Bear Race 1.7.6
Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear.
Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree.
The mod is an early work in progress. A future development goal is to adjust dialogues and create new scenarios to reflect a bear's limited communication capabilities.
Racial talents
- Maul: You gain two powerful unarmed paw attacks. Despite being unarmed, you can use your paws to perform most attacks that would normally require melee weapons.
- Ironhide: Gain strong defences that scale with physical power, and the ability to treat your tough hide as light armour
- Ursine Ingenuity: Reduce all cooldowns and increase almost all stats granted by the few items you can actually wear
- Huge. Angry. Bear.: You become far larger, faster, tougher, and stronger.
Bear Race 1.7.6
Schematics of Ascendancy 1.7.4
Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20.
Schematics of Ascendancy 1.7.4
Troll Race. 1.7.2
This addon adds Trolls as a playable race to the game.
Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire.
Their racial abilities scale with their size. A huge troll is a strong troll, but the higher they grow, the deeper they fall.
Race Stats:
Str = 3
Mag = -3
Will = -2
Dex = -1
Con = 5
Liferating = 18
Exp-Penalty = 1.4 (Trolls aren't known for learning things fast)
Size = Big (Increases with your racial abilites)
Fear Immune
Talents
Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size.
Scent(Active): Reveals the map around you, gives you a speedboost.
Resilience of the Trolls(Passive): Increases saves and size category. Scales with size.
Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category.
I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently.
Troll Race. 1.7.2
Rod of Dissipation 1.7.0
Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot
Rod of Dissipation 1.7.0
Ashes of Urh'Rok 1.7.4
Official Expansion!
Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
- Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.
- Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.
- Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!
- Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!
- Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!
- Between the aforementioned classes and Doomelves, a whopping 75 new talents!
- Unlock two new cosmetic options! You know you've always wanted demon-horns.
- Two new events, appearing anywhere in Eyal!
- 20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!
- 7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!
Ashes of Urh'Rok 1.7.4
Draconians 1.7.2
Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible.
Draconians 1.7.2
Danger Alert 1.7.6
Add a display of estimated threats in monster's tooltip.
By the way, fix that steamsaw's weapon damage should be correctly displayed in tooltip.
Danger Alert 1.7.6
Tinker Tinkering 1.7.0
A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
- New tinker recipe Regeneration Salve.
- In the Create Tinker dialog, place initial focus in the recipes list for ease of keyboard navigation.
- Expand the descriptions of schematics in tinker stores and recipes in the Create Tinker dialog to include more useful information.
- For characters with both a transmogrification chest and an Automated Portable Extractor, the latter will automatically be used for items that yield ingredients when melted, and the former will be used for the rest for fortress energy (controlled by game options "Gameplay | Multiplexed transmogrification" and "Gameplay | Multiplexed transmogrification minimum tier").
- Schematics for tinkers you've already learned can optionally be listed in a different color in stores and in player inventory for easier distinction (controlled by game option "Gameplay | Highlight learned schematics in stores").
Tinker Tinkering 1.7.0
Actually Useful Artifact Steamguns 1.3.0
Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier.
Frequently Asked Questions:
- Hey! I found an artifact steamgun with a short range!
Actually Useful Artifact Steamguns 1.3.0
Tinker Cave for Everyone 1.7.0
Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort.
Tinker Cave for Everyone 1.7.0
Tinker Gem Flexibility 1.7.0
Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
- Mana Coil: previously required sapphire for all tiers; now requires agate/amethyst/emerald/sapphire/pearl
- Arcane Dynamo: previously required amethyst for all tiers; now requires agate/amethyst/emerald/sapphire/pearl
Frequently Asked Questions:
- Why do this?
Tinker Gem Flexibility 1.7.0
Celestial Evolution and Buff Pack 1.7.4
Evolutions for Celestials, as well as buffs for their talents.
Anorithil:
Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.)
Avatar of a Distant Sun: (base game Sun Paladin Evolution)
- Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.)
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.
THANK YOU: This is a fork of Aeternis' original mod!
Celestial Evolution and Buff Pack 1.7.4
Race: Leprechaun 1.7.4
Adds leprechauns as a new race. They are especially lucky and cunning magical halflings.
Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck
Racial talent tree:
Luck of the Leprechaun - Activate to increase your critical strike chance, defense, and defense against projectiles for a limited time.
Pot o' Gold - Passively increase Physical, Mental and Spell Saves based on the amount of gold you possess.
Lucky by Design - Passively increase confusion resistance and improves the contribution of primary stats on infusions and runes. At level 5 you are instantly granted a new inscription slot without needing to spend a category point.
Too Clever by Half - Activate to remove detrimental effects and heal yourself.
https://github.com/Werekracken/tome-leprechaun
Changelog
- v1.0.0 Initial release
- v1.0.1 Playtest balance tweaks. Flipped crit chance and defense on Luck of the Leprechaun. Nerfed healing on Too Clever.
