necromancy

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.

      • This addon is NOT compatible with the story mode, it wont crash the game or anything but will turn some factions hostile. If you want to buy spells in the main story check out my addon at the bottom.
      • 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.

!!!MAJOR UPDATE BELOW!!!

1.1.0 - Major change to the way this addon works: 3 npc merchants will now have a chance to randomly spawn each level (you shouldn't go more than 5 levels without running into one of them). Things to note: The shops that spawn will no longer be selling spells, the 3 npc merchants CAN die from enemies (they can still respawn), npc merchants may block the path (you can simply mine out the blocks around them) This is how I originally planned for this addon to be but had trouble getting npcs who could talk to spawn correctly, but with much code rewriting I managed to get it working. If you experience any weirdness with a boss that tries to talk to you or an npc who isn't hostile (who normally would be) please report the npcs name so I can fix it.
1.1.2 - Adds 64 talents - 50 talents added from DLCs Orcs & Cults (2 talent trees Demented & Steamtech) & 14 overlooked talents. Zemek will now teach Demented talents, new npc Gurock added to sell Steamtech talents. DLC is NOT required to play this addon!

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IF YOU WANT TO ASK A QUESTION OR POST A BUG REPORT PLEASE DO SO ON STEAM WORKSHOP BECAUSE I AM UNABLE TO LEAVE A COMMENT OR REPLY ON HERE BECAUSE I EDITED A COMMENT TOO MANY TIMES AND MY ACCOUNT IS NOW MUTED DUE TO "SPAM"... SORRY FOR THE INCONVENIENCE! If u can't reply on steam then I'll reply here --v

@iwantpizza The stores appear randomly in the walls (they appear as shop signs) they can be hard to see.. I plan on modifying the signs so they stand out more in a future update.
@iwantpizza The stores are very rare I've tried to find something in the code to increase the spawn rates but I've been unsuccessful, I am however confident that I can now spawn npcs who can actually talk... It will just take a lot of code rewriting.
@iwantpizza NPCs will now spawn that will sell the spells, they are much more common than the stores, so you shouldn't have a problem finding them. (you will have to start a new game for them to spawn)
@Zaive Makes sense, the merchants faction is "sunwall" (sun paladin) ...should I change it... I don't know, I have mixed feelings. It makes sense none of them would even want to talk to an undead...
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If you are interested in a main story mode version you can get it here:
https://te4.org/games/addons/tome/master-spell-merchants

It is recommended that you deactivate 'Spell Merchants' if you are playing the infinite dungeon version!
Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him!

Spell Merchants

Short Name: 
master-spell-merchants

This addon adds various spell merchants around maj-eyal so you can buy your favorate spells and adds new dungeons and bosses!

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

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!

      • Please note you will need to start a new game for the new merchants 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.
  • 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.
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

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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Necromancy Compatibility

Short Name: 
necrofriends

Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP.

Necromancy+

Short Name: 
necromancy+

Features:
Cunning/Dead Secrets - generic category available to Necromancer, Doomed and Shadowblade.
Grave Resolve: passive. Bonus to Fear immunity and Mental save.
Darktouched: active. Small resistance bonus against darkness, cold, undead. + touch attack Heals undead/harms others.
Dead Whispers: active. Grants telepathy Undead for a short time. Also let's you see what your minions see.
Necroanatomy: passive. You do increased damage to undead. Decreased damage you do to your own minions. Adds healing to Surge of Undeath. Increases max life of Doomed Shadows.

Spell/Charnel - class category available to Necromancer only.
Blood Burst: radius 1 blight damage ranged burst, splash heals undead.
Grasping Claws: mass pin/bleed.
Meat Shield: sustain, grants a physical ward on kill.
Vampiric Gift: moved from Spell/Grave

Tweaked Categories:
Spell/Grave
Chill of the Tomb: no change
Will o' the Wisps: Also buffs your cold damage and resistance a little. Grants a chance to summon a wisp on spell hitting.
Frozen Flames: Slowly burns status effects from friendly and enemies. Selective about whether it burns beneficial or detrimental.
Ghost Touch: Curse, lowers mindsave, cold resist and stun resist.

Spell/Advanced Necrotic Minions
Undead Explosion: If used on a Wisp, it will be a radius 1 freeze. If used on a Bone Giant it will provide the Bone Shield and do physical damage.
Soulwind: Increases minion's movement speed and grants a chance to recover a soul when a minion dies.
Assemble: Better level scaling.
Minion Mastery: Added a Greater Mummy that upgrades on Ghoul King. Also protects your minions from interminion damage.

Spell/Necrotic Minions
Aura Mastery move to Necrosis.
Undeath Link moved to slot 2, now does less damage to your minions, but also adds all minions life drains together.

Spell/Necrosis
Undeath Link moved to Necrotic Minions.
Impending Doom moved the slot 3.
Aura Mastery added to slot 2.

Spell/Shades
Shadow Tunnel now also includes the effect of Curse of the Meek.
Curse of the Meek removed.
Nether Breach added to slot 2. Its like Aether Breach but does darkness damage and won't hurt minions with Invoke Darkness 5.

Tweaked the talent levels granted by Blighted Summoning.

Also adds in a new class called the Spiritmancer:

The dead do not always rest easy, even free from fell influences.
Some linger, wishing to finish some unfinished business.
Others want to pass on a message to a loved one.
Some seek another chance for glory in battle or revenge against those who killed them.
They all eventually find a Spiritmancer, and bargain temporary servitude for closure.
The Spiritmancer can give form to the lost souls, allowing them to fight again. They also have powerful light and lightning magic.

Categories:
Spirit
Ghost Light: active. Summons Wisps of light. Melee light damage.
Spirit Guide. sustain. each summon you control increases your defense and saves.
Rest In Peace: active. bolt does light damage. more vs undead. becomes a beam at 5.
Spirit Form: active. can walk through walls temporarily. Light affinity.

Karma
Sprites: active. Summons Wisps of lightning. Ranged zappers.
Jolt of Fate: active. Lighting hits a random visible enemy.
Karmic Shield: active. Absorbs damage for a few turns then explodes based on damage absorbed.
Karmic Wave: active. weakish lightning damage cone. stronger when you are low on health.

Life Giver
Clay Golem: active. imbue a clay golem with the soul of a fallen warrior. Golem grants a physical resistance aura.
Poltergeist: sustain. randomly inflicts disarm or knockback against nearby enemies.
Gift of Life: active. give part of your life to your summons, healing them and making them tougher.
Hope: sustain. reduces debuff durations, increases fear resist.

Ghosts
Ghost Bulwark: active. summons a ghostly bulwark which can block attacks against adjacent allies.
Pale Veil: passive. allows your ghosts to Fade.
Ghost Berserker: active. summons a ghostly berserker. Choppy ghost.
Banshee: active. summon a banshee. Caster ghost.

Dawn
Shining Binds: active. ranged explosion for light damage and pin.
Pool of Light: active. Ground effect. Heals friendly. Lightblind enemies.
Holy Word: active. All nearby enemy undead/demons/horrors take light/arcane damage and are deafened.
Endless Light: sustain. increases light damage, light penentration and decreases spell cooldowns.

Justice
Lightning Flash: active. Throws a ball of lightning that explodes for lightning and blindness.
Peacemakers: active. Increases your summoned creatures strengths and speeds.
Indignation: active. Inscribe a symbol of justice on the ground. After a short delay it explodes with high lightning daze damage.
Righteous Fury: Lightning Mastery that also adds lightning damage to minion attacks.

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