Tireless Veterans

Short Name: 

Gives classes that have Combat Veteran category a Tireless Combatant category. That's it.
I wanted to replace combat veteran but decided to keep options open (and do less work myself!).

Class: Hekatonkheire

Short Name: 

This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three.
All are considered Demented, but use a new resource instead of insanity and do *not* require Forbidden Cults.
Their talents do not appear on enemies.

Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes.

New Talents
Spell / Shambler: This tree defines your combat style: stomp up to your target and wind up to a single devastating blow.
Spell / Headless Horror: Extract your own eyes from your head and empower them into monstrous minions for both attack and defense.
Technique / Titanic Blows: Heavy attacks with your weapons, which gain space-warping powers later on.
Technique / Helping Hands: Use your other 98 hands to block, steal, distract, and heal.
Technique / Harming Hands: Use your other 98 hands to grab, crush, drag, and batter.

Advanced Talents
Spell / Mountainshaper: Locked but available at level 0, your eldritch presence spills out into the world and warps the ground.
Technique / Splintered Lord: Time your attacks to take advantage of your extra-dimensional nature - or just chop enemies in half
Spell / Eyesight: Improve and direct your Wandering Eyes to better protect you and afflict your enemies.

Old Talents:
Cunning / Survival
Technique / Conditioning

By special request:
Argosines are summoners who are heavily dependent on their Wandering Eyes to fight, but get more and better eyes than the Hekatonkhiere.

New Talents
Spell / Sybarite: You can never hide behind corners, but you can walk through walls.
Spell / Headless Horror
Spell / Watcher: Banish enemies, empower your eyes with elemental magic, and keep up a swarm of them.
Spell / Veiled Shepherd: Actively command your eyes with extra beams, whirls, and energy.
Spell / Hale Hands: Use your other 98 hands to block, steal, defend, and overcome.

Advanced Talents
Spell / Oubliette: Locked but available at level 0, your eldritch presence spills out into the world and brings endless woe.
Spell / Eyebite: Teach your eyes to taunt, slow, and petrify, or rip out an enemy's eyes to serve you.
Spell / Eyesight

Old Talents:
Cunning / Survival
Spell / Divination

Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing.

New Talents
Spell / Bloodtide: Cast your spells at the right time for extra effects, and always take one turn per turn.
Spell / Oceansong: Add destructive and distracting music to your talents.
Spell / Intrusion: Conjure your alien anatomy into the real world to destroy your enemies with claw, eyeball, and tentacle.
Spell / Polyps: Summon carnivorous coral into enemies, then sacrifice it to protect yourself.
Spell / Chronorium: Teleport back and forth, and deal with today's damage tomorrow.

Advanced Talents
Spell / Marching Sea: Locked but available at level 0, channel the myths of the other place to disable your enemies and rain down blood.
Spell / Null Vizier: Control the light to hide, attack, and defend.
Spell / Moon Wurm: You've finally realized, you aren't just you, you're someone else too. The Moon Wurm provides random support and a powerful summon.

Generic Talents

Old Talents:
Cunning / Survival
Other Page: Use your many many limbs to achieve mastery of magic and items.

Werekracken's Beholder Fork

Short Name: 

This addon is a fork of the Beholder (Eye Fix) (, which was a fork of Beholder (Continuation) (, which was a fork of Beholder race/classes ( 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.

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.

- 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.

Class: Evoker

Short Name: 

This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you.

It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key.

NOTE: This addon requires that you have the Ashes DLC active.

---Generic talents
cunning/survival - locked (because everyone gets it)
cursed/cursed-aura - optional


Demonic Pulse:
You sacrifice 10%% of your current health to send out a pulse of demonic energy in radius 10.
All minions in the pulse gain 25%% global action speed for %d turns and the pulse will attempt to daze all foes for %d turns.
You also use your knowledge of the demonic arts to passively obtain unlife, making it so that you only die when your life reaches -%d.
The amount of unlife and the chance to daze increases with your Mindpower.

Demon Portal:
You instantly swap places with your demon. This heals both of you for %d life and you gain 5 hate.
Afterwards, your demon and yourself will be out of phase for 3 turns. In this state all new negative status effects duration is reduced by %d%%, your defense is increased by %d and all your resistances by %d%%.
The amount healed and out of phase bonuses will increase with your Mindpower.