- v1.0.2 Remove the exp penalty because they are not OP.
Race: Leprechaun 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
Werekracken's Beholder Fork 1.7.2
This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork.
Adds Beholders as a playable race and the Mage Eye as a Beholder only class.
Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow.
https://github.com/Werekracken/tome-wkbeholder
---
Beholder race
Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes.
-2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning
+ 10% Lightning, Fire, and Cold resist
-20% movement speed
Race trees
- race/beholder: Basic abilities common to all Beholders.
- technique/tentacle-combat: Strike nearby foes with your tentacles.
---
Mage Eye class
Mage eyes focus on harnessing the powers of their eyestalks.
+ 6 Magic, +3 Willpower
Generic trees
- spell/aegis
- spell/divination
- spell/conveyance
- cunning/survival (locked)
- technique/tentacle-combat: Strike nearby foes with your tentacles
Class trees
- spell/phantasm (locked)
- spell/meta
- spell/fire-eye: Flame eye abilities
- spell/frost-eye: Frost eye abilities
- spell/lightning-eye: Lightning eye abilities
- spell/central-eye: Central eye anti-magic abilities
- spell/tri-beam (locked): Refocus your central eye's energies. You must reach the 3rd beholder growth stage to be able to learn this talent tree.
- spell/death-eye (locked): Death eye abilities. You must reach the 5th beholder growth stage to be able to learn this talent tree.
---
Changelog
- v1.0.0 Took out some logic around redefining some AI rules for talent usage because it was breaking this from loading and breaking other add ons as well. Made Temporal Gaze thralls so that you can't switch and control them because that was causing errors too.
- v1.0.1 Fixed an issue that caused bump attacks to error in conjunction with other addons.
- v1.0.2 Fix Channel Mastery to correctly randomly use known masteries. Add sounds for Frost Laser and Lightning Laser.
- v1.0.3 Make Beholder playable in Embers of Rage.
- v1.0.4 Make all classes (except wilders) available to the Beholder race. Make beholders levitate by default instead of at stage 5 growth. Changed them from starting with 10 infravision to getting +2 infravision for each growth stage.
- v1.7.3 Bumping version number to fix the fact that tome version and addon version got switched up.
- v1.7.4 Change Temporal Gaze to not kill the target when it's over and to not follow you around. Reduce cooldown and duration of Temporal Gaze. Fix talent cooldown reduction while beholder addon is active (like with Windtouched Speed).
- v1.7.5 Make the Beholder cosmetic size changes into actual size changes as well. Add handling of Nekarcos's Quality of Life 07: Visible Size Categories addon. Fix instant graphic update on size changes.
- v1.7.6 Update all beholder character models with new art from Rexocorum! Increase the amount of points it takes to grow for stages 3/4/5 and update the Beholder race quest information in the quest log. Take out display size changing with growth because Nekarcos's Quality of Life 07: Visible Size Categories addon does a much better job of that. Add display of equipment for the Beholder and it's cloaked human model (but not at the character creation menu because of reasons.) Fix issue where growing while Cloaked made your character tile disappear. Take out chance for unique gems and rings on birth. Add quiver slot back in because some classes need it.
- v1.7.7 Fix starting rings. Improve quest information about growth. Fix alchemist golem tile.
- v1.7.8 Add a ring slot to replace the one lost by the quiver.
- v1.7.9 Re-fix beholder tile update on growth. When you change faction via your Cloak ability, the faction of your summons change with it. Take out T_ARMOUR_TRAINING = 2 from Beholder race definition, that should be class based.
- v1.7.10 Normalize talent levels (.0 or .3).
- v1.7.11 Fix Absorb Magic so you can only drain items whose material level is equal or higher than your growth stage (it wasn't being applied to unique and rare items).
- v1.7.12 Fix the Draining Gaze map effect so you can see the area of effect of your gaze.
- v1.7.13 Take the innate Use Tentacles off of non-Mage Eye Beholders and give them Tentacle Combat generic tree unlocked at 1.0 mastery (to help make up for not being able to wear most gear), and make Channel Mastery useful for classes other than Mage Eye. Fix error when trying to unlearn Tentacle Mastery. Add some base game spell talent trees to Mage Eye to keep up with the times (more options). Fix log lines for Manadrain Gaze effect damage. Add class icons from Rexocorum for Mage Eye.
- v1.7.14 Fix for compatibility with Zizzo's Passive Cooldowns.
- v1.7.15 Make Absorb Magic and Beholder's Cloak of Deception not unlearnable so that if auto-assign at birth is disabled new chars will still get them.
- v1.7.16 Fix faction when playing Recaiden's Demons campaign. Remove cooldown on Absorb Magic.
Werekracken's Beholder Fork 1.7.2
Possessor Bonus Class 1.7.4
Donators/Buyers bonus!
