Wilder

Class: Elder Wyrmic

Short Name: 
classeldwyr

A new wilder class.
A mix between wyrmic and a bit of oozemancer. Wield deadly forces of acid, nature, frost, physical damage to defeat your foes.
Hybrid between melee and ranged caster fully utilize equilibrium to devastating effects.

New Talent Trees: (with some similar, old skills from wyrmic/oozemancer)

Wild-Gift/Venom Aspect
Wild-Gift/Nature Aspect
Wild-Gift/Frost Aspect
Wild-Gift/Earth Aspect
Wild-Gift/Chromatic Aspect
Wild-Gift/Ancestral Aspect

Old Talent Trees:

Technique/Combat Training
Wild-Gift/Call
Wild-Gift/Fungus
Wild-Gift/Mindstar Mastery

Class meant to be played on all difficulties but madness, it is too weak for it.
All feedback is welcome - post a comment on steam's workshop addon page and I will see what I can do :)

Talent Cat unlocksfor non-eyal campaigns

Short Name: 
majunlocks

Harmony for Wyrmic, Ooze, Summoner, Fungus for summoner, Hexes and Vile Life for reaver. Unlocked, but reduced mastery in non-Eyal campaigns

Discordant class (and friends) - enemy edition

Short Name: 
discordantenemies

This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant).

----------- Original from Vectorinox
Descriptions

Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it.

Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus.

Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos.

Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism.

Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold.

This is a practice addon intended for personal use, but thank you if you decided to check it out anyway.

Bonus class: Primitive, master of bump-attack *joke class* -------------

[
This is my first ever addon I just simply updated Vectorinox's discordant patch for all the classes to 1.7.0 (espeically for all you critic users) as well giving an a slight buff to Scorpions hook
(lowered the cool down ) . I give full credits to Vectorinox for making this wonderful addon. So please enjoy. So I may not be able to fix the bugs that may occur in the future ]

Credits

http://game-icons.net/
https://opengameart.org/content/painterly-spell-icons
Andrew Minton : Qlass Pack (used as base)
Vectorinox and his Discodant Class pack - https://te4.org/games/addons/tome/discordant

Changelog

1.0.0:- Initial release
1.0.1:- Discord talent tree rework (AKA nerfs)
1.0.2:- Add colossus as playable giant race
1.0.3:- Add kudzu as playable wilder class
1.0.4:- Add scorpion as playable rogue class
1.0.5:- Buffed scorpion weak early game scaling
1.0.6:- Add critic as playable afflicted class
1.0.7:- Critique tree bugfix
1.0.8:- Counterargument bugfix
1.0.9:- Update and minor Scorpion Buff by Rukaneo
1.1.0: - Fixed the psionic storm bug for discordant

Wilder Balance

Short Name: 
wilder-balance

Balances a bit the Wyrmic and Stone Warden classes.

Wyrmic:

Wyrmic is now a hybrid mindstar user and mindcaster class,
they do not have the Shield Offense and Two Handed Combat trees,
and their wild-gift weapon talents requires to have psiblades.

Wyrmic do not need now physical power as apply power, just mindpower.
It only needs Strength for some talents' damage.

This addon does not interact with DLC contents.

- starts with Cunning - Survival unlocked
- starts with Wild-Gift - Mindstar Mastery unlocked

- Wing Buffet now deals devouring fire damage, applies Wet, cooldown is lower
- Bellowing Roar deals fireknockback damage + confusion, mindpower is apply power, cooldown is lower
- Devouring Flame cooldown is lower
- Fire Breath deals devouring fire damage, applies Wet, cooldown & eq cost lower
(the Wet from these talents have a synergie with the Ice Claw & Ice Wall talents)

- Ice Claw cooldown is lower
- Icy Skin also gives iceblock pierce
- Ice Breath cooldown & eq cost lower

- Swallow deals physical damage, apply power is mindpower
- Quake apply power is mindpower, cooldown is lower
- Sand Breath cooldown & eq cost lower

- Lightning Speed cooldown is lower, removed the colour & blur
- Static Field cooldown & eq cost lower
- Lightning Breath cooldown & eq cost lower

- Corrosive Mist is now a shielding talent
- Dissolve is now a radius 3 cone, lower cooldown, and disarming acid
- Acid Breath cooldown & eq cost lower

- Prismatic Slash is passive, inceasing the radius of Claw talents
- Venomous Breath is passive, gives various poison effect to Breaths
- Wyrmic Guile also gives Str mod to mindstars

Stone Warden:

- Deeprock is instant, lower cooldown

- Eldritch Fury is a low cooldown spell projectile that deals damage according to Block value

- Stone & Crystal Halves now cannot take life damage from the player (killing your own summons were bad...)
- Stone Half instantly casts Stone Link when summoned (if knows it) (now it's a more reliable defense)

- Shards sustain gives physical resistance (to have synergie with Mountainhewn)
- Eldritch Stone is instant, lower cooldown, the shield can mind crit, gives base mana regen per turn

- Rockwalk and Rockswallow are now teleports (you can have Out of Phase now), the heal and the damage can mind crit

Greenwatch

Short Name: 
mv-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

Odyssey of The Summoner (for ToME 1.7.4+)

Short Name: 
neka_therianthropy_summoner_for_current_tome

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!"

