Vanilla Torchlight II corpus seed Corpus-metadata CORPUS_ID: TORCHLIGHT2_VANILLA_FOUNDATION_PASS_2026_05_09 GAME: TORCHLIGHT_II CANONICAL_SCOPE: VANILLA_ONLY EXCLUDE_SCOPE: SYNERGIES|ALL_MODS|MODDED_CLASSES|MODDED_SKILLS|MODDED_ITEMS NORMALIZATION_RULES: EXACT_IN_GAME_NAMES|TITLE_CASE_ENTITY_NAMES| ENGLISH_CANON_TERMS|NO_PARAPHRASED_SKILL_NAMES|NO_MOD_MERGE. 2 ACT_COUNT_RESOLUTION: 4 ACT_COUNT_SOURCE_CONFLICT: the overview source defines four acts and places Broken Mines/ Minehead in Act IV; the walkthrough source groups the Broken Mines finale chain under an Act III heading. CORPUS_RULE: ACT_I=Estherian Steppes; ACT_II=Mana Wastes; ACT_III=Grunnheim; ACT_IV=Broken Mines/Minehead. This is a corpus resolution made from conflicting public sources, not a direct single- source quote. 3 UNIQUE_ITEM_INDEX_STRUCTURE: the retrieved public sources expose uniques primarily through per- slot/per-weapon pages such as Belts (T2) and Boots (T2), each with separate “Unique” sections, rather than one high-quality consolidated master list. CURRENT_PASS_POLICY: preserve taxonomy, harvesting path, sets, and legendaries exhaustively where list pages exist; do not fabricate a full unique-name inventory where the retrieved sources do not provide a single reliable master list. 4 Klassen en skill-tree-topologie PLAYABLE_CLASS_INDEX: BERSERKER|EMBERMAGE|ENGINEER|OUTLANDER. CLASS_ENTITY: BERSERKER | STARTING_STATS: STR 15 | DEX 15 | FOC 5 | VIT 5 | POWER_METER: CHARGE_TO_FRENZY | TREES: HUNTER|TUNDRA|SHADOW. CLASS_ENTITY: EMBERMAGE | STARTING_STATS: STR 5 | DEX 10 | FOC 15 | VIT 10 | POWER_METER: CHARGE_TO_TOTAL_CONCENTRATION | TREES: INFERNO|FROST|STORM. CLASS_ENTITY: ENGINEER | STARTING_STATS: STR 15 | DEX 5 | FOC 10 | VIT 10 | POWER_METER: FIVE_PIP_CHARGE_SYSTEM | TREES: BLITZ|CONSTRUCTION|AEGIS. CLASS_ENTITY: OUTLANDER | STARTING_STATS: STR 10 | DEX 15 | FOC 10 | VIT 5 | POWER_METER: CHARGE_BONUS_BAR_WITH_EMPTY_BAR_FINISHER | TREES: WARFARE|LORE|SIGIL. 5 CLASS_SKILL_TREE_COUNT: 3_PER_CLASS. LEVEL_RULE: each character begins with 40 assigned stat points and gains 5 discretionary stat points per level. LEVEL_CAP: 100. 6 SKILL_TREE_UNLOCK_PATTERN_REFERENCE: on the class skill pages that expose levels explicitly, active slots follow 1|7|14|21|28|35|42 and passive slots follow 1|7|14; the Engineer tree pages in the retrieved text preserve the same ordered structure but do not repeat every level label inline. 1 TREE_SLOT_MEANING: ACTIVE_1 through ACTIVE_7 denote ordered unlock positions; PASSIVE_1 through PASSIVE_3 denote ordered passive positions. 7 Skill-index TREE_ENTITY: BERSERKER_HUNTER | CLASS: BERSERKER | ACTIVE_1: Eviscerate | ACTIVE_2: Howl | ACTIVE_3: Raze | ACTIVE_4: Wolfstrike | ACTIVE_5: Battle Rage | ACTIVE_6: Rupture | ACTIVE_7: Ravage | PASSIVE_1: Blood Hunger | PASSIVE_2: Executioner | PASSIVE_3: Rampage. TREE_ENTITY: BERSERKER_TUNDRA | CLASS: BERSERKER | ACTIVE_1: Frost Breath | ACTIVE_2: Stormclaw | ACTIVE_3: Storm Hatchet | ACTIVE_4: Northern Rage | ACTIVE_5: Ice Shield | ACTIVE_6: Permafrost | ACTIVE_7: Glacial Shatter | PASSIVE_1: Cold Steel Mastery | PASSIVE_2: Shatter Storm | PASSIVE_3: Rage Retaliation. TREE_ENTITY: BERSERKER_SHADOW | CLASS: BERSERKER | ACTIVE_1: Shadow Burst | ACTIVE_2: Wolf Shade | ACTIVE_3: Shadowbind | ACTIVE_4: Savage Rush | ACTIVE_5: Chain Snare | ACTIVE_6: Battle Standard | ACTIVE_7: Wolfpack | PASSIVE_1: