Bloodriver Adherent Class
Adds Bloodriver Adherent class, a Mage subclass.
Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately.
They also have access to unique Bloodriver spells which utilize their own mana-infused blood to enhance their effects.
Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast.
By default, this class can, and it is recommended, to focus on 2 different basic element talent trees. These 2 selected elements will later got advanced talents that you can learn.
There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible.
However, how you want to play this subclass, which talent to choose, is up to your liking.
You want to cause debuffs to your enemies? Prolong debuffs and make them suffer? sure you can!
You want to summon a cute golem to do your bidding and cute fairy to spice things up? Go ahead!
You want to just straight up deal damage to your enemies? say no more!
You can even summon some totems, put traps, and more.
There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by:
killing a certain named bear
destroy a certain magical crystal
killing a certain spider in the east, and
going to a certain place where magic are blazing.
This subclass is a bit tricky to play and on the harder side of difficulty-wise.
As both mana and life are used as resources to cast, and both life and mana dictates your livelihood, you will need to manage your mana and life, and choose your actions carefully.
If your mana is empty, you won't instantly die, but you will suffocate and take damage every turn. Suffocation will last until either you die or you replenish your mana.
There are a lot of self-perseverance talents embedded in this class, so you can take those to ensure your longevity.
Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself!
If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers.
Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3.
Spell Merchants quickfix-fix
Pushes two merchants little aside so that they wont spawn on top of extra dungeons when unlocked and fixes Lost Merchant dungeon spawn level https://te4.org/games/addons/tome/dungeon_map https://te4.org/games/addons/tome/master-spell-merchants
Calligrapher
Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink.
The goal is to make a class where instantly dashing into the middle of a pile of rares and laying about with AoEs is the correct way to play, rather then elaborate suicide.
They primarily deal darkness damage, with secondary fire and blight elements.
They use the brand-new Ink resource, notable for having a hard cap of 100 Ink. Ink is restored by killing high ranked enemies, or by damaging yourself with Blood Distillation.
Aside from the usual unlocked Combat Training and Survival, Calligrapher uses completely unique trees. It has 4 unlocked class trees, one locked class tree and one generic tree.
Planned changes:
-I have an idea for another locked class category
-I might add another generic category as well
-A few of the sustains might have particle effects added to them, like Divine Cipher
-It is distantly possible that I might add sound effects to the class. I'm generally not a fan of ToME's sound design though, so this is unlikely.
I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking.
If you run across any bugs then please report them. Include the relevant lua error and whether you have any other addons active.
There shouldn't be any other addon conflicts, since I've made liberal use of shortnames and haven't superloaded anything destructively, but it's still possible that there are some.
I do still recommend having as few non-essential addons active as possible, but this addon shouldn't affect even non-Calligrapher playthroughs due to the class being disabled on random enemies.
Spell Merchants quickfix
Pushes two merchants little aside so that they wont spawn on top of extra dungeons when unlocked https://te4.org/games/addons/tome/dungeon_map https://te4.org/games/addons/tome/master-spell-merchants
Incantor of Flame
Adds the Incantor of Flame, a mage subclass.
The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength.
Incantor of Flame combines a few base game spell and technique trees with a pair of new trees, one class and one generic.
Generic:
Combat Training
Survival
Conditioning
-New-
Tempered: Passive defenses and utility focused around utilizing and improving Block.
-Locked-
Divination
Conveyance
Class:
Combat Techniques
Combat Veteran
Shield Defense
Fire
-New-
Forge: melee fire attacks with weapon and shield which interact with your other talents
-Locked-
Wildfire
Meta
Battle Tactics
Talent icons from https://game-icons.net
Earth Mage
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.
https://github.com/Werekracken/tome-earthmage
-- 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.
---Changelog
v1.0.0
Initial release
v1.0.1
Fixed Cleansing Crystals to clean more than just magic effects as intended.
Quantum Slider
Adds a new race: the Vorloth.
Vorloths are not from Eyal, they are from planet Luxam.
They are unique sound creatures, fragile but powerful.
Vorloths have their own starting zone, and they have a unique post-game boss fight.
Adds a new Chronomancer subclass, the Quantum Slider.
The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can.
Running with very high speed and teleporting gives you several benefits. Sliders are always on the Run.
Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees.
Their new, unique trees are:
- starting unlocked class trees -
Quantum Theory - for paradox management and unique mobility benefits (defense & utility)
Quantum Coherence - the knowledge about molecular bonds and structures (defense & utility)
Reality Sculpting - the knowledge about re-shaping reality (AoE damage & DoT with debuffs)
Field Extension - manipulating spacetime (defense & speed-realted self buffs)
Chronodynamics - slowing down and damage your enemies (AoE damage & speed-related debuffs)
- locked higher (from lvl 10) class trees -
Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast!
