mage

Now You See Me...

Short Name: 
now-you-see-me

Adds the Illusionist and Arcane Trickster subclasses to Tales of Maj'Eyal. Both of these classes rely on subterfuge and deception to survive.
The Illusionist is a master of light and shadow who confuses foes to keep them at bay.
The Arcane Trickster is a rogue who specializes in disabling foes from a distance before closing in for the kill.
Both classes are a ton of fun to play!

Changelog:

1.2 - Renamed Talent "Polarization" to avoid naming conflict

1.1 - Renamed Talent "Abduction" to avoid naming conflict

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

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.

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)
Technique/Conditioning (1.0)
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

Air Archer

Short Name: 
airarcherclass

Adds the Air Archer class, an archer that channels air magic through their attacks. Includes 4 new talent categories and does not appear on enemies.
Also reduces the mana costs of Chain Lightning and Thunderstorm strikes, and fixes sustainbug for Feather Wind, Blur Sight, and Tempest.

As in vanilla, all talent icons are from http://game-icons.net/ .

Sound credits:
http://freesound.org/people/pingel/sounds/2689/ CC 0

Compatibility

Messes with Feather Wind and Blur Sight. Otherwise unlikely to cause any problems.

Weight: 161258

Zephyr

Short Name: 
zephyr-class

Adds the Zephyr class, an archer that channels air magic through their attacks. Includes 4 new talent categories and does not appear on enemies.
Also reduces the mana costs of Chain Lightning and Thunderstorm strikes, and fixes sustainbug for Feather Wind, Blur Sight, and Tempest.

As in vanilla, all talent icons are from http://game-icons.net/ .

Sound credits:
http://freesound.org/people/pingel/sounds/2689/ CC 0

Compatibility

Messes with Feather Wind and Blur Sight. Otherwise unlikely to cause any problems.

Weight: 161258

Changelog

1.0.0:
- Initial release

Highblade Class

Short Name: 
highblade

Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references.

Archmage Options Addon

Short Name: 
archmageoptions

Mod to set most archmage talents/talent categories to unlearnt and give them talent/talent category points to make up for it.

Exile class

Short Name: 
exile

Contains a new mage cass with talents from the Archmage and Necromancer class.

Dark Priest

Short Name: 
darkpriest

Adds the Dark Priest, a mage subclass.

Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too.

Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier.
(full descriptions in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45460 )

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