Shira the level 1 Shalore Spellweaver by ixeroraiga29 (2024)

Table of Contents
Multi-Class Challenge (Slight Edit by Rae) Arendeth's Fork (Edits by Hellcommander/Arendeth) 1.7.4 Adventuring Party 1.7.4 Umbral Incantor Evolution for Shadowblade 1.7.6 Stalker Evolution for Rogue 1.6.7 Weaver Class 1.7.6 Class+Race Pack 1.7.4 Frost Invoker 1.7.6 Reroll and Merchant 1.7.4 Void Scholar - Celestial Class 1.7.0 Class: Astromancer 1.7.0 Evolution for Brawler 1.7.6 Stoneblade Evolution for Arcane Blade 1.7.4 Inferno Race Pack 1.7.0 Hulking Berserker Evolution 1.7.4 Race: Tinkerer 1.7.5 MaDDworlDs' Buy Skills! 1.7.4 Artificer Class 1.7.4 Sun Paladin + Evolution Buff Pack 1.7.4 Sonist Class Evo 1.7.4 Forbidden Cults 1.7.4 Official Expansion! Class: Shining One 1.7.0 Skirmisher Evolutions 1.7.4 Naloren Pack 1.7.4 Harrier class 1.7.0 Faetouched Collection 1.7.0 Possessor Bonus Class 1.7.4 Thalore scaling tweak 1.7.0 Point Credits 1.7.2 Multi Evolutions Fork 1.7.4 Class: Spellweaver 1.7.6 QuickTome QoL Changes 1.7.4 Improved Adventurer 1.7.4 White Monk 1.7.6 Embers of Rage 1.7.4 Official Expansion! Features: ZOmnibus Addon Pack 1.7.4 Barbarian Evolution for Berserker 1.7.6 Outlander 1.7.4 Knight Evolution for Bulwark-Proofread version 1.7.4 Items Vault 1.7.6 Adventurer Mastery 1.7.2 Calligrapher 1.7.4 Ashes of Urh'Rok 1.7.4 Official Expansion! Features: Recaiden's Undead Racepack 1.7.0 Class: Demolisher 1.7.6 Parasite Tweak 1.7.6 Savage Evolution for Cursed 1.7.6 Class: Wisp 1.7.0 Class: Hekatonkheire 1.7.0 Playable Wight Race 1.7.4 Walking Armory Evolution for Marauder 1.7.6 Juggernaut Evolution for Bulwark 1.6.7 Rage Mage class 1.7.0 References
Addons

Multi-Class Challenge (Slight Edit by Rae) Arendeth's Fork (Edits by Hellcommander/Arendeth) 1.7.4

Multi-Class Challenge (Slight Edit by Rae) Arendeth's Fork (Edits by Hellcommander/Arendeth) 1.7.4

Adventuring Party 1.7.4

Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough.

-Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties.
-Select race and class of the party members to be created by raising and lowering free talent levels in a new automatically unlocked talent category and then activate the spawner talent to create a new member.
-Mark characters you no longer want to be deleted on death by selecting them and using that same talent on a character created by it.
-Revive dead party members by channeling a talent for 100 turns.
-Gain full control over each member whenever it becomes their turn by activating a sustainable talent on any of your party members.
-Gold is effectively shared between each party member allowing each character to use stores and trainers as well as benefit from gold based talents.
-Can create any race, class, and gender of which you have unlocked and is able to be played in the infinite dungeon, even from addons.
-Can define any party member's ally compassion by the game's default give orders dialog.
-Can define any party member's self preservation by the game's default give orders dialog.
-Can disable friendly fire damage via a sustainable talent on a per-character basis.

-!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise.
-!To prevent compatibility issues with other addons, the talents this addon use to create new party members still require you to have a talent point to raise them, but will not cost one to raise.
-!This addon will not add its talents to a character that was created without the addon enabled.
-!Due to some potencial save-breaking issues, you will only be able to change zones with your main character selected.

For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version.

