Class

Twinmagi

Short Name: 
twinmagi

For too long Archmages have ruled over all the schools of magic with an iron fist. No more!
Enter the Wizard. The Archmage subclass loses the Phantasm, Temporal, and Earth schools and gains a few tweaks to the Water school to make it more robust.
The Wizard starts with Darkmatter, Earth, Temporal, and Phantasm, each with a few usability changes to allow them to stand on their own.
The Wizard can also unlock the new Lucent, Void, and Warp schools to deepen their mastery of astral magic further.
Best of all, Wizards can rock a wizard hat better than anyone alive.

Grove Keeper

Short Name: 
grovekeeper

Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee.

Full details in the forum.
Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painterly-spell-icons-part-3

Fate Archer for ToME

Short Name: 
fatearcher

YOU SHOULD ENABLE THIS ADDON WITH THE LATEST CHN123 ADDON!
在漫长的时光中学会了心灵杀手的超能格斗和能量操控、奥术之刃的
魔法格斗和附魔系以及收割者的堕落格斗和折磨系的命运射手;
众所周知,弓兵近战天下第一:P;
代价是狗没了,静态时空、时空折叠、速度控制、时空系和命运编织
全忘了,不务正业;
天生自带一级土归土,生存能力只能靠传送和蒸汽了,可能反而比时
空守卫要“弱”一些;
奥术武器的法术加入了魔法箭和土归土;
时光法师的译名改为了直译的悖论法师,为了统一画风,主要是我实
在是想不出时开头的意译了,时序射手?
需要配合1.5.10的汉化使用。

Revamped Skirmisher

Short Name: 
skirm_revamp

Revamps the Skirmisher class.

All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind.

Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents.

Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility.

Scoundrel is unlocked, master increased to 1.3.
Poisons mastery is increased to 1.3 (from 1.2).
Stealth is granted, locked at 1.0 mastery.

[Buckler Training]
'Buckler Expertise' grants Armor and Hardiness while wearing light armor (values taken from 1.6). The description has also been updated to reflect what it actually does (i.e. it now notes that melee attack deflection does not work in heavy armor).
'Bash and Smash' now scales in the second shield hit as a chance to occur (50-100%). Knockback distance now scales, instead of having an artifical (and hidden) break point.
Moved to level 8 talent.
'Buckler Mastery' no longer has scaling projectile spread radius (projectiles will always be deflected in a radius of 1). Buckler Mastery now grants immunity to damage from your own projectiles. The critical strike for Bash and Smash now scales in as increased crit chance (50-100%) for the shield hit(s).
Moved to level 12 talent.
'Counter Shot' has been replaced with a new level 4 talent:
'Dash and Crash', a talent which will rush toward a targeted foe up to X tiles away, attack with your shield for Y damage, and activate Block for free. If the shield strike hits, the target may be confused for Z turns. Cooldown decreases with level [~20-10 turns].

[Tireless Combatant]
'Tireless Combatant' talents have been changed to use Dexterity (instead of Willpower) as a requirement.
'Breathing Room' now adds stacks of the new 'Breathing Room' effect each turn their are no enemies adjacent to you. The effect increases life and stamina regen and can stack up to 4 times. You will lose one stack per turn if an enemy is adjacent to you.
'Pace Yourself' now grants flat damage armor instead of reduced fatigue.
'Dauntless Challenger' has been reworked. Rather than passively granting regeneration, you can activate the talent to consume all stacks of Breathing Room and gain the Dauntless Challenger effect for X turns. The effect grants 200% of the stamina regen and 400% of the life regen granted by Breathing Room, multiplied by the number of stacks consumed. You cannot gain stacks of Breathing Room while under this effect, but the regeneration from Dauntless Challenger will persist regardless of enemy location, etc.
'The Eternal Warrior' has improved resistance cap scaling, and now scales in the 'Breathing Room' regeneration bonus from 10%-20% (which also improves 'Dauntless Challenger' as a result).

[Skirmisher Slings]
'Sling Supremacy'now allows you to reload when you Block.
'Swift Shot' now resets Hurricane Shot cooldown completely. Additionally, a somewhat obscure but potentially exploitable bug from vanilla has been removed.
'Hurricane Shot' now always hits targets only once, but the damage scaling is doubled. Projectiles from this attack now travel instantly.
'Bombardment' has been completely reworked. It now costs 20 stamina to sustain, causes Shoot to cost 5 stamina, and increases fatigue by 50%. While active, all sling shots which hit will trigger an instant sling attack on the same target for [20-40]% weapon damage. This can trigger from any shot, from any talent, so long as a sling is equipped. This can affect multiple targets and trigger multiple times, but will strike each individual target twice per turn at most.

[Called Shots]
'Called Shots' attack talent projectiles now travel instantly.
'Kneecapper' has improved pin and slow duration scaling.
'Noggin Knocker' now scales up the stun/increase duration, from 1 (at TL 1) to 2 (at ~ TL 5 / TL 4 at 1.3 mastery).
'Sling Sniper' cooldown reduction now scales and it is possible to reach 3 turn reduction with increased mastery.

Use Classes in All Campaigns

Short Name: 
universalclasses

As recently seen with the cults expansion, new classes are sometimes missing from addon campaigns due to load order. This addon solves that problem. It allows usage of all main campaign classes in all addon campaigns.

Specialist Adventurers (WIP)

Short Name: 
improv_adven

Spell Blade Class

Short Name: 
spell-blade

Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right?

The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells.
They use their magic to cripple their foes and overwhelm them with swift strikes.
Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging.
Therefore they also rely on channeling their spells through weapons or tools rather than casting large bolts of fire or beams of arcane energy as Archmages do. Nevertheless the result can be just as devastating.

v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way).

