The Burning Coals - Forked

Short Name: 

This was created by Speeder, who has not played in 5+ years under that name.

This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points.

The difference between this addon and the one uploaded by speeder is the racial passive on speeder's was set to reduce life reduction each talent point instead of the advertised fire damage, I removed the life regeneration reduction and re-enabled the fire damage.

I did this because this race would have amazing synergy with The Shining One demented class and I wanted to do a playthrough like that.

Race: Leprechaun

Short Name: 

Adds leprechauns as a new race. They are especially lucky and cunning magical halflings.

Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck

Racial talent tree:
Luck of the Leprechaun - Activate to increase your critical strike chance, defense, and defense against projectiles for a limited time.
Pot o' Gold - Passively increase Physical, Mental and Spell Saves based on the amount of gold you possess.
Lucky by Design - Passively increase confusion resistance and improves the contribution of primary stats on infusions and runes. At level 5 you are instantly granted a new inscription slot without needing to spend a category point.
Too Clever by Half - Activate to remove detrimental effects and heal yourself.


Initial release

Recaiden's Undead Racepack FUN

Short Name: 

Minor fix for the racial evolution of Dread.
Now you can become it after the evolution of the lich.
This is done in order to be able to implement the scheme: Lich - Shadow - Dread.

Whitehoof Buffs

Short Name: 

This is an addon that requires the Embers of Rage DLC, it buffs the Whitehoof racial talents in several ways, here is a list of all the changes made:

Increases the death momentum charges gained by leveling "Whitehooves" from 1 - 5 to 3 - 7
Increases the Strength/Magic gained by leveling "Whitehooves" from 2 - 10 to 3 - 14
Increases the flat damage reduction of "Dead Hide" from 1 - 5 to 3 - 6, in addition to now scaling with Strength for even more damage reduction
Gives "Dead Hide" a passive 20% - 80% pin resistance
Lowers the cooldown of "Lifeless Rush" from 52 - 21 to a flat 25, as well as increase it's duration from 3 - 10 to 5 - 11
Lowers the cooldown of "Essence Drain" from 49 - 33 to 40 - 28

Should work perfectly fine with addons that make Whitehoof playable in the main campaign too.

Rise of the Ooze

Short Name: 

Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers).
Additionally, people beginning in this starting zone can complete the quest Storming the City through it to gain a different reward.
Note: This is the first release and the Storming the City alternate reward is a very strange item, so it may not function as intended for all sustains. Additionally, balance may not be spot on yet, balancing is hard and I am not good at it.

Full Details:
Racial Talents:
Infusion of Slime - Use one Infusion from your inventory, putting the talent on the cooldown of the inscription plus five.
Oozing Blood - Gain a regeneration effect for 5/6/7 turns, scaling with the greater of Willpower and Constitution.
Jelly Form - Gain many weak resistances. None of the resistances values are high enough to be reliable, but it gives a lot of them, so.
Dissolving Dash - Dash to a location, moving through enemies to a tile 5-10 tiles away and corroding everything you pass through, reducing their resist all for a short time.

Reward from Storming the City with the Oozing Cradle:
Phosphorus Heart, a Lite with the ability to steal magical sustains and cause enemy sustains to randomly fail within radius 5.

Werekracken's Beholder Fork

Short Name: 

This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork.

Adds Beholders as a playable race and the Mage Eye as a Beholder only class.

Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow.


Beholder race

Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes.

-2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning

+ 10% Lightning, Fire, and Cold resist

-20% movement speed

Race trees

- race/beholder: Basic abilities common to all Beholders.
- technique/tentacle-combat: Strike nearby foes with your tentacles.

Mage Eye class

Mage eyes focus on harnessing the powers of their eyestalks.

+ 6 Magic, +3 Willpower

Generic trees

- spell/aegis
- spell/divination
- spell/conveyance
- cunning/survival (locked)
- technique/tentacle-combat: Strike nearby foes with your tentacles

Class trees

- spell/phantasm (locked)
- spell/meta
- spell/fire-eye: Flame eye abilities
- spell/frost-eye: Frost eye abilities
- spell/lightning-eye: Lightning eye abilities
- spell/central-eye: Central eye anti-magic abilities
- spell/tri-beam (locked): Refocus your central eye's energies. You must reach the 3rd beholder growth stage to be able to learn this talent tree.
- spell/death-eye (locked): Death eye abilities. You must reach the 5th beholder growth stage to be able to learn this talent tree.

