Discordant class (and friends) - enemy edition 1.6.7
This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant).
----------- Original from Vectorinox
Descriptions
Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it.
Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus.
Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos.
Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism.
Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold.
This is a practice addon intended for personal use, but thank you if you decided to check it out anyway.
Bonus class: Primitive, master of bump-attack *joke class* -------------
[
This is my first ever addon I just simply updated Vectorinox's discordant patch for all the classes to 1.7.0 (espeically for all you critic users) as well giving an a slight buff to Scorpions hook
(lowered the cool down ) . I give full credits to Vectorinox for making this wonderful addon. So please enjoy. So I may not be able to fix the bugs that may occur in the future ]
Credits
http://game-icons.net/
https://opengameart.org/content/painterly-spell-icons
Andrew Minton : Qlass Pack (used as base)
Vectorinox and his Discodant Class pack - https://te4.org/games/addons/tome/discordant
Changelog
1.0.0:- Initial release
1.0.1:- Discord talent tree rework (AKA nerfs)
1.0.2:- Add colossus as playable giant race
1.0.3:- Add kudzu as playable wilder class
1.0.4:- Add scorpion as playable rogue class
1.0.5:- Buffed scorpion weak early game scaling
1.0.6:- Add critic as playable afflicted class
1.0.7:- Critique tree bugfix
1.0.8:- Counterargument bugfix
1.0.9:- Update and minor Scorpion Buff by Rukaneo
1.1.0: - Fixed the psionic storm bug for discordant
Discordant class (and friends) - enemy edition 1.6.7
Bloodriver Adherent Class 1.7.6
Adds Bloodriver Adherent class, a Mage subclass.
Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately.
They also have access to unique Bloodriver spells which utilize their own mana-infused blood to enhance their effects.
Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast.
By default, this class can, and it is recommended, to focus on 2 different basic element talent trees. These 2 selected elements will later got advanced talents that you can learn.
There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible.
However, how you want to play this subclass, which talent to choose, is up to your liking.
You want to cause debuffs to your enemies? Prolong debuffs and make them suffer? sure you can!
You want to summon a cute golem to do your bidding and cute fairy to spice things up? Go ahead!
You want to just straight up deal damage to your enemies? say no more!
You can even summon some totems, put traps, and more.
There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by:
killing a certain named bear
destroy a certain magical crystal
killing a certain spider in the east, and
going to a certain place where magic are blazing.
This subclass is a bit tricky to play and on the harder side of difficulty-wise.
As both mana and life are used as resources to cast, and both life and mana dictates your livelihood, you will need to manage your mana and life, and choose your actions carefully.
If your mana is empty, you won't instantly die, but you will suffocate and take damage every turn. Suffocation will last until either you die or you replenish your mana.
There are a lot of self-perseverance talents embedded in this class, so you can take those to ensure your longevity.
Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself!
If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers.
Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3.
Bloodriver Adherent Class 1.7.6
Inferno Forger 1.6.7
Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic.
Inferno Forger 1.6.7
Troll Race. 1.7.2
This addon adds Trolls as a playable race to the game.
Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire.
Their racial abilities scale with their size. A huge troll is a strong troll, but the higher they grow, the deeper they fall.
Race Stats:
Str = 3
Mag = -3
Will = -2
Dex = -1
Con = 5
Liferating = 18
Exp-Penalty = 1.4 (Trolls aren't known for learning things fast)
Size = Big (Increases with your racial abilites)
Fear Immune
Talents
Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size.
Scent(Active): Reveals the map around you, gives you a speedboost.
Resilience of the Trolls(Passive): Increases saves and size category. Scales with size.
Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category.
I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently.
Troll Race. 1.7.2
Gemblade 1.6.7
Adds the Gemblade class, a (mostly) melee psionic who focuses their energies through a gem wielded in their offhand.
A gemblade typically uses a material focus to model the properties of their blade after, and each chooses their own path.
They may delve into arcane arts, or pursue antimagic training, but most gemblades find a balance between arcane forces and their natural mental capacities.
Gemblade 1.6.7
Weaver Class 1.7.6
Adds Weaver class.
Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely!
They get access to:
wild-gift: call of the wild (general)
wild-gift: harmony (general) (locked)
technique: combat training (general)
wild-gift: fungus (general)
wild-gift: weaver anatomy (general)
wild-gift: threads and webs (class)
wild-gift: dance of the Weaver (class)
wild-gift: cocoon utilization (Class) (locked)
wild-gift: chitin (class) (locked)
cunning: tactical (class)
cunning: dirty fighting (class) (locked)
---
Here are some brief overview of their unique talent categories.
wild-gift: weaver anatomy
Their arachnid nature starts to take shape, modifying their body and giving them the resilience, agility, wisdom, and abilities of a spider.They will even grow spider legs!
wild-gift: threads and webs
As spider would, they grow accustomed in the art of threads and webs. They can trap and disarm their preys, cut them with threads, and eventually encasing them in a cocoon.
wild-gift: dance of the Weaver
These are some of the technique of prey hunting. Begin with an ambush, revel in "the circle of life", hasten their prey to "sleep" with specialized moves, and disable the prey's most annoying sustains!
wild-gift: cocoon utilization
Cocoon is an important resource for the weaver. The liquefied prey inside a cocoon are very nutritious and versatile to use beside hunger filling. The cocoon can nourish the weaver, converted to chemical weapon, and even storing genetic material for backup and cloning.
wild-gift: chitin
The thick and strong chitin exoskeleton of the weaver. This gives the weaver their grit and protection against enemies with various means.
---
While surviving as a young weaver may be difficult, an adult weaver can instantly decimate smaller preys and render tougher preys unable to act and succumb to weaver's slyness and voracity.
Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver!
-shade n bros
Weaver Class 1.7.6
New Gem Types 1.5.10
Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race.
This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters.
Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon.
As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface!
New Gem Types 1.5.10
Verdant Class Pack 1.7.2
Content is modular and various sections can be disabled via the options.
Primary Features
Druid class:
Uncast spells to produce nature based magical effects.
Its an agile nature mage, but can be played as a fighter/mage hybrid, or as a summoner hybrid.
Uses staves, alchemist gems and equilibrium.
Werebeast Class:
Werebeast fits somewhere between Cursed and Wyrmic, with a touch of Rogue thrown in.
Flavour is you have been cursed by nature's hate at those who harm it.
Can be played with conventional weapons or dual mindstars, stealthy or heavy.
Uses both Hate and Equilibrium.
Woodsman Class:
Archery, Summoning and Traps.
Use whatever you need to survive.
Summoner:
A full rework is available.
Allows you to command your critters to attack or defend.
Wyrmic:
A few talents improved and many new categories.
General:
Loads of nature based artifacts.
A few of new inscriptions.
Oozemancer can get the Wild-gift/Symbiant category.
