Robin Goodfellow the level 10 Halfling Charmed by CalTheBoi (2024)

Addons

Patrol Gold 1.7.6

--- DESCRIPTION ---

This addon makes enemies in the world map patrol drop a fair amount of gold.

Every enemy generated via a world map ambush will drop ten instances of gold, averaging around one gold per instance. If used with the Spells Merchants addon by Akaviriblade, it adds a way to "grind" the patrols for gold so you can buy stat points and whatnot.

It should work with every mod, but please let me know if you get a compatibility error! :)

--- INSTALLATION ---

1) Download the file

2) Move it inside /(Your Game Directory)/game/addons

3) Launch Tales of Maj'Eyal

4) On the main menu select "Addons"

5) Find "Patrol Gold" and ensure it's active

--- COMPATIBILITY ---

Not compatible with mods that change data/general/npcs/humanoid_random_boss.lua
(Should be compatible with all mods)

Updated to work for 1.7.6

Patrol Gold 1.7.6

Quantum Slider 1.7.4

Adds a new race: the Vorloth.

Vorloths are not from Eyal, they are from planet Luxam.
They are unique sound creatures, fragile but powerful.
Vorloths have their own starting zone, and they have a unique post-game boss fight.

Adds a new Chronomancer subclass, the Quantum Slider.

The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can.
Running with very high speed and teleporting gives you several benefits. Sliders are always on the Run.

Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees.

Their new, unique trees are:

- starting unlocked class trees -

Quantum Theory - for paradox management and unique mobility benefits (defense & utility)
Quantum Coherence - the knowledge about molecular bonds and structures (defense & utility)
Reality Sculpting - the knowledge about re-shaping reality (AoE damage & DoT with debuffs)
Field Extension - manipulating spacetime (defense & speed-realted self buffs)
Chronodynamics - slowing down and damage your enemies (AoE damage & speed-related debuffs)

- locked higher (from lvl 10) class trees -

Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast!
Pocket Universe - gives debuffs to enemies through running fast & buffs on teleporting (indirect defense & utility)
Googolplex Existence - Teleport based attacks & debuffing enemies
Core Dweller - adds a time golem summon, thats helps in spellcasting but also deals damage

- starting unlocked generic trees -

Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff)
Beads in a String - curve spacetime (mobility & utility)
Wanderlust - speed up yourself (movment buff, healing & utility)

Paths - contains 8 individual "MINI-PRODIGIES" (specializations)

- locked generic trees -

Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff)
Anomaly Alchemy - change enemies into weaklings and imbue your spells into your items!

Quantum Sliders also have a Class Evolution, the: Táltos.
Be aware, this can result is crazy powers!

The addon also contains new effects and new damage types for the class.

The possible power level is higher than with a paradox mage.

Slider is a very strong class if it's played in a simple way, but the more complex
way it's played the stronger & stronger it will be.

Thanks for playing and for the feedback!

Quantum Slider 1.7.4

Werewolves of Maj'Eyal 1.7.6

Adds 5 werewolf races to the game!

Copying and pasting the gist of the racial details from the forum post into here for easy visibility.

Fullmoon
Largely your standard werewolf experience. Big, tough, and angry!
Life Rating: 14
Stats: +3 Str, +2 Dex, +1 Con/Wil, -1 Cun
Exp Penalty: 10%
Racial Abilities:
-Furious Rage: An active to boost their damage output and damage resistance temporarily.
-Unrestrained: A passive for stun/pin/disarm resistance.
-Wild Pelt: Passive damage resistance, even upping the resistance cap slightly, and increased size at higher investment levels!
-Monstrous Leap: An active ability to leap and come down with a crash, dealing damage in an aoe! Also gains a bit of size (and damage) when you do!

Gibbous
Next up, we have some nature themed werewolves! They're even green!
Stats: +3 Wil, +2 Con, +1 Str/Cun, -1 Mag
Life Rating: 13
Exp Penalty: 10%
Racial Abilities:
-Wild Rejuvenation: A regeneration and healmod boost, not just for yourself, but allies too!
-Bestial Vitality: Increased life regen and heal mod! Not much more to it, just big werewuff regen.
-Verdant Pelt: Increase your nature affinity, blight and nature resistance, and reduce the duration of detrimental effects!
-Call the Pack: Exactly what it says on the tin! Call up three wolf friends for a bit to help chow down on your enemies!

Halfmoon
Following that, these werewolves are the more magically inclined of their brethren! Moon and star themes abound.
Life Rating: 9
Stats: +3 Mag, +2 Wil, +1 Dex/Cun, -1 Str
Exp Penalty: 5%
Racial Abilities:
-Lunar Light: Activate to gain a damage shield, and a boost to all affinities for a bit. Soak that damage!
-Lunar Shadow: A passive that pops when you take enough damage in one blow, and then gives you a chance to avoid any further damage.
-Shimmering Pelt: Adaptive damage resistance that can adjust to up to 3 different types of damage at a time.
-Celestial Power: An active ability to enhance your damage output and damage penetration!