Possessor Bonus Class 1.7.4
Nargol 1.7.4
Adds the Nargol as a playable Halfling subrace.
Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later.
1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead.
1. Space Out: each talent cast will increase your negative life slightly.
2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1.
2. Switchup: each time you use a talent with low cooldown in combat (hint: shoot and attack are talents), you gain a buff that lasts 3 turns and can stack. Using a talent with long cooldown will consume this buff to give it extra levels.
3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap.
3. Multitask: each time you cast a non-instant class talent, you get a buff of a random rank. Using a talent of that rank grants you extra speed.
4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life.
4. Epiphany: instant sustain. All eligible talents gain extra level and mastery, but render their entire category unusable when you cast them. Restore categories by burning out other categories. When you deactivate, become weakened with lower talent level.
In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point:
Duality: trade global speed and combat speed with each other and cause projectiles to hit instantly by toggling this talent.
Polymath: more talent levels for more power, more unlocked categories for more damage.
Expeditious: cause a portion all incoming damage to be procrastinated into the future.
Memento Mori: Second Life-like passive that grants a powerful boost to all base racials, then completely nullifies them while it's cooling down.
Nargol 1.7.4
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
More Sounds 1.7.6
This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following:
[Status Effects]
Confused
Disarmed
Stunned
[Infusions/Runes]
Healing
Manasurge
Regeneration
Reflection Shield
Shatter Afflictions
Shielding
Wild
[Other]
Adrenaline Surge
Assault
Execution
Death Dance
Disengage
Fearless Cleave
Gift of the Woods
Rush
Shattering Blow
Shield Slam
Stealth
Sun Ray
Sun's Vengeance
Tumble
Wave of Power
Wrath of the Highborn
More will be added as I play more. All sounds are fully original and created by me.
More Sounds 1.7.6
Font of Sacrifice to the Rescue 1.7.0
Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant.
Font of Sacrifice to the Rescue 1.7.0
Embers races rebalance 1.7.0
Note: if you want to play EOR races in Maj'Eyal you need to download nsrr's addon: https://te4.org/games/addons/tome/orcsallraces
Rebalances Embers of Rage races
Yeti:
-Thick Fur: now gives poison and bleeding resistances
-Resilient Body: now gives negative life
-Mindwave: better duration
Orc:
-Slightly changed base stats
-Orcish Fury: gives you health regeneration if enemies are in a small range, increased duration
-Hold the Ground: completely reworked, gives a damage shield after a spell crit, gives steam if you know tinkering after a non-spell crit
-Skirmisher: resist pen increased, duration of the all resist bonus increased
(only affects the player character, npc orcs have the old talents)
Whitehoof:
-Whitehooves: increased amount of death momentum stacks, now the base skill gives bonus damage, death momentum is now only gained from killing enemies, critting and taking damage
-Dead Hide: flat damage resist increased, now gives all resist
-Lifeless Rush: completely reworked, consumes 5 stacks of death momentum to create a short wall
-Essence Drain: no longer increases time before death momentum stacks are used, transfers magical and mental debuffs to nearby enemies
I don't know how balanced this is
Edit 1: I forgot to add some things to the description
Embers races rebalance 1.7.0
Gnomes 1.7.2
Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council.
Garden Gnomes have nature skills, but are not necessarily antimagic.
Ensorcelled Gnomes have magic skills.
Tinker Gnomes have tinkers. (only available if you have Embers DLC enabled)
Iron Gnomes have strength and constitution skills. (only available if you have Embers DLC enabled)
Cursed gnomes have hate skills.
Shady gnomes have cunning skills.
https://github.com/Werekracken/tome-gnomes
All gnomes get:
A second tool slot. (Most tools share a cooldown so it's not amazing to have a second one, but can save your butt by not having to equip a different tool in combat.)
Two generic trees. (If your class also has that tree then you get that tree at +0.3 talent level.)
An extra generic talent point every 10th level.
Special alchemist golems.
size_category = 1, the smallest
life_rating = 9, second lowest tied with halflings
Experience penalty: 10%
--
Garden gnomes
Stat modifiers: +2 Willpower, +2 Cunning
Generic Trees:
Wild-Gift / Call of the Wild
Wild-Gift / Fungus
These trees add a huge amount of survivability.
--
Ensorcelled gnomes
Stat modifiers: +2 Magic, +2 Cunning
Generic Trees:
Spell / Divination
Spell / Staff Combat
--
Cursed gnomes
Stat modifiers: +2 Willpower, +2 Cunning
Generic Trees:
cursed/dark-sustenance
cursed/cursed-form
cursed/cursed-aura (optional)
--
Shady gnomes
Stat modifiers: +2 Dexterity, +2 Cunning
Generic trees:
Cunning / Scoundrel
Cunning / Lethality
--
Tinker gnomes
Only available if you have Embers DLC.
Stat modifiers: +4 Cunning
Generic Trees:
Steamtech / Physics
Steamtech / Chemistry
They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route.