Druid Info
Zigur:
As Druid's use spells they cannot become a Zigur follower, as this would make all their talents unusable.
However, you can still attempt to join Zigur, you might get something special instead.
Categories:
Wild-gift/Land
Wild-gift/Seas
Wild-gift/Winds
Wild-gift/Woodland
Wild-gift/Minerals
Wild-gift/Weather
Wild-gift/Moss
Wild-gift/Volcanism
Wild-gift/Boreal
Wild-gift/Jungle
Wild-gift/Natural Cycles
Wild-gift/Eyal's Embrace
Spell/Staff Combat
Cunning/Herbalism
Wild-gift/Call
Werebeast Info
Categories:
Wild-curse/Wolf Aspect
Wild-curse/Treant Aspect
Wild-curse/Shark Aspect
Wild-curse/Eagle Aspect
Wild-curse/Ritch Aspect
Wild-curse/Silent Hunter
Wild-curse/Psiclaws
Wild-curse/Snake Aspect
Wild-curse/TigerAspect
Wild-curse/Bear Aspect
Wild-curse/Croc Aspect
Wild-curse/Fungus Aspect
Cursed/Rampage
Cursed/Predator
Wild-gift/Hunter
Woodsman Info
Categories:
Cunning/Stealth
Cunning/Trapping
Cunning/Woodcraft
Cunning/Poisons
Wild-gift/Summon-melee
Wild-gift/Summon-utility
Wild-gift/Summon-commands
Technique/Marksmanship
Technique/Archery-utility
Technique/Bow-fexibility
Technique/Combat-Training
Cunning/Survival
Cunning/Herbalism
Wild-gift/Hunter
Summoner Info
Two new summonable critters and revised summoning categories.
New Categories:
Wild-gift/Summon-commands
Wild-gift/Summon-techniques
Wild-gift/Symbiant
Wyrmic Info
New Categories:
Wild-gift/Sea Drake Aspect
Wild-gift/Wind Drake Aspect
Wild-gift/Hunter
Wild-gift/Wild Drake Aspect
Chronomancy/Blink Drake Aspect
Corruption/Blood Drake Aspect
Talent changes:
Lightning Speed now converts your damage to lightning for your next hit.
Wing Buffet replaced with Ember Scales: a flamey aura sustain.
Verdant Class Pack 1.7.2
Frost Invoker 1.7.6
Adds the Frost Invoker, a mage subclass.
The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity.
Frost Invokers know Combat Training and Survival(locked) and have 11 new spell trees, 3 generic and 8 class (of which 3 start locked).
Generic:
Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility.
Rime Guard: Defense, with a damage shield and one-shot protection.
Ice Floes: Mobility and utility focused on an icy ground effect.
Class:
Hail: Offensive spells which can reduce the cd of Artic talents.
Arctic: Unarmed attacks with AoE, a pin, a multi-hit, and a gap closer.
Winter: Utility and defense, with a decoy and a scout.
Frost: Defense and utility focused on building and consuming a stacking effect.
Chill: Debuffs which proc on cold damage, with active conditional sustain stripping.
Locked:
Blizzard: Defense and debuffs focused on a single AoE spell.
Icicles: Adds a cold-damage psuedo-weapon that procs on unarmed attacks. (high level)
Cryomania: Maical and physical synergy, and cold resist / ice-block penetration sustain. (high level)
Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painterly-spell-icons-part-2
Icicles moddable tile attachment from Verdant Pack by HousePet (re-colored); attachment art by Rexocorum.
Frost Invoker 1.7.6
Godling 1.7.6
The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above
Godling 1.7.6
Class: Hunted 1.7.6
A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack.
First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help!
--- Class Talents ---
Cursed / Primal (WIL)
Takedown - Perform a short dash to a target, striking it in melee and pinning it if used from Stealth. Costs Equilibrium, damage based on talent level. Claws of the Beast must be active.
Rip and Tear - Deals melee weapon damage, Bleeds, and increases Hate. Disarms if used from Stealth. Costs Equilibrium, damage based on talent level. Claws of the Beast must be active.
Mournful Howl - Deals Darkness and Mind damage in a small radius and increase Hate. Causes a random gloom effect if used from Stealth. Costs Equilibrium, damage based on talent level and Mindpower. Claws of the Beast must be active.
Throatseeker - Deals high melee weapon damage and increases Hate. Silences if used from Stealth. Costs Equilibrium, damage based on talent level. Claws of the Beast must be active.
Cursed / Prowl (WIL)
Prowl - It's Stealth.
Pounce - It's Shadowstrike.
Nocturnal - It's the stealth regen thing but instead of Life and Stamina, it's Life and Equilibrium.
Into the Woods - Re-enter stealth no matter if enemies are near you or not. No cost, but high cooldown and breaks like regular stealth.
Cursed / Gore (WIL, Locked)
Bloodlet - Critical weapon attacks also apply Bleed. Bleed increases based on talent level.
Dig In - Deals melee weapon damage and intensifies Bleed effects on the enemy. Costs Hate and Equilibrium, damage based on talent level. Claws of the Beast must be active.
Frenzied Swipe - Lash out and swipe madly at everything around you, dealing damage and applying Bleed. Claws of the Beast must be active.
Shadow of the Pack - Sustain that causes triggers a weak melee attack against all Bleeding enemies in a short radius. Costs Equilibrium to sustain, and Hate once per turn that it triggers.
Cursed / Endless hunt
Cursed / Strife
Cursed / Predator
Cursed / Fears
Cursed / Rampage (Locked)
--- Generic Talents ---
Cursed / Werebeast (WIL)
Claws of the Beast - Sustain that gives you some Physical critical chance as well as have a chance to cast your current level of Instill Fear on a single target on melee attacks. Costs Equilibrium, damage based on talent level and Mindpower. Cannot be used with anything in hands. Also passively provides unarmed mastery and makes gloves scale with STR and WIL.
Ravenous Hunger - Gain Hate each turn a Bleeding enemy is in range.
Fight or Flight - Trained Reactions but it costs Equilibrium.
Beastly Form - When active, you gain a stack of Seethe and Grim Resolve (if you know them) automatically and Intimidate enemies around you.
Technique / Combat training
Cursed / Cursed form
Wild-gift / Call of the wild
Class: Hunted 1.7.6
Class: Hekatonkheire 1.7.0
This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three.
All are considered Demented, but use a new resource instead of insanity and do *not* require Forbidden Cults.
Their talents do not appear on enemies.
Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes.
New Talents
Spell / Shambler: This tree defines your combat style: stomp up to your target and wind up to a single devastating blow.
Spell / Headless Horror: Extract your own eyes from your head and empower them into monstrous minions for both attack and defense.
Technique / Titanic Blows: Heavy attacks with your weapons, which gain space-warping powers later on.