- v1.0.0 Took out some logic around redefining some AI rules for talent usage because it was breaking this from loading and breaking other add ons as well. Made Temporal Gaze thralls so that you can't switch and control them because that was causing errors too.
- v1.0.1 Fixed an issue that caused bump attacks to error in conjunction with other addons.
- v1.0.2 Fix Channel Mastery to correctly randomly use known masteries. Add sounds for Frost Laser and Lightning Laser.
- v1.0.3 Make Beholder playable in Embers of Rage.
- v1.0.4 Make all classes (except wilders) available to the Beholder race. Make beholders levitate by default instead of at stage 5 growth. Changed them from starting with 10 infravision to getting +2 infravision for each growth stage.
- v1.7.3 Bumping version number to fix the fact that tome version and addon version got switched up.
- v1.7.4 Change Temporal Gaze to not kill the target when it's over and to not follow you around. Reduce cooldown and duration of Temporal Gaze. Fix talent cooldown reduction while beholder addon is active (like with Windtouched Speed).
- v1.7.5 Make the Beholder cosmetic size changes into actual size changes as well. Add handling of Nekarcos's Quality of Life 07: Visible Size Categories addon. Fix instant graphic update on size changes.
- v1.7.6 Update all beholder character models with new art from Rexocorum! Increase the amount of points it takes to grow for stages 3/4/5 and update the Beholder race quest information in the quest log. Take out display size changing with growth because Nekarcos's Quality of Life 07: Visible Size Categories addon does a much better job of that. Add display of equipment for the Beholder and it's cloaked human model (but not at the character creation menu because of reasons.) Fix issue where growing while Cloaked made your character tile disappear. Take out chance for unique gems and rings on birth. Add quiver slot back in because some classes need it.
- v1.7.7 Fix starting rings. Improve quest information about growth. Fix alchemist golem tile.
- v1.7.8 Add a ring slot to replace the one lost by the quiver.
- v1.7.9 Re-fix beholder tile update on growth. When you change faction via your Cloak ability, the faction of your summons change with it. Take out T_ARMOUR_TRAINING = 2 from Beholder race definition, that should be class based.
- v1.7.10 Normalize talent levels (.0 or .3).
- v1.7.11 Fix Absorb Magic so you can only drain items whose material level is equal or higher than your growth stage (it wasn't being applied to unique and rare items).
- v1.7.12 Fix the Draining Gaze map effect so you can see the area of effect of your gaze.
- v1.7.13 Take the innate Use Tentacles off of non-Mage Eye Beholders and give them Tentacle Combat generic tree unlocked at 1.0 mastery (to help make up for not being able to wear most gear), and make Channel Mastery useful for classes other than Mage Eye. Fix error when trying to unlearn Tentacle Mastery. Add some base game spell talent trees to Mage Eye to keep up with the times (more options). Fix log lines for Manadrain Gaze effect damage. Add class icons from Rexocorum for Mage Eye.
- v1.7.14 Fix for compatibility with Zizzo's Passive Cooldowns.
- v1.7.15 Make Absorb Magic and Beholder's Cloak of Deception not unlearnable so that if auto-assign at birth is disabled new chars will still get them.
- v1.7.16 Fix faction when playing Recaiden's Demons campaign. Remove cooldown on Absorb Magic.


Short Name: 

Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council.

Garden Gnomes have willpower and nature related skills, but are not necessarily antimagic.
Ensorcelled Gnomes have magic related skills.
Tinker Gnomes (only available if you have Embers DLC enabled) have tinkers.
Cursed gnomes have willpower and hate related skills.


-All gnomes
size_category = 1, the smallest
life_rating = 7, tied for the lowest with yeeks
An extra generic talent point every 10th level.
Experience penalty: 10%

Each subrace of gnome focuses on utility and survivability with 2 generic trees and 1 class tree, while trying not to use anything class defining in their class trees

-Garden gnomes
Stat modifiers: +2 Willpower

--existing class trees
Wild-gift / Moss

--existing generic trees
Wild-Gift / Call of the Wild
Wild-Gift / Fungus

These trees add a huge amount of survivability.