Frenzy Mastery | PASSIVE_2: Shred Armor | PASSIVE_3: Red Wolf. 8 TREE_ENTITY: EMBERMAGE_INFERNO | CLASS: EMBERMAGE | ACTIVE_1: Magma Spear | ACTIVE_2: Magma Mace | ACTIVE_3: Firebombs | ACTIVE_4: Blazing Pillar | ACTIVE_5: Infernal Collapse | ACTIVE_6: Immolation Aura | ACTIVE_7: Firestorm | PASSIVE_1: Charge Mastery | PASSIVE_2: Elemental Attunement | PASSIVE_3: Fire Brand. TREE_ENTITY: EMBERMAGE_FROST | CLASS: EMBERMAGE | ACTIVE_1: Icy Blast | ACTIVE_2: Hailstorm | ACTIVE_3: Frost Phase | ACTIVE_4: Elemental Boon | ACTIVE_5: Frost Wave | ACTIVE_6: Ice Prison | ACTIVE_7: Astral Ally | PASSIVE_1: Staff Mastery | PASSIVE_2: Frozen Fate | PASSIVE_3: Ice Brand. TREE_ENTITY: EMBERMAGE_STORM | CLASS: EMBERMAGE | ACTIVE_1: Prismatic Bolt | ACTIVE_2: Shocking Burst | ACTIVE_3: Thunder Locus | ACTIVE_4: Arc Beam | ACTIVE_5: Death's Bounty | ACTIVE_6: Shockbolts | ACTIVE_7: Shocking Orb | PASSIVE_1: Prismatic Rift | PASSIVE_2: Wand Chaos | PASSIVE_3: Lightning Brand. 9 TREE_ENTITY: ENGINEER_BLITZ | CLASS: ENGINEER | ACTIVE_1: Flame Hammer | ACTIVE_2: Seismic Slam | ACTIVE_3: Ember Hammer | ACTIVE_4: Onslaught | ACTIVE_5: Ember Reach | ACTIVE_6: Storm Burst | ACTIVE_7: Emberquake | PASSIVE_1: Heavy Lifting | PASSIVE_2: Supercharge | PASSIVE_3: Coup- de-Grace. TREE_ENTITY: ENGINEER_CONSTRUCTION | CLASS: ENGINEER | ACTIVE_1: Healing Bot | ACTIVE_2: Blast Cannon | ACTIVE_3: Spider Mines | ACTIVE_4: Gun Bot | ACTIVE_5: Shock Grenade | ACTIVE_6: Fusilade | ACTIVE_7: Sledgebot | PASSIVE_1: Bulwark | PASSIVE_2: Fire and Spark | PASSIVE_3: Charge Domination. TREE_ENTITY: ENGINEER_AEGIS | CLASS: ENGINEER | ACTIVE_1: Shield Bash | ACTIVE_2: Forcefield | ACTIVE_3: Overload | ACTIVE_4: Dynamo Field | ACTIVE_5: Tremor | ACTIVE_6: Fire Bash | ACTIVE_7: Immobilization Copter | PASSIVE_1: Sword and Board | PASSIVE_2: Aegis of Fate | PASSIVE_3: Charge Reconstitution. 10 TREE_ENTITY: OUTLANDER_WARFARE | CLASS: OUTLANDER | ACTIVE_1: Rapid Fire | ACTIVE_2: Rune Vault | ACTIVE_3: Chaos Burst | ACTIVE_4: Cursed Daggers | ACTIVE_5: Vortex Hex | ACTIVE_6: Shattering Glaive | ACTIVE_7: Venomous Hail | PASSIVE_1: Long Range Mastery | PASSIVE_2: Shotgonne Mastery | PASSIVE_3: Akimbo. TREE_ENTITY: OUTLANDER_LORE | CLASS: OUTLANDER | ACTIVE_1: Glaive Throw | ACTIVE_2: Tangling Shot | ACTIVE_3: Glaive Sweep | ACTIVE_4: Sandstorm | ACTIVE_5: Bramble Wall | ACTIVE_6: Burning Leap | ACTIVE_7: Flaming Glaive | PASSIVE_1: Dodge Mastery | PASSIVE_2: Poison Burst | PASSIVE_3: Share the Wealth. 2 TREE_ENTITY: OUTLANDER_SIGIL | CLASS: OUTLANDER | ACTIVE_1: Blade Pact | ACTIVE_2: Shadowshot | ACTIVE_3: Bane Breath | ACTIVE_4: Repulsion Hex | ACTIVE_5: Stone Pact | ACTIVE_6: Shadowmantle | ACTIVE_7: Shadowling Brute | PASSIVE_1: Master of the Elements | PASSIVE_2: Shadowling Ammo | PASSIVE_3: Death Ritual. 11 SKILL_REQUIREMENT_EXAMPLES: Eviscerate and Ravage require a melee weapon in the right hand; Stormclaw triggers from base melee attacks; Flame Hammer requires an axe, sword, hammer, staff, or polearm in the right hand; Blast Cannon requires a cannon; Shield Bash requires a shield; Rapid Fire interacts with ranged weapons; Shadowshot requires a bow, crossbow, shotgonne, or pistol; Arc Beam requires a staff or wand. 12 Combat-, stat- en progressieregels DAMAGE_TYPE_INDEX: PHYSICAL|FIRE|ICE|ELECTRIC|POISON. ELEMENTAL_STATUS_EFFECT_INDEX: BURN|FREEZE|POISON|SHOCK. NON_ELEMENTAL_STATUS_EFFECT_INDEX: