong enemies, which gives a nice new flavor to gameplay.

Keep in mind that you cannot use Retto the Mapper until you’ve beaten the game, so if you start a New Game Plus, you lose access to him until you earn it again. Make sure you’re ready before you accept Felicia’s offer.

You’ve completed Torchlight II. Now, it’s time to give multiplayer a try. The more, the merrier, eh?



Classes & Pets



















Abilities & Scrolls


  • Hunter
  • Eviscerate
  • Howl
  • Raze
  • Wolfstrike
  • Battle Rage
  • Rupture
  • Ravage
  • Blood Hunger
  • Executioner
  • Rampage


  • Frost Breath
  • Stormclaw
  • Storm Hatchet
  • Northern Rage
  • Iceshield
  • Permafrost
  • Glacialshatter
  • Cold Steel Mastery
  • Shatter Storm
  • Rage Retaliation


  • Shadow Burst
  • Wolf Shade
  • Shadowbind
  • Savage Rush
  • Chain Snare
  • Battle Standard
  • Wolfpack
  • Frenzy Mastery
  • Shred Armor
  • Red Wolf


  • Inferno
  • Magma Spear
  • Magma Mace
  • Firebombs
  • Blasting Pillar
  • Infernal Collapse
  • Immolation Aura
  • Firestorm
  • Charge Mastery
  • Elemental Attunement
  • Fire Brand


  • Icy Blast
  • Hailstorm
  • Frost Phase
  • Elemental Boon
  • Frost Wave
  • Ice Prison
  • Astral Ally
  • Staff Mastery
  • Frozen Pale
  • Ice Brand


  • Prismatic Bolt
  • Shocking Burst
  • Thunder Locus
  • Arc Beam
  • Death’s Bounty
  • Shockbolts
  • Shocking Orb
  • Prismatic Rift
  • Wand Chaos
  • Lightning Brand


  • Blitz
  • Flame Hammer
  • Seismic Slam
  • Ember Hammer
  • Onslaught
  • Ember Reach
  • Storm Burst
  • Emberquake
  • Heavy Lifting
  • Supercharge
  • Coup de Grace


  • Healing Bot
  • Blast Cannon
  • Spider Mines
  • Gun Bot
  • Shock Grenade
  • Fusillade
  • Siegebot
  • Bulwark
  • Fire and Spark
  • Charge Domination


  • Shield Bash
  • Forcefield
  • Overload
  • Dynamo Field
  • Tremor
  • Fire Bash
  • Immobilization Copter
  • Sword and Board
  • Aegis of Fate
  • Charge Reconstitution


  • Warfare
  • Rapid Fire
  • Rune Vault
  • Chaos Burst
  • Cursed Daggers
  • Vortex Hex
  • Shattering Glaive
  • Venomous Hail
  • Long Range Mastery
  • Shotgonne Mastery
  • Akimbo


  • Glaive Throw
  • Tangling Shot
  • Glaive Sweep
  • Sandstorm
  • Bramble Wall
  • Burning Leap
  • Flaming Glaives
  • Dodge Mastery
  • Poison Burst
  • Share the Wealth


  • Blade Pact
  • Shadowshot
  • Bane Breath
  • Repulsion Hex
  • Stone Pact
  • Shadowmantle
  • Shadowling Brute
  • Master of the Elements
  • Shadowling Ammo
  • Death Ritual

Scrolls, Equipment, & Items


Fireball I

  • Mana Cost: 13
  • Cooldown: 7 seconds
  • +56-93 fire damage

Advantages: Cheap, causes burning.

Disadvantages: Relatively weak compared to later spells; not worth replacing an ability for.

Treasure Hunter

  • Always Enabled
  • 3% increase to gold and magic-finding luck

Advantages: Easier to find magic items and gold.

Disadvantages: Has no effect on combat potential.



  • Damage:
  • Speed:
  • Range/Arc:



1H Swords

  • Damage:
  • Speed:
  • Range/Arc:



2H swords

1H Axes

2H Axes

1H Maces

2H Maces


  • Brassbill: “This is the only one of the Brassblades known to have survived the Mana Wars.”










Rift Ember
  • Armor: Charge rate increased by 5%.
  • Weapon: 10 mana stolen on hit.
Yellow Basilisk Eye
  • Armor: +41 electric armor.
  • Weapon: 5% chance to cast Thunder from target.
Black Basilisk Eye
  • Armor: +18 mana.
  • Weapon: 5% chance to cast Chaotic Rift on strike.
Skull of Haskool
  • Armor: +26 to physical armor.
  • Weapon: Conveys 5% chance to poison for 5 seconds.
Skull of Erimony
  • Armor: +10 to vitality.
  • Weapon: Conveys 80 physical damage over 5 seconds.
The Eye of Gallo
  • Armor: +10% potion effectiveness.
  • Weapon: 93 health stolen on hit.
The Eye of Cacklespit
  • Armor: 1% increase to experience.
  • Weapon: 9% reduction in fumble chance.
Lucky Coin
  • Armor: 3% increase in gold.
The Eye of the Dragon
  • Armor: +1 seconds to burn/freeze/shock/poison.
  • Weapon: 5% chance to cast Meteor Strike from target.



