Class: Fallen

Class: Fallen

Fallen has been added to the base game as an evolution for Sun Paladins

This addon contains the original version, a base class afflicted/celestial hybrid.

Fallen are unlocked alongside Sun Paladins.
If you want to skip straight to it, I recommend using: https://te4.org/games/addons/tome/ignore-raceclass-locks

Please report any bugs on the forum thread.

This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins.

Fallen have a mix of old and new trees.
Enemies do not generate with Fallen talents.

Celestial Combat
Shadows
Gloom (locked, level 0)
Bloodstained: By making bloody attacks, increase your positive energy.
Darkside: Consume positive energy for attacks and mobility.
Shadows of Suffering (locked, level 10): Use your shadows for defense and control.
Crimson Templar (locked, level 10): Magical abilities that manipulate bleeding and the battlefield.
Black Sun (locked, level 10): Celestial attacks using gravity.

Celestial Light
Cursed Aura
Self-Hatred: Spend life for Hate and power.
Dirges: Useful songs in the style of Chants and Hymns.


Class: Fallen forum discussion thread
Class: Fallen on Steam's Workshop
See addon usage in the character's vault.
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Name Module Version Required Released File
1.0.2 - Dark Sun Rising 1.7.0 2021-09-05 20:38
tome-classfallen.teaa
1.0.1 - Screaming Shadows 1.7.0 2020-11-21 17:21
tome-classfallen.teaa
1.0.0 - The Base Class of the Evolution 1.7.0 2020-10-29 21:35
tome-classfallen.teaa
0.3.4 - Evolution! 1.6.0 2020-08-31 03:21
tome-classfallen.teaa
0.3.3 - Evolution! 1.6.0 2020-08-30 01:54
tome-classfallen.teaa
0.2.3 - Stacking Sigils 1.6.0 2020-06-22 23:59
tome-classfallen.teaa
0.1.4-Bugfixes 1.6.0 2020-04-17 21:57
tome-classfallen.teaa
0.1.0 - Initial Release 1.6.0 2020-04-15 07:03
tome-classfallen.teaa

Shadows error?

Been playing this off and on since 1.6, gave it a try in 1.7.2, got this error with 3 ranks in Lomea Call and 1 in Paladins. Game version (character creation): tome-1.7.2 Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /engine/interface/ActorTemporaryEffects.lua:126: attempt to index local 'ed' (a nil value) stack traceback: /engine/interface/ActorTemporaryEffects.lua:126: in function 'setEffect' /data-classfallen/talents/cursed/solar-shadows.lua:10: in function [C]: in function 'xpcall' /engine/interface/ActorTalents.lua:186: in function stack traceback: [C]: in function 'error' /engine/interface/ActorTalents.lua:351: in function 'useTalent' /engine/interface/ActorTalents.lua:442: in function 'forceUseTalent' /mod/class/Actor.lua:6547: in function 'forceUseTalent' /data-classfallen/talents/cursed/solar-shadows.lua:356: in function 'onTakeHit' /mod/class/interface/ActorLife.lua:42: in function 'takeHit' /mod/class/Actor.lua:3051: in function /data/damage_types.lua:548: in function 'defaultProjector' /data/damage_types.lua:874: in function 'projector' /data/damage_types.lua:1805: in function 'projector' /engine/interface/ActorProject.lua:259: in function 'project' /data/talents/misc/npcs.lua:902: in function [C]: in function 'xpcall' /engine/interface/ActorTalents.lua:186: in function At [C]:-1 At [C]:-1 error At /engine/interface/ActorTalents.lua:351 At /mod/ai//improved_tactical.lua:1081 At /mod/class/interface/ActorAI.lua:73 runAI At /mod/ai//improved_tactical.lua:1142 At /mod/class/interface/ActorAI.lua:73 doAI At /mod/addons/verbose-enemies/superload/mod/class/NPC.lua:34 act At /engine/GameEnergyBased.lua:129 tickLevel At /engine/GameEnergyBased.lua:64 tick At /engine/GameTurnBased.lua:51 tick At /mod/class/Game.lua:1559

mindstars?

would probably work well with mindstars - but currently only possible in Ork campaign, bying the skill for Yeti tissues. Theoretically possible in main campaign avoiding any spell skills until gathering enough money to purchase it, but too much bother.

Wouldn't it be logical to

Wouldn't it be logical to include a couple of trees working in concert with particular weapons (2hand/wpn-n-shield/paired?). Both SunPal and Cursed have some...

The uber-regeneration sustain

The uber-regeneration sustain seems too much more useful than aalternatives. And when fighting serious opponents I don't think it makes sense to replace it with shielding, even less so with eextra actions on kill. Though the stun/conf resiistance make higher abilities of this tree also useful - but not at their proposed use. All in all, this is the strongest tree of the class, maaybe even above locked ones.

Game breaking bug

While fighting subject Z, my character got a 'Shadow Cut' negative effect while my 'Self-Destruction' and 'Shared Agony' is active. Then the 'Shadow Cut' turn counter drop to 0, instead of going away, it keep going down -1 turn every turn (the tooltip reads -160 turns left) I'm not sure what caused it. It cannot be removed in any way, not even by dying. You can no longer go to the world map due to having a negative effect. You can check my character here: https: //te4.org/characters/255330/tome/26183c23-57de-49db-92dc-a24ed0229aea

Game breaking bug fixed - But not for that character

Turns out that it's caused by the Umbral Razor that Subject Z was wielding.
Umbral Razor inflicts Shadow Cut. I didn't realize this at the time, but Shadow Cut is the only bleed effect that doesn't have a 'power', which caused an error when Bloodstained talents tried to reduce its damage to you. That broke the Shadow Cut effect and caused it to stick around forever.
Thanks for providing such a clean explanation.