magic

Spell Merchants

Short Name: 
master-spell-merchants

Tired of having tons of gold but the merchants in game only sell lame items, well this addon adds various spell merchants around maj-eyal so you can buy your favorate spells.

So far there are 9 different spell/classes available for purchase: Archmage, Alchemist, Necromancy, Berserker, Bulwark, Archer, Arcane Blade, Summoner, Wyrmic and one stat/class trainer.
I plan on adding more soon.
I've done my best to balance this addon as the really good spells cost quite a bit, I may tweak costs in the future.

      • Please note you will need to start a new game for the new merchants to appear. Applies also to new versions that add new npcs. Also dialog to purchase spells wont appear unless you have the required amount of gold.*** No Re-Starts will be needed after version 1.3.5, all dialog and added spells will be updated seamlessly!
  • Updates:

1.0.1 - I added a notpade file in the addon folder that lists the merchants locations.
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.

  • Roadmap

Going forward I will be working on adding dialog for the archer, assassin and corrupter. There are 2 npcs already in the game I have planned for the celestial & chronomancy merchant. I will be giving certain merchants the ability to increase sub stats such as Defense, Armour, saving throws, Physical Crit, Spell Crit, these will be pretty expensive end game stuff. All of these features will update as of 1.3.5 seamlessly with NO need to start a new game.

Currently looking in to making:
- A "god mode" version where you can get everything from this addon from one npc for free (Will be created after I finish this addon)
- An Infinite Dungeon version (I will add an npc who will randomly spawn able to sell everything available in this addon)
I will start working on these after I finish this addon!

  • Todo list:

1. *DONE* Add more unique dialog when learning new spells (currently most dialog is copy and pasted)
2. *DONE* Add more spell merchants
3. *DONE* Figure out how to make new npc tiles, so merchants can be unique. (Help would be much appreciated, feel free to comment below any instructions)
4. *DONE* Give merchants randomized spawn points. (easy to do but I want to wait until I have more merchants in game)
5. *DONE*Add a merchant that can imbue all items
6. *DONE* Add a trainer for class,stat points.

Mage Spells:
Locaton - Angolwen NPC - angolwen-staves-store
Locaton - Angolwen NPC - tarelion

Alchemy spells:
Locaton - Worldmap'eyal NPC - asterius-gaomant Coords: 12x15/26x27

Necromancy spells:
Locaton - Worldmap'eyal: NPC - nagareth Coords: 54x11/64x19

Stat/class points:
Locaton - worldmap 'eyal: NPC - mulfar Coords: 56x23/46x48

Wilder Gifts:
Locaton - worldmap 'eyal NPC - adriel Coords: 37x14/36x24

Combat Techniques:
Locaton - worldmap 'eyal NPC - atakesa Coords: 73x27/22x28

WORK IN PROGRESS MERCHANTS NO DAILOG OPTIONS

corruptor:

Locaton - worldmap 'eyal NPC - soltar Coords: 42x40

assassin

Locaton - worldmap 'eyal NPC - genchi Coords: 38x8/24x5

jeweler

Locaton - worldmap 'eyal NPC - jeweler Coords: 10x22/8x26

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

Arcanic Rogue

Short Name: 
arcanicrogueclass

Adds the Arcanic Rogue class, a rogue that channels magic through their attacks.

Storm Reward

Short Name: 
Stormreward

Adds the Spell/Storm tree as a reward from Angolwen for completing the Tempest Peak quest with them, to match the earning of the Fungus tree by Antimagic characters.

Aegis Reward

Short Name: 
aegisreward

An edit of Waladil's Conveyance Reward to give Aegis rather than Conveyance, as I feel Aegis is a better Spell counterpart to Wild-Gift/Fungus.

Imbuing Expert

Short Name: 
imbuing-expert

Adds a new prodigy to allow imbuing of gloves, boots and weapons.

Spell Shop

Short Name: 
spell-shop

Adds magic spells that can be bought from angolwen stave shop.

Alchemy Reward

Short Name: 
alchemyreward

Adds the Spell/Alchemy tree as a reward from Angolwen for completing the Tempest Peak quest with them, to match the earning of the Fungus tree by Antimagic characters. Derived from the Conveyance Reward addon by Waladil.

Archreaver

Short Name: 
areav

Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread.
Icons made by Zerru.

Phantasm Redux

Short Name: 
grayswandir-phantasm-redux

Changes around the Spell/Phantasm tree.

Shadowblades will lose the ability to cast illuminate at will for damage, but they get a few other things to make up for it.

T1 - Illuminate: Light up the area and blind in a big radius.
T2 - Blur Image: Gives defense, bonus stealth, and projectile evasion.
T3 - Dancing Lights: Every turn, summon a short-lived light in radius 4. Nearby enemies will be taunted by it, changing their target and making the deal less damage to other things while the light is alive.
T4 - Counter Flare: Whenever you lose a damage shield or break stealth, cast illuminate. This illuminate will also deal damage equal to a % of the damage shield's power or your stealth.

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