Crescent
From there, we go to some psionic fluffy friends!
Life Rating: 12
Stats: +3 Cun, +2 Wil, +1 Str/Con, -1 Dex
Exp Penalty: 8%
Racial Abilities:
-Sharp Focus: Self-buff for increased damage and crit chance!
-Shrouded Mind: Confusion and mind damage resistance, increased mental save, and a short range telepathy of all creatures at higher levels!
-Faded Pelt: Resistance to all damage, and quite a bit of it, but taking damage will eat away at the resists until they're gone!
-Psionic Howl: An aoe howl that sics some mental wolves on your enemies, giving them damage over time, reduced damage dealt, and chance for talent failure!

Newmoon
And last, but not least, the stealthy wolves!
Life Rating: 11
Stats: +3 Dex, +2 Cun, +1 Str/Mag, -1 Con
Exp Penalty: 8%
Racial Abilities:
-Hunter's Agility: Boost global speed for a short time!
-Killer Instincts: Increased crit chance and crit damage.
-Shadow Pelt: Defense, crit avoidance, stealth power, and even some light and dark resistance!
-Through the Shadows: An active ability that gives you an instant, variable range, no-cooldown teleport! However, the range diminishes the further you travel with it, and recovers over time.

Werewolves of Maj'Eyal 1.7.6

Whitehoof Buffs 1.7.4

This is an addon that requires the Embers of Rage DLC, it buffs the Whitehoof racial talents in several ways, here is a list of all the changes made:

Increases the death momentum charges gained by leveling "Whitehooves" from 1 - 5 to 3 - 7
Increases the Strength/Magic gained by leveling "Whitehooves" from 2 - 10 to 3 - 14
Increases the flat damage reduction of "Dead Hide" from 1 - 5 to 3 - 6, in addition to now scaling with Strength for even more damage reduction
Gives "Dead Hide" a passive 20% - 80% pin resistance
Lowers the cooldown of "Lifeless Rush" from 52 - 21 to a flat 25, as well as increase it's duration from 3 - 10 to 5 - 11
Lowers the cooldown of "Essence Drain" from 49 - 33 to 40 - 28

Should work perfectly fine with addons that make Whitehoof playable in the main campaign too.

Whitehoof Buffs 1.7.4

Resonably Generous Levels 1.6.7

Is resonably generous with talents, types and stat points for each level gained.
Additionally, gives a bonus to resist all, saves and MaxHP per level.
Birth stats remain unchanged.

+ 0.1% resist all per level upto level 50. (Double at level 2)

+0.1% resist all every even level at levels 51+

+ 1 to all saves per level upto level 50. (Double at level 2)

+1 to all saves every even level at levels 51+

+ 5 to MaxHP per level. (Double at level 2)

4 stat points per level. (9 at level 2) and (6 at level 3 to 15)
2 talent points per level ( 3 if a multiple of 5 ) and (+1 at level 2 to 15)
2 generic points per level ( 1 if a multiple of 5 ) and (+1 at level 2 to 15)
2 category points per instance at levels 5, 10 and 15.
2 category points per instance at levels 20, 25, 30, 35, 40 and 50.
1 category points per instance a level 75 and every 75 levels after.
2 prodigies at level 10.
1 prodigies at levels 20, 30 and 40. Additionally, +1 prodigies every 50 levels.

Resonably Generous Levels 1.6.7

Frost Invoker 1.7.6

Adds the Frost Invoker, a mage subclass.

The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity.
Frost Invokers know Combat Training and Survival(locked) and have 11 new spell trees, 3 generic and 8 class (of which 3 start locked).

Generic:

Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility.
Rime Guard: Defense, with a damage shield and one-shot protection.
Ice Floes: Mobility and utility focused on an icy ground effect.

Class:

Hail: Offensive spells which can reduce the cd of Artic talents.
Arctic: Unarmed attacks with AoE, a pin, a multi-hit, and a gap closer.
Winter: Utility and defense, with a decoy and a scout.
Frost: Defense and utility focused on building and consuming a stacking effect.
Chill: Debuffs which proc on cold damage, with active conditional sustain stripping.

Locked:

Blizzard: Defense and debuffs focused on a single AoE spell.
Icicles: Adds a cold-damage psuedo-weapon that procs on unarmed attacks. (high level)
Cryomania: Maical and physical synergy, and cold resist / ice-block penetration sustain. (high level)

Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painterly-spell-icons-part-2
Icicles moddable tile attachment from Verdant Pack by HousePet (re-colored); attachment art by Rexocorum.

Frost Invoker 1.7.6

Class: Hunted 1.7.6

A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack.

First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help!

--- Class Talents ---
Cursed / Primal (WIL)
Takedown - Perform a short dash to a target, striking it in melee and pinning it if used from Stealth. Costs Equilibrium, damage based on talent level. Claws of the Beast must be active.
Rip and Tear - Deals melee weapon damage, Bleeds, and increases Hate. Disarms if used from Stealth. Costs Equilibrium, damage based on talent level. Claws of the Beast must be active.
Mournful Howl - Deals Darkness and Mind damage in a small radius and increase Hate. Causes a random gloom effect if used from Stealth. Costs Equilibrium, damage based on talent level and Mindpower. Claws of the Beast must be active.
Throatseeker - Deals high melee weapon damage and increases Hate. Silences if used from Stealth. Costs Equilibrium, damage based on talent level. Claws of the Beast must be active.

Cursed / Prowl (WIL)
Prowl - It's Stealth.
Pounce - It's Shadowstrike.
Nocturnal - It's the stealth regen thing but instead of Life and Stamina, it's Life and Equilibrium.
Into the Woods - Re-enter stealth no matter if enemies are near you or not. No cost, but high cooldown and breaks like regular stealth.

