Exotic Weapons Highest Stat Only
Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each.
nsrr's Exotic Weapons
Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on.
Tridents are unchanged, aside from rarity.
As vanilla ToME only has artifact whips, this add-on adds base whips of all teirs. Whips require dexterity, have an 80% dexterity damage modifier, and have a +procs damage accuracy bonus (the same as staves).
Additionally, whips and tridents can be purchased from weapon stores (dagger and mace shops, respectively) and purchased from the rand art merchant. Affected shops have had their inventory size slightly increased to adjust for the greaeter variety.
Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on.
Pepper Pack
Adds classes, races, objects and other stuff into the game.
Class: Performer / Bard
Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix.
Race: Animal / Bunnymorph (& Kruk variant)
Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents.
Kruk Bunnymorphs are a more physically apt variant of Bunnymorphs, as they have orcish origins.
Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts.
Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons.
Weapons Pack
This adds new weapon types and egos to the game.
- Tridents are unchanged, but generate more often.
- Whips can now generate normally, and their accuracy bonus now slows the target.
- Swordbreakers are weak knives that have a chance to disarm on hit, and give bonuses to dual weapon defense.
- Rapiers are 1h weapons that use dagger mastery and rely on strength, dexterity, and cunning.
- Bucklers are light shields that can greatly increase your defense and give you faster attacks against those who miss you in melee.
- Buckler offense tree at varying levels of access for 5 or so classes. Skirmishers start with a buckler.
- Spears/Greatspears are slow weapons that can attack from a distance.
- Clubs/Greatclubs are maces that can pick up mindstar egos.
- Throwing knives can be used in melee or as a short ranged attack with the shoot talent.
- Daggers will now use the higher of strength or cunning if you don't have Lethality.
- Mindslayers can now equip ranged weapons in their psionic focus slot.
- Aurastones are magic-based items that can be equipped to modify your unarmed attacks.
- Magic Weapon Mastery applies to staves, aurastones, and sceptres, and can be learned in Angolwen.
Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to.