Adventuring Party 1.7.4

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

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

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

Class+Race Pack 1.7.4

Adds several new classes and races:
- Bladebender class: Psionic melee fighter that triple-wields daggers and has "meta" talents that can modify other talents.
- Harbinger class: Wilder melee fighter that channels storms through their attacks. More powerful against groups of foes than against single targets. Their class talents do not use resources.
- The Cooler Anorithil class: Revamp of the Anorithil class that must directly alternate between Solar and Lunar talents instead of managing positive/negative energy.
- Zephyr class: Basically a ranged and exclusively lightning-based version of Arcane Blade. Overpowered, not a serious class, and mostly exists to demonstrate instant projectiles.

- Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them.
- Dreamelf race: Overpowered race that can reposition enemies and shorten talent cooldowns.
- Lich race: Undead race that can convert a portion of all their damage into a damage type of their choice.

This addon also makes a couple other changes to make the Zephyr class work:
- Feather Wind is no longer snapshottable, provides less defense but provides both melee and ranged defense, and its maximum encumbrance is no longer spellpower-dependent.

Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers.

You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below.

Weight: 134953

===== Credits =====
As in vanilla, all talent icons are from http://game-icons.net/ and licensed under CC-BY 3.0. Class icons are from https://opengameart.org/content/painterly-spell-icons-part-4 and https://opengameart.org/content/11-planet-sci-fi-set .

Sounds:
http://freesound.org/people/pingel/sounds/2689/ CC 0
http://freesound.org/people/artifact/sounds/29675/ CC BY 3.0
http://freesound.org/people/BOBtheROSS/sounds/244358/ CC BY 3.0
http://freesound.org/people/CGEffex/sounds/98335/ CC-BY 3.0
http://freesound.org/people/Ephemeral_Rift/sounds/77370/ CC BY-NC 3.0
http://freesound.org/people/jameswrowles/sounds/248219/ CC BY 3.0
http://freesound.org/people/Julien%20Matthey/sounds/105016/ CC 0
http://freesound.org/people/misosound/sounds/251759/ CC 0
http://freesound.org/people/nicStage/sounds/64460/ CC BY 3.0
http://freesound.org/people/benjaminharveydesign/sounds/315914/ CC 0
http://freesound.org/people/misosound/sounds/251759/ CC 0
http://freesound.org/people/werra/sounds/232130/ CC 0
http://freesound.org/people/bspiller5/sounds/157616/ CC 0
http://freesound.org/people/qubodup/sounds/219566/ CC-BY 3.0
http://freesound.org/people/gezortenplotz/sounds/20135/ CC-BY 3.0

===== Changelog =====
1.1.1:
- Added Moon Fox race
- Bug fix: Dreamelf/Moon Fox gender restriction now works fully
- Simplified Resistance to give all resistance instead of physical, fire, cold, lightning, and acid resistance, and greatly reduced its resistance value to be more in line with Thick Skin (i.e. it sucks now)

1.1.0:
- Updated for ToME version 1.7.2 (including translation support)
- Changed some talents to mitigate ToME's crit tracking bug ( ). Talents with non-damaging effects that crit (e.g. Countershock, Solar Shield) now try to preserve previous crit state; other affected talents are detailed individually below.
- Redesigned all combatTalentLimit() calls, attempting to adapt to 1.7's change to combatTalentLimit() shape.
- Slight changes to various talent descriptions for consistency.
- Bladebender:
- Bug fix: Deja Vu no longer routinely fails to force its target and no longer infinitely repeats talents with coroutines
- Bug fix: Specialty can no longer be used on prodigies
- Bug fix: Specialty now calls on_mastery_change and updates talent passives correctly
- Bug fix: Eliminated an accidentally-left-in debugging line (printed "asdfasglasldgkj" when Project reactivated after leveling up)
- Air Parry now prints its message right before destroying a projectile instead of right after
- Cooler Anorithil:
- Bug fix: Selenelion now provides the correct amount of extra spell crit multiplier
- Bug fix: Ad Astra no longer refers to Jumpgate in its failure message (text-only bug)
- Crit tracking bug mitigation: Syzygy talent now uses instant bolts instead of projectiles, tries to preserve previous crit state, and uses its own crit state for its damage
- Crit tracking bug mitigation: Star Song beams now crit individually
- Crit tracking bug mitigation: Solar Flares explosions now crit individually
- Resistance's talent level scaling curve for its resistances adjusted (lower values at talent level 1, higher values at higher talent levels)
- Solar Shield duration reduced to 5 (from 10); the long duration was a holdover from when Bathe in Light could be obtained from escorts
- Solar Shield's description now includes damage shield power and duration bonuses
- Harbinger:
- Finally got rid of the Tremor category.
- Crit tracking bug mitigation: Flashover now tries to preserve previous crit state and uses its own crit state for its damage
- Fortress of Ruin now provides evasion instead of a variant of crit shrug.
- Resistance now provides slightly more resistance
- Resistance's resistance cap bonus now converges instead of scaling at ^0.5
- Fortitude now scales linearly (previously ^0.75) and generally gives slightly more saves
- Lich:
- Bug fix: The Lich talent now describes the effect of 1.7 critical shrug instead of 1.5 critical shrug.
- Ancient Knowledge now has a safeguard for talent categories that are known by the actor but don't actually exist (fixes compatibility with Arcanist class from Arcanum).
- Zephyr:
- Bug fix: Lightning Phase's damage can now crit
- Crit tracking bug mitigation: Hail of Destruction's spell crit now happens per-target for the lightning explosion, instead of before doing the archery attack