Cursed / Gore (WIL, Locked)
Bloodlet - Critical weapon attacks also apply Bleed. Bleed increases based on talent level.
Dig In - Deals melee weapon damage and intensifies Bleed effects on the enemy. Costs Hate and Equilibrium, damage based on talent level. Claws of the Beast must be active.
Frenzied Swipe - Lash out and swipe madly at everything around you, dealing damage and applying Bleed. Claws of the Beast must be active.
Shadow of the Pack - Sustain that causes triggers a weak melee attack against all Bleeding enemies in a short radius. Costs Equilibrium to sustain, and Hate once per turn that it triggers.

Cursed / Endless hunt
Cursed / Strife
Cursed / Predator
Cursed / Fears
Cursed / Rampage (Locked)

--- Generic Talents ---
Cursed / Werebeast (WIL)
Claws of the Beast - Sustain that gives you some Physical critical chance as well as have a chance to cast your current level of Instill Fear on a single target on melee attacks. Costs Equilibrium, damage based on talent level and Mindpower. Cannot be used with anything in hands. Also passively provides unarmed mastery and makes gloves scale with STR and WIL.
Ravenous Hunger - Gain Hate each turn a Bleeding enemy is in range.
Fight or Flight - Trained Reactions but it costs Equilibrium.
Beastly Form - When active, you gain a stack of Seethe and Grim Resolve (if you know them) automatically and Intimidate enemies around you.

Technique / Combat training
Cursed / Cursed form
Wild-gift / Call of the wild

Class: Hunted 1.7.6

Faction Allies for Final Fight 1.2.3

Allows you to choose one faction ally for the final battle, for added variety.

Faction Allies for Final Fight 1.2.3

Tinker Tinkering 1.7.0

A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:

  • New tinker recipe Regeneration Salve.
  • In the Create Tinker dialog, place initial focus in the recipes list for ease of keyboard navigation.
  • Expand the descriptions of schematics in tinker stores and recipes in the Create Tinker dialog to include more useful information.
  • For characters with both a transmogrification chest and an Automated Portable Extractor, the latter will automatically be used for items that yield ingredients when melted, and the former will be used for the rest for fortress energy (controlled by game options "Gameplay | Multiplexed transmogrification" and "Gameplay | Multiplexed transmogrification minimum tier").
  • Schematics for tinkers you've already learned can optionally be listed in a different color in stores and in player inventory for easier distinction (controlled by game option "Gameplay | Highlight learned schematics in stores").

Tinker Tinkering 1.7.0

Tinker Cave for Everyone 1.7.0

Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort.

Tinker Cave for Everyone 1.7.0

Class: Astromancer 1.7.0

A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals.
Their basic trees summon and support Fire, Ice, and Lightning Elementals, as well as providing utility effects.
Their unlockable advanced trees rain down Meteors and twist Time Elementals into being.
They start with Chants, and a new tree in the vein of chants and hymns. They can unlock Celestial Light.

Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others.

This mod should be compatible with just about everything.
Superloads

  • data/talents/uber/mag to support Blighted Summoning
  • mod/class/interface/combat.lua to support Glacial Path's speed boost.

Sounds remixed from samples by Mike Koenig under CC-BY 3.0

Class: Astromancer 1.7.0

Stoneblade Evolution for Arcane Blade 1.7.4

Adds a new class evolution for Arcane Blade, the Stoneblade.

Wielded two-handed weapons will use the increased procs damage accuracy bonus
Earthen Missles become bolts (rather than projectiles, causing them to strike instantly and benefit from the increased procs damage acc. bonus)
Mudslide will pull creatures in (instead of knock them back)
Activating Body of Stone will cast Earthquake for free (centered on yourself and ignoring friendly targets)
While Body of Stone is sustained your melee attacks gain range equal to the radius of your Earthquake spell

To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength.

Stoneblade Evolution for Arcane Blade 1.7.4

Tinker Cave Blacksmith 1.7.0

Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately.

Tinker Cave Blacksmith 1.7.0

Grove Keeper 1.7.4

Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee.

Full details in the forum.
Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painterly-spell-icons-part-3

Grove Keeper 1.7.4

Forbidden Cults 1.7.4

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Robin Goodfellow the level 10 Halfling Charmed by CalTheBoi (1)
Forbidden Cults makes two new classes available to play:

  • Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?
  • Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Robin Goodfellow the level 10 Halfling Charmed by CalTheBoi (2)
Forbidden Cults makes two new races available to play:

  • Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.
  • Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Robin Goodfellow the level 10 Halfling Charmed by CalTheBoi (3)
Forbidden Cults adds many new zones for you to explore and die in:

  • Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.
  • The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!
  • The Godfeaster: Deep undergroud the ground shakes as ... -- redacted by corrupt forces --
  • The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --
  • Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
    Maybe you will even find The One That Writes...
  • Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?
  • The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

Robin Goodfellow the level 10 Halfling Charmed by CalTheBoi (4)
What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

  • Searing Horrors: You liked luminous horrors? You loved radiant horrors? You will absolutely adore their searing big brothers!
  • Nethergates: It sleeps. Maybe it should stay that way.
  • Netherworms: Vampiric worm masses that are bound to tickle your fancy! And tickle hard.
  • Fearful Symmetry: Geometry has never been so lively!
  • Entropic Shards: Take an entropic crystal, shatter it with tentacles. And die.
  • : And more ...

