Class

Arknights Core Classes

Short Name: 
arknights-core

Core class framework for playable Arknights Operators in ToME 1.7.6.
This release includes Terran > Liberi and Sniper > Archetto for Age of Ascendancy,
with dedicated talents, visuals, Operator generics and shared Rhodes Island systems.
English and Korean supported.

Jedi Class [6 sub-classes]

Short Name: 
jedi

Adds the Jedi psionic subclass with six lightsaber forms.

Jedi is a new subclass under Psionic for ToME 1.7.6.

Inexplicably, you felt the call to go to a specific location, far away from home.
You walked farther than you meant to. The hills stopped looking like your hills. At the end of it there was no shrine and no army — only a strange square object, partly broken, lying where nothing like it should lie.
It woke when you touched it.
A blurred silhouette stood in the light. A person who had been alive once. A Jedi Master. He spoke as if the words had been waiting for you.

He taught you the Force: the invisible link of energy that connects everything in the universe. He taught you that a Jedi knight is the defender of justice and harmony, and that a Sith is bound by his emotions to bring stability and prosperity, no matter the cost, to his own empire. He put a mindstar in your hand and showed you how to turn it into a blade of living light.
A lightsaber.
Under the guidance of this mysterious being you learned to foresee the future, even blows, a heartbeat before they land, and your fluid and accurate handling of your energy sword makes you deflect them with ease. You Force Push enemies and send them flying, destroying walls where they land.

The journey just begun.

As you learn, the image of the former Jedi Master becomes clearer and will give you full knowledge of his unique fighting style once you proved yourself (will appear completely at level 10),
But who was he?
You may follow only 1 form during your journey.

Forms:

Soresu
The defensive master Obi-Wan Kenobi, whose patience and endurance outlasted every duel he was meant to lose. Uses robes and a single psiblade. Highest passive deflection and resilient melee, built to stand in front of armies. Best at ripostes.

Ataru
The Chosen One Jedi master Anakin Skywalker, whose speed and fury ended wars before they could spread. Uses light armor and two psiblades. Fast multi-hit melee, high mobility, and increased criticals.

Djem So
The unmatched strength of Sith lord Darth Vader, who terrorized the galaxy and expanded his empire with brutal strength and Force. Uses heavy armor and a single psiblade. Devastating melee and Force powers with long cooldowns, durability, and an aura of demoralization to finish who's left.

Makashi
The noble Count Dooku, whose precision and presence turned every duel into a lesson. Uses robes and a single psiblade. The only form that projects lightning. Relies on large area Force powers and precise melee ripostes. Force powers grow stronger as the fight lasts, but passive deflection falls if you do not watch it.

Niman
The Jedi hero Luke Skywalker, the farm boy who became the legend, saved the whole galaxy by defeating the Empire and secured lasting peace by restoring the Republic. His master was old Obi-Wan Kenobi. Uses light armor and a single psiblade. Balanced melee, deflection, movement speed, chance to double attacks, and Force powers that heal or cleanse.

Vaapad
The Champion of justice Jedi Master Mace Windu, the only Jedi who could channel the dark side without falling and the only one to ever defeat Darth Sidious in single combat. Uses robes and a single psiblade. Extremely lethal and fast melee that siphons life during attacks, with solid defense, but builds dangerous Force Corruption that must be carefully managed.


VISUAL EFFECTS:
The intensity of the visual effect around your character (electric sparks for Siths, blue or green energy for Jedis) increases with how many stacks (center/hubris/balance...) you currently have.
Each forms has its own stacks mechanic, except Djem-so and Ataru who has a long lasting buff instead (therefore these 2 have the visual effect around your character at maximum intensity for their buff durations).


Jedi is a new subclass under Psionic for ToME 1.7.6.

This mod will allow you to play your character as the padawan/apprentice under the guidance of the most iconic Jedi or Sith of your choice.

Shared talents give you the classic force push (especially destructive as pushed hostiles if pushed thru a wall will destroy them creating a kinetic explosion), force pull, saber deflect (a % chance of completely negating all damage and associated status effect from attacks, except of course AOEs and most spells), and many many more unique talents/mechanics that i created myself from top to bottom.

As you reach level 10 (hopefully), you may at last repair your holocron and uncover (well, actually, choosing really) who this Force master actually is, and then use his unique fighting style, some of them COMPLETELY change your gameplay (some have blinding speed, some are very slow but absurdly strong, and more...).



Download:
- Te4.org: https: te4.org/games/addons/tome/jedi
- Steam workshop: https://steamcommunity.com/sharedfiles/ ... 3808312170
- Forum link: https://forums.te4.org/viewtopic.php?f=50&t=57193
The class is under: Psionic → Jedi.
Needs nothing else. First public build. If something breaks, tell me the form, the talent, your other addons, and drop te4_log.txt here.
I cannot wait to see your feedback, as this mod was made in accordance with the star wars movies (the first 6 movies to be exact).

If you love my mod Give me 5 stars ***** and to help me doing more, remember that you can make a donation to our beloved DarkGod in the website, and if you want to help and thank me: https://ko-fi.com/seha854373

I might add create more Forms from other famous characters (maybe Grand master Yoda, Darth Maul, Qui-Gon Jinn, Darth Sidious/Palpatine...), if it comes to that I will let you guys decide which one you want.
Why not even some other Forms from other characters outside of the first 6 movies, I will follow what you guys ask (it is a mod for you after all).

Share your DEATH here (with Form used) so that your character will become immortal as a Force ghost to help Jedis that are still alive and avoid them the same fate (also it's always fun).

May the Force be with you.