Pocket Universe - gives debuffs to enemies through running fast & buffs on teleporting (indirect defense & utility)
Googolplex Existence - Teleport based attacks & debuffing enemies
Core Dweller - adds a time golem summon, thats helps in spellcasting but also deals damage
- starting unlocked generic trees -
Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff)
Beads in a String - curve spacetime (mobility & utility)
Wanderlust - speed up yourself (movment buff, healing & utility)
Paths - contains 8 individual "MINI-PRODIGIES" (specializations)
- locked generic trees -
Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff)
Anomaly Alchemy - change enemies into weaklings and imbue your spells into your items!
Quantum Sliders also have a Class Evolution, the: Táltos.
Be aware, this can result is crazy powers!
The addon also contains new effects and new damage types for the class.
The possible power level is higher than with a paradox mage.
Slider is a very strong class if it's played in a simple way, but the more complex
way it's played the stronger & stronger it will be.
Thanks for playing and for the feedback!
Frost Invoker
Adds the Frost Invoker, a mage subclass.
The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity.
Frost Invokers know Combat Training and Survival(locked) and have 11 new spell trees, 3 generic and 8 class (of which 3 start locked).
Generic:
Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility.
Rime Guard: Defense, with a damage shield and one-shot protection.
Ice Floes: Mobility and utility focused on an icy ground effect.
Class:
Hail: Offensive spells which can reduce the cd of Artic talents.
Arctic: Unarmed attacks with AoE, a pin, a multi-hit, and a gap closer.
Winter: Utility and defense, with a decoy and a scout.
Frost: Defense and utility focused on building and consuming a stacking effect.
Chill: Debuffs which proc on cold damage, with active conditional sustain stripping.
Locked:
Blizzard: Defense and debuffs focused on a single AoE spell.
Icicles: Adds a cold-damage psuedo-weapon that procs on unarmed attacks. (high level)
Cryomania: Maical and physical synergy, and cold resist / ice-block penetration sustain. (high level)
Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painterly-spell-icons-part-2
Icicles moddable tile attachment from Verdant Pack by HousePet (re-colored); attachment art by Rexocorum.
Class+Race Pack
Adds several new classes and races:
- Bladebender class: Psionic melee fighter that triple-wields daggers and has "meta" talents that can modify other talents.
- Harbinger class: Wilder melee fighter that channels storms through their attacks. More powerful against groups of foes than against single targets. Their class talents do not use resources.
- The Cooler Anorithil class: Revamp of the Anorithil class that must directly alternate between Solar and Lunar talents instead of managing positive/negative energy.
- Zephyr class: Basically a ranged and exclusively lightning-based version of Arcane Blade. Overpowered, not a serious class, and mostly exists to demonstrate instant projectiles.
- Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them.
- Dreamelf race: Overpowered race that can reposition enemies and shorten talent cooldowns.
- Lich race: Undead race that can convert a portion of all their damage into a damage type of their choice.
This addon also makes a couple other changes to make the Zephyr class work:
- Feather Wind is no longer snapshottable, provides less defense but provides both melee and ranged defense, and its maximum encumbrance is no longer spellpower-dependent.
Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers.
You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below.
Weight: 134953
===== Credits =====
As in vanilla, all talent icons are from http://game-icons.net/ and licensed under CC-BY 3.0. Class icons are from https://opengameart.org/content/painterly-spell-icons-part-4 and https://opengameart.org/content/11-planet-sci-fi-set .
Sounds:
http://freesound.org/people/pingel/sounds/2689/ CC 0
http://freesound.org/people/artifact/sounds/29675/ CC BY 3.0
http://freesound.org/people/BOBtheROSS/sounds/244358/ CC BY 3.0
http://freesound.org/people/CGEffex/sounds/98335/ CC-BY 3.0
http://freesound.org/people/Ephemeral_Rift/sounds/77370/ CC BY-NC 3.0
http://freesound.org/people/jameswrowles/sounds/248219/ CC BY 3.0
http://freesound.org/people/Julien%20Matthey/sounds/105016/ CC 0
http://freesound.org/people/misosound/sounds/251759/ CC 0
http://freesound.org/people/nicStage/sounds/64460/ CC BY 3.0
http://freesound.org/people/benjaminharveydesign/sounds/315914/ CC 0
http://freesound.org/people/misosound/sounds/251759/ CC 0
http://freesound.org/people/werra/sounds/232130/ CC 0
http://freesound.org/people/bspiller5/sounds/157616/ CC 0
http://freesound.org/people/qubodup/sounds/219566/ CC-BY 3.0
http://freesound.org/people/gezortenplotz/sounds/20135/ CC-BY 3.0
===== Changelog =====
1.1.1:
- Added Moon Fox race
- Bug fix: Dreamelf/Moon Fox gender restriction now works fully
- Simplified Resistance to give all resistance instead of physical, fire, cold, lightning, and acid resistance, and greatly reduced its resistance value to be more in line with Thick Skin (i.e. it sucks now)
1.1.0:
- Updated for ToME version 1.7.2 (including translation support)
- Changed some talents to mitigate ToME's crit tracking bug ( http://forums.te4.org/viewtopic.php?f=42&t=51477 ). Talents with non-damaging effects that crit (e.g. Countershock, Solar Shield) now try to preserve previous crit state; other affected talents are detailed individually below.