Robin Goodfellow the level 10 Halfling Charmed by CalTheBoi (5)
"DarkGod, is that all?" Obviously not! You will also find your usual addition of:

  • Lore: Delve into the dark forgotten secrets of the world, where sanity is a very tenuous idea.
  • Artifacts: Discover new objects of power and use them to further your own goals.
  • New wyrmic tree: Unlock the scourge drake for your wyrmics.
  • Glass Golem: Unlock the glass golem option for your alchemists.
  • Events: Discover new strange contraptions in familiar zones. What could go wrong?
  • Achievements: Because there can never be enough!

Forbidden Cults 1.7.4

Class: Shining One 1.7.0

A new demented class, the Shining One.

This addon requires the Forbidden Cults DLC to function.

Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors.
Shining Ones begin in Kroshkurr by default.

Shining One talents do not appear on enemies.

Old Talents:
Celestial / Sunlight
Celestial / Light
Celestial / Chants
Cunning / Survival

New Talents:
Demented / Sunlight: Rain down explosions and beams of light and ride on the solar wind.
Demented / Inner Power: Absorb light and fire and build up bigger and bigger critical hits.
Celestial / Mantras: 3 songs - for movement, offense, and control that help manage your insanity and reward you for sticking with a mantra.
Demented / Prism: Divide into 3 copies of yourself whenever you enter combat.
OR
Demented / Broken Prism: Cast more and better spells. Alone.

Advanced Talents:
Celestial / Incinerator: Burn enemies and the ground beneath them.
Celestial / Seals: Create a patch of ground that grants powerful bonuses as long as you can hold it.
Demented / Core-Gate: Summon more horrors to fill the battlefield with lasers.

Class: Shining One 1.7.0

Heartstalker - Psionic Class 1.7.0

Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail.

Heartstalker talent trees include:

Perception: Turn aside prying eyes to hide your presence!
Unconscious Mind: Draw power from the unconscious to erode and destroy the conscious!
Thoughtless Action: Lay cold steel to your foes faster than conscious thought could ever allow!
Biorhythm: Feel and regulate the pulses within yourself and your enemies to create and capitalise on opportunities!
Emotion: Play with and feed upon your victim's emotions to dull their senses while empowering yourself!
Depths (locked): Call upon strange powers from the root of the mind to overwhelm foes!
Memory (locked): Omit, modify, and dupilicate memories; if it is remembered so, then so it was!
Dark Psyche (locked): Dredge up the mind's hidden weakness and Hate to torment your foes with shadowy doppelgangers!

All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see.

Heartstalker - Psionic Class 1.7.0

Naloren Pack 1.7.4

Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started.

Available perks (cost varies):
Reveal Exotic Weapons Mastery (must already know Combat Training; Combat Training can also be purchased as per Last Hope shops).

Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual).

Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively.

Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur).

---

Psionic/Mindstar combat:

Psiblades:
Increases damage and physical power when attacking with Mindstars. When sustained, increases the damage modifiers and mind stats granted by equipped mindstars (this is an exact copy of the wild-gift/mindstar mastery psiblades talent).

Mind Thorns:
Instantly touch the mind of an adjacent foe, creating mental thorns which reduce mind save and deal mind damage each turn for a few turns.

Mind Storm:
Create a storm of psionic energy which lasts for a few turns. The storm will overheat the mind of foes in the area, causing them to burn (stacking). Allies in the area will be obscured by illusions, reducing the bonus damage of critical hits dealt to them.

Psionic Balance:
Attack an adjacent enemy with your mainhand Psiblade and channel the energy through your offhand to create a psionic damage shield around an ally or yourself. The power of the shield is based on the damage of the attack and can be a mental critical. The shielded target will also regain an amount of Psi based on the damage of the attack.

---

Races:

The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility.
Talents:

Spirit of the Tides:
Gain X charges of Surging Spirit for 5 turns. Charges will be consumed as you activate talents to reduce their cooldown by one turn per charge.

Spirited Combat:
Gain X% armor hardiness in all types of armor and a Y% Constitution damage modifier for all weapons.

Cleansing Water:
When you are afflicted with a detrimental effect you have a X% chance to create a 1-tile pool of Cleansing Water within 2 tiles of yourself. Moving into Cleansing Water will consume it to cleanse the detrimental effect with the highest duration currently afflicting you. This has a cooldown (3).

Whitewater:
Call on the surging tides to aid you, creating radius X pool of rushing water lasting for 6 turns. Moving within Whitewater is instant for you. Foes will have a 50% chance with each movement within Whitewater to flounder, draining 50% of a turn and leaving them Dazed for 1 turn.

Stats:

+ 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty.

 

The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered.
Talents:

Unbound Mind:
Remove up to X silence and confusion effects from yourself and increase your silence and confusion immunities by 100% for a few turns. When activated, all foes in range 8 are afflicted with Shattered Mind for the same duration, giving them a chance each turn to become dazed or confused(35%) for 2 turns.

Partition:
Increases resistance to all damage and decreases the duration of negative effects.

