Class: Corrupted Summoner
Notice: This addon requires Ashes of Urh'Rok DLC.
Adds Corrupted Summoner class as a defiler subclass.
You were once a Summoner. However, the demons abducted you and transformed your body.
Your connection to Eyal was twisted and instead linked to FearScape.
Class talents:
- Corruption/Melee Demons: Summon demons proficient in melee combat.
- Corruption/Distance Demons: Summon demons proficient in long-ranged magical combat.
- Corruption/Greater Demons (locked): Summon powerful demons that require sacrifices.
- Corruption/Summoning Demons(Augmentation): Manipulate the lifespan and location of your demons.
- Corruption/Summoning Demons(Advanced): Improve the quality of your demons.
- Corruption/Fearfire (locked)
Generic talents:
- Corruption/Demi-demon: Control your transformed body.
- Corruption/Curses (locked)
- Corruption/Vile Life (locked)
- Technique/Combat Training
- Cunning/Survival
Additionally you can summon some unique demons that you have defeated.
All new icons were made by https://game-icons.net/ .
Spell Merchants quickfix-fix
Pushes two merchants little aside so that they wont spawn on top of extra dungeons when unlocked and fixes Lost Merchant dungeon spawn level https://te4.org/games/addons/tome/dungeon_map https://te4.org/games/addons/tome/master-spell-merchants
Spell Merchants quickfix
Pushes two merchants little aside so that they wont spawn on top of extra dungeons when unlocked https://te4.org/games/addons/tome/dungeon_map https://te4.org/games/addons/tome/master-spell-merchants
Summoner Plus
Summon's talent works correct, improve many talent be useful with a new tree, wild summon be controlled, phys fire cold can choice be main damage, manbe nature(I'm unsure)...magic power also a choice.
I did it because i know the usually playing method, refresh 4 fire dragon can clear everything before last boss, and last 3phys summon over it. No choice so.
Summoner Plus
Improve many talent be useful with a new tree, wild summon be controlled,phys fire cold can choice be main damage, manbe nature(I'm unsure)...magic power also a choice.
Infinite Dungeon Merchants
T.O.M.E version 1.7.6
13 NPC merchants will now spawn in Infinite Dungeon and will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items!
There are 21 Class talent categories (295 talent trees) available for purchase:
Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:
Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:
Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
*This is out dated, all 13 merchants from my Spell Merchants will now spawn.*
[strike]The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.[/strike]
Please note: You will need to have the required amount of gold for the talent to appear in the dialog for purchase.
*This mod IS now compatible with the campaign*
[strike] *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 Enable my addon below.
*** If you choose to ignore this warning, you will die... A LOT! *** [/strike]
***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.
I may tweak balance in the future, spell cost / npc spawn rate ect. *Still open to feedback on this*
*AkaviriBlade has been removed, I will no longer kill you <3*
[strike]No, seriously if you play the Story mode with this addon I will literally spawn in to kill you, Sooo... Just Don't Do It! ...Really, you'll regret it...[/strike]
Spell Merchants
T.O.M.E 1.7.6
This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!

*This mod will NOT disable achievements*
There are 21 Class talent categories (295 talent trees) available for purchase:
Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:
Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:
Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
Extra dungeons: Sludgenest and Noxious Caldera will now have a 100% chance to spawn.
New Bosses:
There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
*Concept Art of new bosses, in game assets will match vanilla asthetics
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.
You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addon
Talents that require 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.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
Frozen Summoner AI
Obsoletion notice:
Frozen Summoner AI was designed for 1.5.10. This addon is not needed if you are playing on version 1.6, as the official game includes changes which makes this redundant.
Shaman
Description
This addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons.
Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation.
They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice.
6 unique class trees (3 locked) :
- Elemental Magic and High Elemental Magic: Mana based spells with a cold and lightning thematic.
- Natural Warrior and Greater Natural Warrior: Stamina based 2h trees with a nature thematic.
- Spirits and Spirit Master: Equilibrium trees based on 2 permanent summons, a nature one and a cold one.
2 unique generic trees :
- Fetishes : Lasting AoE with animal thematics (blinding hawk, stunning bear, etc...).
- Totems : short duration summons with powerful buff/debuff AoE.
With the exception of 4 talents, Shaman talents can appear on NPC.
