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
Exotic Weapons Highest Stat Only
Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each.
Solar Gun Weapons
This Addon creates the Sungun class and adds Solar Guns for it to use, along with many talents - all based on the Boktai series of games for the Gameboy Advance.
Changes & Features:
+ Solar Guns & Solar Batteries are created, and drop in the world.
+Sungun is an available class under the Celestial class set.
+ A Lens Talent Tree is available to swap damage type.
+An Explosives Talent Tree is available to deal with groups of foes.
+ Solar Spells, inspired directly by Boktai, are available for use in a Talent Tree.
+Darkness Spells, inspired directly by Boktai, are available for use in a Talent Tree.
+ Multiple new Talents are created, including some of the ones listed above.
-Dual-gunning with Solar Guns has been removed. Knives are starting equipment for a reason.
-Element-changing Battery Egos have been removed. Lens Talents replace them, and swapping ammo for damage types is kinda :c
-Honestly I can't even remember what else, I did a lot.
Current missing features:
-Solar Guns do not have a moddable tile to appear on the character, instead appearing as bows with a sling pouch for ammo.
Strength for Slings
This Addon changes the stat makeup of Sling Ammo.
-Instead of using 70% Dexterity, 50% Cunning, they will now use
-70% Strength, 50% Cunning. That is all this Addon changes.
Infinite Dungeon Merchants
T.O.M.E version 1.7.6
13 NPC merchants will now spawn in Infinite Dungeon and will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items!
There are 21 Class talent categories (295 talent trees) available for purchase:
Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:
Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:
Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
*This is out dated, all 13 merchants from my Spell Merchants will now spawn.*
[strike]The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.[/strike]
Please note: You will need to have the required amount of gold for the talent to appear in the dialog for purchase.
*This mod IS now compatible with the campaign*
[strike] *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 Enable my addon below.
*** If you choose to ignore this warning, you will die... A LOT! *** [/strike]
***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.
I may tweak balance in the future, spell cost / npc spawn rate ect. *Still open to feedback on this*
*AkaviriBlade has been removed, I will no longer kill you <3*
[strike]No, seriously if you play the Story mode with this addon I will literally spawn in to kill you, Sooo... Just Don't Do It! ...Really, you'll regret it...[/strike]
Weapon Schematics for Tinkers at Birth
Adds class-appropriate weapon schematics to the birth definition of Tinker classes. Requires Embers of Rage DLC.
Based on a suggestion by Mel.
Shoot Tweak
This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular.
nsrr's Exotic Weapons
Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on.
Tridents are unchanged, aside from rarity.
As vanilla ToME only has artifact whips, this add-on adds base whips of all teirs. Whips require dexterity, have an 80% dexterity damage modifier, and have a +procs damage accuracy bonus (the same as staves).
Additionally, whips and tridents can be purchased from weapon stores (dagger and mace shops, respectively) and purchased from the rand art merchant. Affected shops have had their inventory size slightly increased to adjust for the greaeter variety.
Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on.
Crossbows Fork
Adds Crossbows and Bolts. Both require Strength to equip. Crossbows use Bow mastery and should work with talents that require a bow. Bolts do less damage than Arrows but have slightly more crit and much higher APR. Bolts have 70% Str 30% Dex modifier. Bolts also have smaller quivers. Crossbows fire slower than Longbows and have an APR accurcy bonus rather tha a crit bonus. Crossbows pick up Longbow egos and Bolts pick up Ammo egos. They will drop from NPCs and be availabe from merchants.