1.0.1:
- Removed some debugging print() calls
- Bug fix: Vortex now attributes its damage correctly (allows it to trigger "Talent on hit (mindpower)" directly)
- Bug fix: Ancient Knowledge no longer affects mastery of prodigies (coincidentally fixes Adept error)
- No longer modifies Tempest because its snapshotting is fixed in Bugfix Pack.

1.0.0:
- Initial release
- Changes to the classes and races:
- All content updated for ToME4 version 1.6.7
- Removed legacy talents/effects/etc. that were kept for save compatibility in the original addons, since this is a new addon (and 1.6 is not save compatible with 1.5 anyway)
- Some indentation cleanup
- Edited some descriptions
- Bladebender:
- Bug fix: The sound effect for Break Guard now accounts for the enemy shrugging off the disarm or stun
- Bug fix: Deja Vu recursion guard no longer sticks around slightly longer than intended when the Deja Vu sustain is deactivated
- Bug fix: Deja Vu now has a message when its chosen talent is lost, like the other Talent Perfection talents
- Bug fix: Specialty now updates the passive effects of non-passive talents
- Bug fix: Waiting Blades now only attacks hostile creatures as it claims
- Lesser Weapon Focus can now trigger from all attacks that did not originate from Lesser Weapon Focus, but has a lower trigger chance
- Reduced healing and psi gain from One With Blades by 1/3
- Healing and psi gain from One With Blades is no longer rounded
- Perforate now uses blood color
- Talent Perfection messages for talents being lost no longer begin with a space
- Dreamelf:
- Updated experience penalty to match the change to Shalore
- Updated healing infusion to be inscribed instead of in inventory, to match changes to other races
- Cooler Anorithil:
- Bug fix: Finally implemented Sear and Numb with callbackOnDealDamage, fixing them searing/numbing through damage shields. Also can I just say that death_note is a really bad variable name
- Bug fix: Solar Focus Target now actually removes itself if the source dies or otherwise disappears
- Bug fix: Solar Focus now deactivates immediately upon changing levels
- Bug fix: Solar Flares no longer fails to roll crit and shift alignment when it doesn't find any targets
- Renamed from "Anorithil" to "Cooler Anorithil" and is now separate from the vanilla class (no more monsters with it)
- Added class icon
- Added "SOLAR_", "LUNAR_", "LIMINAL_", to unprefixed talents' internal names to reduce the chance of addon conflicts.
- Talents with 3D sounds no longer lose volume with distance, and have had their panning adjusted
- Changed Cunning/Survival mastery from 1.1 to 1.0
- Replaced Duality's projectile deflection chance with a much lower chance to avoid damage
- Reduced the amount of critical chance from Selenelion
- Reduced the damage of Spontaneous Combustion
- Renamed the new version of Corona to Syzygy
- Renamed the new version of Jumpgate to Astral Gate
- Renamed the new version of Jumpgate: Teleport To to Ad Astra
- Renamed the new version of Moonlight Ray to Lunar Ray
- Renamed the new version of Searing Light to Solar Light
- Renamed the new version of Shadow Blast to Shadow Burst
- Renamed the new version of Starfall to Dark Star
- Renamed the new version of Totality to Occultation
- Renamed the new version of Twilight Surge to Twilight Pulse
- Increased minimum pitch of Lunar Ray sounds
- Increased minimum pitch of first Shadow Blast sound
- Increased minimum pitch of first Solar Light sound
- Increased volume of Occultation sound
- Harbinger:
- Bug fix: Particles for Channel Fire, Channel Cold, and Cyclone are no longer lost on save/load
- Bug fix: Cyclone particles now disappear if it is completely unlearned
- Added "HARBINGER_" to talents' internal names to reduce the chance of addon conflicts
- Capped all talent radii at 10
- Arc now attacks monsters in order of how many arc steps it took to reach them, with ties broken randomly
- Arc now has a safeguard against stack overflows when attacking extremely long chains of monsters (chains shorter than 127 monsters are unaffected, so it can still hit over 16,000 monsters)