Technique / Helping Hands: Use your other 98 hands to block, steal, distract, and heal.
Technique / Harming Hands: Use your other 98 hands to grab, crush, drag, and batter.
Advanced Talents
Spell / Mountainshaper: Locked but available at level 0, your eldritch presence spills out into the world and warps the ground.
Technique / Splintered Lord: Time your attacks to take advantage of your extra-dimensional nature - or just chop enemies in half
Spell / Eyesight: Improve and direct your Wandering Eyes to better protect you and afflict your enemies.
Old Talents:
Cunning / Survival
Technique / Conditioning
By special request:
Argosines are summoners who are heavily dependent on their Wandering Eyes to fight, but get more and better eyes than the Hekatonkhiere.
New Talents
Spell / Sybarite: You can never hide behind corners, but you can walk through walls.
Spell / Headless Horror
Spell / Watcher: Banish enemies, empower your eyes with elemental magic, and keep up a swarm of them.
Spell / Veiled Shepherd: Actively command your eyes with extra beams, whirls, and energy.
Spell / Hale Hands: Use your other 98 hands to block, steal, defend, and overcome.
Advanced Talents
Spell / Oubliette: Locked but available at level 0, your eldritch presence spills out into the world and brings endless woe.
Spell / Eyebite: Teach your eyes to taunt, slow, and petrify, or rip out an enemy's eyes to serve you.
Spell / Eyesight
Old Talents:
Cunning / Survival
Spell / Divination
Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing.
New Talents
Spell / Bloodtide: Cast your spells at the right time for extra effects, and always take one turn per turn.
Spell / Oceansong: Add destructive and distracting music to your talents.
Spell / Intrusion: Conjure your alien anatomy into the real world to destroy your enemies with claw, eyeball, and tentacle.
Spell / Polyps: Summon carnivorous coral into enemies, then sacrifice it to protect yourself.
Spell / Chronorium: Teleport back and forth, and deal with today's damage tomorrow.
Advanced Talents
Spell / Marching Sea: Locked but available at level 0, channel the myths of the other place to disable your enemies and rain down blood.
Spell / Null Vizier: Control the light to hide, attack, and defend.
Spell / Moon Wurm: You've finally realized, you aren't just you, you're someone else too. The Moon Wurm provides random support and a powerful summon.
Generic Talents
Old Talents:
Cunning / Survival
Otherness
Other Page: Use your many many limbs to achieve mastery of magic and items.
Class: Hekatonkheire 1.7.0
Doctornull's Class Pack 1.5.10
This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA".
The classes included in this pack are:
- The Transcendent Fist is an unarmed Psionic warrior, using a gem in his TK slot to hit with flexible energy types.
- The Storm Warden is a melee-and-ranged skirmisher with magical mobility and support spells.
- The Striker is a cunning and covert class, with a focus on delivering shock-and-awe thunderbolts from stealth.
- The Gravitic Infantry is a melee-focused Chronomancy user (formerly named the Heavy).
- The Creep is a stalker in the dark, cunning and covert in his hate.
- The Vector uses disease and debilitation to keep his foes at range while he snipes them to death.
- The Flenser is a Defiler whose knives debilitate and torture his victims.
- The Blood Mage is a Vim-based caster with a mild dip into staff-melee combat.
- ... and more!
(BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away.
(BETA) Prototype Hero is an Adventurer who starts with 1.3 mastery in every category. Not very useful for players, but it might be interesting for addon writers to spitball new category combinations.
(INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies.
x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features.
x (Removed): The skeleton-only Fossils are geomantic martial artists. Removed pending new content / 1.6 features.
Doctornull's Class Pack 1.5.10
Knight Evolution for Bulwark-Proofread version 1.7.4
Adds a new class evolution for Bulwark, the Knight.
As a knight, you learn how to protect the weak and vanquish evil.
You gain:
Spirit Horse Talent - Sustain. Gain shield and movement speed while active.
Spirit Horse Category
- Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed.
Knight Training Category
- Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike.
Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun)
Knight Evolution for Bulwark-Proofread version 1.7.4
Walking Armory Evolution for Marauder 1.7.6
Adds a new evolution for Marauders, the Walking Armory.
Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield.
You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots.
When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage.
When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies).
Walking Armory Evolution for Marauder 1.7.6
Ashes of Urh'Rok 1.7.4
Official Expansion!
Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
- Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.
- Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.
- Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!
- Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!
- Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!
- Between the aforementioned classes and Doomelves, a whopping 75 new talents!
- Unlock two new cosmetic options! You know you've always wanted demon-horns.
- Two new events, appearing anywhere in Eyal!
- 20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!
- 7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!
Ashes of Urh'Rok 1.7.4
Restock All Stores 1.7.6
Add menu item to restock all stores.
Restock All Stores 1.7.6
Juggernaut Evolution for Bulwark 1.6.7
Adds a new class evolution for Bulwark, the Juggernaut.
As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields.
While equipped with two shields:
- You may use Rush while sustaining Last Stand.
- When you use Rush, you will instantly trigger Repulsion, ignoring and negating cooldown.
- For 1 turn after using Rush, you will reduce all incoming non-Mind damage by 50% of your Block value.
Juggernaut Evolution for Bulwark 1.6.7
Evolution for Brawler 1.7.6
Currently adds one evolution, the Tempered Hand.
As a Tempered Hand, the brawler gains these benefits while wearing gauntlets:
The damage bonus of your Striking Stance scales on Strength and scales higher than before.
When you enter combat while all of your talents are off cooldown, you gain 1 combo point.
When you strike an enemy with a melee attack, you have a 30% chance to gain 1 extra combo point, 1 time per turn.
When you kill an enemy, you gain 1 extra combo point, 1 time per turn.
When you land a melee critical, you have a 10% chance to gain 1 extra combo point, 1 time per turn.
When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count).
When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn.
When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance.
When Open Palm Block prevents damage, the source of the damage is Staggered for 2 turns, reducing Def and Phys Save and making them more vulnerable to counter attacks.
If the target is already Staggered, you make a free Counter Attack against them (does not count toward your Counter Attack per turn limit).
Counter Attacks against Staggered opponents will always attempt to stun (even if the opponent is not grappled)
Staggered cannot be saved against; Defense and Save reduction improve with your Physical Power.
Evolution for Brawler 1.7.6
Class: Hollowed 1.7.6
Hollowed
Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects.
The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage.
I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have!
In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll.
Class: Hollowed 1.7.6
Stoneblade Evolution for Arcane Blade 1.7.4
Adds a new class evolution for Arcane Blade, the Stoneblade.
Wielded two-handed weapons will use the increased procs damage accuracy bonus
Earthen Missles become bolts (rather than projectiles, causing them to strike instantly and benefit from the increased procs damage acc. bonus)
Mudslide will pull creatures in (instead of knock them back)
Activating Body of Stone will cast Earthquake for free (centered on yourself and ignoring friendly targets)
While Body of Stone is sustained your melee attacks gain range equal to the radius of your Earthquake spell
To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength.
