Class

The Enforcer

Short Name: 
enforcer

Adds the Enforcer. Armed with shield and steamgun, the Enforcer utilizes suppressive fire and crafted grenades of all types to permanently remove foes.

Talent icons are from http://game-icons.net/ , cass icon is from https://opengameart.org/content/painterly-spell-icons-part-1 .

Class: Astromancer

Short Name: 
classastromancer

A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals.
Their basic trees summon and support Fire, Ice, and Lightning Elementals, as well as providing utility effects.
Their unlockable advanced trees rain down Meteors and twist Time Elementals into being.
They start with Chants, and a new tree in the vein of chants and hymns. They can unlock Celestial Light.

Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others.

This mod should be compatible with just about everything.
Superloads

  • data/talents/uber/mag to support Blighted Summoning
  • mod/class/interface/combat.lua to support Glacial Path's speed boost.

Sounds remixed from samples by Mike Koenig under CC-BY 3.0

Galvanic Alchemancer

Short Name: 
galvanic

Adds a new subclass for tinkers. Galvanic Alchemancers bridge the gap between the roles of Alchemist and Tinker. Due to the nature of their art, Galvanic Alchemancers learn alchemy and magic that is associated with lightning, though they can study other fields as well.

Inferno Forger

Short Name: 
infernoforger

Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic.

High Guard

Short Name: 
highguard

Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand.
Primary stats are Magic and Strength. All talents are spells and use only mana. Attacks with both staff and shield, with nearly all attacks (save for bumps) dealing the damage type your staff is currently alinged to.

Unique Talents:

Spell/Battlemage
Talents for fighting and defending with your staff and shield.

Spell/Magical Assualt
Talents for assualting your foes.

Spell/Phasing
Talents for battle mobility and defense.

Spell/Battle Channeling
Talents for combat utility.

Spell/Sorcerous Might (high level)
Store power in your shield to empower yourself.

Spell/Mage Adept (high level)
Gain greater control of magic and learn damaging spells.

Spell/Medic (generic)
Defense and utility.

Base Talents:

Technique/Combat Training (1.3)
Spell/Staff Combat (1.3)
Cunning/Survival (1.0)

See the forum thread full talent details.

Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painterly-spell-icons-part-1

Unlock Adventurer Class

Short Name: 
unlock-adventurer-class

Unlock the Adventurer class category (internally T-Engine calls them"classes"). This allows the Weekly Adventurer class to be selected.It does not unlock anything else, not even the titular Adventurer class(called a "subclass" by the engine).

Random Adventurer

Short Name: 
random-adventurer

Adds the Random Adventurer class.
Weight: 455

Changelog

1.0.0:
- Initial release

Mage Knight

Short Name: 
mageknight

Adds the Mage Knight metaclass, and its six sub-classes.

Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329

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.

Weekly Adventurer

Short Name: 
weekly-adventurer

Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge.
More info can be found here: http://forums.te4.org/viewtopic.php?f=38&t=48715
Spreadsheet of entrants can be found here: https://docs.google.com/spreadsheets/d/1Q80uEm9uCGjLqL2TAKMoARh4xJMx0uYHNUO5MvRX6zg/edit?usp=sharing
Discord server (click on #tome) where we talk a lot: https://discord.gg/9pmFGKx
Weight: 455

Featuring talent trees generously submitted by the following authors:

minmay

  == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
    Wild Gift / Blaze
    Wild Gift / Blizzard
    Wild Gift / Cyclone
    Wild Gift / Endurance
    Wild Gift / Rain
    Wild Gift / Supercell
    Wild Gift / Thunder

  == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
    Spell / Air Archery
    Spell / Storm Archery
    Spell / Swiftness
    Spell / Wild Magic

nsrr

  == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
    Technique / Agile Combatant
    Technique / Black Belt
    Technique / Fending
    Technique / Martial Arts
    Technique / Mending
    Technique / Transcending

Changelog

1.0.2:
- Fending will no longer pop up on seeds
- Tremor will no longer pop up on seeds
- Categories from escorts can no longer be chosen as a reward.
1.0.1:
- Weekly Adventurer now starts with the Shoot talent.
- Added the following talent trees submitted by nsrr: Technique / Agile Combatant, Technique / Black Belt, Technique / Fending, Technique / Martial Arts, Technique / Mending, Technique / Rending, Technique / Transcending
- Added the following talent trees submitted by minmay: Spell / Air Archery, Spell / Storm Archery, Spell / Swiftness, Spell / Wild Magic, Wild Gift / Blaze, Wild Gift / Blizzard, Wild Gift / Cyclone, Wild Gift / Endurance, Wild Gift / Rain, Wild Gift / Supercell, Wild Gift / Thunder, Wild Gift / Tremor
- Weekly Adventurer now prints the chosen seed and talent categories to the log
- Mindslayer trees will not longer pop up on seeds
- Max number of meta trees increased to 6

1.0.0:
- Initial release

Class Start Priority - Undead Version

Short Name: 
class_starts_undead

A variant of Keevan's Class Start Priority addon, modfied with great incompetence by Parcae to allow Undead to access Ashes of Uhr'rok starting zones.

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