BLEED|BLINDNESS|DRAW|FLEE|IMMOBILIZE|KNOCKBACK| STUN|SLOW. 13 STATUS_EFFECT_ENTITY: BURN | SOURCE_ELEMENT: FIRE | EFFECT: DAMAGE_OVER_TIME | ARMOR_INTERACTION: IGNORES_ARMOR | SCALING: FOCUS_AND_BONUS_FIRE_DAMAGE. STATUS_EFFECT_ENTITY: FREEZE | SOURCE_ELEMENT: ICE | EFFECT: -33_PERCENT_MOVE_CAST_ATTACK_SPEED. STATUS_EFFECT_ENTITY: POISON | SOURCE_ELEMENT: POISON | EFFECT: -33_PERCENT_TARGET_DAMAGE | -33_PERCENT_TARGET_ARMOR. STATUS_EFFECT_ENTITY: SHOCK | SOURCE_ELEMENT: ELECTRIC | EFFECT: TARGET_RELEASES_CHARGED_BOLTS_WHEN_STRUCK. DOT_RULES: SKILL_DOTS_DO_NOT_STACK_AND_REFRESH_DURATION; WEAPON_DOTS_STACK; SOCKETABLE_DOTS_STACK; skill DoTs scale with Focus and percent-damage modifiers; weapon and socketable DoTs scale with Focus. 14 ATTRIBUTE_ENTITY: STRENGTH | EFFECTS: increases physical and elemental weapon damage; increases critical damage bonus; derived rule on retrieved mechanics page = +0.4_PERCENT_CRITICAL_DAMAGE_BONUS_PER_POINT from 50_PERCENT base. ATTRIBUTE_ENTITY: DEXTERITY | EFFECTS: increases critical strike chance; increases dodge chance; increases fumble recovery; retrieved formula = ((0.2002-0.0002DEX)DEX) for crit bonus and same formula for dodge bonus. ATTRIBUTE_ENTITY: FOCUS | EFFECTS: +0.5_MANA_PER_POINT until Focus 998; +0.5_PERCENT_ALL_ELEMENTAL_DAMAGE_PER_POINT; increases damage for non-weapon-DPS-style skills; increases Execute chance with retrieved formula ((0.2002-0.0002FOCUS)FOCUS); base execute chance 9.8_PERCENT; attribute-driven execute reaches 60_PERCENT at Focus 499. ATTRIBUTE_ENTITY: VITALITY | EFFECTS: increases maximum health; increases armor multiplier by 0.25_PERCENT per point; increases block chance with retrieved formula ((0.2002-0.0002VIT)VIT); retrieved mechanics page notes ~3.6 health per point. ATTRIBUTE_DIMINISHING_RETURNS_NOTE: Dexterity, Focus, and Vitality give diminishing returns on crit/dodge/execute/block and approach their attribute-only cap near the high-400 range. 15 MECHANIC_ENTITY: CHARGE_BERSERKER | FULL_BAR_EFFECT: first critical hit at full bar triggers Frenzy; Frenzy makes direct attacks critical against the primary target and adds crit chance against AoE targets; movement speed also increases. MECHANIC_ENTITY: CHARGE_EMBERMAGE | FULL_BAR_EFFECT: 12 seconds of free skill casting and 3 +25_PERCENT damage bonus to offensive skills. MECHANIC_ENTITY: CHARGE_ENGINEER | STRUCTURE: 5 pips; many skills either consume pips or scale from current pip count. MECHANIC_ENTITY: CHARGE_OUTLANDER | FILLED_BAR_EFFECT: proportional bonuses up to 10_PERCENT each to Cast Speed, Dodge Chance, Critical Hit Chance, and Attack Speed; EMPTY_BAR_EFFECT: next attack deals additional damage and guarantees stun on the first enemy hit. 16 MECHANIC_ENTITY: EXECUTE | REQUIRES: dual-wielding two weapons of the same broad type family, meaning two melee or two ranged or two magical one-handers; abilities available examples include axe+sword, two pistols, two wands. EXECUTE_RULES: Execute is chance-based, increased by Focus, shown under Arcane Statistics, and unavailable if the two equipped weapons are of different type families. EXECUTE_DPS_NOTE: for matched-speed paired weapons, the retrieved mechanics page gives the practical approximation DPS × (1 + chance_to_execute). 