- Redesigned all combatTalentLimit() calls, attempting to adapt to 1.7's change to combatTalentLimit() shape.
- Slight changes to various talent descriptions for consistency.
- Bladebender:
- Bug fix: Deja Vu no longer routinely fails to force its target and no longer infinitely repeats talents with coroutines
- Bug fix: Specialty can no longer be used on prodigies
- Bug fix: Specialty now calls on_mastery_change and updates talent passives correctly
- Bug fix: Eliminated an accidentally-left-in debugging line (printed "asdfasglasldgkj" when Project reactivated after leveling up)
- Air Parry now prints its message right before destroying a projectile instead of right after
- Cooler Anorithil:
- Bug fix: Selenelion now provides the correct amount of extra spell crit multiplier
- Bug fix: Ad Astra no longer refers to Jumpgate in its failure message (text-only bug)
- Crit tracking bug mitigation: Syzygy talent now uses instant bolts instead of projectiles, tries to preserve previous crit state, and uses its own crit state for its damage
- Crit tracking bug mitigation: Star Song beams now crit individually
- Crit tracking bug mitigation: Solar Flares explosions now crit individually
- Resistance's talent level scaling curve for its resistances adjusted (lower values at talent level 1, higher values at higher talent levels)
- Solar Shield duration reduced to 5 (from 10); the long duration was a holdover from when Bathe in Light could be obtained from escorts
- Solar Shield's description now includes damage shield power and duration bonuses
- Harbinger:
- Finally got rid of the Tremor category.
- Crit tracking bug mitigation: Flashover now tries to preserve previous crit state and uses its own crit state for its damage
- Fortress of Ruin now provides evasion instead of a variant of crit shrug.
- Resistance now provides slightly more resistance
- Resistance's resistance cap bonus now converges instead of scaling at ^0.5
- Fortitude now scales linearly (previously ^0.75) and generally gives slightly more saves
- Lich:
- Bug fix: The Lich talent now describes the effect of 1.7 critical shrug instead of 1.5 critical shrug.
- Ancient Knowledge now has a safeguard for talent categories that are known by the actor but don't actually exist (fixes compatibility with Arcanist class from Arcanum).
- Zephyr:
- Bug fix: Lightning Phase's damage can now crit
- Crit tracking bug mitigation: Hail of Destruction's spell crit now happens per-target for the lightning explosion, instead of before doing the archery attack
1.0.1:
- Removed some debugging print() calls
- Bug fix: Vortex now attributes its damage correctly (allows it to trigger "Talent on hit (mindpower)" directly)
- Bug fix: Ancient Knowledge no longer affects mastery of prodigies (coincidentally fixes Adept error)
- No longer modifies Tempest because its snapshotting is fixed in Bugfix Pack.
1.0.0:
- Initial release
- Changes to the classes and races:
- All content updated for ToME4 version 1.6.7
- Removed legacy talents/effects/etc. that were kept for save compatibility in the original addons, since this is a new addon (and 1.6 is not save compatible with 1.5 anyway)
- Some indentation cleanup
- Edited some descriptions
- Bladebender:
- Bug fix: The sound effect for Break Guard now accounts for the enemy shrugging off the disarm or stun
- Bug fix: Deja Vu recursion guard no longer sticks around slightly longer than intended when the Deja Vu sustain is deactivated
- Bug fix: Deja Vu now has a message when its chosen talent is lost, like the other Talent Perfection talents
- Bug fix: Specialty now updates the passive effects of non-passive talents
- Bug fix: Waiting Blades now only attacks hostile creatures as it claims
- Lesser Weapon Focus can now trigger from all attacks that did not originate from Lesser Weapon Focus, but has a lower trigger chance
- Reduced healing and psi gain from One With Blades by 1/3
- Healing and psi gain from One With Blades is no longer rounded
- Perforate now uses blood color
- Talent Perfection messages for talents being lost no longer begin with a space
- Dreamelf:
- Updated experience penalty to match the change to Shalore
- Updated healing infusion to be inscribed instead of in inventory, to match changes to other races
- Cooler Anorithil:
- Bug fix: Finally implemented Sear and Numb with callbackOnDealDamage, fixing them searing/numbing through damage shields. Also can I just say that death_note is a really bad variable name
- Bug fix: Solar Focus Target now actually removes itself if the source dies or otherwise disappears
- Bug fix: Solar Focus now deactivates immediately upon changing levels
- Bug fix: Solar Flares no longer fails to roll crit and shift alignment when it doesn't find any targets
- Renamed from "Anorithil" to "Cooler Anorithil" and is now separate from the vanilla class (no more monsters with it)
- Added class icon
- Added "SOLAR_", "LUNAR_", "LIMINAL_", to unprefixed talents' internal names to reduce the chance of addon conflicts.