- Reduced the effect of Chill
- Adjusted scaling of Countershock's cooldown with talent level, nerfing it at talent level 2+
- Reduced Cremate's heal by 70% but removed its once-per-turn restriction
- Cremate no longer plays a sound
- Increased Cyclone's damage by 50%
- Made Electrical Disruption's cooldown scaling less extreme at low talent levels
- Electrical Disruption now plays its sound at the user's location instead of the target's
- Reduced the number of effects removed by Electrical Disruption
- Halved Flashover damage.
- Reduced Flashover radius (matches new Storm Conduit radius)
- Foreshock's sound now has randomized speed
- Reduced the amount of evasion given by Megathrust
- Changed Mist's life regeneration to scale with talent level only (not mindpower), but increased its healing modifier bonus. This also fixes the snapshotting bug with the life regeneration
- Reduced the amount of physical power given by Mountain Mover (now that weapon masteries give less)
- Storm Conduit's radius now scales with talent level
- Storm Conduit's sound now has randomized speed
- Greatly reduced Storm Conduit damage, due to Cremate now being able to trigger it multiple times per turn
- Reduced the effect of Suppressing Fire, especially at low talent levels
- Vortex's sound now has randomized speed
- Reduced the number of effects removed and wards given by Torrent
- Lich:
- Due to 1.6 inscription changes making undead MUCH less bad, this race had to be nerfed a lot.
- Increased experience penalty from 0% to 20%
- Removed stun immunity (farewell consistency with NPC liches)
- Reduced life rating from 10 to 8
- Absorb Essence now recovers steam
- Ancient Knowledge's Infinite Dungeon hack revised to be monotonic (going from slightly below effective talent level 10 to slightly above it no longer makes the talent worse)
- Reduced the crit shrug chance on the Lich talent by about 28%
- Reduced the Cunning-based saves on the Lich talent by 1/3
- Zephyr:
- Bug fix: Recharge now uses callbackOnDealDamage, fixing e.g. 0 damage hits providing mana
- No longer starts in Angolwen because Abashed Expanse is obnoxious
- Self-targeting with Lightning Phase now gives Stormshield instead of Elemental Surge: Lightning (which was similar to Stormshield before 1.6), with a threshold of 0.01 and a small number of charges
- Greatly reduced the flat damage reduction from Static Shield
- Storm Infusion is now passive
- Reduced Sylph's damage avoidance chance
- No longer has Spell/Phantasm or modifies its talents; starts with Disperse Magic instead of Illuminate
- No longer alters Chain Lightning or Thunderstorm
- For consistency with vanilla, the Mobile Defense talent no longer applies to the Feather Wind defense bonus (only relevant in combination with other third-party addons)
- The Storm Fury artifact no longer grants Storm Archery mastery

Class+Race Pack 1.7.4

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

Reroll and Merchant 1.7.4

The Taels of Maj'Eyal (ToME) Addon: It allows to select both a merchant and item reroll.

Reroll and Merchant 1.7.4

Void Scholar - Celestial Class 1.7.0

Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum.

Unique talent trees:
Logia (generic): Three forbidden chants to turn away slings, arrows, and everything else!
Void (generic): Render foes impotent before the majesty of the Void!
Vacuum: Draw upon the cosmic vacuum to replenish your resources!
Dilation: Pull space apart like putty to shred your foes!
Chaos: Crumble away your foes' defenses with the Void's power!
Collapse: Slowly crush enemies down to nothing under the Void's relentless weight!
Subspace: Ride and shape the Void to control the battlefield!
Dissolution: Dissolve away the material world to erode the strength of those who oppose you!
Genesis (locked): Repaint the world in your image to build overwhelming power!
Hyperspace (locked): Stretch and bend the universe to resculpt existence and unleash untold destruction!
Terminus (locked): Bring the slow, inevitable doom of the universe upon your foes!