17 DIFFICULTY_INDEX: CASUAL|NORMAL|VETERAN|ELITE. DIFFICULTY_RULES: all four difficulties are available from character creation; difficulty affects monster health and damage; item drops are not affected except Casual gives 20_PERCENT more gold. HARDCORE_RULE: permanent death; dead hardcore characters remain as ghosts in the character list until deleted. MULTIPLAYER_DIFFICULTY_RULE: lobby creator determines the current session difficulty; characters may join sessions of any difficulty. 18 GAME_MODE_INDEX: OFFLINE_SINGLE_PLAYER|LAN|INTERNET_MULTIPLAYER. MULTIPLAYER_ARCHITECTURE: peer-to-peer. MULTIPLAYER_RULES: nearby players increase monster toughness; experience sharing depends on proximity; players can teleport to another player from a waypoint or beside the target player. 19 RESPEC_RULE: only the last three spent skill points can be reallocated. RESPEC_COST_TYPE: GOLD. RESPEC_NPC_INDEX: Thaymor@Estherian Enclave | Zyll@Zeryphesh | Commander Vale@Imperial Camp. 20 NG_TIER_INDEX: BASE_GAME_1_TO_55 | NG+_51_TO_83 | NG+2_81_TO_102 | NG+3_100_TO_119 | NG+4_120_FIXED | NG+5_120_FIXED. NG_GLOBAL_RULES: inventory, stash, skills, and statistics carry forward; quests reset; environments reroll; multiplayer is restricted to the same NG tier; Mapworks remains accessible through town waypoints. NG_EXTRA_NOTE: Tarroch's Tomb scales 100 to 199 in NG+ or higher; Mapworks scales 48 to 105. 21 Item-, socket-, pet- en fish-systeem ITEM_QUALITY_INDEX: COMMON_WHITE|ENCHANTED_GREEN|RARE_BLUE|UNIQUE_GOLD_ORANGE| LEGENDARY_ORANGE_RED|QUEST_PURPLE. EQUIP_REQUIREMENT_RULE: in Torchlight II an item is usable if the player meets either the level requirement or all listed stat requirements; both are not required simultaneously. 22 ARMOR_SLOT_INDEX: BELTS|BOOTS|CHEST_ARMOR|GLOVES|HELMETS|LEGGINGS|SHIELDS| SHOULDERS. 4 TRINKET_SLOT_INDEX: NECKLACES|PET_COLLARS|PET_TAGS|RINGS. MELEE_WEAPON_TYPE_INDEX: AXES|FIST_WEAPONS|GREAT_WEAPONS|MACES|POLEARMS|STAVES| SWORDS. RANGED_WEAPON_TYPE_INDEX: BOWS|CANNONS|CROSSBOWS|PISTOLS|SHOTGONNES|WANDS. 23 SOCKET_SYSTEM_RULES: gear can roll from 1 to 6 sockets depending on the item; armor normally caps at 2 sockets except The Asphyx and Hands of Orlac at 5 and Netherrealm Shield at 4; weapons normally cap at 2 sockets, with enchanted non-shield weapons able to roll 3 and rare non-shield weapons able to roll 4; some uniques exceed the normal cap. SOCKET_ADDITION_RULES: a specialized wandering enchanter can add up to 2 sockets; a transmutation recipe can add sockets to an unsocketed item, rolling between 1 and the slot cap for that item type. GEM_FIT_RULE: a gem can only be inserted into an item of equal or higher required level. GEM_REMOVAL_RULE: Gorn and Furl can either destroy the item to recover the gems or destroy the gems to clear the sockets. 24 GEM_CATEGORY_INDEX: NORMAL_GEMS|RARE_GEMS|EYES|SKULLS|MISC|RARE_SOCKETABLES_PLUS. NORMAL_GEM_SERIES_EXAMPLES_ATTESTED: Flame Ember Speck|Flame Ember Chip|Flame Ember Shard|Flame Ember|Large Flame Ember|Huge Flame Ember|Giant Flame Ember; Ice Ember Speck|Ice Ember Chip|Ice Ember Shard; Venom Ember Speck|Venom Ember Chip|Venom Ember Shard|Venom Ember|Large Venom Ember|Huge Venom Ember|Giant Venom Ember. RARE_GEM_RULE: three socketables of equal value transmute into a random rare gem of the same averaged level band; rare gems draw one armor/trinket effect and one weapon effect from effect pools. 