- Talents with 3D sounds no longer lose volume with distance, and have had their panning adjusted
- Changed Cunning/Survival mastery from 1.1 to 1.0
- Replaced Duality's projectile deflection chance with a much lower chance to avoid damage
- Reduced the amount of critical chance from Selenelion
- Reduced the damage of Spontaneous Combustion
- Renamed the new version of Corona to Syzygy
- Renamed the new version of Jumpgate to Astral Gate
- Renamed the new version of Jumpgate: Teleport To to Ad Astra
- Renamed the new version of Moonlight Ray to Lunar Ray
- Renamed the new version of Searing Light to Solar Light
- Renamed the new version of Shadow Blast to Shadow Burst
- Renamed the new version of Starfall to Dark Star
- Renamed the new version of Totality to Occultation
- Renamed the new version of Twilight Surge to Twilight Pulse
- Increased minimum pitch of Lunar Ray sounds
- Increased minimum pitch of first Shadow Blast sound
- Increased minimum pitch of first Solar Light sound
- Increased volume of Occultation sound
- Harbinger:
- Bug fix: Particles for Channel Fire, Channel Cold, and Cyclone are no longer lost on save/load
- Bug fix: Cyclone particles now disappear if it is completely unlearned
- Added "HARBINGER_" to talents' internal names to reduce the chance of addon conflicts
- Capped all talent radii at 10
- Arc now attacks monsters in order of how many arc steps it took to reach them, with ties broken randomly
- Arc now has a safeguard against stack overflows when attacking extremely long chains of monsters (chains shorter than 127 monsters are unaffected, so it can still hit over 16,000 monsters)
- Reduced the effect of Chill
- Adjusted scaling of Countershock's cooldown with talent level, nerfing it at talent level 2+
- Reduced Cremate's heal by 70% but removed its once-per-turn restriction
- Cremate no longer plays a sound
- Increased Cyclone's damage by 50%
- Made Electrical Disruption's cooldown scaling less extreme at low talent levels
- Electrical Disruption now plays its sound at the user's location instead of the target's
- Reduced the number of effects removed by Electrical Disruption
- Halved Flashover damage.
- Reduced Flashover radius (matches new Storm Conduit radius)
- Foreshock's sound now has randomized speed
- Reduced the amount of evasion given by Megathrust
- Changed Mist's life regeneration to scale with talent level only (not mindpower), but increased its healing modifier bonus. This also fixes the snapshotting bug with the life regeneration
- Reduced the amount of physical power given by Mountain Mover (now that weapon masteries give less)
- Storm Conduit's radius now scales with talent level
- Storm Conduit's sound now has randomized speed
- Greatly reduced Storm Conduit damage, due to Cremate now being able to trigger it multiple times per turn
- Reduced the effect of Suppressing Fire, especially at low talent levels
- Vortex's sound now has randomized speed
- Reduced the number of effects removed and wards given by Torrent
- Lich:
- Due to 1.6 inscription changes making undead MUCH less bad, this race had to be nerfed a lot.
- Increased experience penalty from 0% to 20%
- Removed stun immunity (farewell consistency with NPC liches)
- Reduced life rating from 10 to 8
- Absorb Essence now recovers steam
- Ancient Knowledge's Infinite Dungeon hack revised to be monotonic (going from slightly below effective talent level 10 to slightly above it no longer makes the talent worse)
- Reduced the crit shrug chance on the Lich talent by about 28%
- Reduced the Cunning-based saves on the Lich talent by 1/3
- Zephyr:
- Bug fix: Recharge now uses callbackOnDealDamage, fixing e.g. 0 damage hits providing mana
- No longer starts in Angolwen because Abashed Expanse is obnoxious
- Self-targeting with Lightning Phase now gives Stormshield instead of Elemental Surge: Lightning (which was similar to Stormshield before 1.6), with a threshold of 0.01 and a small number of charges
- Greatly reduced the flat damage reduction from Static Shield
- Storm Infusion is now passive
- Reduced Sylph's damage avoidance chance
- No longer has Spell/Phantasm or modifies its talents; starts with Disperse Magic instead of Illuminate
- No longer alters Chain Lightning or Thunderstorm
- For consistency with vanilla, the Mobile Defense talent no longer applies to the Feather Wind defense bonus (only relevant in combination with other third-party addons)
- The Storm Fury artifact no longer grants Storm Archery mastery
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.