Stoneblade Evolution for Arcane Blade 1.7.4
Allow Respec Anywhere 1.2.3
Allows characters to respec anywhere in game, not just in towns. This is a direct reversion of the change made in 1.2.3 to the way it was in 1.2.2 and before.
Allow Respec Anywhere 1.2.3
More Mastery 1.3.1
Increases the mastery value increase to 0.4, and removes the 1 increase limit.
More Mastery 1.3.1
Savage Evolution for Cursed 1.7.6
Forgo arms to ravage your foes with fist and claw.
While unarmed, you gain all the weapon/shield bonuses of Surge, Cleave, and Repel.
Surge, Cleave, and Repel are no longer mutually exclusive while you are unarmed and will not put the other talents on cooldown when activated. If you equip a weapon while any of these are active, they will deactivate.
Attacks which would strike with a mainhand weapon or shield will use your unarmed stats for the weapon and/or shield attack.
Weapons Mastery will apply to unarmed combat and Willpower will be used in place of Dexterity as a damage modifier for gloves and gauntlets.
You learn the Grappling talent tree, unlocked at 1.3 mastery. Stamina cost for these talents is converted to Hate (at a ratio of 4:1).
Savage Evolution for Cursed 1.7.6
Grove Keeper 1.7.4
Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee.
Full details in the forum.
Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painterly-spell-icons-part-3
Grove Keeper 1.7.4
Better Sandworm Lair 1.5.10
This addon aims to make Sandworm Lair less terrible.
It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version.
These changes are accomplished by overloading the zone and npc files with edits and commented out sections.
Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL:
codyfun123's "Sandworm Lair Tweaks"
nsrr's "Sandworm Lair Quick Dig"
Updates:
1.0.1
-"Fixed" the weight. Derp.
Better Sandworm Lair 1.5.10
Prodigious Progress 1.7.0
Include information in certain prodigies' requirement descriptions about how much progress you've made thereto.
Also available as part of the ZOmnibus Addon Pack.
Prodigious Progress 1.7.0
Tinker Stores in Last Hope - Tinker 1.5.5
Adds tinker, steamsaw, steamgun and schematic stores to Last Hope.
Tinker Stores in Last Hope - Tinker 1.5.5
Forbidden Cults 1.7.4
Official Expansion!
Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.
Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Forbidden Cults makes two new classes available to play:
- Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?
- Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Forbidden Cults makes two new races available to play:
- Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.
- Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.
Forbidden Cults adds many new zones for you to explore and die in:
- Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.
- The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!
- The Godfeaster: Deep undergroud the ground shakes as ... -- redacted by corrupt forces --
- The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --
- Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes... - Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?
- The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...
What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:
- Searing Horrors: You liked luminous horrors? You loved radiant horrors? You will absolutely adore their searing big brothers!
- Nethergates: It sleeps. Maybe it should stay that way.
- Netherworms: Vampiric worm masses that are bound to tickle your fancy! And tickle hard.
- Fearful Symmetry: Geometry has never been so lively!
- Entropic Shards: Take an entropic crystal, shatter it with tentacles. And die.
- : And more ...
"DarkGod, is that all?" Obviously not! You will also find your usual addition of:
- Lore: Delve into the dark forgotten secrets of the world, where sanity is a very tenuous idea.
- Artifacts: Discover new objects of power and use them to further your own goals.
- New wyrmic tree: Unlock the scourge drake for your wyrmics.
- Glass Golem: Unlock the glass golem option for your alchemists.
- Events: Discover new strange contraptions in familiar zones. What could go wrong?
- Achievements: Because there can never be enough!
Forbidden Cults 1.7.4
Class: Shining One 1.7.0
A new demented class, the Shining One.
This addon requires the Forbidden Cults DLC to function.
Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors.
Shining Ones begin in Kroshkurr by default.
Shining One talents do not appear on enemies.
Old Talents:
Celestial / Sunlight
Celestial / Light
Celestial / Chants
Cunning / Survival
New Talents:
Demented / Sunlight: Rain down explosions and beams of light and ride on the solar wind.
Demented / Inner Power: Absorb light and fire and build up bigger and bigger critical hits.
Celestial / Mantras: 3 songs - for movement, offense, and control that help manage your insanity and reward you for sticking with a mantra.
Demented / Prism: Divide into 3 copies of yourself whenever you enter combat.
OR
Demented / Broken Prism: Cast more and better spells. Alone.
Advanced Talents:
Celestial / Incinerator: Burn enemies and the ground beneath them.
Celestial / Seals: Create a patch of ground that grants powerful bonuses as long as you can hold it.
Demented / Core-Gate: Summon more horrors to fill the battlefield with lasers.
Class: Shining One 1.7.0
Cheaper Mastery 1.6.4
Lowers cost for mastery upgrades to half a category point, making mastery upgrades a much better option than they are now.
Cheaper Mastery 1.6.4
Naloren Pack 1.7.4
Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started.
Available perks (cost varies):
Reveal Exotic Weapons Mastery (must already know Combat Training; Combat Training can also be purchased as per Last Hope shops).
Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual).
Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively.
Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur).
---
Psionic/Mindstar combat:
Psiblades:
Increases damage and physical power when attacking with Mindstars. When sustained, increases the damage modifiers and mind stats granted by equipped mindstars (this is an exact copy of the wild-gift/mindstar mastery psiblades talent).
Mind Thorns:
Instantly touch the mind of an adjacent foe, creating mental thorns which reduce mind save and deal mind damage each turn for a few turns.
Mind Storm:
Create a storm of psionic energy which lasts for a few turns. The storm will overheat the mind of foes in the area, causing them to burn (stacking). Allies in the area will be obscured by illusions, reducing the bonus damage of critical hits dealt to them.
Psionic Balance:
Attack an adjacent enemy with your mainhand Psiblade and channel the energy through your offhand to create a psionic damage shield around an ally or yourself. The power of the shield is based on the damage of the attack and can be a mental critical. The shielded target will also regain an amount of Psi based on the damage of the attack.
---
Races:
The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility.
Talents:
Spirit of the Tides:
Gain X charges of Surging Spirit for 5 turns. Charges will be consumed as you activate talents to reduce their cooldown by one turn per charge.
Spirited Combat:
Gain X% armor hardiness in all types of armor and a Y% Constitution damage modifier for all weapons.
Cleansing Water:
When you are afflicted with a detrimental effect you have a X% chance to create a 1-tile pool of Cleansing Water within 2 tiles of yourself. Moving into Cleansing Water will consume it to cleanse the detrimental effect with the highest duration currently afflicting you. This has a cooldown (3).