25 ENCHANTING_RULES_BASIC: each enchanter has a maximum enchantment count per item; enchant costs scale by item quality, NPC, and current enchantment count. STATIC_ENCHANTER_INDEX: Apprentice Enchanter Malo@Estherian Enclave MAX_1 | Rufio the Enchanter@Zeryphesh MAX_2 | Tulio the Enchanter@Imperial Camp MAX_2 | Shemp the Enchanter@Minehead MAX_2 | Greezo the Enchanter@Mapworks MAX_3. ADVANCED_ENCHANTING_NOTE: the retrieved enchanting page also distinguishes Master Enchanter and Grand Master Enchanter tiers for higher caps and cheaper or free disenchanting. 26 PET_BASE_TYPE_INDEX_VISIBLE_IN_RETRIEVED_LIST: Wolf|Cat|Bulldog|Panther|Papillon|Ferret| Chakawary|Hawk|Owl|Badger|Panda|Alpaca|Stag. PET_BEHAVIOR_MODE_INDEX: Aggressive|Defensive|Passive. PET_EQUIPMENT_RULE: one collar and two tags. PET_SPELL_RULE: pets can learn up to 4 spells; pet spell cooldowns are doubled versus player usage. PET_VENDOR_RULE: pets can sell items and can also buy health potions, mana potions, town portal scrolls, and identify scrolls. 27 FISHING_RULES: fishing uses fishing holes found in the world; town holes in Estherian Enclave, Zeryphesh, and Imperial Camp are infinite; Secret and Promising Fishing Holes give better loot but limited attempts; dynamite works only on limited-attempt holes and can yield fewer items. 28 PET_TRANSFORMATION_FISH_INDEX: Jackal Bass|Big Jackal Bass|Giant Jackal Bass|Largemouth Bass| Big Largemouth Bass|Giant Largemouth Bass|Warsnout|Big Warsnout|Giant Warsnout|Tunnel Shark| Big Tunnel Shark|Giant Tunnel Shark|Web Fish|Big Web Fish|Giant Web Fish|Flying Fish|Big Flying Fish|Giant Flying Fish|Bonefish|Big Bonefish|Crab Egg|Big Crab Egg|Giant Crab Egg|Vampiric Spider Egg. OTHER_FISH_INDEX: Frenzy Fish|Gold Fish|Prismatic Morey. FISH_EFFECT_EXAMPLES: Jackal Bass line transforms to Jackalbeast and boosts poison profile; 5 Largemouth Bass line transforms to Mimic; Warsnout line transforms to Warbeast; Tunnel Shark line transforms to Molebeast; Web Fish line transforms to Spider; Flying Fish line transforms to Swampflyer; Bonefish line transforms to Torso; Crab Egg line transforms to Heavily Armored Crab Warrior; Frenzy Fish grants movement and attack speed; Gold Fish is sale-only; retrieved source spells the final elemental buff fish as “Prismatic Morey”, which may reflect a page spelling issue and should therefore be treated as SOURCE_SPELLING_RETRIEVED rather than silently normalized. 28 Worldstructure, quest order and endgame WORLD_STORY_TRIGGER: the Alchemist destroys Torchlight, then begins siphoning magical power from the Elemental Guardians; the player follows the Alchemist’s trail to stop the resulting instability. 29 ACT_ENTITY: ACT_I | REGION: Estherian Steppes | HUB_TOWN: Estherian Enclave. ACT_ENTITY: ACT_II | REGION: Mana Wastes | HUB_TOWN: Zeryphesh. ACT_ENTITY: ACT_III | REGION: Grunnheim | HUB_TOWN: Imperial Camp. ACT_ENTITY: ACT_IV | REGION: Broken Mines | HUB_TOWN: Minehead. 29 MAIN_QUEST_CHAIN_ACT_I: Welcome to Torchlight II!|Warn the Estherians|Protect the Guardian!|The Guardian's Tale|Regroup at the Enclave|Trail of the Grand Regent|The Ember Keys|Mission of Mercy| Return to the Enclave|Onward to Zeryphesh!. MAIN_QUEST_CHAIN_ACT_II: The Eve of War|Lair of the Manticore|Artifice of Evil|Meet the Djinni|The Djinni's First Task|The Djinni's Next Task|The Djinni's Final Task|Breaking the Siege|On to Grunnheim!. MAIN_QUEST_CHAIN_RETRIEVED_UNDER_ACT_III_HEADING: Alchemist's Rage|Some Assembly Required|The Cave-In (SUB_QUEST)|The Sundered Battlefield|Enter the Emberworks (SUB_QUEST)| Pass Through The Gate|Into the Dark|The Heart of the World. CORPUS_ACT_REMAP_FOR_FINALE: Into the Dark and The Heart of the World are stored here as ACT_IV finale chain entities because the overview source defines Broken Mines/Minehead as Act IV even though the walkthrough page nests them under its Act III section. 