Wilder

Class: Harvester

Short Name: 
class-harvester

Adds Harvester class as a wilder subclass.
Hervesters are adept of life and death. They use both Vim and Equilibrium resources.
They believe that blight power can be harmonised with Eyal and they are exploring ways to control it.

Class talents:
- Corruption/Turn to Undead: Turns your enemies to undead.
- Corruption/Living Flesh (locked): Creates oozes from your enemies' flesh.
- Wild-Gift/Lifeforce: Heals you in excess of your maximum life and damages undeads at once.
- Wild-Gift/Harvest: Melee combat talents with your staff.
- Wild-Gift/Seeds: Implants seeds to your enemies and weakens.
- Corruption/Sanguisuge
- Corruption/Blood (locked)

Generic talents:
- Corruption/Eyal's New Law: Controls Vim and Equilibrium
- Technique/Combat Training
- Cunning/Survival
- Corruption/Vile Life (locked)
- Wild-Gift/Call of the Wild
- Wild-Gift/Harmony (locked)
- Wild-Gift/Fungus (locked)

All icons were made by https://game-icons.net/ .

Weaver Class

Short Name: 
weaver_class

Adds Weaver class.

Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely!

They get access to:
wild-gift: call of the wild (general)
wild-gift: harmony (general) (locked)
technique: combat training (general)
wild-gift: fungus (general)
wild-gift: weaver anatomy (general)
wild-gift: threads and webs (class)
wild-gift: dance of the Weaver (class)
wild-gift: cocoon utilization (Class) (locked)
wild-gift: chitin (class) (locked)
cunning: tactical (class)
cunning: dirty fighting (class) (locked)

---
Here are some brief overview of their unique talent categories.

wild-gift: weaver anatomy
Their arachnid nature starts to take shape, modifying their body and giving them the resilience, agility, wisdom, and abilities of a spider.They will even grow spider legs!

wild-gift: threads and webs
As spider would, they grow accustomed in the art of threads and webs. They can trap and disarm their preys, cut them with threads, and eventually encasing them in a cocoon.

wild-gift: dance of the Weaver
These are some of the technique of prey hunting. Begin with an ambush, revel in "the circle of life", hasten their prey to "sleep" with specialized moves, and disable the prey's most annoying sustains!

wild-gift: cocoon utilization
Cocoon is an important resource for the weaver. The liquefied prey inside a cocoon are very nutritious and versatile to use beside hunger filling. The cocoon can nourish the weaver, converted to chemical weapon, and even storing genetic material for backup and cloning.

wild-gift: chitin
The thick and strong chitin exoskeleton of the weaver. This gives the weaver their grit and protection against enemies with various means.

---
While surviving as a young weaver may be difficult, an adult weaver can instantly decimate smaller preys and render tougher preys unable to act and succumb to weaver's slyness and voracity.

Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver!
-shade n bros

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.

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