Tip /149
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1 | Torchlight is an organization that has been actively fighting against aemberons around the world. |
2 | Torchlight is convinced that the Spark is the only hope to eliminate Aember and save the world. |
3 | As the basic operating units of Torchlight, a Hunter Squad usually consists of a Hunter and a Crow. |
4 | Hunters are the core combatants of Torchlight. Most Hunters are chosen from the Infected. |
5 | Adept at using Ember Tech, Crows are responsible for recon and other support missions. |
6 | The Church considers those Aember-Infected disqualified to be humans. |
7 | Under the influence of Aember, the Infected may lose their minds, and at the same time gain special powers. |
8 | The least sane among the Agitoes are Aemberons who know nothing but slaughter, and those who are almost as sane as humans are revered as the Chosen. |
9 | As an energy-rich resource, Ember has largely contributed to the development of technology. |
10 | Aember, also called Mutated Ember by some scholars, usually appears in the form of gigantic spikes. |
11 | Once there's a sprout, Aember will spread uncontrollably and wreak havoc wherever they reach. |
12 | Born from Aember, Aemberons are mindless monsters with only instinct to slaughter and destroy. They are merely capable of imitating a few words from those they devour. |
13 | After the First Flame was shattered, Aember began to spread. |
14 | The First Flame was shattered into several fragments known as the Sparks. |
15 | Legend has it that the First Flame can be restored to purge the world of Aember by gathering all Sparks. |
16 | The Epoch of Might ended with the Ragnarok. |
17 | Arminius the Great died just a thousand days after usurping the throne, but the statue of this final emperor in the history of the human empire still stands in the Holy Capital. |
18 | Goblins are keen to collect human throw-aways, especially the old toys. |
19 | The Hermann Empire prospered for 800 years with Ember Tech, until a calamity destroyed the Spark. |
20 | In Leptis, Ratlins are infamous bandits who would gladly jeopardize their own parents for money. |
21 | Active in every corner of the continent, Ratlins are scums who pursue wealth and power by any means necessary. |
22 | Deep within the desert live the people of Ichi who behave like cats. They are an ancient race who shoulder the Curse of Eternal Night. |
23 | The Ancient Ichi once made an artificial sun from pure gold, and it brought radiant and seemingly endless daytime to them. |
24 | Shadowborn are born within the natural hotbed formed from the volcano cave and the dragon's remains. They lack intelligence and are solely driven by their instinct to chase the sun. |
25 | St. Duran Church locates at the center of Imperial Plaza, next to the Royal Garden and the Lost City. |
26 | Although the leader of St. Duran Church is Archbishop Derrick, the day-to-day operation has been delegated to Vicar Bishop Keegan. |
27 | The Knights of Derain is the private army of the Church who answer directly to the Bishops. |
28 | A Spark is enshrined in the relic halls of the heavily guarded St. Duran Church Headquarters. |
29 | Thanks to the Spark, the Church created a sanctum for its followers on the Aember land. |
30 | The Church reveres the power of nature and preaches the evil of Ember. They consider the Disqualified as a symbol of unholiness. |
31 | Refugees rejected by the Church settled in the ruins of the outer city, calling themselves the Forsaken. |
32 | The Forsaken built the Lost City upon the ruins and armed themselves with Ember Tech. |
33 | The Lost City and the Church are separated by a rampart known as the Wailing Wall. |
34 | The Lost City is a place of violence and crimes where new gangs emerge and disappear every day. |
35 | The Clockwork Core can open spacetime rifts to other mirror worlds. |
36 | Every Crow carries Flame Elementium to control their mutated Hunters. |
37 | The Infected will gradually lose themselves under the Aember's corrosion until they turn into monsters that are called Agitoes. |
38 | A Hunter and their Crow partners are connected by a unique Pact that portrays their mutual choice and recognition. |
39 | Because of the Pact between Hunters and Crows, their emotions and feelings are bound together. |
40 | The nature of the Hunter-Crow Pact is a soul link created with Spark Fragments. |
41 | Once a pact is formed, a Crow may use Spark Fragments to convey their personal will to help their Hunter partner resist Aemberization. |
42 | Once the Pact is sealed, the Hunter and the Crow will accompany each other for the rest of their lives. |
43 | In the First Flame of the world, Six Gods were born. |
44 | No one has ever seen the gods, but their footprints are found everywhere. |
45 | According to legend, every waypoint you see today used to be a rivet nailed into the ground by gods during the Epoch of Might. |
46 | Under the influence of the First Flame, dragons used to be unusually powerful creatures that reigned and enslaved others. |
47 | For offending the dragons, dwarves were banished to the underground, so they would never be illuminated by the First Flame. |
48 | The First Flame was originally located in Sol'Quinn until dwarves stole it and won the battle of Ragnarok. |
49 | The Epoch of Hunting was a dark age when the world was shrouded in darkness like today. |
