Slice the level 16 Eclipsed Fallen by Phallushatesu (2024)

Table of Contents
Adventurous Arcane Combat 1.4.0 Juggernaut Evolution for Bulwark 1.6.7 Audiomancy 1.7.4 Ashes of Urh'Rok 1.7.4 Official Expansion! Features: Class: Wisp 1.7.0 Shimmer Pack: Plumpkin Daper 1.6.0 EquipDoll - Clean Item Names 1.7.2 Everyone Options 1.4.5 Tinker Cave for Everyone 1.7.0 Class: Astromancer 1.7.0 Stoneblade Evolution for Arcane Blade 1.7.4 High Guard 1.7.0 Wild Sacrifice 1.7.0 Alternate Merchants 1.7.0 Forbidden Cults 1.7.4 Official Expansion! UI Pack: Plumpkins! 1.6.0 Fashionista 1.5.0 Naloren Pack 1.7.4 Race: Doomling 1.7.0 Recaiden's Evolution Prodigies 1.7.0 Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0 Lumberjack on the Map 1.7.0 Start Selector 1.5.5 Quickshot and Munitions Expert Evolutions for Archer 1.7.6 Fine Tune Mindstars 1.7.4 Nekarcos's Quality of Life 01: Effect Display 1.7.5 Barbarian Evolution for Berserker 1.7.2 Post Effects fixes 1.7.2 Shimmer Pack: Iron Throne Couture 1.6.0 Recaiden's Undead Racepack 1.7.0 Select your Escorts 1.7.0 Spell Merchants 1.7.6 No Talent Stat Requirements 1.7.6 Tougher Escorts 1.7.4 Two-Handed Dual-Wielding Counts 1.7.0 Melinda on the Map 1.7.0 Ogres Look Like Krogs (and vice versa) 1.7.0 Teleport: Krhjkjkfy Unspelled 1.5.10 Bikini Colors 1.7.0 Godfeaster on the Map 1.7.0 Stalker Evolution for Rogue 1.6.7 New Gem Types 1.5.10 Umbral Incantor Evolution for Shadowblade 1.7.6 Incantor of Flame 1.7.4 Frost Invoker 1.7.6 Sholtar 1.5.5 nsrr's Exotic Weapons 1.4.8 Font of Sacrifice to the Rescue 1.7.0 Slightly More Adventurous 1.7.0 Inferno Race Pack 1.7.0 Logical Alchemists 1.5.10 Merchant on the Map 1.7.0 ZOmnibus Addon Pack 1.7.4 Visibly Distinct Subvaults 1.7.0 White Monk 1.7.6 Class: Demolisher 1.7.6 Automatic Talent Gambits 1.7.4 Egress Artifact Codes 1.5.10 Ignore Race/Class Locks 1.7.0 Generous Levels 1.5.5 Midnight 1.6.7 Rebalancing 1.3.0 Embers of Rage 1.7.4 Official Expansion! Features: Class: Fallen 1.7.0 Visibly Distinct Shadow Crypt 1.7.0 Easy Map v2 1.6.0 Mindslinger 1.6.2 No More Level Ten Warnings 1.7.0 Skirmisher Evolutions 1.7.4 Vor'tep 1.6.7 Expanded Shop Inventory 1.7.4 Class: Martyr 1.7.0 Escort Rescheduling 1.7.0 Parasite Tweak 1.7.6 Savage Evolution for Cursed 1.7.6 Class: Shining One 1.7.0 Class: Hekatonkheire 1.7.0 Tinker vs. Tinker 1.7.0 Walking Armory Evolution for Marauder 1.7.6 Less Weird 1.7.0 Shimmer Pack: Pyromania 1.6.0
Addons

Adventurous Arcane Combat 1.4.0

Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt.

Adventurous Arcane Combat 1.4.0

Juggernaut Evolution for Bulwark 1.6.7

Adds a new class evolution for Bulwark, the Juggernaut.

As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields.

