Wilder

Class: Revamped Wyrmic

Short Name: 
revamped-wyrmic

A variation on wyrmics, as a multi-elemental debuff-centered class.
Rather than having their abilities scattered among the elements, they'll rank up melee attacks, mental attacks, and elements separately.

This is still (slowly) being developed; I put the addon up because I had someone who wanted to test it. If you want to try it already, go ahead. Please leave feedback and bug reports in the linked Forum Discussion thread.

The core of Wyrmic is:
Combat Techniques
Draconic Combat - provides weapon attacks.
Draconic Energy - provides mindpower attacks.
Draconic Body - provides mobility and survivability.

Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills.
Finally, the advanced Prismatic Tree lets a wyrmic use multiple elements.

Apex Predator - new generic tree that wills in a few gaps and lets you wear gems.

Credits
The particle-effect coloring system is taken from minmay's Crystalist.
As in vanilla, all talent icons are from http://game-icons.net/ .

Compatibility
Will be incompatible with other Wyrmic replacements.

Other
The DLC wyrmic trees are not fully integrated into this system. They interact with Prismatic Blood, but use their own separately-leveled breath weapons.
Acid and Venom have been separated into two different aspects because original Wyrmic got 6 breaths.
This addon does not let you turn into a dragon. Yet. I'm thinking about it.
This addon does not let you summon dragons to help you.

Harbinger

Short Name: 
harbinger

Adds the Harbinger, a Wilder class with mostly passive talents and no resources.
Harbingers use melee weapons of all kinds and are good at damaging densely packed enemies. They have 8 new talent trees.
You can leave this addon enabled even while not playing a Harbinger and it will have no effect unless it conflicts with another addon. (The class doesn't appear on enemies, its talents are not available to Adventurer, and the only changes to items are that some standard artifacts now have mastery bonuses for Harbinger-exclusive trees, which obviously won't help non-Harbinger characters, and does not change their price in shops either.)

As in vanilla, all talent icons are from http://game-icons.net/ .

Sound credits:
http://freesound.org/people/artifact/sounds/29675/ CC BY 3.0
http://freesound.org/people/BOBtheROSS/sounds/244358/ CC BY 3.0
http://freesound.org/people/CGEffex/sounds/98335/ CC-BY 3.0
http://freesound.org/people/Ephemeral_Rift/sounds/77370/ CC BY-NC 3.0
http://freesound.org/people/jameswrowles/sounds/248219/ CC BY 3.0
http://freesound.org/people/Julien%20Matthey/sounds/105016/ CC 0
http://freesound.org/people/misosound/sounds/251759/ CC 0
http://freesound.org/people/nicStage/sounds/64460/ CC BY 3.0
http://freesound.org/people/benjaminharveydesign/sounds/315914/ CC 0

Compatibility

This addon defines talents with the following ids: T_DIAMOND_DUST, T_FORESHOCK, T_MEGATHRUST, T_LIKE_THE_WIND, T_SHOWER, T_CHANNEL_COLD, T_FLASHOVER, T_FROZEN_CORE, T_ENDURANCE, T_CHANNEL_LIGHTNING, T_VORTEX, T_STABILITY, T_FORTRESS_OF_RUIN, T_ELECTRICAL_DISRUPTION, T_RESISTANCE_DISRUPTION, T_CREMATE, T_CHILL, T_RESISTANCE, T_FLAMEHEART, T_MIST, T_STONEBREAKER, T_FORTITUDE, T_FLOOD_CONTROLLER, T_TORRENT, T_BLAZING_BARRAGE, T_CHANNEL_FIRE, T_STORM_CONDUIT, T_INSPIRATION_STRIKES, T_FAULT, T_COUNTERSHOCK, T_CYCLONE, T_ARC, T_SUPPRESSING_FIRE

It will be incompatible with other addons that define talents with the same ids. (I am not aware of any such addons.)

