Odyssey of The Summoner

Short Name: 

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!

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: 

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

Steel Drakes

Short Name: 

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


Short Name: 

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: 

"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: 

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


Short Name: 

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

Barbarian Class Fork

Short Name: 

Adds the Barbarian class to the Wilder sub-group.

Hedgeknight Class

Short Name: 

They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see.
While most people are sane enough not to enter, those that do never come out the same, if at all.
The Hedge forever changes them... empowers them... to what end, nobody knows.
A Hedgeknight is a worthy foe, capable of laying wound upon wound on enemies, and inflicting them with the most dangerous of poisons.


This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs.




All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently.
All will have 15% of your max health, and all will have a Resist All rating equal to a certain stat. (Will be listed below.)
Using one talent in this tree will put every other talent in this tree on a 3 turn cooldown.

Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy.
Doing so will kill the Ivy, apply it's effect, and restore 3 Equilibrium to you.

Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another.

Poison Ivy

Resist All is equal to 50% of your poison resistance.
This Ivy will deal weapon Damage split between Nature and Poison damage.

Crippling Ivy

Resist All is equal to 50% of your physical save.
This Ivy will cripple the target, reducing melee, spellcasting and mind speed for 5 turns.

Razorleaf Ivy

Resist All is equal to 50% of your bleeding resistance.
This Ivy will deal weapon Damage split between Physical and Bleeding damage.

Medicinal Ivy

Resist All is equal to 50% of your heal mod.
This Ivy will heal your health.
Amount healed is equal to your constitution + 25% of your max health.


Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights.
Also includes a passive that grants some immunities, as well as reducing the immunities of nearby enemies based on it's value.

Thorn Whip

Attack a nearby enemy within range 4 for Nature weapon damage.
If you hit, you pin them, and pull yourself to them.
If used while in melee range, also deals a high amount of Physical weapon damage.
Can be cast on an Ivy, which will refund your cost, and half your cooldown.
Higher talent levels allow you to control your landing.

Thorn Graze

Attack an enemy in melee range for Nature weapon damage.
Also deals a high amount of weapon damage split between Bleeding and Poison.
If used while your Bushy Friend is within melee range of your target, applies a regeneration effect onto your Bushy Friend.

Thorn Rose

Grants passive Pin, Poison, and Bleeding resistance.
Also passively reduces the Pin, Poison, and Bleeding resistance of nearby enemies based on this value.

Thorn Body

Sustain that grants passive Armor and Strength.
Also adds bonus Bleeding damage when hit in melee, and on weapon attacks.

Bush Guardian

A tree that revolves around a moderate damage pet, that uses him for mobility and damage options.

Bushy Beard

Passively grant yourself Constitution and Accuracy.
Sustain this talent to bring your Bushy Friend to the battlefield.
Your Bushy Friend's stats are based on your Willpower and Max Life, and he gains bonus Life Regen and Resist All for every Ivy on the field.

Bush Taunt

Requires your Bushy Friend to be on the battlefield.
Deals damage in a radius 1 around your Bushy Friend.
Taunts any enemies hit.

Bush to Bush

Requires your Bushy Friend to be on the battlefield.
Deals damage in a radius 1 around both yourself, and your Bushy friend.
You deal Physical damage, Bushy friend deals half Nature, half Bleeding.
If your Bushy Friend is more than 2 tiles away, you also jump near him.

Bush Whacker

Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself.
Kicks your Bushy Friend across the battlefield, dealing damage in a radius 1 around his landing position, and stunning targets hit.


A tree that revolves around using your control over the hedge to do weave 'Impossible' feats.

One With the Hedge

Link yourself into your Plant Network, sharing and receiving damage though it.
Talent points reduce the values you give and recieve.


Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage.
Confuses all targets hit.
With One with the Hedge sustained, this talent's cooldown is reduced to 4, and it additionally heals all allies within range.

Hedge Portal

Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns.
With One with the Hedge sustained, this talent requires you to target a friendly Ivy for the teleport(which will die), but it's cost and cooldown are removed.

Hedge Grasp

Pull in a nearby enemy with the power of the hedge, pinning and blinding them.
With One with the Hedge sustained, if your Bushy Friend is on the field, he'll pin and blind all enemies around his current position.


A tree that revolves around low to mid ranged melee combat.

Petal Beam

Attack an enemy at short range with a Nature Weapon attack.
If the attack hits, you will deal additional damage to all enemies near your main target.

Petal Swarm

Attack an enemy at short to medium range with a Nature Weapon attack.
If the attack hits, you Stun them.
If the attack misses, or the Stun fails, you instead Daze them. This Daze cannot be resisted.

Petal Implosion

Attack an enemy in melee range with a high damage Nature Weapon attack.
This attack will than knock you back a small to medium distance.

Petal Dance

Sustain this talent to become one with your Petals.
While sustained, every single Weapon attack you do grants you a Petal charge.
If the enemy is in melee range, they are additionally knocked back 1 tile.
These petal charges will be expended whenever you take more than 5% of your max life in damage, and will reduce the damage.
You lose 1 charge per turn.
Damaging Ivy grant 2 charges each, while non damaging Ivy grant 0 charges.

Verdant Class Pack

Short Name: 

Content is modular and various sections can be disabled via the options.

Primary Features
Druid class:
Uncast spells to produce nature based magical effects.
Its an agile nature mage, but can be played as a fighter/mage hybrid, or as a summoner hybrid.
Uses staves, alchemist gems and equilibrium.
Werebeast Class:
Werebeast fits somewhere between Cursed and Wyrmic, with a touch of Rogue thrown in.
Flavour is you have been cursed by nature's hate at those who harm it.
Can be played with conventional weapons or dual mindstars, stealthy or heavy.
Uses both Hate and Equilibrium.
Woodsman Class:
Archery, Summoning and Traps.
Use whatever you need to survive.
A full rework is available.
Allows you to command your critters to attack or defend.
A few talents improved and many new categories.
Loads of nature based artifacts.
A few of new inscriptions.
Oozemancer can get the Wild-gift/Symbiant category.

Druid Info

As Druid's use spells they cannot become a Zigur follower, as this would make all their talents unusable.
However, you can still attempt to join Zigur, you might get something special instead.

Wild-gift/Natural Cycles
Wild-gift/Eyal's Embrace
Spell/Staff Combat

Werebeast Info

Wild-curse/Wolf Aspect
Wild-curse/Treant Aspect
Wild-curse/Shark Aspect
Wild-curse/Eagle Aspect
Wild-curse/Ritch Aspect
Wild-curse/Silent Hunter
Wild-curse/Snake Aspect
Wild-curse/Bear Aspect
Wild-curse/Croc Aspect
Wild-curse/Fungus Aspect

Woodsman Info


Summoner Info

Two new summonable critters and revised summoning categories.

New Categories:

Wyrmic Info

New Categories:
Wild-gift/Sea Drake Aspect
Wild-gift/Wind Drake Aspect
Wild-gift/Wild Drake Aspect
Chronomancy/Blink Drake Aspect
Corruption/Blood Drake Aspect

Talent changes:
Lightning Speed now converts your damage to lightning for your next hit.
Wing Buffet replaced with Ember Scales: a flamey aura sustain.

Syndicate content