While equipped with two shields:

- You may use Rush while sustaining Last Stand.
- When you use Rush, you will instantly trigger Repulsion, ignoring and negating cooldown.
- For 1 turn after using Rush, you will reduce all incoming non-Mind damage by 50% of your Block value.

Juggernaut Evolution for Bulwark 1.6.7

Audiomancy 1.7.4

Version 1.2.1 released Jan 16, 2023; see change notes.

Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest.

Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at [email protected].

Credits: https://pastebin.com/xirEZ2FY

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365

PS: Somehow the website tags got duplicated and I'm unable to edit them.

Version 1.2.1:
Fixed the attackTarget hook (thank you to "Chief of Kilimanjaro" and "purpel frog" in the ToME Discord); it now properly returns two values. This should fix various misc issues, anything dependent on the second return value.
Also cleaned up a few stray typo semicolons (the consequences of switching between multiple programming languages) which may or may not have been causing other various and possibly undiscovered issues.

Version 1.2.0:
Reduced volume of the universal crit sound layer and blade crits.
Added "Audiomancy Addon Options" to the main game menu - enable/disable the unique critical hit sound for each weapon type,
along with the universal critical sound layer ("gong" sound) that plays overtop any ranged or melee critical hit.
Misc small fixes/tweaks.

Version 1.1.0:
Added custom sounds for steamsaws.
Improved custom sounds for blade weapons & tridents.
Distinct critical hit sound added for blade weapons.
Changed/improved "crystal" impact sounds, made less longwinded & obnoxious (e.g. when attacking shivogoroths.)
Corrected the horror impact sound mappings.
Tried to balance overall volume, some sounds were too loud relative to others.
Improved memory usage & got rid of Entity:loadList injection.
Re-organized Audiomancy files so new data paths are obvious.

Audiomancy 1.7.4

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

Class: Wisp 1.7.0

A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric.
They use only Psi as their resource.
They are unlocked along with Mindslayers.

Class Talents
Technique/Psychic Marksman - Use willpower instead of strength and focus on shooting extremely accurately.
Technique/Psychic Shots - Shoot arrows that pierce targets, knock enemies around, or change direction midair.
Psionic/Idol - Surround yourself with hypnotic auras. The first 3 talents in this unusual tree can be learned in any order.
Psionc/Noumena - Strange manifestations of energy let you disable enemies and hide yourself from view.
Technique/Arrowstorm - (locked) Ranged Combat, but at close range.
Psionic/Unleash Abomination - (locked) Shoot arrows when attacked, shoot arrows when you shoot arrows, and make enemies into arrows.
Psionic/Unleash Nightmare - (locked) Put enemies to sleep and torment them in their dreams.

Generic Talents
Psionic/Mindshaped Materials - Reinforce your light armor, pin enemies down, and summon walls using your command of fine materials.
Psionic/Mindprison - (locked) Put stolen minds to work speeding you up, clearing effects, and recharging your talents.
Psionic/Augmented Mobility
Cunning/Survival

There is also an evolution prodigy for this class, Incarnate Storm.

Incompatible with https://te4.org/games/addons/tome/mv-greenwatch

Class: Wisp 1.7.0

Shimmer Pack: Plumpkin Daper 1.6.0

Cosmetic pack!

Shimmer Pack: Plumpkin Daper 1.6.0

EquipDoll - Clean Item Names 1.7.2

Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit
Because 'Ichorqueen' tells me much more than 'steel,hate,psyport,super.c,telekinetic', and looks definetly better :)

EquipDoll - Clean Item Names 1.7.2

Everyone Options 1.4.5

Starts characters off with category points instead of categories known.

Everyone Options 1.4.5

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

High Guard 1.7.0

Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand.
Primary stats are Magic and Strength. All talents are spells and use only mana. Attacks with both staff and shield, with nearly all attacks (save for bumps) dealing the damage type your staff is currently alinged to.

Unique Talents:

Spell/Battlemage
Talents for fighting and defending with your staff and shield.

Spell/Magical Assualt
Talents for assualting your foes.

Spell/Phasing
Talents for battle mobility and defense.

Spell/Battle Channeling
Talents for combat utility.

