Jedi class [7 sub-classes] Lightsaber glow!
(Preview of glowing lightsabers bellow, in game looks even better)
Inexplicably, you felt the call to go to a specific location, far away from home.
You walked farther than you meant to. The hills stopped looking like your hills. At the end of it there was no shrine and no army — only a strange square object, partly broken, lying where nothing like it should lie.
It woke when you touched it.
A blurred silhouette stood in the light. A person who had been alive once. A Jedi Master. He spoke as if the words had been waiting for you.

He taught you the Force: the invisible link of energy that connects everything in the universe. He taught you that a Jedi knight is the defender of justice and harmony, and that a Sith is bound by his emotions to bring stability and prosperity, no matter the cost, to his own empire. He put a mindstar in your hand and showed you how to turn it into a blade of living light.
A lightsaber.
Under the guidance of this mysterious being you learned to foresee the future, even blows, a heartbeat before they land, and your fluid and accurate handling of your energy sword makes you deflect them with ease. You Force Push enemies and send them flying, destroying walls where they land.
The journey just begun.
As you learn, the image of the former Jedi Master becomes clearer and will give you full knowledge of his unique fighting style once you proved yourself (will appear completely at level 10),
But who was he?
!!!You may follow only 1 form during your journey!!!
Forms:

Soresu
The defensive master Obi-Wan Kenobi, whose patience and endurance outlasted every duel he was meant to lose. Uses robes and a single psiblade. Highest passive deflection and resilient melee, built to stand in front of armies. Best at ripostes.
Ataru
The Chosen One Jedi master Anakin Skywalker, whose speed and fury ended wars before they could spread. Uses light armor and two psiblades. Fast multi-hit melee, high mobility, and increased criticals.
Djem So
The unmatched strength of Sith lord Darth Vader, who terrorized the galaxy and expanded his empire with brutal strength and Force. Uses heavy armor and a single psiblade. Devastating melee and Force powers with long cooldowns, durability, and an aura of demoralization to finish who's left.
Makashi
The noble Count Dooku, whose precision and presence turned every duel into a lesson. Uses robes and a single psiblade. The only form that projects lightning. Relies on large area Force powers and precise melee ripostes. Force powers grow stronger as the fight lasts, but passive deflection falls if you do not watch it.
Niman
The Jedi hero Luke Skywalker, the farm boy who became the legend, saved the whole galaxy by defeating the Empire and secured lasting peace by restoring the Republic. His master was old Obi-Wan Kenobi. Uses light armor and a single psiblade. Balanced melee, deflection, movement speed, chance to double attacks, and Force powers that heal or cleanse.
Vaapad
The Champion of justice Jedi Master Mace Windu, the only Jedi who could channel the dark side without falling and the only one to ever defeat Darth Sidious in single combat. Uses robes and a single psiblade. Extremely lethal and fast melee that siphons life during attacks, with solid defense, but builds dangerous Force Corruption that must be carefully managed.
Juyo
Darth Maul, young, was the prodigious apprentice of Darth Sidious, sent on lone rogue missions across the galaxy... the Phantom Menace! After his fall and exile, he created the Shadow Collective, a criminal network aimed against the Empire itself. Light armor, a red dual-bladed lightsaber, and the combined tools of a Sith operative and a crime lord: acrobatics, multi-hits, kicks and Dark Rage as a Juyo practitioner. Guerrilla maneuvers, stealth and oppressive probe droids as a criminal mastermind.


- The lightsabers now glow! (no preview here yet but trust me they are looking good)
- The lightsaber changes color with the Form. Yellow if none is active.
- You now ignite your lightsaber at the start of combat ! (automatically) and it deactivates after the fight, you can still activate it for a few turns outside of combat if you need to check yours stats or want to admire it.
- You will now travel just like a jedi/sith with just the mindstar at hand, and when things get serious the lightsaber activates.
- Lightsaber sounds for activation, deactivation, and attacks. (made them noticeable but discreet)
VISUAL EFFECTS:
The intensity of the visual effect around your character (electric sparks for Siths, blue or green energy for Jedis) increases with how many stacks (center/hubris/balance...) you currently have.
Each forms has its own stacks mechanic, except Djem-so and Ataru who has a long lasting buff instead (therefore these 2 have the visual effect around your character at maximum intensity for their buff durations).
Jedi is a new subclass under Psionic for ToME 1.7.6.
This mod will allow you to play your character as the padawan/apprentice under the guidance of the most iconic Jedi or Sith of your choice.
Shared talents give you the classic force push (especially destructive as pushed hostiles if pushed thru a wall will destroy them creating a kinetic explosion), force pull, saber deflect (a % chance of completely negating all damage and associated status effect from attacks, except of course AOEs and most spells), and many many more unique talents/mechanics that i created myself from top to bottom.