Whitewater:
Call on the surging tides to aid you, creating radius X pool of rushing water lasting for 6 turns. Moving within Whitewater is instant for you. Foes will have a 50% chance with each movement within Whitewater to flounder, draining 50% of a turn and leaving them Dazed for 1 turn.
Stats:
+ 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty.
The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered.
Talents:
Unbound Mind:
Remove up to X silence and confusion effects from yourself and increase your silence and confusion immunities by 100% for a few turns. When activated, all foes in range 8 are afflicted with Shattered Mind for the same duration, giving them a chance each turn to become dazed or confused(35%) for 2 turns.
Partition:
Increases resistance to all damage and decreases the duration of negative effects.
Hasty:
Gain a passive mind speed bonus. If you are afflicted by 4 or more negative effects, the passive speed bonus will temporarily be doubled and any actions (attacks, spells, movement, etc) will use your mind speed if it is faster than the usual speed.
Schism:
Create up to 3 illusions of yourself adjacent to foes within range 10 that will taunt enemies for a few turns.
Stats:
-2 Con, +0 Dex, +3 Cun, +0 Str, +1 Mag, +3 Wil, +9 life rating, -10% xp 'penalty', -15% confusion immunity.
---
Added a new Psionic subclass: the Psion.
Psions are mindpowered ranged casters who prefer to wield 3 mindstars.
Psions know many of the same talents as Mindslayers, but enhance and adapt them to their own purposes.
Talents:
Absorption
Focus
Projection
Voracity
Psi-Casting(new)
Psionic Striking(new)
Kinetic Mastery
Thermal Mastery
Charged Mastery
Survival
Augmented Mobility
Finer Energy Manipulations
Psi-Casting
Telekinetic Crush:
Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power.
Stimulation:
Increase Con based on combined Wil and Cun.
Guiding Star:
Target a foe and disrupt their next talent with a blast of physical damage. At level 3+ adds confuses. At 5+ has a passive chance to block damage over a threshold, blast the source, and disrupt the source talent.
Puncture:
Deal physical damage with added bleeding damage. At level 3+ has a chance to disrupt temporary buffs on the target. Direct damage bypasses ice blocks.
Psionic Striking
Kinetic Blast:
Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block.
Thermal Blast:
Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns.
Charged Blast:
Deal lightning damage and shock (reduce stun/pin resist by half). If target is pinned, boost Charge Shield value. If target is frozen, push nearby enemies away from you.
Psi Weaving:
Increased Fire, Cold and Lightning damage and res pen. Also applies to physical, but at half the value.
Altered Talents
Beyond the Flesh:
TK mindstars now project a blast of damage instead of pulling enemies. Chance, range and damage scale with mindstar tier (damage also scales on Mindpower). Active Aura damage is added to the blast at 2 times the usual power.
Quick as Thought:
Also increases mental crit chance.
Mindhook:
Can also target a wall to pull yourself.
Resonant Focus:
TK mindstars have increased chance to blast and also increase the radius of Voracity talents and the range non-melee mind powers.
Frenzied Focus:
TK mindstars attempt to blast all foes in range and Aura damage is added at 4 times the usual power.
Transcendent Telekinesis:
Resets Kinetic Blast, Telekinetic Crush and Puncture. Converts all damage to Physical while in effect. Kinetic Blast will also strike two random foes adjacent to the target.
Transcendent Electrokinesis:
Resets Charged Blast, Telekinetic Crush and Puncture. Converts all damage to Lightning while in effect. Charged Blast will also chain to 3 nearby enemies.
Static Net:
Static Charge is released with your next Telekinetic Crush or Charged Blast.
Transcendent Pyrokinesis:
Resets Thermal Blast, Telekinetic Crush and Puncture. Converts all damage to Fire or Cold (based on your increased damage) while in effect. Thermal Blast cold/freeze will hit in a radius 1 ball.
---
Full details in the forum: .
Naloren Pack 1.7.4
Harrier class 1.7.0
Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua.
Harrier class 1.7.0
Recaiden's Evolution Prodigies 1.7.0
Includes 4 new Class Evolutions:
- Doomed: Hollow - Merge almost completely with your shadows. If you have the original version of Fallen, they can also become Hollow.
- Archer: Zephyr - Lightning-using Arcane Blade at range.
- Temporal Warden: Warp Rider - melee-only specialist.
- (requires Forbidden Cults DLC) Writhing One: Gourmand - This evolution expands the Slow Death tree with a 'Possessor-lite' effect. You can keep the talents you've eaten forever (3 at a time).
Isn't Zephyr already a class?
Yes. https://te4.org/games/addons/tome/qlass-pack But it's plenty different, and lacks a lot of what makes Archer itself.
Recaiden's Evolution Prodigies 1.7.0
Deathknight 1.7.4
Adds the Deathknight class. See forum thread for details.
Deathknight 1.7.4
Root's Classes 1.7.0
Contains several classes developed by Root of All Things, including:
- Raider: A Tinker who fights with a melee weapon in one hand and a steamgun in the other. The Raider has mastered the deadly art of throwing explosives everywhere, even if they risk hurting themselves with it.
Coming Soon:
- Animist: A Wilder who is blessed by the spirits of fire, ice, wind and earth. The Animist conjures weapons that scale with his talents, and switches between them based on a set of Stances.
Update Notes - v1.0.0 - Raider, Revived
- Now compatible with ToME 1.7.
- Many bugfixes.
- Strength scaling removed. Now starts with daggers and scales primarily with DEX and CUN.
- No longer has access to Technique/Combat Veteran, Technique/Combat Techniques or Technique/Conditioning.
- Steamtech / Physics is locked, but you start with a point in Smithing still to make Steamguns.
- Now has access to Technique/Mobility at 1.3 mastery.
- New class, unlocked category: Technique / Seaward Charge. Move with the wind at your back!
* Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe. * Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns. * Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy. * Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.
- New class, unlocked category: Steamtech / Crewmates. A valiant raider never fights alone!
* Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents. * Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies. * Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes. * Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.
- New class, locked category: Steamtech / Boarding Party. Arm your crew with deadly weapons.
* Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot. * Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies. * Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents. * Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.
- Many many talent changes.
- Blast resistance adjusted. Mainclass Raiders start with 50%, with a possible additional 45% coming from various talents. Adventurers and other non-Raiders start with 0%, with a possible 95% coming from talents.
- Shiny new SFX and particles for many talents.
Root's Classes 1.7.0
Expanded Shop Inventory 1.7.4
Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items.
Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab.
Expanded Shop Inventory 1.7.4
Inferno Race Pack 1.7.0
Adds a collection of my races.
Inferno Race Pack 1.7.0
Class: Demolisher 1.7.6
A new tinker class, the Demolisher.
This addon requires the Embers of Rage DLC to function.
Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons.
