Monstermon Trainer
Monstermon Trainer
Maj'Eyal is full of monsters, and you have learned to befriend them. As a Monstermon Trainer you catch wild creatures in capture orbs, raise them into a team and let them fight for you. Earn the badges of eight gyms, beat your rival and stop the five ancient Primordials that are waking beneath the world.
The mod adds:
A new class
120 new monsters with their own art and evolutions, and almost every creature in Maj'Eyal can be caught
More than 1,300 monster abilities
Gyms, trainer duels, ruins, quests and over 70 new items
What's new:
Visual update of the added monsters
Added extra difficulty settings to balance the harder modes.
80 new monsters: there are now 120 monstermon. The new ones appear from level 14 on.
Hearthmoor: you inherit Grandpa's ruined estate and restore nine buildings, each with its own function:
Expeditions for your monsters
A bed that makes you Well Rested
A slot machine with a jackpot and a rare lucky monster
Grandpa's diary: find the lost pages around the world and read the story of Grandpa and the Primordials.
Five Primordial bosses: they wait behind rifts, each in its own arena. Defeat one and it joins your team.
Stronger duels: trainers and gym leaders now raise their monsters just like you do.
Oswin's Rest rebuilt: the brothers' home is furnished, with an arena, a garden and new quests.
New capture quests: each one rewards a unique Monsterdex.
Better performance: more fps in busy battles, plus many smaller fixes.
Monstermon Trainer - The Big Update (everything since 1.10.4)
NEW ADVENTURES
- Endless Trials: four bottomless trials on the world map. No healing, fainted monsters sit out the run, a guardian every 5 floors, a chest on every floor (with rare epic and mythic chests), catchable creatures and a records board.
- Old Cobble's questline "The Waking Mountain": nine tasks with the three brothers, ending in a battle against Kharrow, the Waking Mountain. Reward: Cobblepip, an elite pebble that grows into a cairnback and a kharrowkin.
- The Elite Four at the Summit, at a different far end of the world every game, with a Hall of Fame. Their aces are the legends you don't own.
- Gym leader rematches at your level after the Grand Family Tournament.
- Ten town trainers with their own quests. Afterwards they move to Hearthmoor with five more quests each, plus Pell's job board with odd jobs.
- Hanging with the Boys: pick grok berries from Mini Kharrow and enjoy five animated feast scenes with the brothers.
- Grandpa's Kitchen: creatures drop ingredients; cook 20 recipes (15 lost recipe cards are scattered across the world) for powerful buffs.
- Monster Taming: any class can now catch monsters, taught by Ambrose, an old trainer wandering the far ends of the world.
MONSTERS
- The Ancient type: ten ancient monsters with 25 talent trees each, cloned from fossils in Grandpa's Clone Room (Hearthmoor's 10th building). Collect ancient shards from jobs, quests, trials, bosses and the Elite Four.
- The Ancient King joins you when you restore all 15 ruins.
- Evolution stones: seven stones and 26 alternative final forms. Learn which stone works where from the ruin keepers and lost notebook pages.
- The five legends have their own art and 160 unique abilities with their own mechanics, and they stand big on the map.
- Evolution always makes a monster stronger, and it keeps every point you spent on its moves.
- Elite, rare, unique and boss strength is shown everywhere. Ancients are always elite.
TRAINER GEAR & ITEMS
- Orb bandoliers replace the orb belt: random gear in 5 materials and 6 dyes with trainer-focused bonuses, plus 5 unique bandoliers (Snare Orb, Mending Orb, Quick Toss, more ingredients, ancient shards hidden in gems).
- 15 new pieces of trainer gear (40 unique trainer items in total). Bosses now drop trainer gear 1 time in 5.
- Choose which orb to throw every time. Catch chances only show after Capture Analysis.
- All early items (uniques, badges, capture orbs, shop goods, evolution stones, the Monsterdex) redrawn in the new 3D style.
HEARTHMOOR & THE WORLD
- Hearthmoor now has 10 buildings, the Lucky Mudsnout slot machine, and your stored monsters roaming the grounds.
- New world-map art for the gyms, the trials and all 15 ancient ruins. Oswin's Rest now stands in the fields west of Derth.
- Ruins: smaller rewards per ruin, a big gift for restoring all 15, and at least one rare monster per game. Your guardians live in the ruins afterwards.