--
Iron gnomes
Only available if you have Embers DLC.
Stat modifiers: +2 Cunning, +2 Strength
Generic Trees:
Technique / Conditioning
Steamtech / Blacksmith
--
Gnomish alchemist golems
Class Trees:
Technique / Shield Offense
Golem / Fighting
Golem / Arcane
Spell / Enhancement
Generic Trees:
Technique / Conditioning
Technique / Thuggery
All skill trees are are locked and have x1.00 multiplier (instead of x1.30).
--Starting points
2 category points.
2 stat points.
1 class point.
1 generic point.
--Level up points
2 stat points every level.
1 class point every other level.
1 generic point every 4th level.
1 category point at level 20.
1 category point at level 34.
But wait, there's more!
In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots.
Additionally for tinker gnomes:
Your golem can equip tinkers too!
Your golem can use steamsaws, but you probably want to equip the golem with a steam generator.
Steamsaw Mastery is included in Golem Power for tinker gnomes.
Your golem can use both runes and implants.
--
Comments
There is not much new here. The goal of gnomes is to add more race variety.
A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon.
The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools.
I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug).
--
Changelog
- v1.0.0 Initial release of tinker, garden, and ensorcelled gnomes.
- There is an issue with tinker gnome alchemist where using the "interact with golem" interface can duplicate tinkers. Auto-swap tinkers doesn't work correctly on the golem either. I'm not sure how to fix this...
- Not a bug with this addon: demonologist tinker slots and demon slots don't play well together. The problem is not specific to the gnomes addon.
- v1.0.1 Fixed the Ensorcelled Gnomes spell/utility tree so it is properly disabled when silenced.
- v1.0.2 Fixed some copy/paste errors between v1.0.0 and v.1.0.1.
- v1.1.0 Updated init.lua and put the long description on the Gnomes addon page. Added the Cursed gnomes.
- v1.1.1 Changed the overload of golemancy to a superload, which is a better way to do it. (Thanks FL0RENT_.)
- v2.0.0 I read somewhere on the forums where DarkGod said that class trees shouldn't be given to races, so I took out class trees. Gave gnomes a second tool slot and +2 Cun. Bumped life per level a little. Added Shifty gnomes.
- v2.0.1 Since they are cousins to dwarves, give them the same life rating. (Gnomes were way too squishy.) And remove the exp penalty because gnomes are definitely not OP.
- v2.0.2 Added Iron Gnomes. Added the trees they get to their descriptions in the class selection so you have an idea of what you're getting before you choose them.
- v2.0.3 Fix iron gnomes stat description, set starting steam generator and injectors on tinker gnome to be marked for transmutation, and take out safety net lines that prevent classes that don't start with golem from learning golemancy.
Gnomes 1.7.2
Escorts Enhanced 1.7.0
Various enhancements to escort quest NPCs:
- Escorts now follow the player when not close to the portal.
- Escorts occasionally say useful things.
- Escorts heal 5% of their maximum health per turn.
Escorts Enhanced 1.7.0
Traps in Other Campaigns 1.7.0
Makes various special traps that can be obtained by discovery in the main Age of Ascendancy campaign also available in other campaigns. Currently supported:
- In the following campaigns, traps can be learned by defeating various zone guardians or finding various lore, much like in the main campaign:
- The Embers of Rage campaign from the eponymous DLC.
- The Hammer of Urh'Rok campaign from Recaiden's The Hammer of Urh'Rok: Part I addon.
- In the following campaigns, traps can be purchased from an NPC or a store:
- The Light from Below campaign from Erenion's Light From Below addon, from That Which Hoards in Depths Below Eyal.
- The QUICK campaign from nsrr's Q.U.I.C.K Campaign addon, from Smokey the Trapper in Point Zero.
As in the main campaign, traps will only be made available to characters that know the Cunning/Trapping talent category.
Traps in Other Campaigns 1.7.0
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
Staff Infusion 1.7.0
Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion.
Staff Infusion 1.7.0
Merchant on the Map 1.7.0
Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately.
Merchant on the Map 1.7.0
Spell Merchants 1.7.6
Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
Stat, Class, Category & Prodigy points for sale!
Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
2. Dialog to purchase spells wont appear unless you have the required amount of gold.
3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\"
If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
*Updates:
1.0.1 - I added a notpade file in the addon folder that lists the merchants locations. OUTDATED please check here for current merchant/dungeon locations: https://steamcommunity.com/workshop/filedetails/discussion/1715322131/1737760931657802109/
1.1.0 - There is now a new npc that can train your stat points... now to work on the class points.
1.1.1 - Mulfar can now train you, in stat or class points.
1.2.0 - I added 2 more new npcs to the map (adriel & atakesa) that will be future merchants, they have no dialog. I added them to avoid having to start a new game everytime I add a new merchant, now I can just update their dialog and it should be seamless. Merchants have been given random spawns (2 locations each) the merchant locations notepad has been updated.