Hasty:
Gain a passive mind speed bonus. If you are afflicted by 4 or more negative effects, the passive speed bonus will temporarily be doubled and any actions (attacks, spells, movement, etc) will use your mind speed if it is faster than the usual speed.

Schism:
Create up to 3 illusions of yourself adjacent to foes within range 10 that will taunt enemies for a few turns.

Stats:
-2 Con, +0 Dex, +3 Cun, +0 Str, +1 Mag, +3 Wil, +9 life rating, -10% xp 'penalty', -15% confusion immunity.

---

Added a new Psionic subclass: the Psion.
Psions are mindpowered ranged casters who prefer to wield 3 mindstars.
Psions know many of the same talents as Mindslayers, but enhance and adapt them to their own purposes.

Talents:
Absorption
Focus
Projection
Voracity
Psi-Casting(new)
Psionic Striking(new)
Kinetic Mastery
Thermal Mastery
Charged Mastery

Survival
Augmented Mobility
Finer Energy Manipulations

Psi-Casting

Telekinetic Crush:

 Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power.

Stimulation:
Increase Con based on combined Wil and Cun.

Guiding Star:
Target a foe and disrupt their next talent with a blast of physical damage. At level 3+ adds confuses. At 5+ has a passive chance to block damage over a threshold, blast the source, and disrupt the source talent.

Puncture:
Deal physical damage with added bleeding damage. At level 3+ has a chance to disrupt temporary buffs on the target. Direct damage bypasses ice blocks.

Psionic Striking

Kinetic Blast:

 Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block.

Thermal Blast:
Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns.

Charged Blast:
Deal lightning damage and shock (reduce stun/pin resist by half). If target is pinned, boost Charge Shield value. If target is frozen, push nearby enemies away from you.

Psi Weaving:
Increased Fire, Cold and Lightning damage and res pen. Also applies to physical, but at half the value.

Altered Talents
Beyond the Flesh:
TK mindstars now project a blast of damage instead of pulling enemies. Chance, range and damage scale with mindstar tier (damage also scales on Mindpower). Active Aura damage is added to the blast at 2 times the usual power.

Quick as Thought:
Also increases mental crit chance.

Mindhook:
Can also target a wall to pull yourself.

Resonant Focus:
TK mindstars have increased chance to blast and also increase the radius of Voracity talents and the range non-melee mind powers.

Frenzied Focus:
TK mindstars attempt to blast all foes in range and Aura damage is added at 4 times the usual power.

Transcendent Telekinesis:
Resets Kinetic Blast, Telekinetic Crush and Puncture. Converts all damage to Physical while in effect. Kinetic Blast will also strike two random foes adjacent to the target.

Transcendent Electrokinesis:
Resets Charged Blast, Telekinetic Crush and Puncture. Converts all damage to Lightning while in effect. Charged Blast will also chain to 3 nearby enemies.

Static Net:
Static Charge is released with your next Telekinetic Crush or Charged Blast.

Transcendent Pyrokinesis:
Resets Thermal Blast, Telekinetic Crush and Puncture. Converts all damage to Fire or Cold (based on your increased damage) while in effect. Thermal Blast cold/freeze will hit in a radius 1 ball.

---

Full details in the forum: .

Naloren Pack 1.7.4

Harrier class 1.7.0

Adds the Harrier class. The Harrier is a member of the rogue metaclass who focuses on throwing knives, although she can punch things in a pinch. This addon Overloads throwing-knives.lua.

Harrier class 1.7.0

Recaiden's Evolution Prodigies 1.7.0

Includes 4 new Class Evolutions:

  • Doomed: Hollow - Merge almost completely with your shadows. If you have the original version of Fallen, they can also become Hollow.
  • Archer: Zephyr - Lightning-using Arcane Blade at range.
  • Temporal Warden: Warp Rider - melee-only specialist.
  • (requires Forbidden Cults DLC) Writhing One: Gourmand - This evolution expands the Slow Death tree with a 'Possessor-lite' effect. You can keep the talents you've eaten forever (3 at a time).

Isn't Zephyr already a class?
Yes. https://te4.org/games/addons/tome/qlass-pack But it's plenty different, and lacks a lot of what makes Archer itself.

Recaiden's Evolution Prodigies 1.7.0

Possessor Bonus Class 1.7.4

Donators/Buyers bonus!

Possessor Bonus Class 1.7.4

Multi Evolutions Fork 1.7.4

Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions.
This is yet another fork of pisastrish's mod (https://te4.org/games/addons/tome/evolve_adven1).
There is only a small change so that it checks for the adventurer class instead of the subclass.
It should affect both the adventurer, wanderer and other adventurer subclasses added by addond (wanderer3in1 for instance)

Do not use with another version of the same addon, they are not compatible with eachother.

Multi Evolutions Fork 1.7.4

Class: Demolisher 1.7.6

A new tinker class, the Demolisher.

This addon requires the Embers of Rage DLC to function.

Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons.