OPTIONS & QUALITY OF LIFE
- New Monstermon tab in Game Options: taunt mode (Relaxed / Normal / Original), monster balance, wandering trainers, roaming monsters, chatter, feast scenes, reminders and more. All can be changed during a game.
- The Monsterdex adds a type chart, stone lore and records, and opens on the world map.
- Gyms keep their own level and only scale up when you outlevel them.
- Running and auto-explore stop for trainers.
- The opening story and class description are rewritten (the story now scrolls).
BALANCE & FIXES
- Starters get a modest life bonus instead of +40%. Your partner's bonuses grow with it as it levels.
- Fixed a memory leak that slowed down long games.
- Fixed Lua errors with other addons (including Werekracken's Beholder and Jedi).
- Tested together with Zomnibus, Bump Attack Auto-use, Jedi, Automatic Transmission, Cleaner Descriptions, Arknights Core and Werekracken's Beholder.
ANOTHER UPDATE
-added an egg system
-bug fixes and small tweaks
-added online monsterfights against other people using the addon. (Not live gameplay) for more information please visit tomeoba.com
Warlock
Adds the Warlock, a new defiler subclass. A pure caster that focuses on fire, darkness and acid magic, and summoning demons. It has a reworked Vim system acting more like a spender/builder, and can focus on a variety of builds - direct damage synergizing with their minions, heavy debuffs and curses, a pure summoner, or even a hybrid melee build by transforming into a demon form.
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
Greenwatch
Two new Wilder subclasses emerge: the Woods Walker and the Anamage.
--== Woods Walker ==--
Favored by wood, wind, and earth, the Woods Walker is most at home wandering the fields and forests of Maj'Eyal. While the Woods Walker brings both archery and mindstar options to the mix, their primary strength lies in their connection to Nature.
Playstyle: Either ranged, melee, or a mix of the two. The Woods Walker doesn't enjoy being surrounded by foes, but thankfully possesses many different ways to keep this from happening. They do not start off as followers of Zigur, but their skills have a definite anti-magic bent.
Class Talent Trees:
Favor of the Wood - The forest follows you wherever you go, weakening and damaging your foes
Favor of the Wind - The blessing of Eyal's air speeds you while hindering those who would harm you
Favor of the Earth - The stones give themselves for your survival
Natural Archer - Your connection to Nature steers and empowers your archery
Natural Companions (locked) - Befriend and train a forest beast to fight alongside you
Living Arrows (locked, high-level) - Nature itself indwells your shots
Spellhunter (antimagic, locked, high-level) - Ruthlessly track and annhilate the arcane
Generic Talent Trees:
Combat Training
Survival
Call of the Wild
Harmony (locked)
Fungus (locked)
Mindstar Mastery
Walking Thistle (locked, high-level) - Your mindstars are as living thorns to your enemies
--== Anamage ==--
A curious case, the Anamage was once an arcane user, but has experienced a dramatic shift, coming to belief that all magic began with Nature and must be returned to her. The Anamage starts as a follower of Zigur, having fervently sworn off the arcane.
Playstyle: Geomancy. The Anamage beseeches Nature's help, casting natural spells powered by equilibrium. Anamages cannot use arcane equipment, but have learned to reclaim staves, purging them of arcane influence.
Class Talent Trees:
Blood of the Vine - Deal Nature damage through terrain manipulation
Bones of the Earth - Invoke the stones, hindering and damaging foes
Acts of Nature - Summon long-lasting, massively destructive Acts of Nature
Hermetecism - The art of brewing potions did not begin with the alchemists...
Favor of the Wood (locked) - The forest follows you wherever you go, weakening and damaging your foes
Favor of the Wind (locked) - The blessing of Eyal's air speeds you while hindering those who would harm you
Favor of the Earth (locked) - The stones give themselves for your survival
Natural Magic (locked, high-level) - Nature empowers your natural casting, enabling you to nullify arcane powers
Catastrophe (locked, high-level) - Violent cataclysms rage around you at Nature's foes
Generic Talent Trees:
Survival
Call of the Wild
Harmony (locked)
Fungus
Antimagic
Redemption of Magic - Reclaim magical staves and bend their powers to Nature's will
Enjoy!
-Mister Vimes
Summoner rework
Summoner rework!
Removed useless summons. Now there are only 4 kinds of basic summons available.
Added 3 categories, one for a melee summoner, one for a ranged weapon summoner, one for a pure summoner.
Reworked advanced summoning and augmentation tree. And many more.