Spell/Sorcerous Might (high level)
Store power in your shield to empower yourself.

Spell/Mage Adept (high level)
Gain greater control of magic and learn damaging spells.

Spell/Medic (generic)
Defense and utility.

Base Talents:

Technique/Combat Training (1.3)
Spell/Staff Combat (1.3)
Cunning/Survival (1.0)

See the forum thread full talent details.

Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painterly-spell-icons-part-1

High Guard 1.7.0

Wild Sacrifice 1.7.0

Modifies the Font of Sacrifice from the Forbidden Cults DLC (required), giving it the extra ability to modify wild infusions in the player's inventory. Wild infusions that remove a single type of effect can be changed to another type for 500 gold, or have a second type added for 1000 gold; wild infusions that remove two types of effects can have one of them changed for 500 gold.

Wild Sacrifice 1.7.0

Alternate Merchants 1.7.0

Adds the forge-giant item crafting system from Hammer of Urh'Rok to Age of Ascendancy.
Visit the Mark of the Spellblaze to buy items with an ego you choose.

Alternate Merchants 1.7.0

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!

Slice the level 16 Eclipsed Fallen by Phallushatesu (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.

Slice the level 16 Eclipsed Fallen by Phallushatesu (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.

Slice the level 16 Eclipsed Fallen by Phallushatesu (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...

Slice the level 16 Eclipsed Fallen by Phallushatesu (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 ...

Slice the level 16 Eclipsed Fallen by Phallushatesu (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

UI Pack: Plumpkins! 1.6.0

Cosmetic pack!

UI Pack: Plumpkins! 1.6.0

Fashionista 1.5.0

The donator fortress mirror feature remembers item graphics not only for worn items, but also for transmogrified items.

Fashionista 1.5.0

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

Race: Doomling 1.7.0

This addon requires the Ashes of Urh'Rok DLC to function.

Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents.

Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level.
Doomlings are unlocked along with Doomelves.

Racial Abilities

  • Curse of the Little Folk - Lower an enemy's saves, defenses, and damage dealt for 5 turns.
  • Unflinching - Taking a lot of damage at once removes movement-impairing effects or briefly makes you immune to them.
  • Predatory Mindset - Deal more damage when you can see exactly one enemy.
  • Doom Hunt - Focus on an enemy so you can see no one else, also negating its stealth and lowering its effect immunities.

Race: Doomling 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

Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0

This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
This pack makes size categories VISIBLY apparant. To be clearer-- A "Tiny" ant will now look SIGNIFICANTLY smaller than, say... A "Big" bear.
Background: I know-- It's so obvious, right?? For the longest time, I've wanted to make this add-on-- But it was only now that I could confirm its stability.
Stability: Very High

      • Features can be toggled in: "(Menu)" > "Game Options" --> "[Nekarcos]"

Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0

Lumberjack on the Map 1.7.0

Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately.

Lumberjack on the Map 1.7.0

Start Selector 1.5.5

Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class.

After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc):

Sunwall. (Celestial Human/Elf Start)
Point Zero. (Chronomancer Start)
Irkkk. (Yeek Start)
Trollmire (Allied Start - must start elsewhere).
Searing Halls (Doomelf/Doombringer/Demonologist Start - requires Ashes DLC).
Kroshkkur (Demented/Drem Start - requires Cults DLC).

Notes:
Choosing to start in the Sunwall will set your faction to 'Sunwall' regardless of race.
Choosing to start in Irkkk will set your faction to 'The Way' regardless of race.
Choosing to start in Trollmire or Searing Halls will set your faction to 'Allied' if you are undead.
Choosing to start in Kroshkkur will set your faction to 'Sanctuary of Horrors' if you are undead.
Choosing to start in Point Zero or Kroshkkur will also teach you the corresponding 'Teleport:' spell, which cannot be unlearned. As these are spells, knowing one will prevent you from entering Zigur or betraying escorts.
You will not recieve the Cloak of Deception if you select a new start as undead, but your faction will be changed as listed above and you will not need it.