New Talents:
Steamtech / Explosive: Plant remote charges with a tiny cooldown and blow them all up at once, lay down minefields, and send suicidal mecharachnid mines towards your foes.
Steamtech / Drones: Send out drones to create storm and smoke, while others hover around for your protection.
Steamtech / Pilot: Your steambuggy is your defense, your offense, and can hold so many explosives.
Steamtech / Engine: Your steambuggy is also the best way to get around. Scorch the ground and flatten your enemies as you zoom around corners.
Steamtech / Battle Machinery

Advanced Talents:
Steamtech / Pyromaniac: Improve your explosives and set everything on fire.
Steamtech / Battlewagon: Upgrade your buggy with more armor, more runes, and more guns.
Steamtech / Automation

Generic Talents:
Steamtech / Tinkers
Steamtech / Engineering
Steamtech / Blacksmith (locked)
Steamtech / Survival

With new graphics by ToME artist rexorcorum

Class: Demolisher 1.7.6

Kruk Pride Tool Shop 1.5.0

Adds a store to Kruk Pride in the Embers of Rage DLC selling pickaxes and lanterns, similar to the Survival Supplies shop in Derth..

Kruk Pride Tool Shop 1.5.0

Embers of Rage 1.7.4

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

  • Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...
  • Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!
  • Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.
  • Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.
  • Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.
  • Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!
  • Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...
  • Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.
  • Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!
  • Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!
  • Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!
  • Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.
  • Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Embers of Rage 1.7.4

Deluxe Wanderers Combo Mod 1.7.4

New classes: the Wanderer, Magician, and Mentalist that get to choose their talents from a random list. The Wanderer variant covers all trees, the Magician most magical trees, and the Mentalist most mindpower trees. They also gain resource generating talents when they get a talent tree that requires them.

Big thanks to starsapphire, FL0RENT_, and hauzer, whose work is all integrated here.

Deluxe Wanderers Combo Mod 1.7.4

Orc Breeding Pits Full 1.7.4

Restores ALL the orc breeding pits cut content.
Features uncensored npc descriptions from 1.1.4 with original hostile orc babies and children as well as the quest encounter from 1.1.5 when content was cut.

Orc Breeding Pits Full 1.7.4

Adventurer Mastery 1.7.2

Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics.

Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class.

This addon should be compatible with either :

Slightly More Adventurous :

 - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents

Much More Adventurous :
- temporarily incompatible (use previous version of this addon instead)

 - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. 

Improved Adventurer :

 - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer 

Note : use only one of those three. They are not compatible with eachother

Adventurer Mastery 1.7.2

Ashes of Urh'Rok 1.7.4

Official Expansion!

Many in Maj'Eyal have heard of "demons", sad*stic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Features:

  • Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.
  • Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.
  • Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!
  • Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sad*stic invaders and their brainwashed thralls!
  • Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!
  • Between the aforementioned classes and Doomelves, a whopping 75 new talents!
  • Unlock two new cosmetic options! You know you've always wanted demon-horns.
  • Two new events, appearing anywhere in Eyal!
  • 20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!
  • 7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Ashes of Urh'Rok 1.7.4

Faetouched Collection 1.7.0

In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic.

New paths opened by the Fae currently include:

Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel!

Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream!

Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic!

Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete!

Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future!

Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning.

Faetouched Collection 1.7.0

Items Vault 1.7.6

Donators/Buyers bonus!

Items Vault 1.7.6

Improved Adventurer 1.7.4

Allows adventurers to use talent trees from every classes and races, including those from addons.

This addon is designed as a more "addon friendly" alternative to Much more Adventurous.
(It doesn't, however, add the misc and legacy talents)

It takes talents directly from the subclass/subrace list so it should :

- Bypass race/class compatibility
(Allowing Skeletons to take Wyrmic talents, or Cornacs to use those from the Stone Warden for instance.)

- Take talents trees from NPC only classes/races
(In the base game, that would be the two talent trees of the golem.)

- Ignore the locks
(Allowing Adventurers to use talent trees from classes you haven't unlocket yet, or things like Demented/Scourge Drake.)

Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected.

Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1

It should be compatible with most classes and races from other addons.

Improved Adventurer 1.7.4

Select your Escorts 1.7.0

Allows you to choose which escorts you will encounter at the start of the game.
You may change the future encounters in the game menu (Esc).

There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior.

Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign)
Note: Unfortunately the only time that addons can get the possible escort types is after the random escort quest is assigned.
This means escorts added by other addons will not be available for selection, but will still be possible to find using the random selection.

To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply.

Select your Escorts 1.7.0

Technomancy Tweaks 1.7.0

Assorted small quality-of-life changes for the Technomancer class evolution from the Embers of Rage DLC (required). Currently includes:

  • Adds a status tracker to the Micro Spiderbot talent, showing how many active spiderbots you currently have and providing a tooltip listing their respective locations and durations.
  • Modifies the description of objects and tinkers to indicate whether they are metallic, for use with the Galvanic Arcing talent.
  • (new in v1b) Expands the tooltip of the Galvanic Rods status tracker to include information about persistent rods deployed via Galvanic Arcing and their respective beam/triangle zone linkage (including the player's metallic or metallic-tinkered weapon, if any).
  • (new in v1c) Modifies the Metaphasic Spin talent to automatically select a steamsaw from inventory if it is tagged with the (localized) name of the Metaphasic Spin talent.
  • (new in v1c.1) Improves the status tracker for the Spiderbots Shield effect, adding the number of spiderbots remaining and the current life of the topmost spiderbot.

Technomancy Tweaks 1.7.0

Talent Cat unlocksfor non-eyal campaigns 1.7.5

Harmony for Wyrmic, Ooze, Summoner, Fungus for summoner, Hexes and Vile Life for reaver. Unlocked, but reduced mastery in non-Eyal campaigns

Talent Cat unlocksfor non-eyal campaigns 1.7.5

Personalization 1.7.4

Patches for personal use, mostly copied/merged from other addons.

