mage

Quantum Slider

Short Name: 
quantum-slider

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
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 (speed-realted self buffs)
Chronodynamics - slowing down and damage your enemies (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! (very high damage potential & utility)
Pocket Universe - gives map effects through running fast & buffs on teleporting (indirect defense & utility)

- starting unlocked generic trees -
Prajna - extended senses (tracking & other vision effects)
Beads in a String - curve spacetime (mobility & utility)
Wanderlust - speed up yourself (movment buff & utility)

- locked generic tree -
Quantum Fusion - enhance your spellcasting (spellpower, damage buffs & debuff)

The addon also contains new effects and new damage types for the class.

This class is designed for playing in madness,
so playing it on normal & nightmare might be very easy.
The possible power level is equal or higher than with a paradox mage, but the playstyle is very unusual.
To gain very high power level, you have to control very intense chaos.

Thanks for playing!

Frost Invoker

Short Name: 
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.

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.

Infinite Dungeon Merchants

Short Name: 
infinitedungeon-merchants

4 NPCs will now spawn in Infinite Dungeon that can sell spells trees, stat points, sub stats & can imbue items for you.

There are 19 talent trees (249 talents) available for purchase:
Archmage, Alchemist, Necromancy, Chronomancy, Psionic, Celestial, Anorithil, Oozemancer, Berserker, Rouge, Archer, Arcane Blade, Summoner, Wyrmic, StoneWarden, Corruptor, Cursed, Demented & Steamtech!

Can increase your stats and sub stats:
(STR/DEX/MAG/WIL/CUN/CON and phys/mag/ment resistance and criticals)

Imbue items:
imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you want can afford!

The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.

      • DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.

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IMPORTANT: I am unable to respond to comments on this site as my comments keep getting blocked as spam! If you have issues/bugs/requests you will need to post your comment on the STEAM Workshop addon page here: https://steamcommunity.com/sharedfiles/filedetails/?id=1734628585 So I can see/respond to you there. Its free to make a Steam account!
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  • WARNING* This addon is NOT compatible with the story mode, it won't crash the game or anything but will turn some factions hostile. If you want to buy spells in the main story you can *Disable* this mod -in game- ("Main menu" > "addons") and install my addon below!
  • EDIT* The Npc AkaviriBlade was added to prevent players from making it too far in to the storymode just to encounter a hostile faction preventing you from completing the game! There is no reason what so ever why you would even want to play the storymode with this addon... If you want to buy spells in storymode then disable this addon and download my other addon "Spell Merchants"...

If you are interested in a main story mode version you can get it here:
https://te4.org/games/addons/tome/master-spell-merchants

Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him!

Dread Necromancer

Short Name: 
dreadnecromancer

The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class.
It still uses mana and souls, but souls behave quite differently. You can store up to 5, and regenerate and can retain up to 3 out of combat. Damage dealt by you and your minions grant soul fragments, and you gain a soul when you obtain a sufficient amount. Souls are used both to summon minions, and for your more powerful spells.
Depending on your categories chosen you can have powerful, temporary minions, weaker mass minions that last indefinitely in combat, or a single minion with customization options.

See the forum thread for full details.

Spell Merchants

Short Name: 
master-spell-merchants

This addon adds 12 Merchants that will sell your favorite Talents, Class, Stat & Prodigy points. A master jeweler can Imbue (Jewelry, Armor & Weapons!)... Unique Dungeons and Bosses added for more options to obtain gold!

There are 13 talent trees (266 talents) available for purchase:
Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!

3 character point types:
Stat, Class & Prodigy points for sale!

Master jeweler:
imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you want can afford!

New Dungeons:
3 new dungeons have been added to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns.

New Bosses:
8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon)

I will tweak costs in the future, my ears are open to any feedback/suggestions for prices that are too high/low or even future content requests! (Pls note I can't respond to comments so keep an eye on the updates to see if I fulfilled your request)

      • Please note you will need to start a new game for the new merchants & dungeons to appear.
    • Dialog to purchase spells wont appear unless you have the required amount of gold.
      • DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.