New Talents:
Steamtech / Explosive: Plant remote charges with a tiny cooldown and blow them all up at once, lay down minefields, and send suicidal mecharachnid mines towards your foes.
Steamtech / Drones: Send out drones to create storm and smoke, while others hover around for your protection.
Steamtech / Pilot: Your steambuggy is your defense, your offense, and can hold so many explosives.
Steamtech / Engine: Your steambuggy is also the best way to get around. Scorch the ground and flatten your enemies as you zoom around corners.
Steamtech / Battle Machinery
Advanced Talents:
Steamtech / Pyromaniac: Improve your explosives and set everything on fire.
Steamtech / Battlewagon: Upgrade your buggy with more armor, more runes, and more guns.
Steamtech / Automation
Generic Talents:
Steamtech / Tinkers
Steamtech / Engineering
Steamtech / Blacksmith (locked)
Steamtech / Survival
With new graphics by ToME artist rexorcorum
Class: Demolisher 1.7.6
astralInferno's Celestial Oddities 1.7.6
A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist.
astralInferno's Celestial Oddities 1.7.6
Arcanum Class Pack 1.7.3
Primary Features:
Two new Archmage style classes; Arcanist and Elementist.
One new Enchanter class.
Some extra talents for Alchemist.
Lots of new artifacts.
Artifact gems are more interesting to attach to golems.
Crystal Focus/Heart items can be deconstructed to recover the gem.
Angolwen Academy: Get training in the Arcane here.
3 new runes.
Two new item types with unique egos: Ritual Blades and Wardstones.
Arcanist Features:
Like Archmage, but also starts with temporal, meta and nightfall unlocked, and no elemental categories.
Has two unique categories; High magic and Void magic.
Can also unlock Illusion, Distortion, Power and Morph.
Elementist Features:
Like Archmage, but only elemental categories.
Has three unique categories; Elementalism, Corrupted Elements and Elemental Fusion.
Enchanter Features:
Apply a variety of enchantments to your equipment.
Dabble in safe and unsafe hedge magic.
Defeat monsters with your prowess with a staff.
Archmage Features:
1 new category containing 8 arcane/elemental combo spells.
Alchemist Features:
Altered Alchemists Guild quest.
Two new unique categories: Poison Alchemy and Metal Alchemy.
They also get access to Mana Alchemy and Herbalism.
Arcanum Class Pack 1.7.3
Steamshaper Subclass 1.5.3
Adds the Steamshaper, a Tinker Subclass.
Combines Steamtech and Embers Psionic talents into a Willpower/Cunning focused Steam/Psi caster.
"Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.",
"The Steamshaper combines this ability to gestalt to enhance his tinkers, all the while boiling her foes to death with steamy, mind-induced mayhem."
["steamtech/chemistry"]
["steamtech/physics"]
["steamtech/blacksmith"] (locked)
["wild-gift/mindstar-mastery"] (locked)
["steamtech/engineering"]
["cunning/survival"] (locked)
["technique/combat-training"]
["steamtech/avoidance"]
["steamtech/battle-machinery"]
["steamtech/thoughts-of-iron"]
["psionic/gestalt"]
["psionic/action-at-a-distance"]
["psionic/psionic-fog"]
["steamtech/automation"] (locked)
["steamtech/furnace"] (locked)
Steamshaper Subclass 1.5.3
Embers of Rage 1.7.4
Official Expansion!
One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.
Features:
- Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...
- Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!
- Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.
- Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.
- Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.
- Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!
- Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...
- Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.
- Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!
- Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!
- Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!
- Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.
- Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!
Embers of Rage 1.7.4
Improved Auto-explore and Rest 1.7.2
Quality of Life improvements for resting and auto-exploring.
v3.5.0 *** FOR ToME v1.6.5 ***
This is a fork (with permission) of Marson's auto-explore and rest tweaks. It includes as well C.Lowe/CaptainTrip's improvements as well. It does not include, but recommends also using Johnny0's Faster RRE add-on for even better rest and auto-explore experience. This add-on contains numerous Quality of Life improvements designed to make resting and auto-exploring easier to use, brings the add-on overall up to being compatible with 1.6.x, and generally seeks to remove it being more optimal to do timed rests or manual recovery (particularly to help higher difficulty level and players without Faster RRE). Cleaned up feature list in this take, to make it easier to see what it does.
It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them.
Latest Update Notes:
• Changed steam sustain behavior to match current gameplay. Before sustains tended to shut off when available resource was 0, now they don't seem to do so. This will now only turn off sustains that drain steam if steam is going below 0, so as to get to a steady finish state.
• Fix minor bug where stealth enabling was always on if you had it.
• Added new option to ignore quest members when resting or exploring. It defaults to off but for those folks that know they want to ignore those quest allies and rest a bit.
Existing Features:
• removed First Sighting and Reset on Rest. Someone can patch them in if they'd like it back, but I'm not really keeping them alive.
• Fixed actor bugs causing Elemental Surge to never reset. Thanks Reca♥den.
• Fixed bug with Paradox Spacetime Tuning from 1.5.5. This may rebreak posessors with paradox, hard to kinda test.
• Mostly verified working on 1.6.0
• Compatibility with restart sustains. Thanks zizzo.
• When resting, it will check for infusions and runes that could be used to accelerate HP, Mana, or Equilibrium (via Ancestral Life or Meditation) recovery. If the acceleration appears significant, it will use them, rotating from first available infusion or rune outward. In experiment, I found this often reduced rest turn time by 50-80 percent, improving the more drained the resource was. Particularly helpful for Mana, as it avoids trade-off advantages of short term resting (for increased mana regen) + rune use by just handling that more optimal play for you automatically without breaking rest.
• Support for steam implants, with usual checkboxes. This may not always be faster based on steam sustains that may disable after the initial round of rest and steam implants having very long cooldowns (30+ turns) and steam's resource max being pretty small. It tries to be conservative on that, so will most likely help for cases where your functional steam regen rate is < 2.00 and never activate for things much above it. I found I was often getting 5-20 steam per turn, which makes the implant support useless.
• Supports for medical healing salve injectors. Cooldown measurements are a bit odd here, since they can range from 5-20 depending on injector. Went with 10 as a happy medium for how many turns of natural regen is considered to be equal to the cooldown cost of using it.
• Adding support to auto-stealth if available and not stealthed.
• Option for ignoring small damage when moving and resting, basically if it is <5%, it will ignore it by default, prevent small DoTs from preventing rest.
• Options added to control whether or not to use inscriptions to accelerate recovery of things.
• Fixes a ToME bug that can cause autoexplore or running to move only a single square and hang if used immediately after killing an enemy.
• Lore discovery will only stop autoexplore if it triggers a popup.
• Autoexplore will ignore Exploratory/Infinite Farportal return portals until the entire level has been explored.
• Ignores special terrain features such as Font of Healing after they are first discovered.
• Ignores open chests and alt Maze floor cracks.
