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Latest version Released: Oct 27, Navigation Project description Release history Download files. Project links Homepage.

Maintainers ezyang facebook fmassa seemethere soumith. Project description Project details Release history Download files Project description torchvision The torchvision package consists of popular datasets, model architectures, and common image transformations for computer vision.

Installation We recommend Anaconda as Python package management system. If installed will be used as the default.

Contributing We appreciate all contributions. Disclaimer on Datasets This is a utility library that downloads and prepares public datasets.

Project details Project links Homepage. Download files Download the file for your platform. Files for torchvision, version 0. Close Hashes for torchvision NOTE : If you happen to stumble upon the "three tar slimes" Phase Beast challenge in Ossean Wastes, you can grind out this achievement by squishing the infinitely-spawning tiny blobs underfoot.

They tend to explode quite often — and very satisfyingly — depending on the type of weapon or attack used, whether or not you score a critical hit, how much damage you deal, the current position of the moon, and if they happen to feel like exploding at the time.

For example, most of the Outlander's glaive attacks don't tend to gib enemies very often, but the Berserker can usually blow enemies up just by sneezing at them.

There is also the Map Seller who The waypoint in Mapworks can warp into any of the other four towns. Conversely, the Mapworks itself can be accessed from any town.

The maps have following properties: 1 Template represented by the image determines what layout the dungeon uses. For example, the yellow maps use either the Wellspring Temple or Watchweald Temple layout.

The name shows exactly which layout is used. For example, yellow map names starting with "ruined" or "desolate" use Wellspring Temple, while maps beginning with "blighted" or "infected" use Watchweald Temple.

For example, a level 90 character playing a L map would encounter enemies scaled up to level 65, but the loot would also be similarly scaled and likely worthless to such a high-level character.

Maps with beneficial effects are also more expensive, while negative effects make maps cheaper. Some maps have no unique effects. To use a map, first buy a map from the vendor, then click on the map selector in the middle of the mapworks and pick one of the maps you've bought.

You will be instantly transported to that dungeon, which will have a randomized layout and enemy composition. You can always return to the dungeon either via the map selector or waypoint , but only one dungeon can be active at a time.

Each dungeon contains two floors and a random boss at the end. However, unlike the bosses in the campaign, they aren't guaranteed to drop uniques.

For the maps achievement, you only need to enter each dungeon, not actually complete them. If you're playing on Elite, you will likely reach the same amount of potions before completing a single playthrough.

If you want to grind this achievement, find a way to lose health in a controlled environment for example, standing in the darkness in the Luminous Area and spam health potions.

You can also simultaneously cast skills to deplete your mana and drink mana potions as well. Enchanted Use an enchanter 10 times Self Improvement Use an enchanter 50 times Performance Enhancer Use an enchanter times The first permanent enchanter becomes available after you rescue Malo the Enchanter during the "Ember Keys" main quest.

For this achievement, you can use either the local town enchanters or wandering enchanters, who are sometimes found in overworld areas, dungeons, etc.

Using any enchanter including the socketer will count towards this achievement. Enchanting is different from the first Torchlight game, as you no longer have to fear losing all your enchantments through random chance huzzah!

On the other hand, enchanting is still a massive money sink and will eat up your gold like there's no tomorrow.

It's therefore advisable to only enchant those items you intend to keep for a long time. I've covered enchanting more thoroughly in my other guide, found HERE.

Even if you don't bother rescuing the gambler in Zeryphesh, he will still appear in town in the following two acts Imperial Camp and Minehead.

I've written more thoroughly about gambling in my other guide. Socketeer Socket a gem into an item Twinkle Twinkle Bobba Socket 50 gems into items The Blingbearer Socket gems into items To socket a gem into an item, all you need to do is click on a gem and then on any socketed item in your inventory or currently-worn equipment.

Any kinds of socketables including eyes, skulls, etc. Also note that socketing in Torchlight II is much more user-friendly than in most other ARPGs, because there is no linear upgrading of gems, which means there is no reason to hoard them.

Whenever you find a new socketable, feel free to stuff it into any available hole. You will eventually find better ones. He will remove gems from items by destroying the gem but saving the item.

The removal process itself is otherwise free. I suggest saving any low-quality socketables and putting them into your stash or shared stash.

Once the gem smasher appears, you can socket something, trash it and repeat. You only need a single item to repeat the process any number of times, as long as you have enough socketables low-level stuff becomes obsolete fairly soon anyway.

He will remove gems from items by destroying the item but saving the gem. I suggest saving any low-quality items with sockets and put them into your stash or shared stash.

Once the gem saver appears, you can socket something, trash the item and repeat. You only need a single socketable to repeat the process any number of times, as long as you have enough socketed items socketed items are very easy to find anyway.

Marvel at my mad my copy-paste skillz for these two descriptions, brah. They have more health, deal more damage and may have special abilities not found on regular mobs.

They also tend to drop better loot. The unique boss monsters found during quests Grell, Grand Regent, etc. You should get kills by the end of Act II and kills by the end of full playthroughs.

Once you put five points into any non-passive skill, you get a significant tier bonus for that skill. For example, the Ice Prison gains the ability to inflict damage upon shattering at Tier 1.

When upgraded to max level, the Tier 3 skill bonus reduces the cooldown of Ice Prison from 10 seconds to only 2 seconds.