Start Selector 1.5.5

Quickshot and Munitions Expert Evolutions for Archer 1.7.6

Adds two class evolutions for Archer, the Quickshot and the Munitions Expert.

As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot.

As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities.

Quickshot and Munitions Expert Evolutions for Archer 1.7.6

Fine Tune Mindstars 1.7.4

Alters the Attune Mindstars talent effect.

This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars.

Fine Tune Mindstars 1.7.4

Nekarcos's Quality of Life 01: Effect Display 1.7.5

This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
This pack improves visibility of status effects by adding particles to certain effect types (such as "dizzy stars" for stuns and confusions, or green bubbles for poisons).
Background: It is otherwise difficult to tell if or when certain effects procced or not, and it is also kind of obnoxious having to check each and every enemy for whether they're affected by something or not.
Stability: Very High

      • Features can be toggled in: "(Menu)" > "Game Options" --> "[Nekarcos]"

Nekarcos's Quality of Life 01: Effect Display 1.7.5

Barbarian Evolution for Berserker 1.7.2

Adds a new class evolution for Berserker, the Barbarian.

As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes.

Barbarian Evolution for Berserker 1.7.2

Post Effects fixes 1.7.2

The addon improves gamefield view during different post effects
For example, it's hard enough to see anything around you while having invisibility and confusion/sleep statuses at the same time

Here is details about what been changed:
- Invisibility status no longer cause whole screen to go blue. The character outline-only effect still applies and it's enough to check your status on a glance
- Invisibility status no longer cause whole screen blur effect.
- Lightning Speed status no longer cause whole screen to go blue. Blur effect still applies though
- Lightning Speed status will no longer apply blur if you have Confused/Sleep statuses (which also make things blurried)
- Unstoppable status now makes whole screen a bit more brighter-red so it's easier to see stuff
- Unstoppable shader now have higher priority over Stealth, so if you activate Unstoppable while being stealthed - you'll see visual change
- Frozen state no longer causes whole screen to become greenish. This effect was caused by no_healing state, but in the frozen state last thing you going to care about is no_healing, and it's not even obvious

Post Effects fixes 1.7.2

Shimmer Pack: Iron Throne Couture 1.6.0

Cosmetic pack!

Shimmer Pack: Iron Throne Couture 1.6.0

Recaiden's Undead Racepack 1.7.0

This is a compilation of my undead race addons. This will always be the most up-to-date version.
Banshee
Silence and confuse enemies.
Drift through walls.
Cut away healing.
Banshees begin in a small starting zone of their own.
Banshees are unlocked if you have unlocked any other undead.

Mummy
Embalming increases Strength and Willpower
Entangle wraps up an enemy, slowing them, with a low cooldown.
Inevitability wears away at the resistances of your enemies as your own resistances mount.
Uniquely, they have a small secondary racial tree that removes detrimental effects.
Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins.
Mummies are initially locked, and unlock by defeating the Mummy Lord

Wight
Blast enemies with elemental power.
Ignore attacks with your ghostly nature.
Unerringly seek out enemies, even behind walls
Wights begin in a tiny starting zone of their own.
Wights are unlocked by completing the ancient battleground event.

And adds a new prodigy for any undead: Dreadmaster

Chinese translation by gooder1029

Recaiden's Undead Racepack 1.7.0

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

Spell Merchants 1.7.6

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

Slice the level 16 Eclipsed Fallen by Phallushatesu (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!

Slice the level 16 Eclipsed Fallen by Phallushatesu (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.

Slice the level 16 Eclipsed Fallen by Phallushatesu (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

No Talent Stat Requirements 1.7.6

Removes talent stat requirements

No Talent Stat Requirements 1.7.6

Tougher Escorts 1.7.4

Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion.

Tougher Escorts 1.7.4

Two-Handed Dual-Wielding Counts 1.7.0

If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade).

Two-Handed Dual-Wielding Counts 1.7.0

Melinda on the Map 1.7.0

Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter.