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IMPORTANT: I am unable to respond to comments on this site as my comments keep getting blocked as spam! If you have issues/bugs/requests you will need to post your comment on the STEAM Workshop addon page here: https://steamcommunity.com/sharedfiles/filedetails/?id=1715322131 So I can see/respond to you there.
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  • Updates:

1.0.1 - I added a notpade file in the addon folder that lists the merchants locations. OUTDATED please check here for current merchant/dungeon locations: https://steamcommunity.com/workshop/filedetails/discussion/1715322131/1737760931657802109/
1.1.0 - There is now a new npc that can train your stat points... now to work on the class points.
1.1.1 - Mulfar can now train you, in stat or class points.
1.2.0 - I added 2 more new npcs to the map (adriel & atakesa) that will be future merchants, they have no dialog. I added them to avoid having to start a new game everytime I add a new merchant, now I can just update their dialog and it should be seamless. Merchants have been given random spawns (2 locations each) the merchant locations notepad has been updated.
1.2.1 - Updated dialog for: Asterius Gaomant, Nagareth, Mulfar & Tarelion giving them unique dialog and color coded things to make it easier on the eyes & lowered some of the prices, also added new npc "master jeweler"
1.2.2 - Balanced the prices for revealing locked talent categories, most are now only 100 gold, also lowered Mulfar's prices by half (250 gold) and increased some other prices.
1.3.0 - Pretty big update here! adriel can now teach nature summoning and wymic combat, atakesa can now teach combat and combat techniques mulfar can now give prodigy points. New npcs: corruptor & assassin added.
1.3.5 - Some npcs will now have custom tilesets, added a npc for archery training (this will be the last npc added so this will be the last time you will need to restart if playing a previous version, this is basically in beta now. No more npcs will be added) I also balanced prices (removed the ability to reveal powerful spells to avoid an exploit where you could reveal the spell cheap then unlock it with a category point, necrotic minions & golemancy price increase, tarelion's prices decreased.)
1.3.6 - Whew was this a tough one! finally got imbueing to work! The master jeweler can now imbue jewelry, armor & weapons! With NO limitations! Yep you can imbue that rare item, oh... you already imbued an item?... Well you can imbue it again... and again and... well you get the point, but It'll cost ya! *Still need to add a noob friendly version that will only imbue white items (and only once) this version kinda got out of hand from my experimenting.... balancing will come later.
1.4.0 - Lowered master jeweler prices, moved archery tree form Atakesa to Azari, Genchi can now teach rouge spells. Atakesa can now teach Physresist, Defense, Ranged Defense, Physical Crit, & Armour. Tarelion can now teach spellresist, mentalresist & spellcrit.
1.4.2 - Soltar can now teach corruption and curses, added spell descriptions to dialog for Adriel, staves-store, Tarelion, Nagareth & Soltar to clarify what you're about to purchase.
1.4.5 - (Restart recommended for 1.4.2 and lower) I added 2 npcs - Zemek - can teach chronomancy & psionic (spawns in angolwen) - Sun Paladin - can teach celestial (has a 'chance' to spawn in Derth, Elvala & Last Hope) everyones dialog has had major quality of life changes done (spell descriptions added & option to return to previous page) You wont need to start a new game if you're not interested in chronomancy & psionic spells for your current playthrough. Currently chronomancy is the only spell available this update, I will add dialog options for psionic & celestial within the next few days (the next update will be seamless and wont require a restart)
1.4.7 - Zemek can now teach psionic spells, Sun Paladin can now teach celestial chants, Adriel can now teach stone warden & oozemancer spells...
Aaaaand here we have it! This addon is now complete! It has all the spells and npcs I originally visioned (plus some!) No worries though! I still plan on adding more stuff in the future!
1.5.0 - Adds 64 talents - 50 talents added from DLCs Orcs & Cults (2 talent trees Demented & Steamtech) & 14 overlooked talents. Soltar will now teach Demented talents, new npc Gurock added to sell Steamtech talents (he spawns at 26x41 & 63x45) and sun paladin's health has been increased. DLC is NOT required to play this addon!
1.5.1 - 3 new dungeons & 8 new bosses have been added. Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. Big thanks to user Enemyz for his help writing the lore for wolfmire *note you will need to start a new game if on a previous version.
1.5.5 - Updated for TOME 1.6 (fixed a sprite bug) *note a new game will need to be started for the bug fix to be applied.
1.5.6 - Sun Paladin has been updated to include dlc celestial talents, his health has been further increased and he now has lightning immunity (to hopefully help him survive)
1.6.0 Gurock will now sell the Automated Portable Extractor... I also made Zemek immune to lightning, so he can survive a certain event :)

Next on my list:
- A "god mode" version. ***Complete*** https://te4.org/games/addons/tome/godmode-merchant
- An Infinite Dungeon version ***Complete*** https://te4.org/games/addons/tome/infinite-dungeon-merchants
- A quest system for those who want to farm gold and explore new caves, fight new creatures experience new lore and more!

If you like this addon please consider rating it :)
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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.

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

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