-Ensorcelled gnomes
Stat modifiers: +2 Magic

--new class trees
Spell / Utility
Magical Proficiency: Passive low mana regen (so that classes without innate mana regen don't have to keep a manasurge rune inscribed) and low fire/cold damage penetration.
Water Jet: Low cold damage, spell stun. A modified version of the water jet spell used to annoy you as a trap in Lake of Nur.
Fire Push: Low fire damage, knockback.
Air Cushion: Sustained +move speed and -knockback resist. A spellified version of Skate.

--existing generic trees
Spell / Divination
Spell / Staff Combat

-Cursed gnomes
Stat modifiers: +2 Willpower

--existing class trees

--existing generic trees
cursed/cursed-aura (optional)

-Tinker gnomes
Only available if you have Embers DLC.

Stat modifiers: +2 Cunning

--existing class trees
Cunning / Trapping

--existing generic trees
Steamtech / Physics
Steamtech / Chemistry

They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route.

-Gnomish alchemist golems
--existing class trees
Technique / Shield Offense
Golem / Fighting
Golem / Arcane
Spell / Enhancement

--existing generic trees
Technique / Conditioning
Technique / Thuggery

All skill trees are are locked and have x1.00 multiplier (instead of x1.30).

--Starting points
2 category points.
2 stat points.
1 class point.
1 generic point.

--Level up points
2 stat points every level.
1 class point every other level.
1 generic point every 4th level.
1 category point at level 20.
1 category point at level 34.

But wait, there's more!

In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots.

Additionally for tinker gnomes:
Your golem can equip tinkers too!
Your golem can use steamsaws, but you probably want to equip the golem with a steam generator.
Steamsaw Mastery is included in Golem Power for tinker gnomes.
Your golem can use both runes and implants.

There is not much new here. The new class tree for ensorcelled gnomes is mostly cookie cutter and the gnome models are modified halfling models (with cool hair options and beards). The goal of gnomes is to add some variety by making a race that with more options while still feeling like actual race and not just an Adventurer.

A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon.

The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of making the best tools.

I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug).

Initial release of tinker, garden, and ensorcelled gnomes.
- There is an issue with tinker gnome alchemist where using the "interact with golem" interface can duplicate tinkers. Auto-swap tinkers doesn't work correctly on the golem either. I'm not sure how to fix this...
- Not a bug with this addon: demonologist tinker slots and demon slots don't play well together. The problem is not specific to the gnomes addon.

Fixed the Ensorcelled Gnomes spell/utility tree so it is properly disabled when silenced.

Fixed some copy/paste errors between v1.0.0 and v.1.0.1.

Updated init.lua and put the long description on the Gnomes addon page.
Added the Cursed gnomes.

Changed the overload of golemancy to a superload, which is a better way to do it. (Thanks FL0RENT_)

Race: Blessed

Short Name: 

Blessed is a human subrace with no racial talents, but a blessing of some kind that grants them an additional stat point every level. I just made this since sometimes i just don't want to pick any race and cornacs are just a little too much of a race for that side of me. I doubt this is balanced.

Draconians 1.7

Short Name: 

Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible.

Discordant class (and friends) -updated 7v-

Short Name: 
----------- Original from Vectorinox

Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it.

Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus.

Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos.

Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism.

Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold.

This is a practice addon intended for personal use, but thank you if you decided to check it out anyway.

Bonus class: Primitive, master of bump-attack *joke class* -------------

This is my first ever addon I just simply updated Vectorinox's discordant patch for all the classes to 1.7.0 (espeically for all you critic users) as well giving an a slight buff to Scorpions hook
(lowered the cool down ) . I give full credits to Vectorinox for making this wonderful addon. So please enjoy. So I may not be able to fix the bugs that may occur in the future ]


Andrew Minton : Qlass Pack (used as base)
Vectorinox and his Discodant Class pack - https://te4.org/games/addons/tome/discordant


1.0.0:- Initial release
1.0.1:- Discord talent tree rework (AKA nerfs)
1.0.2:- Add colossus as playable giant race
1.0.3:- Add kudzu as playable wilder class
1.0.4:- Add scorpion as playable rogue class
1.0.5:- Buffed scorpion weak early game scaling
1.0.6:- Add critic as playable afflicted class
1.0.7:- Critique tree bugfix
1.0.8:- Counterargument bugfix
1.0.9:- Update and minor Scorpion Buff by Rukaneo

Syndicate content