Melinda on the Map 1.7.0

Ogres Look Like Krogs (and vice versa) 1.7.0

Swaps the cosmetic character customization options for Ogres and Krogs from the Forbidden Cults DLC (required).

Ogres Look Like Krogs (and vice versa) 1.7.0

Teleport: Krhjkjkfy Unspelled 1.5.10

 

Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced.

Teleport: Krhjkjkfy Unspelled 1.5.10

Bikini Colors 1.7.0

Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section.

Frequently Asked Questions:

  • Hey! My bikini isn't showing up right on the character sheet!

Bikini Colors 1.7.0

Godfeaster on the Map 1.7.0

Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map.

Godfeaster on the Map 1.7.0

Stalker Evolution for Rogue 1.6.7

Adds Stalker as a new class evolution prodigy for Rogue.

While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons:
- The Stalker's actions will never break Stealth.
- Effects normally triggered by exiting Stealth will trigger when landing an unarmed critical strike against an adjacent foe (cooldown 8 ).
- Lethality and Dagger Mastery will apply their effects to gloves.
- The Stalker is considered to be wielding Dual Weapons, using unarmed combat stats for both main hand and offhand (damage penalty applies).

Stalker Evolution for Rogue 1.6.7

New Gem Types 1.5.10

Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race.

This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters.

Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon.

As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface!

New Gem Types 1.5.10

Umbral Incantor Evolution for Shadowblade 1.7.6

Adds a new evolution for Shadowblades, the Umbral Incantor.

As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff:

- Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical
- Shadowstep: teleport back to starting location after the attack
- lluminate: will use Shadow Dance without cost or triggering cooldown
- Invisibility: will be cast instantly without cost when Stealth is deactivated (still triggers cooldown)
- Shadow Grasp: will pin for 3 turns instead of pulling
- Shadow Veil: rather than blink and attack, you will cast Shadow Grasp on targets selected (without cost and ignoring cooldown and failure chances)
- Lethality: staffs gain a Dexterity damage modifier equal to twice the crit bonus
- Expose Weakness: (if not on cooldown) will be used instantly when casting Shadowstep (before the return teleport), using stamina as usual and going on cooldown for twice the usual duration
- Blade Flurry: (while sustained) also gain spell cooldown reduction equal to the attack speed bonus and an equal chance on spell hit to cast Channel Staff
- Snap: also affect an equal number of spells ("spell/" category talents)

Umbral Incantor Evolution for Shadowblade 1.7.6

Incantor of Flame 1.7.4

Adds the Incantor of Flame, a mage subclass.

The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength.
Incantor of Flame combines a few base game spell and technique trees with a pair of new trees, one class and one generic.

Generic:
Combat Training
Survival
Conditioning
-New-
Tempered: Passive defenses and utility focused around utilizing and improving Block.
-Locked-
Divination
Conveyance

Class:

Combat Techniques
Combat Veteran
Shield Defense
Fire
-New-
Forge: melee fire attacks with weapon and shield which interact with your other talents

-Locked-
Wildfire
Meta
Battle Tactics

Talent icons from https://game-icons.net

Incantor of Flame 1.7.4

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

Sholtar 1.5.5

Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs.
Sholtar are not quite as hardy as other humans, and receive -2 to strength, dexterity and constitution, and have a life rating of 8. On the other hand, they are exceptionally quick-witted, with a bonus of +6 to cunning, an extra generic point every 3 levels, and an experience 'penalty' of -20%.

---

The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability.

The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal.

While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength.

Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set.

Sholtar 1.5.5

nsrr's Exotic Weapons 1.4.8

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.

nsrr's Exotic Weapons 1.4.8

Font of Sacrifice to the Rescue 1.7.0

Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant.

Font of Sacrifice to the Rescue 1.7.0

Slightly More Adventurous 1.7.0

Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible.

More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers.

Slightly More Adventurous 1.7.0

Inferno Race Pack 1.7.0

Adds a collection of my races.