CHANGE LOG
1.1.8
- Reduced resistance gain from 'Bear Roar'
- Reduced equilibrium gain from 'Commune with Nature'
- Reduced the amount of damage share from 'Damage Resonance'
- Now 'Detonate' will target every summons regardless of range.
1.1.7
- Removed accuracy bonus on 'Together Stronger'
- If you learn 'Together Stronger', weapon damage calculation will use Willpower in place of Strength.
- Changed 'Bite Them' to use Willpower instead of Cunning in calculation of arrow damage.
- Minor bug fix
1.1.6
- Artifact 'Great Caller' now has proper mastery bonus.
- 'Strengthened Bond' now does not able to select 'Dragon' talent.
- Added accuracy bonus on 'Together Stronger'
1.1.5
-'Wild Senses' also provides 'see invisible' stat. And it also let your summon inherit your 'see invisible', 'see stealth'.
- Added damage on 'Mother Nature' talent. Knockback and damage from 'The World Tree' moved to 'Mother Nature' talent.
- Increased damage of 'The World Tree', 'Poison Ivy', 'Wasp Swarm'
1.1.4
- Now 'Bear' summoned with 'Strike Form' sustained.
- Resistance of 'Bear' reduced.
- Now summons does not have same resistance as a summoner, but they do have same resistance when a summoner has 'Blessing of Nature' sustain.
- Minor bug fix.
1.1.3
- Buffed 'Damage Resonance' a bit.
- Now Summons have same resistance as a summoner.
- Nerfed 'Bear' to match summons resistance buff.
- Fixed talent radius indication on several talents to match real radius.
1.1.0
- Added a new category - Force of Nature.
-Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons.
-Now detonation's cooldown scales with the talent level.
-Fixed Dragon to crit properly on detonation
1.0.9
- Now detonation does not cost any resources, and also get double charges from Blood and Iron
- Nerfed equilibrium gain from Blood and Iron to adjust the change
- The World Tree now gives 1 equilibrium regeneration
- Adjust some equilibrium cost of summons
1.0.8
- Detonation now also grants Meat shield at Raw talent level 5.
- Summons from 'Mark Target' are always summoned right next to the target.
- Minor bug fix.
1.0.7
- Arrow rain now summons ivy right next to the enemies (ignore range)
- Attack order does not ignore range now.
- Dragons now have light radius of 5
- Commune with Nature now counts allies correctly when Wild Senses is active.
1.0.6
- You can now move Dragons with Attack Order
- Minor bug fix
1.0.5
- Minor bug fix
1.0.4
- Summoner and SummonerR merged.
- Minor stat changes of summons
- Removed Recycle and added Attack Order.
- Damage of Detonate now depends on summons' stats.
- Nerfed Gardener of Eyal's cooldown.
- Some damage dealing talents are now dealt by summons not by summoner (to get benefit from Mark Target)
1.0.3
- Changed few particles (for performance)
- Removed companion hound.
- Nerfed The World Tree a bit. The World Tree now does not summon other animals and plants.
- Added new talent on Summon - animal tree, Wild Senses.
- Mark target now summons all animals and plants that are not on cooldown (Like the world tree did before)
- Meat shield can be used with other barriers.
Odyssey of The Summoner (for ToME 1.7.4+)
Howdy, this is Kamani.
Nekarcos made this incredible addon, but was inactive for quite a bit, only having recently returned (recently as of 5/29/2023). I just wanted to play on the most recent version of ToME when I played it, so this is just a port of OotS to ToME 1.7.4. I will NOT be adding new content, and all credit goes to Nekarcos, who actually made this. If you find any bugs, please report them to me.
The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326
And the original TE4 page for older OotS is here: https://te4.org/games/addons/tome/neka_therianthropy_summoner
I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them.
Anyways, here is the original description:
This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
This pack features the ranged summons: Hydra, Fire Drake, and Flamespitter Ritch.
Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process!
Details:
This modifies the "Age of Ascendency" story, as you are no longer human, but rather, a natural, spiritual being. This means several conversations and services may become unavailable or even change to behave in new ways.
The plot's progression is mostly unchanged, but now you are operating under the command of an ominous individual known only as "The Summoner". He sends you off to do tasks-- But in the end, it is up to you to decide whether you will work cooperatively with him or not.
This was a labour of love, and I would want nothing more than for you to enjoy a new flavor of experience-- And a new type of challenge and difficulty in Tales of Maj'Eyal.