• Rest and AE ask for confirmation if you have an escort in your party.
• Ignore already activated pedestals.
• Checks for and waits on any rechargeable items.
• Checks for and reloads any ammo in offhand quiver.
• Waits for cooldowns of talents set to auto-use.
• Waits for depleted air to replenish.
• Combines all checks into a single instance of rest, rather than having cooldowns etc. require a second resting phase.
Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'.
Available modes:
• 'Always Viligant' always stops running when a hostile creature is seen via telepathy.
• 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring.
• Compatible with ToME v1.6.0
Notes:
Folks who have helped with bugfixes over the years:
Reca♥den
St_ranger_er
zizzo
• Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments.
Improved Auto-explore and Rest 1.7.2
Showing Items Tier in Inventory 1.7.2
This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first
Useful when in late game you interested only in Tier 5 items
There is an option under "Game Setting"->UI->Sort Items by Tier by default
which is if enabled makes sorting by Tier default when opening Inventory
Otherwise click on 'T' to sort items by Tier
items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables
This mod is safe to use without starting new game
Showing Items Tier in Inventory 1.7.2
Doctornull's Tweak Pack 1.5.10
A collection of tweaks for existing ToME content.
Doctornull's Tweak Pack 1.5.10
Umbral Incantor Evolution for Shadowblade 1.7.6
Adds a new evolution for Shadowblades, the Umbral Incantor.
As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff:
- Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical
- Shadowstep: teleport back to starting location after the attack
- lluminate: will use Shadow Dance without cost or triggering cooldown
- Invisibility: will be cast instantly without cost when Stealth is deactivated (still triggers cooldown)
- Shadow Grasp: will pin for 3 turns instead of pulling
- Shadow Veil: rather than blink and attack, you will cast Shadow Grasp on targets selected (without cost and ignoring cooldown and failure chances)
- Lethality: staffs gain a Dexterity damage modifier equal to twice the crit bonus
- Expose Weakness: (if not on cooldown) will be used instantly when casting Shadowstep (before the return teleport), using stamina as usual and going on cooldown for twice the usual duration
- Blade Flurry: (while sustained) also gain spell cooldown reduction equal to the attack speed bonus and an equal chance on spell hit to cast Channel Staff
- Snap: also affect an equal number of spells ("spell/" category talents)
Umbral Incantor Evolution for Shadowblade 1.7.6
Quickshot and Munitions Expert Evolutions for Archer 1.7.6
Adds two class evolutions for Archer, the Quickshot and the Munitions Expert.
As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot.
As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities.
Quickshot and Munitions Expert Evolutions for Archer 1.7.6
Barbarian Evolution for Berserker 1.7.6
Adds a new class evolution for Berserker, the Barbarian.
As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes.
Barbarian Evolution for Berserker 1.7.6
Stalker Evolution for Rogue 1.6.7
Adds Stalker as a new class evolution prodigy for Rogue.
While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons:
- The Stalker's actions will never break Stealth.
- Effects normally triggered by exiting Stealth will trigger when landing an unarmed critical strike against an adjacent foe (cooldown 8 ).
- Lethality and Dagger Mastery will apply their effects to gloves.
- The Stalker is considered to be wielding Dual Weapons, using unarmed combat stats for both main hand and offhand (damage penalty applies).
Stalker Evolution for Rogue 1.6.7
No More Level Ten Warnings 1.7.0
Removes the "only offers talents at level 10" warning, allowing you to spend category points in advance.
No More Level Ten Warnings 1.7.0
Recaiden's Undead Racepack 1.7.0
This is a compilation of my undead race addons. This will always be the most up-to-date version.
Banshee
Silence and confuse enemies.
Drift through walls.
Cut away healing.
Banshees begin in a small starting zone of their own.
Banshees are unlocked if you have unlocked any other undead.
Mummy
Embalming increases Strength and Willpower
Entangle wraps up an enemy, slowing them, with a low cooldown.
Inevitability wears away at the resistances of your enemies as your own resistances mount.
Uniquely, they have a small secondary racial tree that removes detrimental effects.
Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins.
Mummies are initially locked, and unlock by defeating the Mummy Lord
Wight
Blast enemies with elemental power.
Ignore attacks with your ghostly nature.
Unerringly seek out enemies, even behind walls
Wights begin in a tiny starting zone of their own.
Wights are unlocked by completing the ancient battleground event.
And adds a new prodigy for any undead: Dreadmaster
Chinese translation by gooder1029
Recaiden's Undead Racepack 1.7.0
Artificer Class 1.7.4
Adds an Artificer class to the game.
Artificer is a versatile class that specialize in items.
They are able to craft items and use them in ways that other classes cannot.
Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone.
Requires Embers of Rage DLC
Artificer Class 1.7.4
White Monk 1.7.6
Adds the White Monk, a warrior subclass.
The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers.
Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes.
Rending - Attack your foes from afar and sap their energy.
Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself.
Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool.
Agile Combatant - Move across the battlefield with unmatched agility.
Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks.
Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes.
Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes.
Follow one of the Six Ways with a set of class evolutions for the White Monk:
Way of the Rushing Bull
Way of the Flying Arrow
Way of the Open Palm
Way of the Arcane Flow
Way of the Transcendent Spirit
Way of the Hidden Viper
Full details in the forum thread.
White Monk 1.7.6
Skirmisher Evolutions 1.7.4
Adds the following evolutions:
Mudsligner:
Tap into the wild side of Eyal and enhance your sling mastery with wild-gifts.
Learn Slime, Moss, Call of the Wild, and Fungus at 1.3 mastery.
All of your sling hits have a chance to cast a random Moss talent, centered around the target, or Slime Spit, if all Moss talents are cooling down.
You gain 40% Nature resista nce penetration.
Reqs: 50 Cun, 25 Wil, imbued with draconic power (consume Worm Queen Heart or Wyrm Bile).
Fateslinger:
Become entangled in the webs of fate and enhance your sling mastery with temporal magic.
Learn Temporal Combat, Stasis, Fate Weaving and Spacetime Weaving at 1.3 mastery.
You gain 25 Def, 25% all res, and 25% reduced negative effect duration after a teleport.
While Dimensional Step is not on cooldown, you have a 25% chance when using a talent to blink randomly in a radius of 3 and tune your Paradox.
You gain 40% Temporal resistance penetration.
Reqs: 50 Cun, 25 Mag, defeat the Chronolith Twin and Clone.
Fearslinger:
Unleash your hatred to enhance your sling mastery with dark gifts.
Learn Fears, Shadows, Dark Sustenance and Cursed Aura at 1.3 mastery and gain one level in Defiling Touch.
Your sling hits have a chance to cast Instill Fear and your ranged attacks will now bypass allies.
You gain 20 Mindpower per currently summoned Shadow.