30 MAINLINE_LOCATION_CHAIN_CORE: Echo Pass|Estherian Enclave|Path of the Honored Dead|Temple Steppes|Wellspring Temple|Frosted Hills|Crows' Pass|Slavers' Stockade|Emberscratch Mines| Watchweald Temple|Zeryphesh|Ossean Wastes|Stygian Aerie|Forsaken Vaults|Salt Barrens| Witherways|Riftkeep|Imperial Camp|Abandoned Sawmill|Sundered Battlefield|Emberworks| Forgotten Halls|Broken Mines|Minehead. LOCATION_CATEGORY_INDEX_RETRIEVED_PUBLIC_PAGE_INCLUDES: Abandoned Sawmill|Ancient Vaults of Chaos|Arena of Slaughter|Avoid the Lava|Blightbogs|Bone Gallery|Broken Mines|Brood Hive| Clockwork Core|Corrupted Crypt|Crows' Pass|Echo Pass|Emberscratch Mines|Emberworks|Empty Quarter|Estherian Enclave|Estherian Steppes|Forgotten Halls|Forsaken Vaults|Frosted Hills|Fungal Caves|Grunnheim|Haunted Quarter|Ice Labs|Icedeep Caverns|Imperial Camp|Korari Cave|Lost Okwari Caves|Mana Wastes|Mapworks|Middenmine|Minehead|Netherrealm Portal|Notch's Mine| Ossean Wastes|Path of the Honored Dead|Plunder Cove|Reeking Cellar|Riftkeep|Rivenskull Gorge| Rotted Path|Rotting Crypt|Salt Barrens|Shadowy Crevasse|Slavers' Stockade|Stygian Aerie|Sundered Battlefield|Tarroch's Rift|Tarroch's Tomb|Temple Steppes|Tower of the Moon|Undercurrents|Vault of Souls|Vyrax's Tower|Watchweald Temple|Wellspring Temple|Wellspring Treasury|Whispering Cave| Widow's Veil|Witherways|Zeryphesh, plus challenge/event entries such as Choose a Door, Defeat the Witches, Ignite Braziers in Order, Jackalbeast Gauntlet, Luminous Arena, Netherrealm Gauntlet, Pirate Gauntlet, Protect the Crystals From the Goblin Hordes!, Survive in the Arena, Swarm Point, and Varkolyn Gauntlet. 31 6 BOSS_INDEX_MAIN_STORY: General Grell|Grand Regent Eldrayn|Manticore|Artificer|Ezrek Khan| Alchemist|Netherlord. BOSS_INDEX_OPTIONAL_OR_ACHIEVEMENT_ATTESTED: Fallen Guardian|Mordox|King Pogg|Grizzled Alpha|Kidrik the Mauler|Siege Guardian|Winter Widow|Chillhoof|Aruk the Cruel|The King in Masks| Wraith Lord|Killbot|Bloatfang|One-Eyed Willy|Manticore's Mate. BOSS_NOTES: General Grell is the Wellspring Temple final boss; Grand Regent Eldrayn is the Act I climax boss; Manticore resides in Stygian Aerie and summons Manticore's Mate at half health; Artificer is the Forsaken Vaults boss; Ezrek Khan is the Djinni task target; Netherlord is the Act IV final boss. 32 ELITE_ENEMY_RULE: Champions are stronger variants of normal monsters with more health and damage and possible special abilities; they display a red ring, award Fame and Experience, and tend to drop better loot than average. 33 ENDGAME_ENTITY: MAPWORKS | ACCESS_RULE: defeat the Netherlord, return to Minehead, speak to the Automaton, then talk to Compass the Map Seller. MAPWORKS_STRUCTURE: Compass sells random maps; retrieved page describes five dungeon types; each run is structured as two descending floors plus a boss floor. MAPWORKS_NPCS_RETRIEVED: Tortho the Gem Saver|Pantaz the Gem Smasher|Compass the Map Seller|Santo the Discreet|Korto|Greezo the Enchanter. 