Please, enjoy!
Expanded Details:
"Hydra is a nigh-indestructible damage sponge that doles out as much as it takes, capable of attacking several times and several targets per turn. It possesses Feral, Glare, and Drool heads, each respectively associated with its Physical, Mental, and Magical wellbeing. You can choose whether you want to bite, stare, or spew your enemies to death-- Or maybe even some combination of such!"
"Fire Drake is a dedicated pet general, leading a batch of child fire dragons called 'Drakelings'. They are capable of growing and learning many of your talents-- But you must choose whether you will dedicate yourself to nurturing them, or making yourself powerful enough to protect them from the dangers of Eyal. Cooperation and good education is the key to success!"
"Ritch is a fullblown assassin, possessing a variety of techniques that want nothing more than for its victims to bleed, burn, and die to death-- And not necessarily in that order. Most significantly, they can craft and engraft bladed weapons to replace their claws, making them the most efficient Avatar class that can utilize human weaponry. Killing is a skill, and you're good at it!"
"War Hound is an agile skirmisher that sacrifices little to attain maximum damage. Performing a large number of attacks per turn, as well as having a variety of mobility talents, there is no distance that can keep this fighter out of combat. Alternatively, use your powerful tracking skills to always be aware of your enemies. Run circles around them, hunt them down-- Either way, your bite hurts!"
"Minotaur is a powerhouse with many humanoid qualities, invoking both nature and craftsmanship to annihilate anything in its way. Using its rugged strength to crush enemies, utilizing its cunning of the civilized world, or even tapping into its mystical gifts, this fighter can always find a way to put its hoof into your behind. Brute force is ALWAYS the answer!"
Class: Evoker
This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you.
It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key.
NOTE: This addon requires that you have the Ashes DLC active.
https://github.com/Werekracken/tome-evoker
---Generic talents
cursed/cursed-form
cursed/diabolical
cunning/survival - locked (because everyone gets it)
cursed/cursed-aura - optional
-Cursed/Diabolical:
Demonic Pulse:
You sacrifice 10%% of your current health to send out a pulse of demonic energy in radius 10.
All minions in the pulse gain 25%% global action speed for %d turns and the pulse will attempt to daze all foes for %d turns.
You also use your knowledge of the demonic arts to passively obtain unlife, making it so that you only die when your life reaches -%d.
The amount of unlife and the chance to daze increases with your Mindpower.
Demon Portal:
You instantly swap places with your demon. This heals both of you for %d life and you gain 5 hate.
Afterwards, your demon and yourself will be out of phase for 3 turns. In this state all new negative status effects duration is reduced by %d%%, your defense is increased by %d and all your resistances by %d%%.
The amount healed and out of phase bonuses will increase with your Mindpower.
Speed Demon:
You sacrifice 10%% of your max health in return for speed and power.
While sustained you gain %d%% movement speed and increase your Mindpower by %d.
The speed bonus will increase with your Willpower.
Abyssal Shield:
Surround yourself with a defensive aura, increasing armor by %d, and inflicting %0.2f fire and %0.2f blight damage to all attacking foes.
Additionally, your vim will enhance your defences, reducing all damage by %d%% of your current vim (currently %d), but never reducing by more than half of the original damage. This will cost vim equal to 5%% of the damage blocked.
The damage will scale with your Mindpower.
---Class talents
corruption/demon-summons
corruption/sanguisuge
corruption/shadowflame
corruption/vim
cursed/darkness
cursed/fears
corruption/blood - locked
corruption/doom-covenant - locked
corruption/fearfire - locked
-Corruption/Demon Summons:
Summon Demon:
Summon a demon by sacrificing 50%% of your current health. Your demon's primary stat will be improved by %d, its two secondary stats by %d.
At talent level one, you may summon an fiery imp; at level three a shadowy dúathedlen; and at level five a grotesque uruivellas.
Summoned demons can only be maintained up to a range of %d, and will rematerialize next to you if this range is exceeded.
Only one summoned demon may be active at a time, and the stat bonuses will improve with your Spellpower.
Demon Unity:
You now gain %d%% spell speed while Summoned Demon: Imp is active, %d%% resist all while Summoned Demon: Dúathedlen is active, and %d Mindpower while Summoned Demon: Uruivellas is active.
(Takes effect upon summoning.)
These bonuses scale with your Spellpower.