1.2.1 - Updated dialog for: Asterius Gaomant, Nagareth, Mulfar & Tarelion giving them unique dialog and color coded things to make it easier on the eyes & lowered some of the prices, also added new npc "master jeweler"
1.2.2 - Balanced the prices for revealing locked talent categories, most are now only 100 gold, also lowered Mulfar's prices by half (250 gold) and increased some other prices.
1.3.0 - Pretty big update here! adriel can now teach nature summoning and wymic combat, atakesa can now teach combat and combat techniques mulfar can now give prodigy points. New npcs: corruptor & assassin added.
1.3.5 - Some npcs will now have custom tilesets, added a npc for archery training (this will be the last npc added so this will be the last time you will need to restart if playing a previous version, this is basically in beta now. No more npcs will be added) I also balanced prices (removed the ability to reveal powerful spells to avoid an exploit where you could reveal the spell cheap then unlock it with a category point, necrotic minions & golemancy price increase, tarelion's prices decreased.)
1.3.6 - Whew was this a tough one! Finally got imbueing to work! The master jeweler can now imbue jewelry, armor & weapons! With NO limitations! Yep you can imbue that rare item, oh... you already imbued an item?... Well you can imbue it again... and again and... well you get the point, but It'll cost ya! *Still need to add a noob friendly version that will only imbue white items (and only once) this version kinda got out of hand from my experimenting.... balancing will come later.
1.4.0 - Lowered master jeweler prices, moved archery tree form Atakesa to Azari, Genchi can now teach rouge spells. Atakesa can now teach Physresist, Defense, Ranged Defense, Physical Crit, & Armour. Tarelion can now teach spellresist, mentalresist & spellcrit.
1.4.2 - Soltar can now teach corruption and curses, added spell descriptions to dialog for Adriel, staves-store, Tarelion, Nagareth & Soltar to clarify what you're about to purchase.
1.4.5 - (Restart recommended for 1.4.2 and lower) I added 2 npcs - Zemek - can teach chronomancy & psionic (spawns in angolwen) - Sun Paladin - can teach celestial (has a 'chance' to spawn in Derth, Elvala & Last Hope) everyones dialog has had major quality of life changes done (spell descriptions added & option to return to previous page) You wont need to start a new game if you're not interested in chronomancy & psionic spells for your current playthrough. Currently chronomancy is the only spell available this update, I will add dialog options for psionic & celestial within the next few days (the next update will be seamless and wont require a restart)
1.4.7 - Zemek can now teach psionic spells, Sun Paladin can now teach celestial chants, Adriel can now teach stone warden & oozemancer spells...
Aaaaand here we have it! This addon is now complete! It has all the spells and npcs I originally visioned (plus some!) No worries though! I still plan on adding more stuff in the future!
1.5.0 - Adds 64 talents - 50 talents added from DLCs Orcs & Cults (2 talent trees Demented & Steamtech) & 14 overlooked talents. Soltar will now teach Demented talents, new npc Gurock added to sell Steamtech talents (he spawns at 26x41 & 63x45) and sun paladin's health has been increased. DLC is NOT required to play this addon!
1.5.1 - 3 new dungeons & 8 new bosses have been added. Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. Big thanks to user Enemyz for his help writing the lore for wolfmire *note you will need to start a new game if on a previous version.
1.5.5 - Updated for TOME 1.6 (fixed a sprite bug) *note a new game will need to be started for the bug fix to be applied.
1.5.6 - Sun Paladin has been updated to include dlc celestial talents, his health has been further increased and he now has lightning immunity (to hopefully help him survive)
1.6.0 Gurock will now sell the Automated Portable Extractor... I also made Zemek immune to lightning, so he can survive a certain event :)
1.7.1 - The "Blood Soaked Ruins" are now fixed and will no longer crash your game or corrupt your save! ALL necromancer spells have been added to the Necromancer Merchant!
1.7.2 - Fixed a bug where Gurock would teach you Arcane Dynamo the moment you touched him (you will now have to purchase it). Added the ability to buy the steam generator!
1.7.3 - This update focuses on standardizing all merchant dialog!
1.7.5 ~ I nudged Atakesa's spawn slightly to the SW so she will no longer block the Scourge Pits dungeon spawn.
I removed the 'malleable body' talent because it no longer exists. not sure if they added a new Oozemancer Talent so, let me know if a talent is missing.
The 'Lost merchant' encounter is now updated.
I've made the map bigger in preparation for the coming updates (adding more dungeons to the map) to avoid cluttering it, I had to make the map bigger. (requires more tweaking)
A new game will be necessary for this update to take effect.
Next on my list:
- A "god mode" version. ***Complete*** https://te4.org/games/addons/tome/godmode-merchant
- An Infinite Dungeon version ***Complete*** https://te4.org/games/addons/tome/infinite-dungeon-merchants
- A quest system for those who want to farm gold and explore new caves, fight new creatures experience new lore and more!