50 | During the Epoch of War, kingdoms and heroes rose, and the civilizations developed rapidly. |
51 | The conflicts during the Epoch of War last for thousands of years until a devastating flood put an end to everything. |
52 | The flood was still raging on the ground, yet Utopia was created in the sky. |
53 | During the Epoch of Knowledge, a failed creation that had nothing to offer was created-humans. |
54 | After Utopia was ruined in the hands of humans, the floating island fell as the Tower of Celestials collapsed. |
55 | The Epoch of Knowledge was erased from history when all research results were burned by human hands. |
56 | Humans rose to power in the Epoch of Deception. |
57 | The emergence of Ember Tech opened the curtain of the Epoch of Machines |
58 | At the beginning of the universe, there was no one. No spacetime, nor rise or fall. |
59 | Time was the only point where mirror worlds and planes crossed. |
60 | The Creator split his will into countless First Flames, then placed them in different worlds. |
61 | Behemoths carried the First Flames into each mirror world and brought the breath of life to the withered lands. |
62 | Millions of years passed, and even the Behemoths fell. Their remains became Ember, yet the First Flames burned still. |
63 | The First Flame was the legacy of the Creator and the seed that bred the new gods. |
64 | The Clockwork Core opened the gates to different spacetimes, yet it invited ambitions and conflicts. |
65 | Ember Tech brought human civilization to a new era. |
66 | Behemoths and the First Flame formed the original new world. |
67 | Mankind worships the First Flame because it expelled the darkness of obscurity and brought the light of civilization. |
68 | Later generations built High Towers to enshrine the First Flame, so that it could expel the barbarism further away. |
69 | Ember is a common mineral resource that can be purified to obtain Ember Crystals that contain tremendous energy. |
70 | Aember is the product of the decayed Ember. It represents the undoing of everything. |
71 | Aember is strongly aggressive. It parasitizes and assimilates almost everything. |
72 | The king of the desert transported a massive amount of gold to the central continent in exchange for their emperor's promised Ember Machine to build Desert Lamps that light up the Eternal Night. |
73 | The thriving beliefs in this world are the traces left by the advents of gods. |
74 | Albert the dwarf travels the continent with his shovel. His adventure notes are not known for being detailed, but for quick updates and abundant contents. |
75 | The Six Gods/Goddesses: God of Might, Goddess of Hunting, Goddess of Knowledge, God of War, Goddess of Deception, and God of Machines. |
76 | In the boundless desert, Ancient Ichi once stood tall and strong. Its brilliance used to be as bright and hot as the sun. |
77 | Before the Eternal Night, Lakhouma was still a land of prosperity. |
78 | According to legend among tomb raiders, there is an ancient city of gold hidden in the desert. |
79 | Albert always goes on ahead, and his brave companion, Hannpy, usually meets us on the road. |
1001 | Pay attention to skill tags and build your characters around them. |
1002 | Auras provide steady enhancements at the cost of sealing a portion Mana or Life. |
1003 | Trinkets such as rings, necklaces, and belts provide balanced offensive and defensive stats. |
1004 | You can use Spell Skills while wielding any weapon, but some of them are better suited for using Spell Skills. |
1005 | Equipping two One-Handed Melee or Ranged weapons is known as Dual Wielding, which grants additional buffs. |
1006 | Balance your offensive and defensive stats to find the playstyle that suits you best. |
1007 | Resistances are essential for survival. Keep dying from normal Firebolts? Stack Fire Resistance! |
1008 | Before you can pick a Talent, you must have all of its prerequisites. |
1009 | You'll gain two particularly powerful abilities from each Talent Panel. |
1010 | For your third Talent Panel, you may pick abilities from another deity. Be creative while discovering your own unique build. |
1011 | After Lv. 90, you can use the Elixir of Oblivion to change your Talents at any time. |
1012 | Hero Traits are particularly powerful. Make sure to put them to good use. |
1013 | Match your Hero Traits with additional skills and items to create synergy. |
1014 | If you have too many pieces of gear, you may recycle them in your Inventory or at a Trader. |
1015 | Approach an item that dropped and click the name frame in the upper-right corner to pick it up and put it into the Inventory. |
1016 | There are countless ways of combining different skills. Each may give you an unexpected surprise. |
1017 | The recommended talents suit your current hero well most of the time. |
1018 | Remember, you need to activate an Aura Skill after it's equipped. |
1019 | Attack Skills are usually better paired with weapons with a higher DPS value. |
1020 | All Attack Skills require specific weapon types. It's essential to select a suitable weapon. |
1021 | Resistances reduce the corresponding type of damage you take and are essential for your survival. It's best to maximize them. |
1022 | Warcries are way more impactful than you thought. |
1023 | Don't forget to use your Compound Potions when you are in danger. |
1024 | The minimap in the upper-left corner is very helpful while exploring. |