Reqs: 50 Cun, 25 Wil, defeat Ben Cruthard, the Cursed.
Blightslinger:
Harness the power of corruption and enchance your sling mastery with vile power.
Learn Blight, Plague, Torment and Curses at 1.3 mastery.
Your sling hits deal added Blight damage and cause you to enter a bloodlust-induced frenzy, granting a stacking Spellpower bonus.
You gain 40% blight resistance penetration.
Reqs: 50 Cun, 25 Mag, defeat the Rhaloren Inquisitor.
Crystalslinger:
Discover the secrets of the alchemists to construct a handy golem and enhance your sling mastery with icy infusions.
Learn Golemancy, Explosive Admixtures, Frost Alchemy and Stone Alchemy at 1.3 mastery and gain 5 levels in Runic Golem and 1 mana regen.
Your sling hits bypass allies and, if you have alchemist gems in your off-set quiver, each hit has a chance to instantly swap weapon sets and cast Throw Bomb before swapping back.
You gain 40% cold resistance and iceblock piercing and when you apply Ice Armour to your golem it will also gain a damage shield and cast Taunt.
Reqs: 50 Cun, 25 Mag, defeat 5 golems.
Battle Skirmisher:
Embrace the warrior within to become a true menace in battle, no longer limiting yourself to slings, but also striking with your shield, fists, and even your head.
Learn Combat Techniques, Shield Offense, Conditioning and Thuggery at 1.3 mastery.
Weapons Mastery will affect Shields and Unarmed combat, and while you have a sling equipped you will use your Unarmed combat stats as your Mainhand weapon.
Your shield hits will have a 40% chance to trigger a sling attack for 50% damage.
After moving with Rush, you will automatically attack all adjacent foes with Skullcracker. Using Bash and Smash will reset the cooldown of Rush.
Reqs: 50 Dex, 25 Str, defeat 20 foes in melee range.
Sunslinger:
Bathe in the glow of the sun to enhance your sling mastery with celestial power.
Learn Sun, Radiance, Light and Chants at 1.3 mastery.
All sling hits will deal added light damage, and, if you have a temporary damage shield active, increase its power(up to once per turn).
Additionally, sling hits against foes outside the reach of your Radiance will pull them 2 tiles toward you. If they are pulled into your Radiance, they are pinned for 3 turns.
Finally, if you are affected by Sun's Vengance and Sun Ray is not on cooldown, your sling hits will cast Sun Ray on the target (triggering cooldown as usual).
Reqs:50 Cun, 25 Mag, defeat at least 50 foes on lit tiles
Dreamslinger:
Master your mind and the dream forge to enhance your sling mastery with flying hammers and psionic force.
Learn Dream Smith, Discharge, Dream Forge and Feedback at 1.3 mastery. Investing 8 points in Feedback grants 40 mindpower; 12 points in Discharge grants 60.
Sling hits will trigger Dream Smith talents if they are not on cooldown, prioritizing the highest tier, up to once per turn. Talents triggered this way will strike up to range 10 and trigger cooldown and cost as usual.
All of your fire damage is converted to mind damage, you gain 40% mind resistance penetration, and your sling hits generate 8 Feedback.
Reqs:50 Cun, 25 Wil, defeat a foe while you are sleeping.
Note: Age of Ascendancy specific requirements are waived in other campaigns.
Skirmisher Evolutions 1.7.4
Class: Harvester 1.7.6
Adds Harvester class as a wilder subclass.
Hervesters are adept of life and death. They use both Vim and Equilibrium resources.
They believe that blight power can be harmonised with Eyal and they are exploring ways to control it.
Class talents:
- Corruption/Turn to Undead: Turns your enemies to undead.
- Corruption/Living Flesh (locked): Creates oozes from your enemies' flesh.
- Wild-Gift/Lifeforce: Heals you in excess of your maximum life and damages undeads at once.
- Wild-Gift/Harvest: Melee combat talents with your staff.
- Wild-Gift/Seeds: Implants seeds to your enemies and weakens.
- Corruption/Sanguisuge
- Corruption/Blood (locked)
Generic talents:
- Corruption/Eyal's New Law: Controls Vim and Equilibrium
- Technique/Combat Training
- Cunning/Survival
- Corruption/Vile Life (locked)
- Wild-Gift/Call of the Wild
- Wild-Gift/Harmony (locked)
- Wild-Gift/Fungus (locked)
All icons were made by https://game-icons.net/ .
Class: Harvester 1.7.6
Witherer Class 1.7.4
The Witherer is a Corruptor that focusses on slowly killing their enemies.
Witherer Class 1.7.4
Class: Wisp 1.7.0
A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric.
They use only Psi as their resource.
They are unlocked along with Mindslayers.
Class Talents
Technique/Psychic Marksman - Use willpower instead of strength and focus on shooting extremely accurately.
Technique/Psychic Shots - Shoot arrows that pierce targets, knock enemies around, or change direction midair.
Psionic/Idol - Surround yourself with hypnotic auras. The first 3 talents in this unusual tree can be learned in any order.
Psionc/Noumena - Strange manifestations of energy let you disable enemies and hide yourself from view.
Technique/Arrowstorm - (locked) Ranged Combat, but at close range.
Psionic/Unleash Abomination - (locked) Shoot arrows when attacked, shoot arrows when you shoot arrows, and make enemies into arrows.
Psionic/Unleash Nightmare - (locked) Put enemies to sleep and torment them in their dreams.
Generic Talents
Psionic/Mindshaped Materials - Reinforce your light armor, pin enemies down, and summon walls using your command of fine materials.
Psionic/Mindprison - (locked) Put stolen minds to work speeding you up, clearing effects, and recharging your talents.
Psionic/Augmented Mobility
Cunning/Survival
There is also an evolution prodigy for this class, Incarnate Storm.
Incompatible with https://te4.org/games/addons/tome/mv-greenwatch
Class: Wisp 1.7.0
Steel Monk Evolution for Brawler (Cider Fork) 1.7.0
(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk )
Adds a new class evolution for Brawler, the Steel Monk.
As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks.
While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies.
Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery.
Steel Monk Evolution for Brawler (Cider Fork) 1.7.0
Enhanced Wield Replace 1.7.0
Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities.
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite.
NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon.
Enhanced Wield Replace 1.7.0
Enhanced Object Compare 1.7.0
Improves the "Press <control>
to compare" functionality for objects. New features:
- When pressing
<control>
, a note at the top of the text will tell you which object in your equipment is being compared against the current item. - While holding
<control>
, tapping<shift>
will cycle through the objects in your equipment that the current item can be compared to. Useful when wearing two rings, dual-wielding, or using the second weapon set. - (new in v3) Runes and inscriptions in your inventory or store inventories can be compared via
<control>
to corresponding inscriptions on your body.
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite.
Enhanced Object Compare 1.7.0