If you like this addon please consider rating it :)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Spell Merchants 1.7.6
Schrödinger's Lore (Mark 2) 1.7.0
Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery.
Frequently Asked Questions:
- What's the difference between Schrödinger's Lore and Schrödinger's Lore (Mark 2)? Can I use both?
- What was wrong with the original Schrödinger's Lore, and why not fix it instead of making a new addon?
- But what if I have characters using the original Schrödinger's Lore? Will installing Mark 2 break them?
- What lore is actually affected by this addon?
Schrödinger's Lore (Mark 2) 1.7.0
Inferno Race Pack 1.7.0
Adds a collection of my races.
Inferno Race Pack 1.7.0
Ignore Race/Class Locks 1.7.0
Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything.
Frequently Asked Questions:
- Hey, the character creation dialog still says I have locked races/classes! What gives?
- Will this prevent me from unlocking things?
- The latest version of the game has a new locked race/class. Will I need a new version of this addon to access it?
- What the heck is this Runic Golem thing?
Ignore Race/Class Locks 1.7.0
No Prodigy Requirements 1.7.4
Prodigies have minimal requirements - usually none.
No Prodigy Requirements 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
Faster Run/Rest/Explore 1.0.6
Important: this addon will have no effect if left unconfigured! Please read the description!
Recommended settings:
hit escape -> video options
- Requested FPS: 30
- Resting divider: 10
- Running divider: 5
Description:
Enables faster run/resting by use of FPS dividers.
These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers.
Just be careful when resting on an escort mission...
Changelog:
See the forum discussion for the changelog.
Faster Run/Rest/Explore 1.0.6
Mr Frog VFX Pack 1.7.0
Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner.
Mr Frog VFX Pack 1.7.0
Improved Auto-explore and Rest 1.7.2
Quality of Life improvements for resting and auto-exploring.
v3.5.0 *** FOR ToME v1.6.5 ***
This is a fork (with permission) of Marson's auto-explore and rest tweaks. It includes as well C.Lowe/CaptainTrip's improvements as well. It does not include, but recommends also using Johnny0's Faster RRE add-on for even better rest and auto-explore experience. This add-on contains numerous Quality of Life improvements designed to make resting and auto-exploring easier to use, brings the add-on overall up to being compatible with 1.6.x, and generally seeks to remove it being more optimal to do timed rests or manual recovery (particularly to help higher difficulty level and players without Faster RRE). Cleaned up feature list in this take, to make it easier to see what it does.
It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them.
Latest Update Notes:
• Changed steam sustain behavior to match current gameplay. Before sustains tended to shut off when available resource was 0, now they don't seem to do so. This will now only turn off sustains that drain steam if steam is going below 0, so as to get to a steady finish state.
• Fix minor bug where stealth enabling was always on if you had it.
• Added new option to ignore quest members when resting or exploring. It defaults to off but for those folks that know they want to ignore those quest allies and rest a bit.
Existing Features:
• removed First Sighting and Reset on Rest. Someone can patch them in if they'd like it back, but I'm not really keeping them alive.
• Fixed actor bugs causing Elemental Surge to never reset. Thanks Reca♥den.
• Fixed bug with Paradox Spacetime Tuning from 1.5.5. This may rebreak posessors with paradox, hard to kinda test.
• Mostly verified working on 1.6.0
• Compatibility with restart sustains. Thanks zizzo.
• When resting, it will check for infusions and runes that could be used to accelerate HP, Mana, or Equilibrium (via Ancestral Life or Meditation) recovery. If the acceleration appears significant, it will use them, rotating from first available infusion or rune outward. In experiment, I found this often reduced rest turn time by 50-80 percent, improving the more drained the resource was. Particularly helpful for Mana, as it avoids trade-off advantages of short term resting (for increased mana regen) + rune use by just handling that more optimal play for you automatically without breaking rest.
• Support for steam implants, with usual checkboxes. This may not always be faster based on steam sustains that may disable after the initial round of rest and steam implants having very long cooldowns (30+ turns) and steam's resource max being pretty small. It tries to be conservative on that, so will most likely help for cases where your functional steam regen rate is < 2.00 and never activate for things much above it. I found I was often getting 5-20 steam per turn, which makes the implant support useless.
• Supports for medical healing salve injectors. Cooldown measurements are a bit odd here, since they can range from 5-20 depending on injector. Went with 10 as a happy medium for how many turns of natural regen is considered to be equal to the cooldown cost of using it.
• Adding support to auto-stealth if available and not stealthed.
• Option for ignoring small damage when moving and resting, basically if it is <5%, it will ignore it by default, prevent small DoTs from preventing rest.
• Options added to control whether or not to use inscriptions to accelerate recovery of things.