Note that all skills are gated, meaning that you can only upgrade them once your character reaches a certain level. For example, to upgrade Ice Prison to level 10, your Embermage must first reach level The earlier a skill becomes available, the quicker you can upgrade that skill.

The earliest possible Tier 3 skill bonus can be reached at character level Furthermore, it only counts the amount of gold on a single character.

For example, if you want the One Percent achievement, you can't have 5 million on one character, 3 million on another and 2 million on a third — all 10 million has to be on a single character.

This is made infinitely harder by the fact that you can't trade gold between characters via the shared stash. My suggestion: don't worry about this achievement until you have a high-level character ready and fully geared for farming gold.

Then feel free to start worrying, because it will still take friggin' forever. I've described an excellent gold-farming method and build in my other guide, found HERE.

Thinking Critically Deal 1, critical strikes Massive Crits Deal 10, critical strikes Hypercritical Deal , critical strikes All of your attacks have a chance to deal critical damage.

The critical hit chance can be increased by various means, the most common being the Dexterity attribute, although it has some diminishing returns.

If all else fails, pound the training dummy in the town until you have the required number of crits. Peddler Sell items Vendor Sell 5, items Trash Magnate Sell 50, items These achievements count all the items you have sold to merchants.

For reference, I got the Vendor achievement after 70 hours of regular gameplay by picking up virtually every item and selling it. After hours, the number of items sold was 27, Odds are that this will be the last achievement you earn in this game.

To grind this achievement, fill your inventory and your pet's and visit any vendor. Repeat this until you get the achievement. Unfortunately, item stacks potions, scrolls, etc.

It's easy to miss them on your first playthough, because they must usually be accessed by using methods that aren't readily apparent.

Some hidden areas may seem like secrets, but don't count as secret rooms — only those that have the "Secret Room" prompt do.

Secret rooms discovered by other players in online games also count towards your total. Like the dungeon layouts themselves, the locations of secret rooms are randomized, so you may find several secret rooms or none at all in any given dungeon.

Secret rooms can also be found in Mapworks maps. Pushing it moves a statue holding a basin and reveals a secret room behind it.

Second layout Watchweald Temple, Wellspring Temple : There will be a unique urn that's different from all others.

Destroying it will create a vine bridge that leads to a secret area. Pulling them causes the wall to move and reveal a secret room, or the secret platform to lift.

Fourth layout Forgotten Halls, Vyrax's Tower : There will be pressure plates disguised as floor tiles.

Stepping on them makes a wall slide open, revealing a secret compartment. There are also very obvious secret areas that can be accessed by levers.

Fifth layout The Broken Mines : There will be valves next to innocent-looking wall sections. Especially when you're going into a boss battle, be sure to feed your pet.

If you die in Torchlight II and you probably will , you'll be given three options: Respawn where you stand for a bunch of gold, respawn at the top of the area for less gold, or respawn in town for free.

Given that some of the dungeons are quite lengthy, you'll want to have enough money to take the middle option just about every time.

It's never worth it to respawn where you stand, since you're invariably only a minute or so from where you died. That said, respawning in camp can make it a trek to get back to where you were, particularly if you died fighting a boss.

So, keep some cash on you just in case. In other games like this, low-level potions become useless as your character levels up and your health and mana reserves grow.

But in Torchlight II , I found that low-level starting from the second-smallest size potions were still useful. Most potions will fully replenish your health or mana, it's usually more about how fast they'll do it, and for how long.

Often, I'd come out of a battle with half of my health, and instead of wasting a fast, powerful potion I liked that I could use a cheaper, slower-moving potion that would still replenish my health.

So, hang on to those lower-level potions. Well, except maybe for the very lowest level. I played a lot of the sidequests in Torchlight II , but I missed a few early on—as a result, there was a period in Act II where I was under-leveled for everything and kept getting my ass handed to me.

My advice in Torchlight II would be to do every possible sidequest—the levels come fast in this game, and a single sidequest can give you a level or more's worth of experience.

It's worth the time. I don't want to spoil anything about Act III for you here, but I will say that it is an order of magnitude larger than the two acts that precede it.

There are a ton of hidden sidequests, challenges, and full-on storylines to explore. I missed several of them because I was on deadline, but I saw that they were there, and fully plan on going back and exploring them as soon as I can.

But really—while the endgame may be beckoning, don't rush through the third act. The best stuff in the game is there, but you do have to go explore and find it all.

Remember: The whole of Torchlight II feels a bit like a bunch of loosely connected sidequests, so when you do sidequests, you're really just… playing Torchlight II.

What tactics can they use? Which of their early powers unleash the most carnage? Read on to find out. We begin with Torchlight 2's primary magic user.

The Embermage can fire high-damage elemental projectiles that tear through monsters. More than any other class, he relies on using active skills that draw from mana reserves.

Playing Embermage is about spamming magical attacks, and only resorting to your weapon when recharging MP or dealing with those few mobs that slip through your firewall.

In that respect, he's the easiest class to play, both because of the incredible damage you can cause early on, and because there's very little tactical application of that power until the level 14 skill unlocks.

He is, however, the most varied class from a weapon standpoint. While passive skills can be bought to bolster the effectiveness of the ranged Wands and melee Staffs, the only real concern is a weapon's DPS.

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