summoner

Evoker

Short Name: 
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 and fire damage and evokes both shadows and a demon to serve you.

You can hurt, heal, and have no effect on your demons and shadows differently with different spells. 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
corruption/black-magic
corruption/torment
cursed/cursed-form
cunning/survival - locked (because everyone gets it)
cursed/diabolical

-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/sanguisuge
corruption/blood
corruption/shadowflame
corruption/fearfire - locked
cursed/shadows
cursed/fears
cursed/one-with-shadows - locked
corruption/demon-summons

-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 shadow clad dúathedlen; and at level six an awful wretch.
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 Summon Demon: Imp is active, %d%% resist all while Summon Demon: Dúathedlen is active, and %d Mindpower while Summon Demon: Wretch is active.
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: Body of Fire, Burning Hex, and Smoke Bomb.
Dúathedlen: Shadow Combat, Shadow Grasp, and Shadow Veil.
Wretch: Rush, Ruin, and Blood Splash.
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 levels 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.

Bromantic Mod Pack

Short Name: 
bropack

Just a mod pack that i use to train my modding skills. Changes to Archmage, Alchemist, Rogue, Wyrmic, Summoner and Prodigies and some other stuff, all changes can be turned off individually. Credit to Housepet and discord community.

PS: Im only publishing so my friend can use it, but feel free to try the changes

Don't Summon While Meditating

Short Name: 
med_summon

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.

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.

***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.

vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
IMPORTANT: I am unable to respond to comments on this site as my comments keep getting blocked as spam! If you have issues/bugs/requests you will need to post your comment on the STEAM Workshop addon page here: https://steamcommunity.com/sharedfiles/filedetails/?id=1734628585 So I can see/respond to you there. Its free to make a Steam account!

*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 install my addon below!

*EDIT* The Npc AkaviriBlade was added to prevent players from making it too far in to the storymode just to encounter a hostile faction preventing you from completing the game! There is no reason what so ever why you would even want to play the storymode with this addon... If you want to buy spells in storymode then disable this addon and download my other addon "Spell Merchants"...

If you are interested in a main story mode version you can get it here:
https://te4.org/games/addons/tome/master-spell-merchants

Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him!

Class: Astromancer

Short Name: 
classastromancer

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

Odyssey of The Summoner

Short Name: 
neka_therianthropy_summoner

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 only Avatar class capable of utilizing human weaponry. Killing is a skill, and you're good at it!"

Summoned

So I've just unlocked the summoner yesterday, and decided to give it a go. As my previous experiences with Tome4 were only limited to getting a warrior up to lvl 11, I'd say I had no idea how hard it will be.. but I was able to survive the first 6 levels, and kill the boss in the first dungeon. This post is just a very simple strategy guide for those early levels for others who would like to try this class.

Level 1: Run!
The first rule of survival is simple: summon and run. Your main goal here is to get some weapon, which can be accomplished in two ways: one is to find a suitable weapon (it helps if you raise your str to 11), the other one is to collect enough useless stuff to sell them and buy one in the shop. For this, you need to explore the wilderness, but - because your are pretty squishy yet - the best possible tactic is to stay close to the entrance and flee if needed.
If you learn the turtle - which is a very good idea to do, btw - you can try to hold back single monsters. Summon it, wait until the monster starts to attack it, then run away a few steps. When the turtle disappears, summon your ranged pet a few steps away from the monster, and move again. Then the same with your wolf, next to the monster. You can repeat this until the monster dies or until your equilibrium prevents you from summoning. In that case (and the same for several monsters coming towards you at once) run to the entrance and leave the area.

Level 1-3: Deal damage
After you found at least one decent weapon, you can change your tactics. First of all, improve your ranged pet, so it will deal decent damage, and maybe also your turtle, so it will stay for a longer period of time. Now you can team with your pet: You can tank for your ranged pet, you can work together with your melee pet or you can deal damage while your turtle holds back the enemy. The damage you can deal together is now enough to kill a group of enemies - if they come one after another. Never stay in the open, always get to some corridor where you and your pet can hit, but there is space only for one enemy. A useful tip here: if you don't see any space where you can summon your pet, try to summon it on top the monster. If there is an open space next to it, your pet will appear there, even if it is behind the monster or outside of your LoS.

Level 3: Kill the troll
Now you should be able to kill that first boss. It helps if your cunning is 20+, but not required. Probably the easiest way is to run around and use your turtle to hinder it and your ranged pet to damage it.

All in all, the first levels of the summoners are not easy, but doable with a little patience. On the other hand, it's good fun, I really enjoyed it, and I suspect that the summoner can become really powerful after some levelling.

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