• Fixes a ToME bug that can cause autoexplore or running to move only a single square and hang if used immediately after killing an enemy.
• Lore discovery will only stop autoexplore if it triggers a popup.
• Autoexplore will ignore Exploratory/Infinite Farportal return portals until the entire level has been explored.
• Ignores special terrain features such as Font of Healing after they are first discovered.
• Ignores open chests and alt Maze floor cracks.
• Rest and AE ask for confirmation if you have an escort in your party.
• Ignore already activated pedestals.
• Checks for and waits on any rechargeable items.
• Checks for and reloads any ammo in offhand quiver.
• Waits for cooldowns of talents set to auto-use.
• Waits for depleted air to replenish.
• Combines all checks into a single instance of rest, rather than having cooldowns etc. require a second resting phase.
Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'.
Available modes:
• 'Always Viligant' always stops running when a hostile creature is seen via telepathy.
• 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring.
• Compatible with ToME v1.6.0
Notes:
Folks who have helped with bugfixes over the years:
Reca♥den
St_ranger_er
zizzo
• Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments.
Improved Auto-explore and Rest 1.7.2
Better Sandworm Lair 1.5.10
This addon aims to make Sandworm Lair less terrible.
It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version.
These changes are accomplished by overloading the zone and npc files with edits and commented out sections.
Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL:
codyfun123's "Sandworm Lair Tweaks"
nsrr's "Sandworm Lair Quick Dig"
Updates:
1.0.1
-"Fixed" the weight. Derp.
Better Sandworm Lair 1.5.10
Free Respec 1.7.2
Allow trial and error for character building without restarting new game while minimizing inbalance.
You can respec stats, talents, categories and prodigies freely at any time.
You cannot respec stats below initial value.
You cannot respec talents that can alter the world in a permanent way.
You cannot respec categories known at start.
You cannot respec categories learnt from event without category point.
You cannot respec prodigies that cannot be learned with Writhing Ring of the Hunter.
Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7.
Warning:
Version 1.1.3 and older have a bug in the respeccing prodigies.
When I learn a prodigy after I unlearned a prodigy in the same dialog, learning prodigy is not learned correctly.
I recommand to save game before unlearning prodigies.
Weight: 100
Superload:
- mod/dialogs/LevelupDialog.lua:incStat() to respec stats.
- mod/dialogs/LevelupDialog.lua:isUnlearnable() to respec talents.
- mod/dialogs/LevelupDialog.lua:learnType() to respec categories.
- mod/dialogs/LevelupDialog.lua:init() to recognize respeccing prodigies.
- mod/dialogs/UberTalent.lua:init(), use() to respec prodigies.
- mod/dialogs/UberTalent.lua:getTalentDesc() to show which prodigies cannot respec.
Free Respec 1.7.2
Eoland's Vampire Race 1.7.4
This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks.
Eoland's Vampire Race 1.7.4
Items Vault 1.7.6
Donators/Buyers bonus!
Items Vault 1.7.6
Stone Redone! 1.7.0
Makes a number of changes/improvements to the Earth and Stone spell trees to bring their combined utility/power level more in line with their elemental counterpoints, integrating them better with each other and (hopefully!) providing a more sensible, unified package for the three classes that share them.
Changes from basegame:
Body of Stone has been significantly buffed to bring it up to par with its counterparts in the other advanced elemental trees as a spell that expands the earth spell family's functionality into a new playstyle -- that of a stationary "artillery" that trades mobility for field control and durability:
Body of Stone's cooldown reduction now scales up to 50% at max level, and the reduction now rounds to nearest, meaning at max level Pulverising Auger has a cooldown of only 1 turn;
Body of Stone now reduces the cooldown of Stone Spikes, integrating it more into Stone Warden's gameplay;
Body of Stone's fire/lightning/acid resistance has been replaced with physical/fire/lightning flat damage reduction, improving its protective capabilities;
Body of Stone now grants knockback and teleport resistance, making it less likely to be broken by enemies and useful in places such as Dark Crypt or Vor Pride;
Body of Stone now automatically unsustains (with no cooldown) when exiting combat as QoL;
Body of Stone has new visual effects!
Crystalline Focus's save bonus has been replaced with an additional chance for all damaging Earth, Stone, and Eldritch Stone spells to stun targets; combined with Earthen Missiles' and Earthquake's multihit (the latter of which has the bonus added to its native stun chance) and Body of Stone's cooldown reduction, earth mages can now repeatedly stun vulnerable enemies, impairing their damage and talent cooldowns. This also aids their utility for Stone Warden and Arcane Blade, for whom the damage from Earth spells falls off quickly compared to weapon damage.
Mudslide can now be aimed at yourself for a radial attack that pulls enemies in, making the talent more desirable for Stone Warden and Arcane Blade (particularly in conjunction with Body of Stone which would otherwise prevent them from engaging foes in melee).
