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Master world

Short Name: 
master-world

This mod is designed to complete the game at the highest difficulty level. The mod does not affect the game experience of battles with monsters, it only adds the opportunity to become stronger for money. Every merchant in the world offers the player to learn new talent mastery, undergo special training, or create powerful artifacts. Each trader has their own requirements for the level of the player and pricing policy.

Features of Artworld (v2.0)

Talents manipulation:
— Player can learn new talent masteries. 200 masteries from the original game are available. Talents from FC, EoR, AoUR add-ons are not supported.
— Player can increase the efficiency modifier of any mastery. The upper limit is 5.0.
— Player can forget all the talents of a certain mastery and restore all skill points spent. Some kind of respec.
— Player can sell the mastery he doesn't need. It will disappear from the list of available on the leveling screen, its level will be reset to 1.0. It's an easy way to get money without having to fight monsters directly. I strongly recommend it to your best try.

Special training:
— Player can upgrade their resources: Life/Stamina/Mana/Psi/Soul/Vim/Hate/Light/Dark. Training can be both limited in the number of times and endless.
— Player can convert one type of resource to another. For example, mana into life or souls into non-life (negative health). These workouts can be completed a limited number of times, and in general, you should not rely on them.
— Player can upgrade his primary stats: Strength/Dexterity/Constitution/Magic/Willpower/Cunning. All such trainings are limited: 3-5 times and you need to look for a new master.
— Player can gain new knowledge: additional talent points, categories or prodigies. A fully developed character is beautiful!

Artifactors:
— There are masters in the world who can modify items. They can work with 30 types of items, almost everything in the game. Every 2 levels, at least one level becomes available to the player.
— Player can insert an unlimited number of gem into any item. Each next gem increases the price of the work. The total price depends on the tier of the original item.
— Player can extract any (well, almost) magical property from an item by creating a shard of power. The shard can then be inserted into another item like a normal gem. By combining magical properties in this way, you can create very powerful artifacts. This is the best mod mechanic, but it requires a huge amount of gold.

Travel in world:
— Player can gain access to locations not provided for by the quest/class. In version 2, Point Zero(city of temporal warden) and island of Yrkkk became available. See the full travel map in the mod archive.
— Player receives a special item "Trade Notes" on the first conversation with any merchant. Notes automatically record all prices seen by the player. You no longer need to remember everything yourself, just read the notes.
— Player can enchant a transmutation chest for money before reaching the fortress of Sher-Tul. More money is always good.
— Player can find out the cost statistics when working with gem and shards.

Other:
— Supports russian language if ru-mod is installed (https://te4.org/games/addons/tome/ru_RU ). The basic language of the mod is runglish (very bad english).

Changes in Artworld I (v2.1)

— A lot of minor changes: added lost properties for shards, fixed the price formula for primary stats, fix negative greed of some merchants, fixed a bug with the scrollbar in notes, added lost ru-locale strings, and something else..
— Added support for the "Adventuring Party" mod (https://te4.org/games/addons/tome/adventure_party ). Now all party members (including the alchemist's golem) work correctly with merchants, and can become as strong as the player's main character.
— List of all talents that can be found at merchants has been added to the mod archive.

Features of Infinite world (v3.0)
This release contains all Artworld features, several new features and a balance change.

New features:
— Player can increase maximum level of a single talent! Some merchants sell "Tomes of Power", which can be read to raise level of talent stated in the book. Player must have trade mastery above 20 to be allowed into the bookstore. About 10% of books are created based on player's current talents, i.e. books may contain talents from other official addons and custom mods. Bookstores update several books once a game week approximately.
— Player can enchant an item with talent of their choice. Arterfactors give following recipe: item + "Tome of Power" with wonted talent = an item with property "Granted talent +1 lvl" and property "+1 talent cooldown". This recipe can be repeated several times to gain additional talent levels. Player, wearing such an item, learns the talent instantly and can use it as his own. A single item cannot grant more than 3 different talents.
— Player can rename items. You can use colors (named or in hexcodes) in names. Rename dialog correctly supports unicode strings (tested only in russian lang, but should work with other languages with multibyte characters).
— Player can break level cap in the "Maj'Eyal: The Age of Ascendancy" campaign. Levels will continue to increase after level 50, but they will not be awarded stat/talent points. This option is made specifically to replace the minor mod "Ascendancy Level Cap Remover" (https://te4.org/games/addons/tome/ascendancy_lvl_cap_remover ) and other like this.
— Added support for the "Endless Dungeon" game mode. Every 5-8 floors player will find portals to spectral versions of random Maj'Eyal town. Merchants in these towns work in same way as in main campaign. In towns Elvala and Gates of Morning there is access to item vault.

Changes:
— Resource conversion training is now running indefinitely, but a price progression has been added. Now you can completely drain the unnecessary resources in health.
— Shards and gemstones have their own price when imbue. The price is based on actual properties, which allowed the balance of shards and gems to be evened out.
— Imbue shards/gems adds primary stat requirements to the item. There is a progression: +2 rnd. primary stats for first 10 gems, +3 rnd. primary stats for next 10 gems, etc. (but not more than +5 to the stat). After 40-50 gems built into item, it is very difficult to use it due to the inflated requirements. But on every 100th gem all the requirements are discarded and begin to accumulate again.
— Imbue shards/gems removes level requirements of the item. This is easy way to use an item taken from item vault early.
— World map has been updated (see in mod-arhive). Added info about bookstores and the relative probabilities of various workouts.

Compatibility notes:
— Mod redefines all dialogues of merchants in all towns of the world. Other mods that do the same thing can be broken, but losing a few dialogues doesn't break this mod.
— Mod adds objects to global map at fixed coordinates without checking correctness of tile.
— Mod changes names of items. Scripts that try to find an item by name can break.
— Mod overrides the level progression function (no_points_on_levelup) when it removes level limit. Other mods that provide their own "no_points_on_levelup" feature may fly off.
— Weight of mod is 100.
That's all for the list of possible compatibility issues!

What's next? Nothing. This is the last release of the mod. I've done everything I wanted and now I'm going into sunset. Bye-bye :)

Chaotic Race-Teraunces fork

Short Name: 
grayswandir-chaotic-race-ter-fork

A very silly human race that learns random talents. Also includes an option to give any character random talents. Improved by Teraunce to ensure antimagic doesn't learn magic and vice versa.
Works with 1.7.6 despite the module version. Original by Greyswandir. Original description below:

Adds the chaotic human subrace, which get a random talent on every levelup.

Also has the following option under Gameplay:

Extra Chaotic: This affects who gets random talents on levelup:
Standard: Only the chaotic race does.
All Races: The player gets the talents regardless of their race.
Enemies Too: Everything gets talents on levelup, even enemies.

Balanced Wanderer Trees

Short Name: 
balanced-wanderer-trees

This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common.

Unrandom Egos

Short Name: 
unrandom-egos

No wide random numerical ranges on ego modifiers.

Random Adventurer

Short Name: 
random-adventurer

Adds the Random Adventurer class.
Weight: 455

Changelog

1.0.0:
- Initial release

Randventurer Class

Short Name: 
randventurer-class

Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers.

Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
  • Stonewardens
  • Eternal Darkness
  • Verdant Class Pack
  • Midnight

Chaotic Race

Short Name: 
grayswandir-chaotic-race

Adds the chaotic human subrace, which get a random talent on every levelup.

Also has the following option under Gameplay:

Extra Chaotic: This affects who gets random talents on levelup:
Standard: Only the chaotic race does.
All Races: The player gets the talents regardless of their race.
Enemies Too: Everything gets talents on levelup, even enemies.

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