All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing.

Void Scholar - Celestial Class 1.7.0

Class: Astromancer 1.7.0

A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals.
Their basic trees summon and support Fire, Ice, and Lightning Elementals, as well as providing utility effects.
Their unlockable advanced trees rain down Meteors and twist Time Elementals into being.
They start with Chants, and a new tree in the vein of chants and hymns. They can unlock Celestial Light.

Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others.

This mod should be compatible with just about everything.
Superloads

  • data/talents/uber/mag to support Blighted Summoning
  • mod/class/interface/combat.lua to support Glacial Path's speed boost.

Sounds remixed from samples by Mike Koenig under CC-BY 3.0

Class: Astromancer 1.7.0

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

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

Inferno Race Pack 1.7.0

Adds a collection of my races.

Inferno Race Pack 1.7.0

Hulking Berserker Evolution 1.7.4

Introduces a class evolution for Berserker. Taking this class evolution allows one to wield a 2H weapon in each hand, as well as making his punches more powerful.
1.1.0 update/更新
增加中文汉化。通臂狂战士。作为狂战士的进阶,允许双手各持握一把双手武器,同时使徒手攻击也更加强力。

Hulking Berserker Evolution 1.7.4

Race: Tinkerer 1.7.5

Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point.
More precisely, this race is a Cornac with no starting category point, that has been birthed with the tinker escort category point reward that is granted by the Ancient Automated Teacher, without the 500 gold cost.

I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics.

Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not.

---Changelog---
- v1.0.3 Update to tome4 1.7.5
- v1.0.2 Version/changelog updated everywhere
- v1.0.1 Git rebase nonsense
- v1.0.0 Initial release

Race: Tinkerer 1.7.5

MaDDworlDs' Buy Skills! 1.7.4

Have extra cash? Buy some new class and generic talent trees!

The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold!

Shout out to AkaviriBlade for all the leg work!

Thank you for downloading, hope you enjoy!

(Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!)

(any mod that overwrites this staff shop will, ofc, not work together!)

MaDDworlDs' Buy Skills! 1.7.4

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

Sun Paladin + Evolution Buff Pack 1.7.4

Buffs talents for Sun Paladins, as well as their evolutions.

Sun Paladin

  • Righteous Strength now gives +1 size category at level 5.

Fallen

  • Your attacks bypass bleed resists.
  • Brutalize now hits around the user, and inflicts stun and confusion.
  • Increase damage of Darkside and Dark Sun talents.
  • Devourer Stance is now instant.
  • Splatter Sigils also restores hate.
 

Avatar of a Distant Sun

  • You now have full Light conversion, and innate Light respen.
  • Celestial/Light, Suncloak talents are instant.

Sun Paladin + Evolution Buff Pack 1.7.4

Sonist Class Evo 1.7.4

Knockback based class evolution for bulwark

Sonist Class Evo 1.7.4

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!

Shira the level 1 Shalore Spellweaver by ixeroraiga29 (1)
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.

Shira the level 1 Shalore Spellweaver by ixeroraiga29 (2)
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.

Shira the level 1 Shalore Spellweaver by ixeroraiga29 (3)
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...

Shira the level 1 Shalore Spellweaver by ixeroraiga29 (4)
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 ...

Shira the level 1 Shalore Spellweaver by ixeroraiga29 (5)
"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

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

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

Faetouched Collection 1.7.0

In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic.

New paths opened by the Fae currently include:

Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel!

Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream!

Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic!

Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete!

Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future!

Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning.

Faetouched Collection 1.7.0

Possessor Bonus Class 1.7.4

Donators/Buyers bonus!

Possessor Bonus Class 1.7.4

Thalore scaling tweak 1.7.0

Changes Gift of the Woods to scale with the highest of willpower and dexterity and Nature's Pride to scale with the highest of willpower and strength. I did this, because I felt like there was very little use for thalore outside of willpower classes. Do whatever you want with it.