Additionally, Mudslide now pulls and pushes targets in order of distance, making it behave much better against groups of foes.
Stone Skin's cooldown reduction is now compatible with Stone Spikes, similarly to Crystalline Focus and Body of Stone.
This addon hard-overloads the entire data files for the Earth, Stone, and Eldritch Stone talents, and so will almost certainly be incompatible with addons that make changes to the aforementioned.
Stone Redone! 1.7.0
Doctornull's Classes Reloaded 1.7.4
Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others.
Details & discussion here:
Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME.
I don't actually know any lua, so we'll see how much I can actually get done.
All credit goes to Null, and FailPail for creating the creepfix.
Changes:
Added Techniques/Combat Veteran to transcendent Fist.
Doctornull's Classes Reloaded 1.7.4
Q.U.I.C.K. Campaign 1.7.6
Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots
Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak.
The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price.
See the forum thread for more details:
Q.U.I.C.K. Campaign 1.7.6
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
Mage Knight 1.7.0
Adds the Mage Knight metaclass, and its six sub-classes.
Forum discussion thread:
Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down.
Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions.
Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move.
Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain.
Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition.
Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools.
Mage Knight 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
Water Purification 1.7.0
Fixes a bug in the Lost Knowledge quest, restoring the intended effect that the poison water in the Valley of the Moon will be purified to regular water when the quest is successfully completed.
[NOTE: We anticipate that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.]
Water Purification 1.7.0
Use Alchemist Gems From Inventory 1.7.0
Allows you to configure talents that use alchemist gems to prompt for gems to use from inventory instead of your wielded gems, via the "Prompt for alchemist gems to use with this talent" option on the right-click talent binding menu or the Talents dialog. Affected talents are:
- Refit Golem
- Gem Portal
- Throw Bomb
- Shockwave Bomb
- Thunderclap
- From Werekracken's Earth Mage addon:
- Liquefaction
- Rejuvenation
- Cleansing Crystals
Use Alchemist Gems From Inventory 1.7.0
Forbidden Cults 1.7.4
Official Expansion!
Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.
Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Forbidden Cults makes two new classes available to play:
- Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?
- Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Forbidden Cults makes two new races available to play:
- Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.
- Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.
Forbidden Cults adds many new zones for you to explore and die in:
- Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.
- The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!
- The Godfeaster: Deep undergroud the ground shakes as ... -- redacted by corrupt forces --
- The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --
- Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes... - Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?
- The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...
What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:
- Searing Horrors: You liked luminous horrors? You loved radiant horrors? You will absolutely adore their searing big brothers!
- Nethergates: It sleeps. Maybe it should stay that way.
- Netherworms: Vampiric worm masses that are bound to tickle your fancy! And tickle hard.
- Fearful Symmetry: Geometry has never been so lively!
- Entropic Shards: Take an entropic crystal, shatter it with tentacles. And die.
- : And more ...
"DarkGod, is that all?" Obviously not! You will also find your usual addition of:
- Lore: Delve into the dark forgotten secrets of the world, where sanity is a very tenuous idea.
- Artifacts: Discover new objects of power and use them to further your own goals.
- New wyrmic tree: Unlock the scourge drake for your wyrmics.
- Glass Golem: Unlock the glass golem option for your alchemists.
- Events: Discover new strange contraptions in familiar zones. What could go wrong?
- Achievements: Because there can never be enough!
Forbidden Cults 1.7.4
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
Spookier Scarier Skeletons 1.7.0
Revamps skeleton racials to give them more varied utility and unique gameplay, bringing them more in line with ghouls:
- The first talent, Skeleton, now grants enhanced Movement Speed and Accuracy starting from talent level 3 (not applicable to necromancer summons). Fly fast from death's jaws, little bones!
- The second talent, Bone Armour, has had Resilient Bones's passive debuff duration rolled into it starting from talent level 3, and has had its scaling changed to scale more consistently from early to endgame. Slings, arrows, curses and everything else; all fall useless against dead, dead bones!
- An all-new third talent, Bonerang (replacing Resilient Bones), a throwable weapon that strikes all in its path both as it flies forward and as it returns. Bones wielding bones, themselves thrice deadly!
- The fourth talent, Re-Assemble, now reduces the duration of physical and magical debuffs the user currently suffers from, and has had its extra life at talent level 5 removed; instead, starting from talent level 5, it allows you to survive a lethal hit with negative life once every 40 turns. Death once cheated, death forever spurned, all crumbles and fades save for bones, bones, bones!
New SFX have additionally been added to Bone Armour and Re-Assemble.
Step fast and light, adventurer; the dust of the grave yet stirs, and its envy of the living grows ever more keen.
Spookier Scarier Skeletons 1.7.0
Auto-usable Wards 1.7.0
Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality.
Auto-usable Wards 1.7.0
Acid Trees for Archmage 1.7.0
Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum.
Acid Trees for Archmage 1.7.0