List of Contents:
Possess can work on elite bosses with an effective talent level >= 9.
Random bosses can be spawned with talents from Stone warden and Skyrimisher.
Adventurer gets access to some extra talent trees.
Remove level cap.

Personalization 1.7.4

Spell Merchants 1.7.6

Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!

Robin Goodfellow the level 10 Halfling Charmed by CalTheBoi (6)

Stat, Class, Category & Prodigy points for sale!

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!

Robin Goodfellow the level 10 Halfling Charmed by CalTheBoi (7)

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.

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*

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.

Robin Goodfellow the level 10 Halfling Charmed by CalTheBoi (8)

*Updates:
1.0.1 - I added a notpade file in the addon folder that lists the merchants locations. OUTDATED please check here for current merchant/dungeon locations: https://steamcommunity.com/workshop/filedetails/discussion/1715322131/1737760931657802109/
1.1.0 - There is now a new npc that can train your stat points... now to work on the class points.
1.1.1 - Mulfar can now train you, in stat or class points.
1.2.0 - I added 2 more new npcs to the map (adriel & atakesa) that will be future merchants, they have no dialog. I added them to avoid having to start a new game everytime I add a new merchant, now I can just update their dialog and it should be seamless. Merchants have been given random spawns (2 locations each) the merchant locations notepad has been updated.
1.2.1 - Updated dialog for: Asterius Gaomant, Nagareth, Mulfar & Tarelion giving them unique dialog and color coded things to make it easier on the eyes & lowered some of the prices, also added new npc "master jeweler"
1.2.2 - Balanced the prices for revealing locked talent categories, most are now only 100 gold, also lowered Mulfar's prices by half (250 gold) and increased some other prices.
1.3.0 - Pretty big update here! adriel can now teach nature summoning and wymic combat, atakesa can now teach combat and combat techniques mulfar can now give prodigy points. New npcs: corruptor & assassin added.
1.3.5 - Some npcs will now have custom tilesets, added a npc for archery training (this will be the last npc added so this will be the last time you will need to restart if playing a previous version, this is basically in beta now. No more npcs will be added) I also balanced prices (removed the ability to reveal powerful spells to avoid an exploit where you could reveal the spell cheap then unlock it with a category point, necrotic minions & golemancy price increase, tarelion's prices decreased.)
1.3.6 - Whew was this a tough one! Finally got imbueing to work! The master jeweler can now imbue jewelry, armor & weapons! With NO limitations! Yep you can imbue that rare item, oh... you already imbued an item?... Well you can imbue it again... and again and... well you get the point, but It'll cost ya! *Still need to add a noob friendly version that will only imbue white items (and only once) this version kinda got out of hand from my experimenting.... balancing will come later.
1.4.0 - Lowered master jeweler prices, moved archery tree form Atakesa to Azari, Genchi can now teach rouge spells. Atakesa can now teach Physresist, Defense, Ranged Defense, Physical Crit, & Armour. Tarelion can now teach spellresist, mentalresist & spellcrit.
1.4.2 - Soltar can now teach corruption and curses, added spell descriptions to dialog for Adriel, staves-store, Tarelion, Nagareth & Soltar to clarify what you're about to purchase.
1.4.5 - (Restart recommended for 1.4.2 and lower) I added 2 npcs - Zemek - can teach chronomancy & psionic (spawns in angolwen) - Sun Paladin - can teach celestial (has a 'chance' to spawn in Derth, Elvala & Last Hope) everyones dialog has had major quality of life changes done (spell descriptions added & option to return to previous page) You wont need to start a new game if you're not interested in chronomancy & psionic spells for your current playthrough. Currently chronomancy is the only spell available this update, I will add dialog options for psionic & celestial within the next few days (the next update will be seamless and wont require a restart)
1.4.7 - Zemek can now teach psionic spells, Sun Paladin can now teach celestial chants, Adriel can now teach stone warden & oozemancer spells...
Aaaaand here we have it! This addon is now complete! It has all the spells and npcs I originally visioned (plus some!) No worries though! I still plan on adding more stuff in the future!
1.5.0 - Adds 64 talents - 50 talents added from DLCs Orcs & Cults (2 talent trees Demented & Steamtech) & 14 overlooked talents. Soltar will now teach Demented talents, new npc Gurock added to sell Steamtech talents (he spawns at 26x41 & 63x45) and sun paladin's health has been increased. DLC is NOT required to play this addon!
1.5.1 - 3 new dungeons & 8 new bosses have been added. Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. Big thanks to user Enemyz for his help writing the lore for wolfmire *note you will need to start a new game if on a previous version.
1.5.5 - Updated for TOME 1.6 (fixed a sprite bug) *note a new game will need to be started for the bug fix to be applied.
1.5.6 - Sun Paladin has been updated to include dlc celestial talents, his health has been further increased and he now has lightning immunity (to hopefully help him survive)
1.6.0 Gurock will now sell the Automated Portable Extractor... I also made Zemek immune to lightning, so he can survive a certain event :)
1.7.1 - The "Blood Soaked Ruins" are now fixed and will no longer crash your game or corrupt your save! ALL necromancer spells have been added to the Necromancer Merchant!
1.7.2 - Fixed a bug where Gurock would teach you Arcane Dynamo the moment you touched him (you will now have to purchase it). Added the ability to buy the steam generator!
1.7.3 - This update focuses on standardizing all merchant dialog!
1.7.5 ~ I nudged Atakesa's spawn slightly to the SW so she will no longer block the Scourge Pits dungeon spawn.
I removed the 'malleable body' talent because it no longer exists. not sure if they added a new Oozemancer Talent so, let me know if a talent is missing.
The 'Lost merchant' encounter is now updated.
I've made the map bigger in preparation for the coming updates (adding more dungeons to the map) to avoid cluttering it, I had to make the map bigger. (requires more tweaking)
A new game will be necessary for this update to take effect.