Disclaimer
This is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;)
If possible, please take discussions and bugs report to the forum thread I will make.
Credits
Nefigah for loving the Shaman idea and helping me more than a little with the coding.
Chewbacca for testing Shaman maybe more than me.
Micbran for correcting my bad english.
Rexorcorum for the pretty awesome spirits and totems tiles.
Orange because his name is lucky :frog: :robot:.
http://game-icons.net/ for all the icons.
In advance, whoever tries this out and gives me feedback so I can continue to improve it !
Changelog
1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes)
- fixed a bug where enemies would keep summoning more and more spirits
- fixed a bug where enemies did not benefit from water/moss strength
1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers)
- fixed bear fetish desc, the initial hit is low and the following is high, not the other way around. Damage also nerfed.
- fixed a bug when spirits tried to summon while surrounded by impassable terrain
1.0.6 : - nerfed bark armor shield at low TL/STR
- removed damage bonus from spirit blade (moss)
- water vortex cd reduced by 1 (7 --> 6)
- both spirits are now available at level 1
- willpower requirements for spirits are upped (similar to weapon mastery requirement)
- bark spit/ice shards cd upped by 1 (4 --> 5)
- bark spit/ice shards damage nerfed at low TL
- changed spirit bump damage to be based on level instead of TL
- elemental spirit path rescaled due to spirit's damage nerf. Treshold is lower but it now shields for 100% of the damage (instead of 50%)
- prevented turning on moss/water spirit on world map as it was breaking spirit creation
- updated some talent arts
- added a line to shaman's path description to tell you which path you're on (or warn you if you aren't on any)
1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits)
1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range
- Fixed a bug where Nature's Fist was taking 2 turns
- Isolate and Nature's Fist now have an unarmed strike followed by a weaker melee strike if the unarmed strike hits
- Earth Spirit --> Moss Spirit to make nature theme clearer
- Renamed Focus Lightning to Lightning Rod, renamed Lightning Rod to Lightning Assault. Updated talent art
- Removed snake/bear interaction in the relevant fetishes
- Bear Fetish now disarms instead of stun
- Boar Fetish properly checks cut immunity
- Review Thunder to a smoother scaling curve
- Nerfed Bone totem (50% --> 33% chance to protect)
- Buffed Yeti Totem (now grants armor on top of the ice retal)
- All advanced path capstone are now fixed CD
- Wave of Steel is now weapon speed
- Rejuvenating Strike now has scaling damage
- Fixed totem bonus not refreshing properly on spirits
- Spread Elemental Spirits bonuses across the whole High Elemental tree
- Renamed Ethereal Form to spirit form, it now tp to the closest available spot when the buff end while you're in a wall rather than a random spot in range 50
- Corrected a couple typos
- Shaman works properly in other campaigns than AoA
1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels)
- Spirits don't get infinite armor from sandworm totem anymore (oops)
- Bear Fetish no longer AoE stun on use but instead deals damage and shred armor. The lasting effect is still damage + stun
- Spirit Rage now always teleports the spirits if you're wearing mindstars
- Updated totems descriptions to match fetishes (putting other talents on cooldown)
- Updated totems descriptions to reflect how their life scale
- Spirits no longer count toward Blighted Summoning as they don't interact with it
1.0.2 : - Last tiles added, say hello to the new spirits !
- Improved descriptions : added Lightning Rod total damage, added fetishes AoE duration, clarified that the bonus for getting a totem to 5/5 is always on, sandworm and wyrm totem explain their power scaling.
- Manasurge rune is now in inventory rather than inscribed, say hello to Zigur more easily.
- Shaman's Path is now an active that you can use for an instant weapon switch !
- Improved Lightning Body evasion bonus.
1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling.
Class: Astromancer
A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals.
Their basic trees summon and support Fire, Ice, and Lightning Elementals, as well as providing utility effects.
Their unlockable advanced trees rain down Meteors and twist Time Elementals into being.
They start with Chants, and a new tree in the vein of chants and hymns. They can unlock Celestial Light.
Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others.
This mod should be compatible with just about everything.
Superloads
- data/talents/uber/mag to support Blighted Summoning
- mod/class/interface/combat.lua to support Glacial Path's speed boost.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0

