Bloodriver Adherent Class
Adds Bloodriver Adherent class, a Mage subclass.
Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately.
They also have access to unique Bloodriver spells which utilize their own mana-infused blood to enhance their effects.
Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast.
By default, this class can, and it is recommended, to focus on 2 different basic element talent trees. These 2 selected elements will later got advanced talents that you can learn.
There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible.
However, how you want to play this subclass, which talent to choose, is up to your liking.
You want to cause debuffs to your enemies? Prolong debuffs and make them suffer? sure you can!
You want to summon a cute golem to do your bidding and cute fairy to spice things up? Go ahead!
You want to just straight up deal damage to your enemies? say no more!
You can even summon some totems, put traps, and more.
There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by:
killing a certain named bear
destroy a certain magical crystal
killing a certain spider in the east, and
going to a certain place where magic are blazing.
This subclass is a bit tricky to play and on the harder side of difficulty-wise.
As both mana and life are used as resources to cast, and both life and mana dictates your livelihood, you will need to manage your mana and life, and choose your actions carefully.
If your mana is empty, you won't instantly die, but you will suffocate and take damage every turn. Suffocation will last until either you die or you replenish your mana.
There are a lot of self-perseverance talents embedded in this class, so you can take those to ensure your longevity.
Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself!
If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers.
Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3.
Spell Merchants quickfix-fix
Pushes two merchants little aside so that they wont spawn on top of extra dungeons when unlocked and fixes Lost Merchant dungeon spawn level https://te4.org/games/addons/tome/dungeon_map https://te4.org/games/addons/tome/master-spell-merchants
Spell Merchants quickfix
Pushes two merchants little aside so that they wont spawn on top of extra dungeons when unlocked https://te4.org/games/addons/tome/dungeon_map https://te4.org/games/addons/tome/master-spell-merchants
Twinmagi
For too long Archmages have ruled over all the schools of magic with an iron fist. No more!
Enter the Wizard. The Archmage subclass loses the Phantasm, Temporal, and Earth schools and gains a few tweaks to the Water school to make it more robust.
The Wizard starts with Darkmatter, Earth, Temporal, and Phantasm, each with a few usability changes to allow them to stand on their own.
The Wizard can also unlock the new Lucent, Void, and Warp schools to deepen their mastery of astral magic further.
Best of all, Wizards can rock a wizard hat better than anyone alive.
Infinite Dungeon Merchants
4 NPCs will now spawn in Infinite Dungeon that can sell spells trees, stat points, sub stats & can imbue items for you.
There are 19 talent trees (249 talents) available for purchase:
Archmage, Alchemist, Necromancy, Chronomancy, Psionic, Celestial, Anorithil, Oozemancer, Berserker, Rouge, Archer, Arcane Blade, Summoner, Wyrmic, StoneWarden, Corruptor, Cursed, Demented & Steamtech!
Can increase your stats and sub stats:
(STR/DEX/MAG/WIL/CUN/CON and phys/mag/ment resistance and criticals)
Imbue items:
imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you want can afford!
The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.
- DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
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IMPORTANT: I am unable to respond to comments on this site as my comments keep getting blocked as spam! If you have issues/bugs/requests you will need to post your comment on the STEAM Workshop addon page here: https://steamcommunity.com/sharedfiles/filedetails/?id=1734628585 So I can see/respond to you there. Its free to make a Steam account!
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- WARNING* This addon is NOT compatible with the story mode, it won't crash the game or anything but will turn some factions hostile. If you want to buy spells in the main story you can *Disable* this mod -in game- ("Main menu" > "addons") and install my addon below!
- EDIT* The Npc AkaviriBlade was added to prevent players from making it too far in to the storymode just to encounter a hostile faction preventing you from completing the game! There is no reason what so ever why you would even want to play the storymode with this addon... If you want to buy spells in storymode then disable this addon and download my other addon "Spell Merchants"...
If you are interested in a main story mode version you can get it here:
https://te4.org/games/addons/tome/master-spell-merchants
Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him!
Spell Merchants
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:
Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:
Stat, Class, Category & Prodigy points for sale!
Master jeweler:
Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:
3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:
There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
2. Dialog to purchase spells wont appear unless you have the required amount of gold.
3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\"
If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :)
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Imbuing Expert
Adds a new prodigy to allow imbuing of gloves, boots and weapons.
Spell Shop
Adds magic spells that can be bought from angolwen stave shop.
Pepper Pack
Adds classes, races, objects and other stuff into the game.
Class: Performer / Bard
Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix.
Race: Animal / Bunnymorph (& Kruk variant)
Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents.
Kruk Bunnymorphs are a more physically apt variant of Bunnymorphs, as they have orcish origins.
Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts.
Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons.
Shadowblade Cantrips
Gives Shadowblades the Spell / Cantrips tree, an offensive/utility light tree.
Spell / Cantrips (Mag, 1.0)
Dazzling Light:
Conjures up light into a powerful bolt doing light damage with a 25% chance to blind for 3 turns.
At level 4 it becomes a beam.
The damage will increase with your Spellpower.
Projected Image:
Projects an Illusion for 6/14 turns to distract your foes. This illusion will periodically force any foes to attack them. It can also explode, dealing light damage in a radius of 1/2, and will always do so if it suffers from fatal damage. The explosion damage will increase with your level and talent level.
It will get (12 + low talent scaling) Constitution, (17 + better talent scaling) Dexterity and 18 Cunning.
This illusion will inherit increased damage% and increased damage penetration% from you. With Blighted Summoning it will get a bonus to Magic equal to yours and Curse of Impotence at talent level 1/3.
Vanish:
You start vanishing from sight, moving 300%/700% faster and gaining 10% chance to evade melee attacks for 1/3 game turns.
When this effect ends you'll become invisible (some power) for 3/7 turns.
As you become invisible you fade out of phase with reality, all your damage is reduced by 50%%.
Any actions other than moving will end the movement speed boost and activate the invisibility prematurely.
The invisibility power will increase with your Spellpower.
Flashbang:
Inflicts light damage, shocks and attempts to confuse (20%/40% power) all creatures in a radius 1/3 ball for 2/3 turns.
The damage will scale with your Spellpower.
Releases
v0.1:
-Buffed Projected Image, bugfixing
Test 2: some tweaks (mostly visual) to Dazzling Light
Test 1: initial release