Contains 6 new categories.
I made the icons from scratch by myself.

Nekomancer

Short Name: 
nekomancer

Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees.

Changelog:

1.0.1: Updated description somewhat
1.0.0: Initial Nekomancer release

Shaman

Short Name: 
shaman

Description

This addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons.

Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation.

They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice.

6 unique class trees (3 locked) :
- Elemental Magic and High Elemental Magic: Mana based spells with a cold and lightning thematic.
- Natural Warrior and Greater Natural Warrior: Stamina based 2h trees with a nature thematic.
- Spirits and Spirit Master: Equilibrium trees based on 2 permanent summons, a nature one and a cold one.

2 unique generic trees :
- Fetishes : Lasting AoE with animal thematics (blinding hawk, stunning bear, etc...).
- Totems : short duration summons with powerful buff/debuff AoE.

With the exception of 4 talents, Shaman talents can appear on NPC.

Disclaimer

This is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;)

If possible, please take discussions and bugs report to the forum thread I will make.

Credits

Nefigah for loving the Shaman idea and helping me more than a little with the coding.

Chewbacca for testing Shaman maybe more than me.

Micbran for correcting my bad english.

Rexorcorum for the pretty awesome spirits and totems tiles.

Orange because his name is lucky :frog: :robot:.

http://game-icons.net/ for all the icons.

In advance, whoever tries this out and gives me feedback so I can continue to improve it !

Changelog

1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes)
- fixed a bug where enemies would keep summoning more and more spirits
- fixed a bug where enemies did not benefit from water/moss strength

1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers)
- fixed bear fetish desc, the initial hit is low and the following is high, not the other way around. Damage also nerfed.
- fixed a bug when spirits tried to summon while surrounded by impassable terrain

1.0.6 : - nerfed bark armor shield at low TL/STR
- removed damage bonus from spirit blade (moss)
- water vortex cd reduced by 1 (7 --> 6)
- both spirits are now available at level 1
- willpower requirements for spirits are upped (similar to weapon mastery requirement)
- bark spit/ice shards cd upped by 1 (4 --> 5)
- bark spit/ice shards damage nerfed at low TL
- changed spirit bump damage to be based on level instead of TL
- elemental spirit path rescaled due to spirit's damage nerf. Treshold is lower but it now shields for 100% of the damage (instead of 50%)
- prevented turning on moss/water spirit on world map as it was breaking spirit creation
- updated some talent arts
- added a line to shaman's path description to tell you which path you're on (or warn you if you aren't on any)

1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits)

1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range
- Fixed a bug where Nature's Fist was taking 2 turns
- Isolate and Nature's Fist now have an unarmed strike followed by a weaker melee strike if the unarmed strike hits
- Earth Spirit --> Moss Spirit to make nature theme clearer
- Renamed Focus Lightning to Lightning Rod, renamed Lightning Rod to Lightning Assault. Updated talent art
- Removed snake/bear interaction in the relevant fetishes
- Bear Fetish now disarms instead of stun
- Boar Fetish properly checks cut immunity
- Review Thunder to a smoother scaling curve
- Nerfed Bone totem (50% --> 33% chance to protect)
- Buffed Yeti Totem (now grants armor on top of the ice retal)
- All advanced path capstone are now fixed CD
- Wave of Steel is now weapon speed
- Rejuvenating Strike now has scaling damage
- Fixed totem bonus not refreshing properly on spirits
- Spread Elemental Spirits bonuses across the whole High Elemental tree
- Renamed Ethereal Form to spirit form, it now tp to the closest available spot when the buff end while you're in a wall rather than a random spot in range 50
- Corrected a couple typos
- Shaman works properly in other campaigns than AoA

1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels)
- Spirits don't get infinite armor from sandworm totem anymore (oops)
- Bear Fetish no longer AoE stun on use but instead deals damage and shred armor. The lasting effect is still damage + stun
- Spirit Rage now always teleports the spirits if you're wearing mindstars
- Updated totems descriptions to match fetishes (putting other talents on cooldown)
- Updated totems descriptions to reflect how their life scale
- Spirits no longer count toward Blighted Summoning as they don't interact with it

1.0.2 : - Last tiles added, say hello to the new spirits !
- Improved descriptions : added Lightning Rod total damage, added fetishes AoE duration, clarified that the bonus for getting a totem to 5/5 is always on, sandworm and wyrm totem explain their power scaling.
- Manasurge rune is now in inventory rather than inscribed, say hello to Zigur more easily.
- Shaman's Path is now an active that you can use for an instant weapon switch !
- Improved Lightning Body evasion bonus.

1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling.

Class: Revamped Wyrmic

Short Name: 
revamped-wyrmic

A variation on wyrmics, as a multi-elemental debuff-centered class.
Rather than having their abilities scattered among the elements, they'll rank up melee attacks, mental attacks, and elements separately.

The core of Wyrmic is:
Combat Techniques
Draconic Combat - provides weapon attacks.
Draconic Energy - provides mindpower attacks.
Draconic Body - provides mobility and survivability.

Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access.
Finally, the advanced Prismatic Tree rewards you for changing elements.

Apex Predator - new generic tree that fills in a few gaps and lets you wear gems.
Please leave feedback and bug reports in the linked Forum Discussion thread.

Credits
As in vanilla, all talent icons are from http://game-icons.net/ .
The particle-effect coloring system is taken from minmay's Crystalist.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0

Compatibility
Will be incompatible with other Wyrmic replacements.
Incompatible with some addons that change gems, especially Alchemist reworks.

Other
Acid and Venom have been separated into two different aspects.
This addon does not let you turn into a dragon.
This addon does not let you summon dragons to help you.

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