Health: Restores health.

Mana: Restores mana.

Rejuvenation: Restores both health and mana.

Sweet-Aide: 243602 health loss over 13.33 minutes.


Crab Eggs: Transform into crab.

Big Web Fish: Transform into spider.

Large Mouth Bass: Transform into mimic.

Jackal Bass: Transform into jackalbeast.

Bonefish: Transform into torso.

Warsnout: Transform into warbeast.

Tunnel Shark: Transform into molebeast.

Flying Fish: Transform into swampflyer.

Vampiric Spider Egg: Transform into vampire spider.



  • Sells weapons and armor.
Magic Merchant
  • Sells spells and gems.
General Goods Vendor
  • Sells potions and scrolls.
  • Sells unmarked items that may or may not be garbage. Sometimes, they’re super-not garbage. It is worth it to drop a few grand on him every once in a while. It will pay off a few times.
Gem Saver
  • Will separate socketed gems from equipment, but destroys the equipment in the process.
Gem Smasher
  • Will separate socketed gems from equipment, but destroys the gems in the process.
  • Allows you to combine items to create other items. For example, 4 uniques can be converted into 1 new unique. This is great for converting weak potions to stronger ones and unappealing gems into different ones, but for the most part, transmuting does not yield a lot of great prizes. But, there’s no reason not to convert useless uniques and set items, so get used to wasting them.
  • Enchants your equipment a limited number of times. Unlike the original Torchlight, it seems that you cannot accidentally remove magic effects. Thank goodness. There are a number of enchanters to be found around the various levels, each offering a unique type of enchanting.
Special Enchanters
  • Mooritz of the Desert: Enchants with fire (+fire armor or damage).
  • Fondo the Master: Master enchanter (high stat boosts; worth holding off on enchants for good weapons until you find this guy).
  • Boris the Stout: Enchants with attribute boosts (+dexterity, +strength).
  • Vaneez the Poisoner, Farquez the Assassin: Enchants with poison (+poison armor or damage).
  • {forgot his name}: Enchants with unique abilities. Probably the best enchanter in the game since he can give your items some pretty awesome abilities, including chances to cast spells and movement speed upgrades.
Skill Respec
  • Allows you to reset the last 3 skill points you spent. That means you cannot reset skills beyond your last three so if you don’t like your new ability, reset it immediately.
Map Seller
  • Sells maps which you use to access special areas once the game is complete. The maps vary in difficulty, price, and effect.


Phase Beast Challenges

Occasionally, you will come across a translucent purple wolf called a Phase Beast. They’re easy to kill and when they die they spawn a Phase Portal to a bonus area with special loot. These are the different types of areas that can be generated for a phase portal:

Navigate the Maze

The only time consuming phase beast challenge. You must make it to the end of the area by walking across a body of water along a path that is generated as you walk. You get some loot just for making it to the end, but if you find all 3 mysterious gems and put them into the shrines at the end, you will get even better prizes. Not difficult, but trial and error is required to find the path to every gem.

  • Enemies: Possessed Ones, Skeletons
Protect the Crystals from the Goblin Hordes

Goblins are assaulting groupings of crystals around the map. The path to each is linear so you never have to protect more than a few at a time, but you can also hurt the crystals yourself, which means area-of-effect attacks (read: just about every offensive move in the game) could possibly work against you. Every crystal you save spawns its own reward chest once the hordes have been cleared.

Slime Battle

Three slime champions, King Slime, Mister Slime, and Doctor Slime, spawn and you must defeat them. They generate a slimy army that can easily overwhelm you, and they distract you from killing the champions. Focus on the named slimes and avoid being surrounded and you will be fine.

  • Enemies: King Slime, Mister Slime, Doctor Slime, Tar Slimes
Dig for Buried Treasure

Prizes are hidden beneath the dirt but you need shovels to dig them up. You cannot see the digging spots until you kill the pirates around the big chest. There are only a few shovels on the map, but countless spots to dig, many of which give you nothing. Kill enemies, search chests, and inspect every inch of the map until you find all the shovels and choose your digs carefully. Once you run out of shovels, leave.

Defeat the Troll

Defeat the troll.

Tips & Tricks

  1. With the audio on, you can hear your avatar yell warnings about trapped chests.
  2. Almost all bosses have Boss Chests near the exit portal of their area. Make sure you check all immediate corners around exit portals for concealed chests.


Guide & Author Info

Written by Jacob, aka Unfather.

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