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 |
Knights of Commandments are institutionalized violence of the Church controlled by 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 a weapon with Flame Elementium to kill their mutated and out-of-control 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 traces of their presence 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 life and death. |
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 couldn’t survive the time. 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 Darkness, 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 converted Lakhouma into a dessert, it used to be 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.80, the Elixir of Oblivion allows you to reassign your Talent Points 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.80, you may reselect your Talents at any time. |
1027 |
Only gear with 4 or more affixes can be crafted with Advanced Embers. |
1028 |
Gear with less than 6 affixes can be Enchanted to become stronger. |
1029 |
Your character gains 1 Energy per level, which allows you to equip more skills. |
1030 |
Crafting with corroded gear requires double the materials. |
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. |