1025 | Each Ailment has its own characteristics. Remember to use them when you can. |
1026 | Before Lv. 90, you can change your Talents at any time. |
1027 | Gear with a higher item level can be used to craft higher-level affixes, and gear with these affixes usually has unique drop frames. |
1029 | Your character gains 1 Energy per level, which allows you to equip more skills. |
1030 | Brand Divinity Slates to obtain more strength from the same God. |
1031 | Corrosion is both risky and rewarding. It's your choice to make. |
1032 | Player can have at most 6 Synthetic Troop Minions and 2 Spirit Magus Minions. |
1033 | Elites refer to rare monsters and bosses. These opponents are worth fighting. |
1034 | The item filter can filter and display the most valuable items you currently own to help you explore Leptis better. |
1035 | Filter rules can be selected in the settings. Remember to select suitable filter rules. |
1036 | The higher the tier of gear pre-fixes and suffixes, the greater the stat bonuses granted by the affixes. |
1037 | +100% additional drop quantity in Netherrealm stages covered by Confusion Cards. |
1038 | When farming Netherrealm stages, use a Pactspirit build with 3 Drop Pactspirits to gain a better yield. |
1039 | Before entering a Netherrealm map, max out your base affixes using Netherrealm Resonance to gain a better yield. |
1040 | Don't forget to swap to the right Drop Pactspirit when playing different season-exclusive gameplay. |
1041 | When challenging powerful foes, utilizing a Pactspirit build with 3 Battle Pactspirits will make things a lot easier. |
1042 | Cooldown and Interval are the downtime you face after casting a skill. While Cooldown can be affected by Cooldown Recovery Speed, Interval is set in stone and cannot be shortened by any form of upgrade. |
1043 | You can recycle Compasses that you don't need into Fluorescent Memories. Collect 3 to exchange them for 1 random Compass from the Spacetime Wanderer. |
1044 | After the skill level exceeds Lv. 30, the Base Damage no longer changes, but for every level exceeded, the skill +6% additional damage (multiplies). |
1045 | Don't blindly pursue higher values on the panel as real battles are affected by complex mechanisms and affixes. |
1046 | Empower effects allow Invincible No.2 to deal more damage, but in a real battle, you'll need to consider whether the duration is long enough to last until the next cooldown. |
1047 | Go to Settings - Graphics to adjust the brightness for a better visual experience. |
1048 | Resistance is the most important Survival stat. Hunters have a Max Resistance of 60% by default. |
1049 | To unlock a second Soul Candle slot, you'll need to use Pages of Aeterna in Psalms of Aeterna. |
1050 | The Legendary Divinity Slate "When Sparks Set the Prairie Ablaze" drops everywhere in Netherrealm. The Fluorescent Memory used to exchange it can be obtained in specified Netherrealm planes. |
1051 | Skill levels can be reset directly in the Skill Inventory. |
1052 | If you want to use another build, go to Pro Builds to see what others think first. |
1053 | Go to Settings - Battle to choose whether you want to activate features such as Auto Channel, Auto Aim, and Cast Now for your current skills. |
1054 | Using a skill or triggering a skill are both referred to as casting a skill in the game. |
1055 | Use Divinity Stones in the Blessings from Gods at Spacetime Wanderer to get high-value Legendary gear. |
1056 | Compared to "+% damage," seeking "+% additional damage" will usually bring greater benefits. |
1057 | The Trade House is unlocked when the Hunter reaches Lv. 60 and supports Advanced Search. It is an important tool for Hunters to complete their builds. |
1058 | If there is a Lv. 80 or higher character on the account in the current season, when creating a new character, Time Transition Capsule can be used to skip the main story. |
1059 | The main story is only a small part of the game. Go challenge the Netherrealm! |
1060 | While progressing in the main story, Hunters will encounter many Treasure Troves to help them obtain lots of XP and specified Legendary gear in the early game. |
1061 | Most in-game items can be traded in the Trade House. |
1062 | Equipping two One-Handed Melee or Ranged weapons is known as Dual Wielding, which grants additional buffs. |
1063 | Team mode and solo mode consume the same amount of map materials, but all members of a team share challenge attempts. |
1064 | While in team mode, bonuses from Pactspirits, Trait Cards, etc., will only be affected by the Hunter who activates the current stage. |
1065 | Only some items can be gifted between friends, and gifted items can't be traded or gifted again. |
1066 | Team mode has various drop distribution modes such as Free Distribution, Team Distribution, and System Distribution. |
1067 | Do you have too many drops? Use an official filter or custom filter based on your character's level. |
1069 | In the City of Aeterna, the maximum challenge time for each floor is 45 minutes. The stage will be destroyed once this time is exceeded. |
1070 | After the skill level exceeds Lv. 30, the Base Damage no longer changes, but for every level exceeded, the Minions summoned by the skill +8% additional damage (multiplies). |
1071 | Go to Settings - Battle to enable or disable damage indicators that vary by color |
1072 | Skills have main stats. For every point of the corresponding stat: +0.5% additional Skill and Minion Damage |