Thalore scaling tweak 1.7.0

Point Credits 1.7.2

Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to.

This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :>

No actual penalties for loaning the points are implemented or intended to be implemented.
No other limits are pushed, either - you'll only be able to do what you'd be able to if you had a couple of extra thousands of points (which is basically how this addon works internally, by the way).

Design premises

While there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :>

Compatibility

  • This addon is designed to be as thin as possible and compatible with virtually any other addons, including the ones that alter level-up and prodigy dialogs.
  • It should also be possible to add this addon to an existing character without any issues.
  • If any compatibility problems arise, please let me know and I'll try to fix the issue!
  • Known possible bug: If an exception arises somewhere inside official point-handling code, the clean-up wrapper will not get executed correctly. That being said, if that does actually happen, you'll most likely have much worse problems than being stuck with a bunch of extra character points - but still, please let me know and I might get to implement a correct exception handler. :>

Pecks

  • also, pecks from Voxxy :>

Point Credits 1.7.2

Multi Evolutions Fork 1.7.4

Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions.
This is yet another fork of pisastrish's mod (https://te4.org/games/addons/tome/evolve_adven1).
There is only a small change so that it checks for the adventurer class instead of the subclass.
It should affect both the adventurer, wanderer and other adventurer subclasses added by addond (wanderer3in1 for instance)

Do not use with another version of the same addon, they are not compatible with eachother.

Multi Evolutions Fork 1.7.4

Class: Spellweaver 1.7.6

Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components.
For example, a Spellweaver might make a spell using the Fire element, the Beam shape, and the Damage Over Time effect to make a simple Damage over Time Fire Beam. However, spells can get vastly more complicated, with things like a "Grand Checkerboard of Eclipsing and Feverish Wallweaving and Prismatic and Radiat Lingering Harm" if you want to be way over the top.
Additionally, Spellweavers can make shielding and teleportation spells with components too, although all three types of spells use the same slots.
Spellweavers who are Humans, Elves, Dwarves or Undeads will also begin in Wovenhome in the East and have a special dungeon to start the game.

Note: If you need to make a bug report, please use the forum thread:
I will not reliably respond to any messages here in any reasonable amount of time. The ToME Discord is also a good method.

Class: Spellweaver 1.7.6

QuickTome QoL Changes 1.7.4

Changes to make ToME faster to play without providing gameplay advantages.

You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below.

Weight: 216890

Full list of effects

- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush.

- Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate.

- Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively.

- Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight.

Credits

The icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html
The sprite used for Orb of Communication is based on existing Tales of Maj'Eyal graphics and may not be used in other games.

Changelog

- This version is not compatible with savegames from previous versions!
- Rolled Orb of Communication, No Achievement Pop-Ups, and Convenient Digging into this addon with improvements, and renamed "QuickTome QoL Changes" (previously "QuickTome: Improved Recall")
- Updated for ToME4 version 1.6.7
- Bug fix: Recall teleportation and Orb of Communication can no longer be screwed up by triggering them while controlling e.g. a golem instead of the player character
- Bug fix: Recall teleportation no longer allows teleporting to Derth when you shouldn't be able to
- Bug fix: Recall teleportation will no longer crash in custom campaigns. (do any of these exist?)
- Bug fix: Recall teleportation finally deals with Ruined Halfling Complex, Sher-Tul Fortress, and Unremarkable Cave wilderness position setting.
- Bug fix: Recall teleportation falls back to vanilla behaviour in "sub-zones" such as intimidating caves.
- Bug fix: The Kruk Pride zone exit and similar exits now offer teleportation (after you've generated the world map, of course!).
- Recall teleportation no longer allows you to postpone encountering Crypt of Kryl'Feijan or Godfeaster.
- Recall teleportation no longer allows you to teleport to Thieves' Tunnels or Tempest Peak.
- Recall teleportation can now only be used after you've generated the world map by visiting it once (campaigns often expect you to generate the world map before entering some zones).
- Orb of Communication is now instant to use
- Orb of Communication can no longer be used in areas where Rod of Recall cannot be used
- Orb of Communication finally has a custom sprite
- Orb of Communication no longer offers combat/staff/mindstar training (the conditions for when you can get staff training are too complicated...)
- Safeguarded against Orb of Communication being used while not controlling the character
- Convenient Digging is no longer implemented as a sustained talent (since it interacted with Entropy and such). Instead, digging mode is indicated in the effect area like Cloak of Deception.
- Convenient Digging now automatically uses the Dig talent instead of replacing the talent. This fixes all digging time disparities.
- Convenient Digging now only digs when you try to move into a feature that is actually diggable and there are no hostiles in sight.
- You can now toggle achievement pop-ups in the UI options.