Update 10/3/2026:
  • Fixed: Forms Djem-so big buff all around, better everything, Force throw lvl4-5 now resets his important cooldowns. Also small buff for Form Makashi, he now has Force Drain in his kit.
  • Fixed: small fixes.
Update 10/1/2026:
  • Fixed: Now Forms activate instantly (instead of ending your turn), Jedi Psiblade activate instantly (instead of ending turn) and has no cooldown (instead of 6 turns), meaning that if a boss strip your Sustains/buffs it's up to you to notice but it wont be death anymore. Also now Forms weapon bonus damage is applied when you attack (instead on being in your character stat), doesn't change much but makes the code cleaner.
Update 9/30/2026:
  • Fixed: Many small fixes, also from now on a Jedi will never be able to learn the tree Wild-gift/Mindstar mastery, or any talent in this tree. (some smart devils among you used it to double the base power of Psiblades...)
Update 9/29/2026:
  • Fixed: Ensured that Crystal trade will not convert any important gems (only the normal ones).
Update 9/28/2026:
  • Fixed: Niman form, sometimes Balance stacks were reducing without using Push/Crush.
  • Fixed: No Hostiles can ever be Jedi class (might add some in the future when i will create a Jedi/Sith quest).
Update 9/28/2026:
  • Fixed: a successful Riposte did not do +40% damage/wasn't instant/did not daze.
Update 9/27/2026:
  • Fixed: a successful Riposte did not reduced the cooldown.
  • Fixed: Clarified the Deflect to indicate that it does not work against spells of any kind or any AOE effects (= can only deflect weapon attacks/arrows/throwing knives...).
Update 9/26/2026:
  • MANY fixes to make sure everything works flawlessly, if you find anything please tell me i will fix it the same day.
  • balance pass for most forms because some were indeed way too strong.
  • gems balanced too they were far too strong.

Dual-Classes Reworked by AscendingPhoenix (Rae edit) level capped version

Short Name: 
dual-class-challenge_rae_lvlcap

 added level cap by 100, cuz unlimited level up is busted and make talent planning tedious

Original description: Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challenge
Allows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill).
You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51.
BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels.
CLASSIC MODE: features base game talent points until level 100.

CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes.
WANDERERS AND ADVENTURERS: These are only supported as the FIRST class.
QUANTUM SLIDERS: Now supported as the second class.
EXPERIENCE ADJUSTMENT: You can now adjust how much experience you are gaining, from 50% all the way up to 500%.

TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled.

In order to activate this addon, look at your Game Options for a new tab. Enjoy.

Item Filter

Short Name: 
filter

Item filter, create a addons/data folder and inside create a Filter.txt file.
You can edit the filter with the following convention : The stat=HEXCOLOR. exemple Mind Crit=00ED1

Puppeteer -- Mage Class

Short Name: 
puppeteer_class

Adds the Puppeteer, a Mage class that manipulates and maintains three puppet companions that fight in their stead. Puppeteers pull the strings of the battlefield from a safe distance, rapidly laying out powerful weapon attacks by proxy through their puppets and letting them intercept the enemy's action in turn. They possess techniques to repair damaged puppets or protect them from harm. No mere conjuror, a Puppeteer is at once tactician, healer, and lynchpin.

Puppeteer talent trees include:
Puppet Warrior: Unleashes devastating melee bursts!
Puppet Archer: Steadily wears foes down from afar!
Puppet Knight: Redirects and absorbs enemy attacks!
Puppet Maintenance: Repair and protect your marionette minions!
Puppetcraft: Fine-tune your bond with your puppets!
Puppet Gladiator (locked): Upgrade your Puppet Warrior to shatter foes with overwhelming force!
Puppet Arbalest (locked): Upgrade your Puppet Archer to inflict crippling wounds!
Puppet Holdfast (locked): Upgrade your Puppet Knight to punish attackers!
Puppet Mage (locked): Gathers energy into destructive magical blasts!
War Puppetry (locked): Channel magic through your puppets to fire lasers or detonate them catastrophically!
Staff Combat (generic)
Divination (generic)
Conveyance (generic, locked)

A charade of life has yet a life of its own, adventurer. Cherish those that lack names. Without them, one is truly alone.

Demonfist Class

Short Name: 
wshade-dmbrawl

Adds Demonfist, a Corrupted subclass. Require Ashes of Urh'rok DLC

---

A Demonfist is an unarmed combatant who derives their powers from demonic corruption.

They use techniques that are meant to be used in sequence, dealing devastation upon completing each sequence.

Compatibility Frost Invoker/Death Knight

Short Name: 
frost_invokerC

This is a quick and dirty fix to make nsrr's Frost Invoker compatible with Razakai's Death Knight.

Having both the original Frost Invoker addon and this Frost InvokerC addon enabled at the same time will crash the game on character creation.

This is made for personal use.

Mage Knight Unofficial

Short Name: 
mageknightunofficial

UNOFFICIAL update. Attempting to fix broken talent script that causes game to lock out when NPCs load in with talent. Please let me know if you find any broken scripts and let me know along with the error log and I will see if I can resolve it, though don't expect the world as I have little specific coding knowledge for ToME; I may be able to resolve basic errors but I don't know if I can restore broken and non-functional talent effects. :')

If the original creator wishes for me to remove this please let me know and I will do so, in spite of the original mod being wholly abandoned.

Adds the Mage Knight metaclass, and its six sub-classes. This addon also includes several miscellaneous options available in the Mage Knight Plus tab of the Game Options menu.

Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329
Spillover post for new mechanics and options descriptions: http://forums.te4.org/viewtopic.php?f=50&t=48329&p=243187#p243163

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 stealthy, mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations.

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.

Doomsayer: Class Evolution

Short Name: 
wshade-cursevo

A class evolution for Doomed subclass.

The whispers intensify to doom everyone hearing them.

Swordsaint Class

Short Name: 
swordsaint
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