melee

Incantor of Flame

Short Name: 
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
Divination
-New-
Tempered: Passive defenses and utility focused around utilizing and improving Block.
-Locked-
Conditioning
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

Class: Woodcutter Fix

Short Name: 
woodcutter-fix

Fix hash

Class: Woodcutter

Short Name: 
woodcutter

Woodcutters are usually not adventurers, but some of them decide to take on this dangerous pursuit. Woodcutters are masters of axes and firewood, and some learn how to use traps in defence of their camps. 

On a practical note, this class seems a lot weaker than many of the classes already in the game. This is accurate flavour-wise, so I don't think I will bother to fix it. The whole class is mostly a meme anyways.

Class talent categories:

Technique / Woodcutter
Technique / Firewood
Techinque / Axes
Commoner / Commoner in combat
Cunning / Trapping (locked)
Spell / Haunted Woods (locked)

Generic talent categories:

Technique / Mobility
Technique / Conditioning
Technique / Herblore
Cunning / Survival (locked)

Class: Hekatonkheire

Short Name: 
classhekatonkheire

This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three.
All are considered Demented, but use a new resource instead of insanity and do *not* require Forbidden Cults.
Their talents do not appear on enemies.

Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes.

New Talents
Spell / Shambler: This tree defines your combat style: stomp up to your target and wind up to a single devastating blow.
Spell / Headless Horror: Extract your own eyes from your head and empower them into monstrous minions for both attack and defense.
Technique / Titanic Blows: Heavy attacks with your weapons, which gain space-warping powers later on.
Technique / Helping Hands: Use your other 98 hands to block, steal, distract, and heal.
Technique / Harming Hands: Use your other 98 hands to grab, crush, drag, and batter.

Advanced Talents
Spell / Mountainshaper: Locked but available at level 0, your eldritch presence spills out into the world and warps the ground.
Technique / Splintered Lord: Time your attacks to take advantage of your extra-dimensional nature - or just chop enemies in half
Spell / Eyesight: Improve and direct your Wandering Eyes to better protect you and afflict your enemies.

Old Talents:
Cunning / Survival
Technique / Conditioning

By special request:
Argosines are summoners who are heavily dependent on their Wandering Eyes to fight, but get more and better eyes than the Hekatonkhiere.

New Talents
Spell / Sybarite: You can never hide behind corners, but you can walk through walls.
Spell / Headless Horror
Spell / Watcher: Banish enemies, empower your eyes with elemental magic, and keep up a swarm of them.
Spell / Veiled Shepherd: Actively command your eyes with extra beams, whirls, and energy.
Spell / Hale Hands: Use your other 98 hands to block, steal, defend, and overcome.

Advanced Talents
Spell / Oubliette: Locked but available at level 0, your eldritch presence spills out into the world and brings endless woe.
Spell / Eyebite: Teach your eyes to taunt, slow, and petrify, or rip out an enemy's eyes to serve you.
Spell / Eyesight

Old Talents:
Cunning / Survival
Spell / Divination

Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing.

New Talents
Spell / Bloodtide: Cast your spells at the right time for extra effects, and always take one turn per turn.
Spell / Oceansong: Add destructive and distracting music to your talents.
Spell / Intrusion: Conjure your alien anatomy into the real world to destroy your enemies with claw, eyeball, and tentacle.
Spell / Polyps: Summon carnivorous coral into enemies, then sacrifice it to protect yourself.
Spell / Chronorium: Teleport back and forth, and deal with today's damage tomorrow.

Advanced Talents
Spell / Marching Sea: Locked but available at level 0, channel the myths of the other place to disable your enemies and rain down blood.
Spell / Null Vizier: Control the light to hide, attack, and defend.
Spell / Moon Wurm: You've finally realized, you aren't just you, you're someone else too. The Moon Wurm provides random support and a powerful summon.

Generic Talents

Old Talents:
Cunning / Survival
Otherness
Other Page: Use your many many limbs to achieve mastery of magic and items.

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.

Class: Fallen

Short Name: 
classfallen

Fallen has been added to the base game as an evolution for Sun Paladins

This addon contains the original version, a base class afflicted/celestial hybrid.

Fallen are unlocked alongside Sun Paladins.
If you want to skip straight to it, I recommend using: https://te4.org/games/addons/tome/ignore-raceclass-locks

Please report any bugs on the forum thread.

This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins.

Fallen have a mix of old and new trees.
Enemies do not generate with Fallen talents.

Celestial Combat
Shadows
Gloom (locked, level 0)
Bloodstained: By making bloody attacks, increase your positive energy.
Darkside: Consume positive energy for attacks and mobility.
Shadows of Suffering (locked, level 10): Use your shadows for defense and control.
Crimson Templar (locked, level 10): Magical abilities that manipulate bleeding and the battlefield.
Black Sun (locked, level 10): Celestial attacks using gravity.

Celestial Light
Cursed Aura
Self-Hatred: Spend life for Hate and power.
Dirges: Useful songs in the style of Chants and Hymns.

Monster Class Addon

Short Name: 
atlas

Stat stacking gimmick test. Undead race locked unarmed magic/psychic/steamtech. Completely unbalanced, and somewhat lacking toolkit for defense/utility.

WorldEater Class Addon

Short Name: 
worldeater

During the Allure Wars, the ogre race went through several experimental attempts at improving them even further.
One such attempt, nicknamed the Brute Squad by the team working on them was an attempt to focus and increase the aggression
shown in battle. While successful, and quite intimidating to the enemy, training ogres for outright brutality led to many
descending into a kind of bleak madness, their hardwired goal-focused brains becoming mired in blood and brutality. While
the experiments were discontinued, a rare ogre is still born showing the results of that work, even larger than most and
with an...aggressive appetite.

Grove Keeper

Short Name: 
grovekeeper

Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee.

Full details in the forum.
Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painterly-spell-icons-part-3

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.

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