- Fixed Drem being able to teleport to Dwarf starting zones
- Updated Zigur conditions for ToME 1.5.10 (took me long enough...)
- Allowed teleporting to Ruined Dungeon in Embers of Rage
- Allowed teleporting to Occult Egress

- Updated for qt-zone-overhaul version 1.0.32

- Updated for qt-zone-overhaul version 1.0.27

- Updated for qt-zone-overhaul version 1.0.22

- Updated for qt-zone-overhaul version 1.0.18
- Capitalization fix (cosmetic only): Rak'Shor Pride -> Rak'shor Pride

- Updated for ToME4 version 1.4.8
- Added Orcs: Embers of Rage support
- Cleaned up some dead code and clarified a comment

- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added
- Wilderness position is now set for randomly placed zones

- Fix Murgol Lair exit position

- Fix regression in tier 1 zone teleports for non-Zone Overhaul games
- Fix "Never Look Back And There Again" achievement being awarded when it shouldn't
- Fix teleport conditions to give the proper results for Sunwall characters that haven't gone west
- Updated for future Zone Overhaul version

- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs

- Allowed teleporting via zone exits, not just the Rod
- Removed the Thieves' Tunnels and Crypt of Kryl-Feijan as worldmap encounters, since you would always prefer to teleport to them instead anyway
- Added Shatur and Elvala to the teleport list
- Made wilderness position adjustment a little safer, and clarified a comment about it
- Don't allow teleporting to Tempest Peak without meeting the prerequisites

- Updated for qt-zone-overhaul 1.0.13

- Fix typo that caused Briagh's Lair to be accessible when it shouldn't

- Updated for qt-zone-overhaul 1.0.11

- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else.

- Updated for qt-zone-overhaul 1.0.4
- Added compatibility section (really wanted to get 1.0.0 out as soon as possible!)

- Initial release

QuickTome QoL Changes 1.7.4

Improved Adventurer 1.7.4

Allows adventurers to use talent trees from every classes and races, including those from addons.

This addon is designed as a more "addon friendly" alternative to Much more Adventurous.
(It doesn't, however, add the misc and legacy talents)

It takes talents directly from the subclass/subrace list so it should :

- Bypass race/class compatibility
(Allowing Skeletons to take Wyrmic talents, or Cornacs to use those from the Stone Warden for instance.)

- Take talents trees from NPC only classes/races
(In the base game, that would be the two talent trees of the golem.)

- Ignore the locks
(Allowing Adventurers to use talent trees from classes you haven't unlocket yet, or things like Demented/Scourge Drake.)

Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected.

Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1

It should be compatible with most classes and races from other addons.

Improved Adventurer 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

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

ZOmnibus Addon Pack 1.7.4

Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.

    Includes the following addons:

    • Notes to Self
    • Timed Rest
    • Talent Point Planner
    • Opt-in Adventurers Parties
    • Inventory Show All Tabs By Default (thru v12d)
    • Tier-1 Short Circuit Option
    • "Save" Talent/Stat Points
    • Use Item Shortcuts (as of v5)
    • Auto-Transmo Gems (as of v5)
    • Online Indicator (v6a thru v13d.3)
    • Inventory Sort Order (as of v7)
    • Store Wish List (as of v8)
    • Inventory Keys (as of v8)
    • Alternate Zones Option (as of v10)
    • Go to Landmark (as of v11)
    • Enhanced Object Compare (as of v12)
    • Enhanced Wield Replace (as of v14)
    • Pragmatic Heroism (as of v14b)
    • Prodigious Progress (as of v14c)
    • Savefile Notes (as of v15)
    • Item Notes (as of v15)
    • Passive Cooldowns (as of v15)
    • Low Health Popup (as of v15)
    • Restart Sustains (as of v15)
    • Effects Under Actors (as of v16)
    • Juggle Hotkeys on Unwield (as of v16)
    • Longer Character Names (as of v16)
    • Das BLinkenlights (as of v16)
    • Wall Clock (as of v16)
    • Curse Levels (as of v17)
    • Displacement Tracking (as of v17)
    • Examine Floor Stack (as of v17)
    • Verbose Crystal Resonance (as of v17)
    • Golem Gender (as of v17)
    • Self-Portrait Over Grass (as of v17)
    • Semi-Roguelike Mode (as of v17)
    • Menu Keys (as of v17)
    • Reflected Golem (as of v17)
    • Roguelike Keybindings (as of v17)
    • Tooltip Cleanup (as of v17)
    • Time Shield Tracking (as of v17)
    • Alchemist Notifications (as of v17)
    • Don't Summon While Meditating (as of v17)
    • Herald of the Herald (as of v17)
    • Roguelike Chat Guard (as of v17)
    • Sword-n-Boardin' (as of v17)
    • Plot Disarming (as of v17)

    A superset of ZOmnibus Lite.

      Frequently Asked Questions:

      • What's the difference between ZOmnibus and ZOmnibus Lite? Can I use them both together?
      • What game options does ZOmnibus provide to configure its behavior? (updated for v16)

      ZOmnibus Addon Pack 1.7.4

      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

      Outlander 1.7.4

      Adds Outlander as a playable human subrace, he has VERY UNIQUE talents.
      T1: learn skills from killed enemies with the cost of some exp.
      T2: better chance to get egos on random items.
      T3: control an enemy by paying money.
      T4: boost player's rank.

      v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy.

      Outlander 1.7.4

      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

      Items Vault 1.7.6

      Donators/Buyers bonus!

      Items Vault 1.7.6

      Adventurer Mastery 1.7.2

      Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics.

      Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class.

      This addon should be compatible with either :

      Slightly More Adventurous :

       - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents

      Much More Adventurous :
      - temporarily incompatible (use previous version of this addon instead)

       - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. 

      Improved Adventurer :

       - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer 

      Note : use only one of those three. They are not compatible with eachother

      Adventurer Mastery 1.7.2

      Calligrapher 1.7.4

      Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink.
      The goal is to make a class where instantly dashing into the middle of a pile of rares and laying about with AoEs is the correct way to play, rather then elaborate suicide.
      They primarily deal darkness damage, with secondary fire and blight elements.
      They use the brand-new Ink resource, notable for having a hard cap of 100 Ink. Ink is restored by killing high ranked enemies, or by damaging yourself with Blood Distillation.
      Aside from the usual unlocked Combat Training and Survival, Calligrapher uses completely unique trees. It has 4 unlocked class trees, one locked class tree and one generic tree.

      Planned changes:
      -I have an idea for another locked class category
      -I might add another generic category as well
      -A few of the sustains might have particle effects added to them, like Divine Cipher
      -It is distantly possible that I might add sound effects to the class. I'm generally not a fan of ToME's sound design though, so this is unlikely.

      I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking.
      If you run across any bugs then please report them. Include the relevant lua error and whether you have any other addons active.
      There shouldn't be any other addon conflicts, since I've made liberal use of shortnames and haven't superloaded anything destructively, but it's still possible that there are some.
      I do still recommend having as few non-essential addons active as possible, but this addon shouldn't affect even non-Calligrapher playthroughs due to the class being disabled on random enemies.

      Calligrapher 1.7.4

      Ashes of Urh'Rok 1.7.4

      Official Expansion!

      Many in Maj'Eyal have heard of "demons", sad*stic 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 sad*stic 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

      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

      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

      Parasite Tweak 1.7.6

      Tweaks the Parasite resurrection to modify the current player doll (equip slot loadout) instead of switching to a fixed doll, making it play nicer with other doll modifications (such as from the excellent Weaver class addon).

      Parasite Tweak 1.7.6

      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

      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

      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

      Playable Wight Race 1.7.4

      Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order.

      Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature.

      Models by Rexorcorum.

      Playable Wight Race 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

      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

      Rage Mage class 1.7.0

      Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things.

      Rage Mage class 1.7.0

      Shira the level 1 Shalore Spellweaver by ixeroraiga29 (2024)

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