Torchlight II




Torchlight II ialah game RPG Multiplayer Co-op (local maupun online) yang bertema hack and slash yang dikembangkan oleh Max Schaefer dan Erich Schaefer yang merupakan 2 dari 3 orang perancang game Diablo I. Kabarnya di-release pada October 2011 seharga $19,99.

Backstory

Years ago, the Heroes of Torchlight saved the world from the ancient evil, Ordrak. Now someone has stolen the essence of his power, and is using it to upset the balance of the six elements. After witnessing the destruction wrought by this terrible artifact, you'll begin a quest to uncover the villain's identity and avert disaster. The trail leads from the beleaguered Estherian Steppes, through the war-torn Mana Wastes and the haunted ruins of an ancient dwarven city, before descending to a realm where no mortal has set foot for thousands of years—and where an even more terrible evil struggles to unleash itself into the world.

Fitur :
1. Multi-Player
Pada Torchlight II, gamers dapat memainkan game Multi Player, baik melalui LAN maupun secara Online. Maksimal Multi Player adalah 8 orang, tetapi jumlah tersebut dapat ditambah melalui mod TorchED mejadi 50 orang.

2. Moddability
Seperti game terdahulunya, Torchlight II juga menyertakan tool TorchED, dimana gamers dapat membuat modnya sendiri, menambahkan world map, menambahkan custom class sendiri, dll.

3. Open World
Open World ialah terobosan terbaru, dimana hero kita tidak berada disatu kota saja. Pada Open World kita dapat mengeksplorasi kota yang berbeda, dengan cuaca yang berbeda (bersalju, hujan, panas, dll), siang maupun malam.
Dimana map berbeda digenerate secara random / acak setiap kali kita bermain.

4. Pet and Fishing
Fitur memancing ikan tetap diadakan, dan pemilihan pet lebih banyak.

5. Customizeable Characters
Gamers dapat memilih Class sendiri, setiap class dapat dimainkan sebagai pria maupun cewek, dengan bagian2 tubuh yang bisa dikustom sendiri.

6. New User Interface
Perubahan tampilan untuk penunjuk HP dan Mana-nya, untuk memudahkan gamers dalam bermain.

7. Retirement
Setelah character agan sudah mencapai level tertentu, boleh memilih untuk pensiun dan mewariskan sebagian kemampuan ke character baru.

8. Easter Egg
Sebagian character memiliki keunikan masing2, misalnya Ember Mage dapat mencapai Clear casting setelah beberapa kali mengeluarkan spell yang sama, System Rage pada Berserker, dll.

System Requirement
System Requirement diperkirakan sama seperti Torchlight I, yaitu:
-Processor 800 MHz
-512MB RAM Memory
-VGA 64MB

Tipe Class :

Outlander
"The Empire would like to pretend people like me don't exist - and yet, here I am."

Born to roam, Outlanders are the vagabond adventurers of the world. They come from a wide variety of backgrounds, cultures, and even races - but all share a lust for travel and excitement, an appreciation of eldritch lore, and an appetite for danger.

Outlanders personify the nomadic impulse. They travel the world in search of forgotten artifacts and forbidden knowledge - the more perilous the quest, the better! However, because they often have few qualms about acquiring what they desire by any means necessary, most civilized folk see them as renegades at best, and outlaws at worst. After all, while Outlanders are among the most skilled and daring explorers the world has to offer, they are hardly a formal organization; anyone can become an Outlander. A great many began their adventuring careers as thieves, swindlers, brigands, pirates, and even murderers - and old habits can die hard.

The strength of the Outlanders lies in the vast body of lore they have collected - and which they have passed down from father to son, mother to daughter, and master to apprentice for hundreds of years, in the form of specialized magical training, sophisticated fighting techniques, and the odd ancient relic. They also go to great lengths to study the magical and martial arts of various races - from Estherian thaumaturgy to Zeraphi alchemy - and have even traded with monsters for the secrets of their crafts: learning incantations from goblin chanters and rune magic from the enigmatic Varkolyn.

Even so, all of that knowledge and nifty magical gear is only useful if the Outlander survives long enough to use it, so Outlanders also undergo intense training to be as fast, fit, and nimble as possible. A good Outlander will tumble through scores of opponents, herding them together for an attack with their deadly throwing glaive. A good rifle or a pistol might be handy in a tussle, but, when the odds are against them, every Outlander knows that whirling blade of razor-sharp death is her best friend in the whole wide world.

The Outlander's throwing glaive defines her role in combat: Speed, skill, and long-range accuracy - paired with the arcane knowledge to make every attack as lethal as it gets


Berserker
"Enough talk! Gold and glory await!"

Driven by a lust for adventure and a savage determination to win fame, fortune, and glory, Berserkers wander the wild places of the world in search of formidable foes, fabulous treasures, and the sheer joy of a worthy challenge.