Speed Demon:
You sacrifice 10%% of your max health in return for speed and power.
While sustained you gain %d%% movement speed and increase your Mindpower by %d.
The speed bonus will increase with your Willpower.

Abyssal Shield:
Surround yourself with a defensive aura, increasing armor by %d, and inflicting %0.2f fire and %0.2f blight damage to all attacking foes.
Additionally, your vim will enhance your defences, reducing all damage by %d%% of your current vim (currently %d), but never reducing by more than half of the original damage. This will cost vim equal to 5%% of the damage blocked.
The damage will scale with your Mindpower.

---Class talents
corruption/blood - locked
corruption/doom-covenant - locked
corruption/fearfire - locked

-Corruption/Demon Summons:

Summon Demon:
Summon a demon by sacrificing 50%% of your current health. Your demon's primary stat will be improved by %d, its two secondary stats by %d.
At talent level one, you may summon an fiery imp; at level three a shadowy dúathedlen; and at level five a grotesque uruivellas.
Summoned demons can only be maintained up to a range of %d, and will rematerialize next to you if this range is exceeded.
Only one summoned demon may be active at a time, and the stat bonuses will improve with your Spellpower.

Demon Unity:
You now gain %d%% spell speed while Summoned Demon: Imp is active, %d%% resist all while Summoned Demon: Dúathedlen is active, and %d Mindpower while Summoned Demon: Uruivellas is active.
(Takes effect upon summoning.)
These bonuses scale with your Spellpower.

Flame Fury:
You sacrifice 10%% of your current health channel the power of Fearscape that resides in your demons and a wave of fire emanates from you knocking back foes within radius %d and setting them ablaze doing %0.2f fire damage over 3 turns.
The damage will increase with your Spellpower.

Improved Summoning:
Your summoned demons are more powerful and know new talents at talent level %d.
Imp: Flame Shock, Firestorm, and Burning Hex.
Dúathedlen: Shadow Combat, Shadow Grasp, and Shadow Veil.
Uruivellas: Rush, Draining Assault, and Blindside.
As your Improved Summoning talent increases, so do the chances of your demons being summoned with improved gear (ego chance).

Initial release

Took out Demonic Possession and added Demonic Pulse. Moved Improved Summoning to the 4th talent to be the capstone. Cut total hate pool down to 25. Added a hate cost to Demonic Pulse and to the Summon Demon sustains. Reduced max_life from 110 to 90. Improved class description.

New cursed/diabolical generic tree that replaces cursed/dark-sustenance. Moved Demonic Pulse to Diabolical tree and replaced it with Flame Fury. Made demon kills grant the player 1/4 of the hate for the kill. Changed Duathedlen skills to take out stealth. Added more sacrifice health costs to skills.

Fixed typos. Reduced sustain hate cost on demons and added a hate gain to Demon Portal to address resource starvation on tough single target fights. Changed the range on Demon Portal to scale with talent points. Tweaked the talent icon for Speed Demon.

Fixed some talent descriptions.

Gave Imp and Wretch movement talents. Fixed demon equipment so they don't spawn with antimagic items. Toned down demon chance to get egos on equipment, made level in Improved Summoning increase the chance.

Reduced pre-req for Blighted Summoning to apply to demons. Fixed imp sometimes missing equipment. Fixed ego chances for demon equipment. Increased imp defense. Gave dúathedlen a regen talent. Added out-of-phase to Demon Portal. Set demon speed equal to yours. Took out some preset talent points to let you spend them as you want. Made Evoker life rating equal to the highest mage (alchemist). Balanced imp phase door. Some hate balancing.