Flame Fury:
You sacrifice 10%% of your current health channel the power of Fearscape that resides in your demons and a wave of fire emanates from you knocking back foes within radius %d and setting them ablaze doing %0.2f fire damage over 3 turns.
The damage will increase with your Spellpower.
Improved Summoning:
Your summoned demons are more powerful and know new talents at talent level %d.
Imp: Flame Shock, Firestorm, and Burning Hex.
Dúathedlen: Shadow Combat, Shadow Grasp, and Shadow Veil.
Uruivellas: Rush, Draining Assault, and Blindside.
As your Improved Summoning talent increases, so do the chances of your demons being summoned with improved gear (ego chance).
---Changelog
v1.0.0
Initial release
v1.1.0
Took out Demonic Possession and added Demonic Pulse. Moved Improved Summoning to the 4th talent to be the capstone. Cut total hate pool down to 25. Added a hate cost to Demonic Pulse and to the Summon Demon sustains. Reduced max_life from 110 to 90. Improved class description.
v1.2.0
New cursed/diabolical generic tree that replaces cursed/dark-sustenance. Moved Demonic Pulse to Diabolical tree and replaced it with Flame Fury. Made demon kills grant the player 1/4 of the hate for the kill. Changed Duathedlen skills to take out stealth. Added more sacrifice health costs to skills.
v1.2.1
Fixed typos. Reduced sustain hate cost on demons and added a hate gain to Demon Portal to address resource starvation on tough single target fights. Changed the range on Demon Portal to scale with talent points. Tweaked the talent icon for Speed Demon.
v1.2.2
Fixed some talent descriptions.
v1.2.3
Gave Imp and Wretch movement talents. Fixed demon equipment so they don't spawn with antimagic items. Toned down demon chance to get egos on equipment, made level in Improved Summoning increase the chance.
v1.2.4
Reduced pre-req for Blighted Summoning to apply to demons. Fixed imp sometimes missing equipment. Fixed ego chances for demon equipment. Increased imp defense. Gave dúathedlen a regen talent. Added out-of-phase to Demon Portal. Set demon speed equal to yours. Took out some preset talent points to let you spend them as you want. Made Evoker life rating equal to the highest mage (alchemist). Balanced imp phase door. Some hate balancing.
v1.2.5
This is an overhaul of the class because it didn't feel as good to play and balanced as I wanted it to.
- Increased max hate a little. It's still a small pool, but doesn't feel as punishing.
- Increased the level and stat requirements across the board for the Diabolical and Demon Summons trees. Now new demons and levels in Improved Summoming feel special.
- Took out both shadows trees and Black Magic. Added Darkness, Vim, and Doom Covenant (locked) trees. Locked Fearfire. Took out Torment so that you have to wait to use higher vim cost skill until you have more vim in your pool, or use your life with Bloodcasting.
- Made demon summons immune to fear and tweaked their life, armor, and defense to give them a bit more survivability.
- Changed demon summons to start off tiny and grow as you level which is fun with Nekarcos's Visible Size Categories. Without Nekarcos's addon the dúathedlen and uruivellas will be graphically very large even if their size=tiny.
- Changed the Imp's Improved Summoning skills.
- Toned down Improved Summoning so that demons only get one skill with the 1st point, improve that skill with the 2nd, get a second skill and improve the first skill with the 3rd point, improve them both with the 4th point, and get a third skill and improve the previous two skills with the 5th point.
- Changed the wretch to an uruivellas (minotaur-like demon) and gave it a 2Her to help differentiate it from the dúathedlen (shadow demon).
- Fixed the dúathedlen image.
Bromantic Mod Pack
Just a mod that i made to train my modding skills. Changes to Races, Classes, Prodigies and some other stuff, all changes can be turned off individually. Credit to Housepet and discord community.
PS: Im only publishing so my friends can use it, but feel free to try the changes, and if you are interested in only a small part of my addons, i can split it in a seperate addon if you want.
List of changes : https://docs.google.com/spreadsheets/d/1qZEaouCPNNCW12FaA7lmxxX0KFjGHRQN7nYvqtMUFgQ/edit?usp=sharing
Don't Summon While Meditating
Presents a confirmation dialog when you attempt to use an equilibrium-based summoning talent while the Meditation talent is active. Configurable via game option "[ZOmnibus] | Confirm summons while meditating".
Also available as part of the ZOmnibus Addon Pack.