Inferno Race Pack 1.7.0

Logical Alchemists 1.5.10

Makes alchemists focus on creating elixirs that you are not currently helping them with.
In the base game, when you hand in ingredients to an alchemist, another alchemist completes one of his remaining elixirs at random.
What this addon does is remove the elixir that you are already helping them with from the possible elixirs to be chosen unless it is their last elixir.

Logical Alchemists 1.5.10

Merchant on the Map 1.7.0

Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately.

Merchant on the Map 1.7.0

ZOmnibus Addon Pack 1.7.4

Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines.

    Includes the following addons:

    • Notes to Self
    • Timed Rest
    • Talent Point Planner
    • Opt-in Adventurers Parties
    • Inventory Show All Tabs By Default (thru v12d)
    • Tier-1 Short Circuit Option
    • "Save" Talent/Stat Points
    • Use Item Shortcuts (as of v5)
    • Auto-Transmo Gems (as of v5)
    • Online Indicator (v6a thru v13d.3)
    • Inventory Sort Order (as of v7)
    • Store Wish List (as of v8)
    • Inventory Keys (as of v8)
    • Alternate Zones Option (as of v10)
    • Go to Landmark (as of v11)
    • Enhanced Object Compare (as of v12)
    • Enhanced Wield Replace (as of v14)
    • Pragmatic Heroism (as of v14b)
    • Prodigious Progress (as of v14c)
    • Savefile Notes (as of v15)
    • Item Notes (as of v15)
    • Passive Cooldowns (as of v15)
    • Low Health Popup (as of v15)
    • Restart Sustains (as of v15)
    • Effects Under Actors (as of v16)
    • Juggle Hotkeys on Unwield (as of v16)
    • Longer Character Names (as of v16)
    • Das BLinkenlights (as of v16)
    • Wall Clock (as of v16)
    • Curse Levels (as of v17)
    • Displacement Tracking (as of v17)
    • Examine Floor Stack (as of v17)
    • Verbose Crystal Resonance (as of v17)
    • Golem Gender (as of v17)
    • Self-Portrait Over Grass (as of v17)
    • Semi-Roguelike Mode (as of v17)
    • Menu Keys (as of v17)
    • Reflected Golem (as of v17)
    • Roguelike Keybindings (as of v17)
    • Tooltip Cleanup (as of v17)
    • Time Shield Tracking (as of v17)
    • Alchemist Notifications (as of v17)
    • Don't Summon While Meditating (as of v17)
    • Herald of the Herald (as of v17)
    • Roguelike Chat Guard (as of v17)
    • Sword-n-Boardin' (as of v17)
    • Plot Disarming (as of v17)

    A superset of ZOmnibus Lite.

      Frequently Asked Questions:

      • What's the difference between ZOmnibus and ZOmnibus Lite? Can I use them both together?
      • What game options does ZOmnibus provide to configure its behavior? (updated for v16)

      ZOmnibus Addon Pack 1.7.4

      Visibly Distinct Subvaults 1.7.0

      Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion.

      Visibly Distinct Subvaults 1.7.0

      White Monk 1.7.6

      Adds the White Monk, a warrior subclass.

      The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers.

      Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes.

      Rending - Attack your foes from afar and sap their energy.

      Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself.

      Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool.

      Agile Combatant - Move across the battlefield with unmatched agility.

      Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks.

      Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes.

      Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes.

      Follow one of the Six Ways with a set of class evolutions for the White Monk:

      Way of the Rushing Bull

      Way of the Flying Arrow

      Way of the Open Palm

      Way of the Arcane Flow

      Way of the Transcendent Spirit

      Way of the Hidden Viper

      Full details in the forum thread.

      White Monk 1.7.6

      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

      Automatic Talent Gambits 1.7.4

      Allows customization of automatic talent usage in the style of FF XII gambits.

      Version 1.4.0 includes the following fixes and improvements:
      • Infusions/runes/item actives now preserve gambits when being replaced and are included in export/import.
      • Unlearning a talent no longer removes associated gambits, so gambits assigned to temporary talents will not be lost.
      • Added new target filter: "Greatest number of enemies/allies affected".
      • Gambits now work when configured on companions.
      • Fixed heavy weapons not working with gambits.
      • Cancel buff action can now deactivate sustains.
      • Added Steam and Insanity resources.
      • Added an option to export gambits to the death menu.
      • Consolidated resource conditions.
      • Fixed Endless Woes and Elemental Surge prodigies having a 1 turn cooldown instead of the intended number.