This addon assumes the following files do not already exist:
data/gfx/particles/blaze.lua
data/gfx/particles/blizzard.lua
data/gfx/particles/channel_cold.lua
data/gfx/particles/cyclone.lua
data/gfx/particles/firestorm_wave.lua
data/gfx/particles/sky_lightning.lua
data/sound/talents/countershock.ogg
data/sound/talents/cremate.ogg
data/sound/talents/electrical_disruption.ogg
data/sound/talents/fault.ogg
data/sound/talents/storm_conduit.ogg
data/sound/talents/torrent.ogg
data/sound/talents/vortex.ogg

This addon superloads the following functions non-destructively:
mod/class/Combat.lua:combatPhysicalPower()
mod/class/Combat.lua:attackTargetHitProcs()

This addon uses the ToME:load, DamageProjector:base, and Entity:loadList hooks.

Weight: 123768

Changelog

1.0.5:
- Channel Cold's description no longer claims that it works with archery attacks (it was never supposed to).
- Switched the places of Arc and Inspiration Strikes (Arc is now tier 2, Inspiration Strikes is now tier 4).
- Switched the places of Vortex and Like the Wind (Vortex is now tier 2, Like the Wind is now tier 3).
- Vortex now pulls closer monsters first. This makes it pull groups much more reliably.
- Vortex radius is now capped at 10.
- Vortex now does exactly 100% weapon damage at effective talent level 1.3.
- Foreshock now has a fixed radius of 3.

1.0.4:
- Fix Foreshock and Storm Conduit descriptions

1.0.3:
- Bug fix: The Supercell category is now properly marked as high-level
- Storm Conduit no longer bases its damage off of the heal; instead it uses mindpower and talent level. (Earthen Beads and healing amulets were achieving absurdly high damage)
- Storm Conduit -> Cremate -> Storm Conduit is now quieter
- Cremate itself is now quieter
- Partially un-nerf Fortress of Ruin critical multiplier reduction, slightly nerf Fortress of Ruin defense bonus
- Foreshock is now a mindpower-based area attack instead of a weapon attack
- Harbingers now begin with two mindstars in their inventory (they still start with a battleaxe equipped)
- Minor adjustments to damage/duration/cooldown values

1.0.2:
- Bug fix: Storm Conduit no longer activates recursively from life leech
- Arc+Windblade no longer results in [monster count]^2 melee attacks

1.0.1:
- Bug fix: Chill now applies the correct level of slowing
- Bug fix: Channel Cold now creates a range 10 beam as it's supposed to
- Bug fix: Fault no longer lets you swap with out-of-range actors (but vanilla Dimensional Step still does...)
- Vortex now only attacks one enemy at the end (but still pulls in all enemies), has a slightly different damage multiplier
- Reduced Blaze radius from 2 to 1, and reduced its damage
- Removed physical power bonus from Storm Conduit
- Nerfed Rain healing modifier and mana/equilibrium regen values, and made Rain life generation mindpower-dependent
- Nerfed Stability immunity values
- Nerfed Fortress of Ruin critical multiplier reduction
- Nerfed Diamond Dust slightly
- Replaced Blazing Barrage with Suppressing Fire, which makes your Blaze talent suppress enemies' healing. (Blazing Barrage still exists for old savegames)
- Cremate now heals you when you kill something (limited to once per turn) instead of killing everything
- Replaced Resistance Disruption with Mountain Mover, which increases physical power (boring but works a lot better)
- Clarified Flashover's description

1.0.0:
- Initial release

Stoneshaper

Short Name: 
stoneshaper

Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone.

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!"

Viper Class

Short Name: 
viperclass

Adds the Viper class, an archer wilder who possesses great speed and access to nature damage.

Steel Drakes

Short Name: 
steeldrakes

Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes.

Prowler

Short Name: 
prowler

Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding.

Hedgeknight Class

Short Name: 
hedgeknight_reborn

"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.",
"You were one of the brave (or foolish) few who dared enter, only to find themselves suddenly able to speak to various plant life.",
"Taming (or even befriending) many different forms of plant life have given you various powers.",

Stone Disciple

Short Name: 
stoned

Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that:
-This addon allows you to pick Stone Warden's Talents as Adventurer (of any race)
-This addon still needs Stone Warden's donor feature
-Enemies can spawn with this Class
-Stone Fortress will be useless for non-dwarves
-Xorn Stone Disciples will only get block value from 1st mainhand and 1st offhand shields

PsiOoze

Short Name: 
ascooz

Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense.

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