Race: Mummy

Race: Mummy

Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle.
They start out weak to fire, but quickly overcome that.
Part of Recaiden's Undead Race Pack

Embalming increases Strength and Willpower
Entangle wraps up an enemy, slowing them, with a low cooldown.
Inevitability wears away at the resistances of your enemies as your own resistances mount.
Uniquely, they have a small secondary racial tree that removes detrimental effects.

Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins.

Mummies are initially locked, and unlock by defeating the Mummy Lord


Race: Mummy forum discussion thread
Race: Mummy on Steam's Workshop
See addon usage in the character's vault.
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Name Module Version Required Released File
2.0.1 - Graphics Fix 1.6.0 2020-04-26 18:24
tome-mummyrace.teaa
0.2.0 - For ToM'E 1.6+ 1.6.0 2020-04-25 22:03
tome-mummyrace.teaa
1.3.0 - Unlock condition 1.4.8 2018-07-22 04:29
tome-mummyrace.teaa
1.2.1 - More Tales compatibility 1.4.8 2016-12-20 02:21
tome-mummyrace.teaa
1.2 - Starter Zone 1.4.8 2016-09-15 23:04
tome-mummyrace.teaa
New Starter Zone! 1.4.8 2016-09-14 10:41
tome-mummyrace.teaa
Fix for resists and Defilers 1.4.8 2016-09-09 06:43
tome-mummyrace.teaa
Mummy initial 1.4.8 2016-09-07 07:14
tome-mummyrace.teaa

initial dungeon hang with some moods

I 've found that starting this mod with Death Knight mod it hangs up at the inintial dungeon while trying to proceed to 2nd level. Maybe with some other mods too - may you look at this?

Death Knight conflict

I'll look into it.

Good Race

Gotta say, I'm enjoying the race. I'm always up for playing as undead and the more the merrier. Good job on this mod.

Minor nitpick I thought I'd bring up though (and when I say minor I mean as minor as it gets). The first is that although the first piece of lore you pick up has quotes on it, the second doesn't. The other very VERY minor nitpick is then whenever you visit the pyramid you are always dropped into the very bottom where the mummy mc would spawn.

Nice work!

I gave this addon a spin, and I have to say, I was pleasantly surprised by the level of polish! Not only is it a solid race, but the starting zone is great, and I love the lore and other little touches that tie into the racial talents and standard ToME Mummy lore.

My one critique is that I'm not really sure why Embalming grants Strength. ToME lore, and the lore you introduce, seem to indicate that preservation as a Mummy involves some sort of arcane rites. As such, it seems like Magic would be a better fit, no?

Just an idea, anyway. Great job!

Thanks!

Based on Skeletons, Ghouls, and Whitehoofs, I took it for granted that undead should get Strength boosted. I initially thought Strength/Magic would be appropriate, but Whitehooves already had that stat distribution.
Magic/Willpower would have been a good combination too, but it didn't occur to me, and in hindsight, seems perhaps more appropriate for a ghost.

Start location for mummy is currently taking location a mod is

The mummy zone taking the spot that the more tales is using for a zone. Could you please move it to the right or left of it so it does not conflict.

Done!

The pyramid has been moved west.

Ability

Apply the Classic D&D Mummy Rot diesease to use and this one's a keeper.

Mummy Rot

I initially had planned to do this!

However, Ghouls already inflict a disease, so it felt like it overlapped too much.

Mummy Rot's main effect is preventing healing. In D&D, you expect the mummy to be destroyed and the PCs to be alive but wounded, and probably troubled by rot for some time. In ToME, healing reduction is a powerful but very specific effect, and will wear off quickly. It didn't seem right to grant it at the race level.