Next on my list:
- A "god mode" version. ***Complete*** https://te4.org/games/addons/tome/godmode-merchant
- An Infinite Dungeon version ***Complete*** https://te4.org/games/addons/tome/infinite-dungeon-merchants
- A quest system for those who want to farm gold and explore new caves, fight new creatures experience new lore and more!

If you like this addon please consider rating it :)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Spell Merchants 1.7.6

Proper Possession 1.7.0

  • Allows healing and regeneration while in a possessed body.
  • Removes restrictions on the number of creature types that can be possessed.
  • Adds useful information to various Possessor-related dialogs and talent tooltips.

Frequently Asked Questions:

  • What's the difference between Proper Possession and Possessor Tweaks? Can I use both?
  • What extra information does this addon provide?

Proper Possession 1.7.0

Ignore Race/Class Locks 1.7.0

Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything.

Frequently Asked Questions:

  • Hey, the character creation dialog still says I have locked races/classes! What gives?
  • Will this prevent me from unlocking things?
  • The latest version of the game has a new locked race/class. Will I need a new version of this addon to access it?
  • What the heck is this Runic Golem thing?

Ignore Race/Class Locks 1.7.0

Verdant Class Pack 1.7.2

Content is modular and various sections can be disabled via the options.

Primary Features
Druid class:
Uncast spells to produce nature based magical effects.
Its an agile nature mage, but can be played as a fighter/mage hybrid, or as a summoner hybrid.
Uses staves, alchemist gems and equilibrium.
Werebeast Class:
Werebeast fits somewhere between Cursed and Wyrmic, with a touch of Rogue thrown in.
Flavour is you have been cursed by nature's hate at those who harm it.
Can be played with conventional weapons or dual mindstars, stealthy or heavy.
Uses both Hate and Equilibrium.
Woodsman Class:
Archery, Summoning and Traps.
Use whatever you need to survive.
Summoner:
A full rework is available.
Allows you to command your critters to attack or defend.
Wyrmic:
A few talents improved and many new categories.
General:
Loads of nature based artifacts.
A few of new inscriptions.
Oozemancer can get the Wild-gift/Symbiant category.

Druid Info

Zigur:
As Druid's use spells they cannot become a Zigur follower, as this would make all their talents unusable.
However, you can still attempt to join Zigur, you might get something special instead.

Categories:
Wild-gift/Land
Wild-gift/Seas
Wild-gift/Winds
Wild-gift/Woodland
Wild-gift/Minerals
Wild-gift/Weather
Wild-gift/Moss
Wild-gift/Volcanism
Wild-gift/Boreal
Wild-gift/Jungle
Wild-gift/Natural Cycles
Wild-gift/Eyal's Embrace
Spell/Staff Combat
Cunning/Herbalism
Wild-gift/Call

Werebeast Info

Categories:
Wild-curse/Wolf Aspect
Wild-curse/Treant Aspect
Wild-curse/Shark Aspect
Wild-curse/Eagle Aspect
Wild-curse/Ritch Aspect
Wild-curse/Silent Hunter
Wild-curse/Psiclaws
Wild-curse/Snake Aspect
Wild-curse/TigerAspect
Wild-curse/Bear Aspect
Wild-curse/Croc Aspect
Wild-curse/Fungus Aspect
Cursed/Rampage
Cursed/Predator
Wild-gift/Hunter

Woodsman Info

Categories:
Cunning/Stealth
Cunning/Trapping
Cunning/Woodcraft
Cunning/Poisons
Wild-gift/Summon-melee
Wild-gift/Summon-utility
Wild-gift/Summon-commands
Technique/Marksmanship
Technique/Archery-utility
Technique/Bow-fexibility
Technique/Combat-Training
Cunning/Survival
Cunning/Herbalism
Wild-gift/Hunter

Summoner Info

Two new summonable critters and revised summoning categories.

New Categories:
Wild-gift/Summon-commands
Wild-gift/Summon-techniques
Wild-gift/Symbiant

Wyrmic Info

New Categories:
Wild-gift/Sea Drake Aspect
Wild-gift/Wind Drake Aspect
Wild-gift/Hunter
Wild-gift/Wild Drake Aspect
Chronomancy/Blink Drake Aspect
Corruption/Blood Drake Aspect

Talent changes:
Lightning Speed now converts your damage to lightning for your next hit.
Wing Buffet replaced with Ember Scales: a flamey aura sustain.

Verdant Class Pack 1.7.2

Robin Goodfellow the level 10 Halfling Charmed by CalTheBoi (2024)
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