Mage Knight Unofficial
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
A class evolution for Doomed subclass.
The whispers intensify to doom everyone hearing them.
Deathknight Vanilla
Adds a new warrior subclass with bulwark, arcane blade and necromancer abilities.
Voidslime - Demented Ooze
Adds the Voidslime class, a new subclass for the demented category inspired by the concept of an arcane oozemancer. If I don't suck at my job the class should be on the easier side which is intentional since I'd like it to appeal to the oozemancer lovers who tend to be beginners that struggle with survival on general classes still.
Devgen's Cultist Rebalance
Cultist of Entropy is a thematically excellent class that many enjoy. I seek to buff the class and offer differing, more powerful playstyles.
The intent of this addon is to buff the budding Cultist so they have more tools at their disposal, both in terms of damage and survivability, whether passive or active.
This addon is intended to bring the class more up to the level of classes like Paradox Mage whilst including fun changes that hopefully mitigate some of the drag in CoE's early game.
The full list of all changes is visible on the GitHub: https://github.com/deviousgenius/tome-devgen-cultist-rebalance
Changelog:
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Demented/Nether
Netherblast
- You fire an additional shot at talent level 5.
Netherblast (Empowered)
- Now pierces through 1-6 random enemies (prioritizing furthermost ones) like Sunburst.
- An additional projectile is fired at Netherblast's talent level 5 to reflect the additional projectile.
Rift Cutter
- The pin is now part of the spell without being empowered.
- If the target is pinned, they will be silenced.
- If the target is blinded, they will be stunned.
- If the target is confused, they will be disarmed.
Rift Cutter (Empowered)
- Casts an additional time.
Spatial Distortion
- Now summons the Entropic Maw as part of the spell.
Spatial Distortion (Empowered)
- The Entropic Maw turns into the more powerful hungering mouth.
- The mouth can draw all enemies in radius 10 for 2 spaces towards itself and taunts nearby enemies in radius 4 as a free action every turn.
Demented/Madness
Hideous Visions
- Increase spawn rate from a flat 10% to scaling from 10% to 35%.
- Whenever a second hallucination would spawn, the first one is immediately destroyed.
- Additionally, the effect from the old Sanity Warp is baked into Hideous Visions!
Sanity Warp (Rework)
- Spawn up to 1-3 additional hallucinations on enemies who already have one, causing the previous hallucinations to die.
- If hallucinations dying is caused by Sanity Warp, the victim is also confused for 2-7 turns at 12%-35% power.
- Demented/Void
Nullmail
- Additionally increases armor hardiness by 9%-37%.
- You gain 10%-55% stun immunity.
- (Hint: Nullmail and Light Armor Mastery at 5/5 offer 100% Armor Hardiness together!)
Demented/Entropy
Entropic Gift
- Now blinds for 4 turns.
Black Hole
- Lightly buffed radius to 1-4.
- Duration increased to 2-5.
Demented/Timethief
Accelerate
- Added a passive movement speed increase by 11%-50%.
- Buffed the active movement speed increase by 145%-601%.
Switch
- Is now instant.
Demented/Rift
Reality Fracture
- Is now instant.
- Chance of rifts spawning is increased to 50%.
Quantum Tunneling
- Is now instant.
- Can target anywhere within line of sight.
- If it teleports into a void rift, it destroys the rift and spawns three void rifts near your location.
- If it doesn't, it creates a void rift at the teleport location.
Demented / Doom
Prophecy
- All prophecies are now instant.
- Demented / Beyond sanity
Grand Oration
- In addition to its normal effect, it forms a map of radius 7-16 around yourself.
Twofold Curse
- In addition to its normal effect, you can sense all enemies, objects and traps within radius 7-22.
Demented / Beyond sanity
Anarchic Walk
- Is now instant.
Forbidden Echoes Prodigy (Class Evolution):
Through rites long forgotten, the cultist gains forbidden power and knowledge over their entropy.
When you cast certain spells, there is a 50%% chance that the echoes of your actions will manifest and repeat the same spell at half damage.
These spells are:
- Netherblast
- Riftcutter
- Spatial Distortion
- Dark Whispers
- Sanity Warp
- Cacophony
- Essence Reave
- Entropic Gift
- Reality Fracture
- Quantum Tunnelling
- Terminus
You have additionally been imbued with forbidden knowledge. As a result, you gain:
- One extra category point
- Six extra class talent points
- Four extra generic talent points
Heed this final warning: To invoke entropy twice is to invite its wrath.
Your mastery of entropy allows you to halve the cooldowns of your Entropic Gift and Reverse Entropy, but if you learn this prodigy, your entropy backlash will be doubled!
White Monk No Way of The Spirit Active Block
Adds the White Monk, a warrior subclass.
The White Monk is an ascetic martial artist and healer, trained by the masters of their way in their secluded homeland. Monks are generally peaceful, and practice ancient healing arts using the power of their will. However, when their community is threatened, they can use their immense willpower to enhance their martial prowess. The White Monk wields no arms, instead using their intense focus and training to turn their bodies into weapons. This version ignores the active block
Display class
Display class icon on top off enemies
Personal Arcane Blade Tweaks
Simply gives Arcane Blade access to the Water and Frost trees.