Wyrmic Compatibility

Short Name: 
wyrmCompat

Makes the Revamped Wyrmic a separate class from the normal wyrmic
Needs Recaiden's Revamped Wyrmic : https://te4.org/games/addons/tome/revamped-wyrmic

Also adds the gem slot to adventurers and races that have their own equipment slots (provided they load before Revamped Wyrmic)

Earth Mage

Short Name: 
earthmage

Adds the Earth Mage as a mage class that combines earth magics with wild gifts.
Earth Mages have learned the basics of how to create and use alchemist gems, but developed their own specialized uses as well.

Mana and equilibrium are their resources and their most important stat is Magic followed by Willpower and Constitution.
They use some existing talent trees from Archmage and Stone Warden, and have a new class tree: Spell / Lapidary.
Their playstyle is multitarget, area of effect, and damage over time, with a lot of options for survivability.

https://github.com/Werekracken/tome-earthmage

-- generic
Spell / Stone alchemy
Spell / Conveyance
Wild-gift / Harmony
-- locked
Cunning / Survival

-- class
Spell / Earth (x1.0 instead of the normal x1.3 to encourage play other than spamming Pulverizing Auger constantly)
Spell / Explosive admixtures
Spell / Eldritch stone
Wild-gift / Earthen vines
Spell / Lapidary
-- locked
Spell / Stone
Spell / Deeprock

Spell / Lapidary:

Living Stone - Sustained
Like stone, you are not easily moved nor damaged. While active, increases your resistances to being teleported and knocked back by %d%% and increases your physical resistance by %d%%.
Physical resistance increases with Constitution.
Also, resting will decrease your equilibrium by %0.2f per turn.

Liquefaction - Activated
Crush an alchemist gem and use the released power to vibrate the ground so quickly that it partially liquifies. Targets an area of radius %d dealing %d physical damage per turn with a 25%% chance to stun.
The vibrations last for for %d turns.
You have just enough control over the vibrations to not affect yourself.
The damage done will increase with your Spellpower.

Rejuvenation - Activated
Use two alchemist gems to surround yourself with rejuvenating aura, increasing health regeneration by %d and mana regeneration by 1000%% for %d turns.
Health regeneration increases with Constitution.

Cleansing Crystals - Activated
Consume five alchemist gems to remove up to %d effects (good effects from foes, and bad effects from friends) from the target.
At level 3, it can be targeted.

---Changelog
v1.0.0
Initial release

v1.0.1
Fixed Cleansing Crystals to clean more than just magic effects as intended.

Discordant class (and friends) -updated 7v-

Short Name: 
discordantupdate
----------- Original from Vectorinox
Descriptions

Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it.

Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus.

Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos.

Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism.

Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold.

This is a practice addon intended for personal use, but thank you if you decided to check it out anyway.

Bonus class: Primitive, master of bump-attack *joke class* -------------

[
This is my first ever addon I just simply updated Vectorinox's discordant patch for all the classes to 1.7.0 (espeically for all you critic users) as well giving an a slight buff to Scorpions hook
(lowered the cool down ) . I give full credits to Vectorinox for making this wonderful addon. So please enjoy. So I may not be able to fix the bugs that may occur in the future ]

Credits

http://game-icons.net/
https://opengameart.org/content/painterly-spell-icons
Andrew Minton : Qlass Pack (used as base)
Vectorinox and his Discodant Class pack - https://te4.org/games/addons/tome/discordant

Changelog

1.0.0:- Initial release
1.0.1:- Discord talent tree rework (AKA nerfs)
1.0.2:- Add colossus as playable giant race
1.0.3:- Add kudzu as playable wilder class
1.0.4:- Add scorpion as playable rogue class
1.0.5:- Buffed scorpion weak early game scaling
1.0.6:- Add critic as playable afflicted class
1.0.7:- Critique tree bugfix
1.0.8:- Counterargument bugfix
1.0.9:- Update and minor Scorpion Buff by Rukaneo

Root's Classes

Short Name: 
root_classes

Contains several classes developed by Root of All Things, including:

  • Raider: A Tinker who fights with a melee weapon in one hand and a steamgun in the other. The Raider has mastered the deadly art of throwing explosives everywhere, even if they risk hurting themselves with it.
Coming Soon:
  • Animist: A Wilder who is blessed by the spirits of fire, ice, wind and earth. The Animist conjures weapons that scale with his talents, and switches between them based on a set of Stances.
Update Notes - v1.0.0 - Raider, Revived
  • Now compatible with ToME 1.7.
  • Many bugfixes.
  • Strength scaling removed. Now starts with daggers and scales primarily with DEX and CUN.
  • No longer has access to Technique/Combat Veteran, Technique/Combat Techniques or Technique/Conditioning.
  • Steamtech / Physics is locked, but you start with a point in Smithing still to make Steamguns.
  • Now has access to Technique/Mobility at 1.3 mastery.
  • New class, unlocked category: Technique / Seaward Charge. Move with the wind at your back!
    * Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe.
    * Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns.
    * Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy.
    * Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.

  • New class, unlocked category: Steamtech / Crewmates. A valiant raider never fights alone!
    * Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents.
    * Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies.
    * Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes.
    * Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.

  • New class, locked category: Steamtech / Boarding Party. Arm your crew with deadly weapons.
    * Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot.
    * Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies.
    * Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents.
    * Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.

  • Many many talent changes.
  • Blast resistance adjusted. Mainclass Raiders start with 50%, with a possible additional 45% coming from various talents. Adventurers and other non-Raiders start with 0%, with a possible 95% coming from talents.
  • Shiny new SFX and particles for many talents.
Syndicate content