34 Sets, legendaries, termen en hallucinatieblokkades SET_RULES: sets grant bonuses when multiple pieces are equipped; most rare sets cover multiple armor slots; some sets contain more pieces than are needed to unlock their full listed bonus ladder; extra pieces beyond the listed bonus threshold do not grant additional set bonuses; some unique sets are class-restricted. 35 SET_INDEX_RARE_AND_GENERAL_FROM_SETS_PAGE: Ghastly|Runemaster|Grell's Arsenal|Falcon| Twinferno|Ole's Tools|Two Stroke Hammer|Clovenhoof|Regent|Estheria|Blood Leather|Twisted Tools|Badlands|Grundig's Bastion|Outlaw|Ezrohir|Zeraphi Alchemy|Janissary|Wazir|Ironlord| Wildwood|Exorcist|Dwarfking|Sentinel|Highridge|Bloodsteam|Aristocrat|Inquisitor|Dragonrift| Valkyrie. 36 SET_INDEX_FROM_CATEGORY_PAGE: Aegis|Alchemical|Argonaut|Aristocrat|Badlands|Blitz|Bloodbath (Unique Armor Set - TL2)|Bloodsteam|Cabalist|Celestial|Ceremonial Ezrohir|Clovenhoof| Construction|Corbucci (Unique Armor Set - TL2)|Dragonrift|Dwarfking|Embercraft|Emberweave| Exorcist|Feral (Unique Armor Set - TL2)|Forgecrafted (Unique Armor Set - TL2)|Formal Regent|Frost (Set)|Grand Wazir|Granite|Grundig's|Harbinger|Highridge|Hunter|Incubus (Unique Armor Set - TL2)| Inferno|Inquisitor|Labarinto (Unique Armor Set - TL2)|Liberation (Unique Armor Set - TL2)|Lore| Machine Forged (Unique Armor Set - TL2)|Merciless|Mondon's Vestment|Necros (Unique Armor Set - TL2)|Obscure Tools|Plainslord|Railforged (Unique Armor Set - TL2)|Ritual Janissary|Runemaster| Savage (Unique Armor Set - TL2)|Sentinel|Shadow|Sigil|Spellweaver (Unique Armor Set - TL2)|Storm| The Grand Design (Unique Armor Set - TL2)|Transcendent|True Estheria|True North|Tundra| Unearthly|Valkyrie|Wanderlust (Unique Armor Set - TL2)|Warfare|Wildwood|Winter's Reach (Unique Armor Set - TL2). 37 UNIQUE_TRINKET_TREE_SET_INDEX: Hunter|Tundra|Shadow|Inferno|Frost|Storm|Blitz|Construction| Aegis|Warfare|Lore|Sigil. SET_BONUS_EXAMPLES_ATTESTED: Hunter 2-piece grants +10_PERCENT chance to Execute; Tundra 2- piece grants +3_PERCENT Electric Damage and +3_PERCENT Ice Damage; Argonaut escalates through 7 movement speed, experience gain, gold find, freeze chance, damage reduction, physical armor, crit chance, and luck; Aristocrat grants cast speed, mana steal, and +8_PERCENT to each elemental damage type by 4 pieces. 38 LEGENDARY_DROP_RULES: legendary items begin dropping from random sources once the player reaches level 49 or higher; champions and bosses have a retrieved 1/2500 chance; ordinary monsters have a retrieved 1/48000 chance; legendary items can also appear very rarely from chests and can be purchased from the gambler. LEGENDARY_SCOPE_RULE: all legendaries are weapons or shields. 39 LEGENDARY_INDEX_AXES: Aenigma|Demonia|The Beyond|Four of the Apocalypse|Axe of the Elder One|Eight-Armed Axe. LEGENDARY_INDEX_FIST_WEAPONS: Deathsport|Tomb of Ligeia|Masque of the Red Death|The Beast with a Million Eyes|Not of This Earth|Clockmaster's Tooth|Bonepry Wedge. LEGENDARY_INDEX_GREAT_WEAPONS_GREATSAXES: Blade of the Ripper|All the Colors of the Dark| Mountain of the Cannibal God|Foe's Collapse|Ribcleave. LEGENDARY_INDEX_GREAT_WEAPONS_GREATHAMMERS: The Rules of the Game|Grand Illusion| Whirlpool of Fate|The Final Embrace|Quietus. LEGENDARY_INDEX_GREAT_WEAPONS_GREATSWORDS: Blood and Black Lace|The Evil Eye|Twitch of the Death Nerve|Mortal Edge|Glyphforge. LEGENDARY_INDEX_MACES: The Gorgon|Crescendo|The Plague of the Zombies|Quatermass and the Pit|Arcgap's Vice|Smithereen. LEGENDARY_INDEX_POLEARMS: Graveyard of Honor|Battle Royale|Black Rose|Bio-Agitator|Impulse. LEGENDARY_INDEX_STAVES: Heart of Glass|Lessons of Darkness|My Best Fiend|The White Diamond| Invincible|Dragoncoil|Ophidian's Endgame. LEGENDARY_INDEX_SWORDS: Two Thousand Maniacs!