This is an overhaul of the class because it didn't feel as good to play and balanced as I wanted it to.
- Increased max hate a little. It's still a small pool, but doesn't feel as punishing.
- Increased the level and stat requirements across the board for the Diabolical and Demon Summons trees. Now new demons and levels in Improved Summoming feel special.
- Took out both shadows trees and Black Magic. Added Darkness, Vim, and Doom Covenant (locked) trees. Locked Fearfire. Took out Torment so that you have to wait to use higher vim cost skill until you have more vim in your pool, or use your life with Bloodcasting.
- Made demon summons immune to fear and tweaked their life, armor, and defense to give them a bit more survivability.
- Changed demon summons to start off tiny and grow as you level which is fun with Nekarcos's Visible Size Categories. Without Nekarcos's addon the dúathedlen and uruivellas will be graphically very large even if their size=tiny.
- Changed the Imp's Improved Summoning skills.
- Toned down Improved Summoning so that demons only get one skill with the 1st point, improve that skill with the 2nd, get a second skill and improve the first skill with the 3rd point, improve them both with the 4th point, and get a third skill and improve the previous two skills with the 5th point.
- Changed the wretch to an uruivellas (minotaur-like demon) and gave it a 2Her to help differentiate it from the dúathedlen (shadow demon).
- Fixed the dúathedlen image.

Earth Mage

Short Name: 

Adds the Earth Mage as a mage class that combines earth magics with wild gifts.
Earth Mages have learned the basics of how to create and use alchemist gems, but developed their own specialized uses as well.

Mana and equilibrium are their resources and their most important stat is Magic followed by Willpower and Constitution.
They use some existing talent trees from Archmage and Stone Warden, and have a new class tree: Spell / Lapidary.
Their playstyle is multitarget, area of effect, and damage over time, with a lot of options for survivability.

-- generic
Spell / Stone alchemy
Spell / Conveyance
Wild-gift / Harmony
-- locked
Cunning / Survival

-- class
Spell / Earth (x1.0 instead of the normal x1.3 to encourage play other than spamming Pulverizing Auger constantly)
Spell / Explosive admixtures
Spell / Eldritch stone
Wild-gift / Earthen vines
Spell / Lapidary
-- locked
Spell / Stone
Spell / Deeprock

Spell / Lapidary:

Living Stone - Sustained
Like stone, you are not easily moved nor damaged. While active, increases your resistances to being teleported and knocked back by %d%% and increases your physical resistance by %d%%.
Physical resistance increases with Constitution.
Also, resting will decrease your equilibrium by %0.2f per turn.

Liquefaction - Activated
Crush an alchemist gem and use the released power to vibrate the ground so quickly that it partially liquifies. Targets an area of radius %d dealing %d physical damage per turn with a 25%% chance to stun.
The vibrations last for for %d turns.
You have just enough control over the vibrations to not affect yourself.
The damage done will increase with your Spellpower.

Rejuvenation - Activated
Use two alchemist gems to surround yourself with rejuvenating aura, increasing health regeneration by %d and mana regeneration by 1000%% for %d turns.
Health regeneration increases with Constitution.

Cleansing Crystals - Activated
Consume five alchemist gems to remove up to %d effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted.

Initial release

Fixed Cleansing Crystals to clean more than just magic effects as intended.

Discordant class (and friends) -updated 7v-

Short Name: 
----------- Original from Vectorinox

Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it.

Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus.

Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos.

Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism.

Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold.

This is a practice addon intended for personal use, but thank you if you decided to check it out anyway.

Bonus class: Primitive, master of bump-attack *joke class* -------------

This is my first ever addon I just simply updated Vectorinox's discordant patch for all the classes to 1.7.0 (espeically for all you critic users) as well giving an a slight buff to Scorpions hook
(lowered the cool down ) . I give full credits to Vectorinox for making this wonderful addon. So please enjoy. So I may not be able to fix the bugs that may occur in the future ]

Andrew Minton : Qlass Pack (used as base)
Vectorinox and his Discodant Class pack -


1.0.0:- Initial release
1.0.1:- Discord talent tree rework (AKA nerfs)
1.0.2:- Add colossus as playable giant race
1.0.3:- Add kudzu as playable wilder class
1.0.4:- Add scorpion as playable rogue class
1.0.5:- Buffed scorpion weak early game scaling
1.0.6:- Add critic as playable afflicted class
1.0.7:- Critique tree bugfix
1.0.8:- Counterargument bugfix
1.0.9:- Update and minor Scorpion Buff by Rukaneo

Root's Classes

Short Name: 

Contains several classes developed by Root of All Things, including:

  • Raider: A Tinker who fights with a melee weapon in one hand and a steamgun in the other. The Raider has mastered the deadly art of throwing explosives everywhere, even if they risk hurting themselves with it.
Coming Soon:
  • Animist: A Wilder who is blessed by the spirits of fire, ice, wind and earth. The Animist conjures weapons that scale with his talents, and switches between them based on a set of Stances.
Update Notes - v1.0.0 - Raider, Revived
  • Now compatible with ToME 1.7.
  • Many bugfixes.
  • Strength scaling removed. Now starts with daggers and scales primarily with DEX and CUN.
  • No longer has access to Technique/Combat Veteran, Technique/Combat Techniques or Technique/Conditioning.
  • Steamtech / Physics is locked, but you start with a point in Smithing still to make Steamguns.
  • Now has access to Technique/Mobility at 1.3 mastery.
  • New class, unlocked category: Technique / Seaward Charge. Move with the wind at your back!
    * Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe.
    * Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns.
    * Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy.
    * Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.

  • New class, unlocked category: Steamtech / Crewmates. A valiant raider never fights alone!
    * Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents.
    * Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies.
    * Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes.
    * Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.

  • New class, locked category: Steamtech / Boarding Party. Arm your crew with deadly weapons.
    * Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot.
    * Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies.
    * Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents.
    * Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.

  • Many many talent changes.
  • Blast resistance adjusted. Mainclass Raiders start with 50%, with a possible additional 45% coming from various talents. Adventurers and other non-Raiders start with 0%, with a possible 95% coming from talents.
  • Shiny new SFX and particles for many talents.

Class: Shining One

Short Name: 

A new demented class, the Shining One.

This addon requires the Forbidden Cults DLC to function.

Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors.
Shining Ones begin in Kroshkurr by default.

Shining One talents do not appear on enemies.

Old Talents:
Celestial / Sunlight
Celestial / Light
Celestial / Chants
Cunning / Survival

New Talents:
Demented / Sunlight: Rain down explosions and beams of light and ride on the solar wind.
Demented / Inner Power: Absorb light and fire and build up bigger and bigger critical hits
Demented / Prism: Divide into 3 copies of yourself whenever you enter combat.
Celestial / Mantras: 3 songs - for movement, offense, and control that help manage your insanity and reward you for sticking with a mantra.

Advanced Talents:
Celestial / Incinerator: Burn enemies and the ground beneath them.
Celestial / Seals: Create a patch of ground that grants powerful bonuses as long as you can hold it.
Demented / Core-Gate: Summon more horrors to fill the battlefield with lasers.

Harrier class

Short Name: 

Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua.

Phantom Warrior Class

Short Name: 

Introduce Phantom Warrior, a two-handed chronomancy class.
Different from other chronomancers who are adept at traveling along the timeline, Phantom Warriors enhance their craft in manipulating the space of the battlefield. Each strike of their hefty two-handed weapon has a chance of breaking the stability of surrounding aether, creating inferior phantoms of themselves that last only for a short while. In order to thrive in combat, Phantom Warriors need to manage their phantoms wisely along with other resources.
In order to thrive in combat, a Phantom Warrior needs to manage their phantoms wisely along with other resources.

Class trees:
- Chronomancy/Phantom: foundational tree of this class, some status cleansing, and paradox management
- Chronomancy/Transcendental Combat: ways to generate phantoms and fighting at range
- Chronomancy/Time Wounds: talents working around a single strong debuff that can be stacked many times
- Chronomancy/Timeless Warrior: stamina management, some good offense/defense sustains, and one panic button
- (locked) Chronomancy/Sigils: map effects like Celestial/Circles to buff phantoms and debuff foes
- (locked) Chronomancy/Mirror: everything reflection
- (locked) Chronomancy/Synchronization: managing phantoms
plus two old trees:
- Chronomancy/Spacetime Folding
- (locked) Chronomancy/Matter

Generic trees:
- Technique/Combat Training
- Chronomancy/Chronomancy
- Chronomancy/Spacetime Weaving
- (locked) Chronomancy/Fate Weaving
- (locked) Cunning/Survival

Known problems:
- The size of the save file tends to grow quite large by late game. It appears to be caused by some reference counting issues plus the fact that inventories are cloned. Dead/expired phantoms still show up as party members even though they shouldn't be. Please let me know if anyone has ideas about how to work around this issue.

This class is originally inspired by Phantom Lancer from Dota 2.

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