As you reach level 10 (hopefully), you may at last repair your holocron and uncover (well, actually, choosing really) who this Force master actually is, and then use his unique fighting style, some of them COMPLETELY change your gameplay (some have blinding speed, some are very slow but absurdly strong, and more...).
Download:
- Te4.org: https://te4.org/games/addons/tome/jedi
- Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3808312170
- Forum link: https://forums.te4.org/viewtopic.php?f=50&t=57193
The class is under: Psionic → Jedi.
Needs nothing else. First public build. If something breaks, tell me the form, the talent, your other addons, and drop te4_log.txt here.
I cannot wait to see your feedback, as this mod was made in accordance with the star wars movies (the first 6 movies to be exact).
If you love my mod and want to help me doing more, remember that you can make a donation to our beloved DarkGod in the website, and if you want to help and thank me:
https://ko-fi.com/seha854373
Share your death here (with Form used) so that your character will become immortal as a Force ghost :shock: to help Jedis that are still alive and avoid them the same fate (also it's always fun)
I might add create more Forms from other famous characters (maybe Grand master Yoda, Darth Maul (done), Qui-Gon Jinn, Darth Sidious/Palpatine...), if it comes to that I will let you guys decide which one you want.
Why not even some other Forms from other characters outside of the first 6 movies, I will follow what you guys ask. (it is a mod for you after all)
3.0.3 Update:
- fix to make it all smooth with most mods people use (nekoQol, Zomnibus...)
- now Lightsabers are bright and alive! took me a damn long time to make it work, enjoy!
- small fixes, this mod is now whole and polished not much is missing, if you find anything wrong plz tell me.
- Added lightsaber sounds for activation, deactivation, and attacks.
- Lightsaber activates automatically when combat starts and stays on until combat ends.
- Lightsabers! starting at level 1 as a Padawan, then later your lightsaber color changes depending on the Form you choose, these activate dynamically as you sustain/unsustain a Form.
- Many Forms now have their own unique switch talents: Some shared talents will completely change their images, descriptions and effects (Sith Forms change Force Pull to Force Drain etc...), these change dynamically when you sustain/unsustain a Form.
- 7th new Form added: Juyo, Sith Operative using a double-bladed red lightsaber, Acrobatic, many kicks, criminal tactics and probe droids, ghost master is Darth Maul.
- Balance pass: Slight buff for Makashi, Soresu, Djem-so. Slight nerf: Niman.
- Many fixes, descriptions are now clearer and polished.
- Fixed: Forms Djem-so big buff all around, better everything, Force throw lvl4-5 now resets his important cooldowns. Also small buff for Form Makashi, he now has Force Drain in his kit.
- Fixed: small fixes. Force Throw lvl4-5 now properly does AOE, and gem buff Kyber crystal stops its timer duration during rest.
- Fixed: Now Forms activate instantly (instead of ending your turn), Jedi Psiblade activate instantly (instead of ending turn) and has no cooldown (instead of 6 turns), meaning that if a boss strip your Sustains/buffs it's up to you to notice but it wont be death anymore. Also now Forms weapon bonus damage is applied when you attack (instead on being in your character stat), doesn't change much but makes the code cleaner.
- Fixed: Many small fixes, also from now on a Jedi will never be able to learn the tree Wild-gift/Mindstar mastery, or any talent in this tree. (some smart devils among you used it to double the base power of Psiblades...)
- Fixed: Ensured that Crystal trade will not convert any important gems (only the normal ones).
- Fixed: Niman form, sometimes Balance stacks were reducing without using Push/Crush.
- Fixed: No Hostiles can ever be Jedi class (might add some in the future when i will create a Jedi/Sith quest).
- Fixed: a successful Riposte did not do +40% damage/wasn't instant/did not daze.
- Fixed: a successful Riposte did not reduced the cooldown.
- Fixed: Clarified the Deflect to indicate that it does not work against spells of any kind or any AOE effects (= can only deflect weapon attacks/arrows/throwing knives...).
- MANY fixes to make sure everything works flawlessly, if you find anything please tell me i will fix it the same day.
- balance pass for most forms because some were indeed way too strong.
- gems balanced too they were far too strong.
White Monk No Way of The Spirit Active Block
Adds the White Monk, a warrior subclass.
The White Monk is an ascetic martial artist and healer, trained by the masters of their way in their secluded homeland. Monks are generally peaceful, and practice ancient healing arts using the power of their will. However, when their community is threatened, they can use their immense willpower to enhance their martial prowess. The White Monk wields no arms, instead using their intense focus and training to turn their bodies into weapons. This version ignores the active block
Gladiator Fork
This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which.
Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however, they are also proficient with two-handed weapons and shields.
They learn many techniques for use with Axes, Maces, Swords and even more exotic weapons. Gladiators are able to quickly swap weapons and stack numerous detrimental effects on their foes, then finish them off with techniques that grow more deadly the more devastated their enemies become.
Includes six new class trees and one new generic tree, allowing for a variety of builds. Will you wield maces and shields and wear your foes down while sheltered inside your armor or put defense aside, pick up a pair of waraxes and become The Axebutcher?
Arcane Archer
Adds the Arcane Archer, a warrior subclass.
The Arcane Archer is exactly as it says on the tin.
Phantom Warrior Class
Introduce Phantom Warrior, a two-handed chronomancy class.
Different from other chronomancers who are adept at traveling along the timeline, Phantom Warriors enhance their craft in manipulating the space of the battlefield. Each strike of their hefty two-handed weapon has a chance of breaking the stability of surrounding aether, creating inferior phantoms of themselves that last only for a short while. In order to thrive in combat, Phantom Warriors need to manage their phantoms wisely along with other resources.
In order to thrive in combat, a Phantom Warrior needs to manage their phantoms wisely along with other resources.
Class trees:
- Chronomancy/Phantom: foundational tree of this class, some status cleansing, and paradox management
- Chronomancy/Transcendental Combat: ways to generate phantoms and fighting at range
- Chronomancy/Time Wounds: talents working around a single strong debuff that can be stacked many times
- Chronomancy/Timeless Warrior: stamina management, some good offense/defense sustains, and one panic button
- (locked) Chronomancy/Sigils: map effects like Celestial/Circles to buff phantoms and debuff foes
- (locked) Chronomancy/Mirror: everything reflection
- (locked) Chronomancy/Synchronization: managing phantoms
plus two old trees:
- Chronomancy/Spacetime Folding
- (locked) Chronomancy/Matter
Generic trees:
- Technique/Combat Training
- Chronomancy/Chronomancy
- Chronomancy/Spacetime Weaving
- (locked) Chronomancy/Fate Weaving
- (locked) Cunning/Survival
Known problems:
- The size of the save file tends to grow quite large by late game. It appears to be caused by some reference counting issues plus the fact that inventories are cloned. Dead/expired phantoms still show up as party members even though they shouldn't be. Please let me know if anyone has ideas about how to work around this issue.
This class is originally inspired by Phantom Lancer from Dota 2.
Mirrorblade
Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style.
Banished
Adds the Banished, an afflicted class that pours its hate into its arrows and shadowy powers.
Gemblade
Adds the Gemblade class, a (mostly) melee psionic who focuses their energies through a gem wielded in their offhand.
A gemblade typically uses a material focus to model the properties of their blade after, and each chooses their own path.
They may delve into arcane arts, or pursue antimagic training, but most gemblades find a balance between arcane forces and their natural mental capacities.
Mindslinger
Adds the Mindslinger as a new, Yeek-only, Psionic subclass.
Mindslingers wield slings in their main-hand and telekenetic weapon slots and gain many bonuses while their off-hand slot is empty, ranging from defense to added procs on ranged attacks.
One part Mindslayer, one part Solipsist, a dash of Skirmisher, just a pinch of Arcane Blade and Cursed, and 100% Grade-A Yeek.
New Talents:
Psionic/Mindslinger:
Master the sling and your mind to fire shots infused with Psionic energy.
Psionic/Force:
Learn cunning off-hand gestures to focus your mind and perform powerful defense and offensive feats.
Psionic/Charge:
Master the use of Feedback and charge your shots with potent mental forces.
More details in the forum thread.
Icons from game-icons.net
Steam Witch
Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms.
Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights:
Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Timegear: Use steam-powered devices that are infused with magical effects.
Hexes: Cast hexes on enemies to render them vulnerable to damage types. Later abilities add damage-over-time and effect vulnerabilities to hexes, plus a special attack based on the hexes a target is afflicted with.
Witchbrews: Customize your character build with one of three Brew sustains that enhance either combat, magic, or steampower.
Future Relics: Activate powerful offensive and defensive abilities that require a turn and a large amount of steam to charge up.
Time Magic: Phase away from enemies, deflect and delay damage, repair your timeline, summon a spider familiar, and create walls out of thin air! Be careful though, as Steam Witches lack the rigorous training of Chronomancers and thus do not benefit from and have less control over Paradox.
Clockwork Menagerie: Command an array of mechanical creatures just short of a winged monkey with cymbals.
- 1.2.0 Update: Extensive talent tree modifications/additions; new character creation required for talent changes.
Requires Embers of Rage to play.
Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638
Link to Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1853297099