The Valgang tribes of the icy north produce some of the fiercest men and women in all the world, and the Berserkers are the most savage warriors of the lot. Possessed of an animalistic cunning and an unbridled fury, a Berserker is an untamed and unpredictable beast who is a blessing when set upon one's enemies—and a curse when turned against you. The Berserker’s lust for battle cannot be sated even by the endless warring of their tribes; eventually, every Berserker sets their eyes on the exotic lands to the south, where adventure is ever just over the horizon ... and danger lurks around every corner.

Berserkers draw their strength from the worship of the northern lords of battle: Vur, the Wolf; Dralk, the Dragon; and Krax, the Raven. Their totem beasts grant Berserkers extraordinary powers, and only improve the more they embrace their own animalistic natures. From Vur, the Berserker gains a single-minded perseverance; from Dralk, the sheer power of the dragons of old; and from Krax, the vicious cunning to put them all to good use!

Naturally, a Berserker makes an excellent hand-to-hand combatant: a primal force lashing out with fists and claws, the rage building inside like a caged beast. Their onslaught can stun foes and leave them vulnerable to a vicious follow-up ... or finish them all in one quick charge. And, on those rare occasions when a Berserker is overrun, their fearsome totems unleash gouts of fiery dragon breath or packs of spectral wolves to turn the tide of battle.

The Berserker personifies the offensive-minded fighter: strength, speed, ferocity, and the power of the wild, all rolled together into one devastating combination


Engineer
"If a problem is too big to fix ... one must break it into smaller problems."

The workhorse of the Empire, the modern Engineer’s strength lies in his Ember-fueled, steam-driven armor—a technological marvel devised by top scientists at the Industrium (the Empire’s academy of science and technology), and crafted personally by the Engineer as his journeyman project.

So equipped, Engineers carry out any mission involving technology that the Empire requires, from building mighty Herkonian Embercraft transports to delving into ancient ruins in search of long-forgotten knowledge—sometimes as part of a team of Imperial soldiers, but more often than not as “independent” contractors. As time passed, though, the role of the Engineers evolved. Some strictly pursued research and theory, locked away in factory-labs and paid kingly sums to examine dwarven artifacts and develop new designs from them.

The Engineers find work aplenty on the continent of Vilderan, exploring dwarven ruins for more artifacts, maintaining the Empire's transports, and overseeing work in the Ember mines. But the conditions have forced the Engineers to adapt their methods and equipment. Gone are the leather aprons and tidy toolboxes—replaced by armored plates and massive, two-handed spanners that conveniently also serve as weapons. Now the Engineer is more soldier than scientist—more warrior than workman.

The Engineers' technological expertise lets them imbue their weapons and armor with the power of Ember to deliver blasts of energy through devastating melee strikes, or directly from the armor itself! Their gear might be a bit weightier to accommodate all that technology—but "a good, heavy spanner is just the right tool for stubborn bolts ... and stubborn beasts!"

That combination of brawn and tech makes the Engineer a formidable front-line combatant—a powerhouse of melee attacks and short-range energy bursts.


Embermage

"Ember is dangerous to the untrained hand—and deadly in mine."

At the forefront of the Empire’s colonization of Vilderan are the Embermages—highly-trained spellcasters renowned for their skill, dedication, and arcane power. No Imperial army is complete without these fierce warrior-wizards in the vanguard.

It is widely accepted in the Empire that Embermages are a special breed, held in awe and respect for the rigorous training they undergo, and the prowess they display. Selected in early adolescence by the Ember Council, Embermages undergo extensive arcane conditioning and mystical studies, accompanied by hours of physical drills and combat exercises each and every day. They learn to work in tandem with Vanquishers, and crush the Empire’s foes with both subtle grace and overwhelming might, as the situation demands. By the time Embermages are assigned to active duty, they are accomplished wizards, formidable soldiers, and insightful strategists.

As the name suggests, Embermages study the magical mineral known as Ember, through which process they gain a better understanding of thaumaturgic principles. But, unlike the Empire's legion of Alchemists, Embermages do not actually draw energy from Ember itself; instead, they observe its properties, and, through meditation and experimentation, learn to recreate the effects of Ember in a wide range of magical applications. In addition to unleashing blasts of high-energy fire, ice, and electricity, an Embermage develops the means to magically interfere with the laws of time and space, moving themselves—or their enemies—across short distances in the blink of an eye.

This facility with applied magic defines the Embermage's combat role: an offensive spellcaster capable of delivering focused, precise attacks at a considerable distance, or of shifting foes violently away with short-range teleportation—usually with physically wrenching results for the targets! In battle, the Embermage wields each aspect of the Ember like a duelist wielding a blade—switching from fire to ice to lightning and back again in the span of a few heartbeats—all while disappearing from their foe's sight and reappearing in another, more advantageous position!

The Embermages’ combination of physical and magical discipline makes them superb ranged combatants: powerful, mobile, and versatile ... and, most importantly, ingenious!

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30 April 2013 pukul 21.29

thank's infonya gan

30 April 2013 pukul 21.30

thank's infonya gan

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