|Blood Feast|A Taste of Blood|The Wizard of Gore|Cerulean Nightmare|Shards of Cobalt. LEGENDARY_INDEX_BOWS: Deep Red|Phenomena|Tenebre|Susperia|Dragonskull's Balance|The Serpent. LEGENDARY_INDEX_CANNONS: Lady Vengeance|Thrist|Oldboy|Riftplane Destroyer|Starfall's Command. LEGENDARY_INDEX_CROSSBOWS: The Ninth Gate|Bitter Moon|Skullfire Fangbow|The Mandlebow. LEGENDARY_INDEX_PISTOLS: Beyond the Darkness|Ator the Fighting Eagle|The Hobgoblin| Antropophagus|Endgame|Blastmaw's Trigger|Dispatch. LEGENDARY_INDEX_SHOTGONNES: Mutant Action|800 Bullets|The Day of the Beast|Tri-force Catalyst| Bloom's Margin. LEGENDARY_INDEX_WANDS: A Song for Tomorrow|The Black Glove|The Astonished Heart|Four Sided Triangle|The Earth Dies Screaming|The Prophecy|Magus Scream. LEGENDARY_INDEX_SHIELDS: Chaos|Ebola Syndrome|The Untold Story|Old Master Q|Escutcheon| Decisive Sanctuary. 40 PLAYER_TERMINOLOGY_CANONICAL: CHARGE|FRENZY|EXECUTE|HARDCORE|NEW_GAME_PLUS| MAPWORKS|ENCHANTING|TRANSMUTING|SOCKETABLES|CHAMPION|OVERWORLD_AREA|PASS| RESPEC. 41 FALSE_OR_HALLUCINATED_TERM: SHOTGUN_AS_CANON_WEAPON_TYPE | STATUS: FALSE | CORRECT_CANON_TERM: SHOTGONNE. FALSE_OR_HALLUCINATED_TERM: NECROMANCER_AS_VANILLA_PLAYABLE_CLASS | STATUS: FALSE | CANON_PLAYABLE_CLASSES: BERSERKER|EMBERMAGE|ENGINEER|OUTLANDER. FALSE_OR_HALLUCINATED_TERM: RAILMASTER_AS_TORCHLIGHT_II_CLASS | STATUS: FALSE | SOURCE_CONTEXT: Torchlight III class list, not Torchlight II. 8 FALSE_OR_HALLUCINATED_TERM: DUSK_MAGE_AS_TORCHLIGHT_II_CLASS | STATUS: FALSE | SOURCE_CONTEXT: Torchlight III class list, not Torchlight II. FALSE_OR_HALLUCINATED_TERM: FORGE_AS_TORCHLIGHT_II_CLASS | STATUS: FALSE | SOURCE_CONTEXT: Torchlight III class list, not Torchlight II. FALSE_OR_HALLUCINATED_TERM: SHARPSHOOTER_AS_TORCHLIGHT_II_CLASS | STATUS: FALSE | SOURCE_CONTEXT: Torchlight III class list, not Torchlight II. FALSE_OR_HALLUCINATED_TERM: ALCHEMIST_AS_TORCHLIGHT_II_PLAYABLE_CLASS | STATUS: FALSE | CANON_STATUS: important story character/NPC presence, not one of the four playable TL2 classes. FALSE_OR_HALLUCINATED_TERM: DESTROYER_AS_TORCHLIGHT_II_PLAYABLE_CLASS | STATUS: FALSE | CANON_STATUS: Torchlight I class and NPC presence in TL2, not a TL2 playable class. FALSE_OR_HALLUCINATED_TERM: VANQUISHER_AS_TORCHLIGHT_II_PLAYABLE_CLASS | STATUS: FALSE | CANON_STATUS: Torchlight I class, not a TL2 playable class. FALSE_OR_HALLUCINATED_TERM: RIFLE_AS_TORCHLIGHT_II_WEAPON_TYPE | STATUS: FALSE | CANON_TL2_RANGED_TYPES: BOWS|CANNONS|CROSSBOWS|PISTOLS|SHOTGONNES|WANDS. 42 UNIQUE_ITEM_HARVEST_PATH_FOR_NEXT_PASS: harvest per-slot and per-weapon pages under the Torchlight II Items taxonomy, then normalize NAME|ITEM_TYPE|ITEM_LEVEL|REQ_LEVEL| ALT_STAT_REQUIREMENTS|CLASS_RESTRICTION|SET_MEMBERSHIP|NG_LEVEL_BANDS where present. Relevant retrieved page families include Belts, Boots, Chest Armor, Gloves, Helmets, Leggings, Shields, Shoulders, Necklaces, Rings, Pet Collars, Pet Tags, Axes, Fist Weapons, Great Weapons, Maces, Polearms, Staves, Swords, Bows, Cannons, Crossbows, Pistols, Shotgonnes, and Wands.