      Automatic Talent Gambits 1.7.4

      Egress Artifact Codes 1.5.10

      Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find.

      Egress Artifact Codes 1.5.10

      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

      Generous Levels 1.5.5

      Is more generous with talents, types and stat points for each level gained.
      Birth stats remain unchanged.
      5 stat points per level, up 2 from 2.
      2 talent points per level ( 3 if a multiple of 5 ), 1 ( 2 ) up from 1 ( 2 ).
      2 generic points per level ( 1 if a multiple of 5 ), 1 ( 1 ) up from 1 ( 0 ).
      4(!) category points per instance at levels 10, 20 and 36 ( and for every 30 levels after if that's a thing ), up 3 from 1.
      2 prodigies at levels 30 and 42 ( up from 1 ). Additionally, +1 prodigies every 50 levels ( so 5 total at 50, and 1 more every 50 levels thereafter ).

      Generous Levels 1.5.5

      Midnight 1.6.7

      Adds two new shadowy Celestial classes.
      First is the Moon Paladin, who fight using two weapons and the two moons.
      Second is the Starslinger, who imbues their shots with the power of the stars.
      Also two new subraces that start in the Far East, regardless of class.
      Mardrop Humans and Star Elves.

      Now with a new starting zone: Save the Sunwall crops from a worm infestation.
      New second starting zone: The Tenebrous Glades.
      Travel to the barely made training camp of Midnight via a jumpgate on the west side of the Gates of Morning, then head southwest.
      The shadows summoned to conceal the camp have become restless and dangerous. Quiet them down and investigate what is working them up.

      Currently there are nine new categories.
      Celestial/Night: A utility based generic category that generates negative celestial energies.
      Celestial/Lunar Combat: Powerful offensive talents invoking the power of the moons.
      Celestial/Guidance: Some defensive and one offensive talents for Moon Paladin.
      Celestial/Shooting Stars: Combines star magic with ranged weapons.
      Celestial/Deep Space: Some high level celestial magic for Starslinger.
      Celestial/Sigils: Shape negative celestial energies into traps.
      Celestial/Glory: High level light magic for Sun Paladins and Anorithil.
      Celestial/Moon Magic: Magic derived from the two moons of Eyal.
      Celestial/Umbra: High level dark magic for Anorithil and Star Slingers.

      It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery.
      Reworks Chants and Hymns, and buffs Sunburst.

      Midnight 1.6.7

      Rebalancing 1.3.0

      Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:

      • The Assassin Lord
      • Urkis
      • Subject Z
      • The Master
      • Rak'shor

      Rebalancing 1.3.0

      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

      Class: Fallen 1.7.0

      Fallen has been added to the base game as an evolution for Sun Paladins

      This addon contains the original version, a base class afflicted/celestial hybrid.

      Fallen are unlocked alongside Sun Paladins.
      If you want to skip straight to it, I recommend using: https://te4.org/games/addons/tome/ignore-raceclass-locks

      Please report any bugs on the forum thread.

      This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins.

      Fallen have a mix of old and new trees.
      Enemies do not generate with Fallen talents.

      Celestial Combat
      Shadows
      Gloom (locked, level 0)
      Bloodstained: By making bloody attacks, increase your positive energy.
      Darkside: Consume positive energy for attacks and mobility.
      Shadows of Suffering (locked, level 10): Use your shadows for defense and control.
      Crimson Templar (locked, level 10): Magical abilities that manipulate bleeding and the battlefield.
      Black Sun (locked, level 10): Celestial attacks using gravity.

      Celestial Light
      Cursed Aura
      Self-Hatred: Spend life for Hate and power.
      Dirges: Useful songs in the style of Chants and Hymns.

      Class: Fallen 1.7.0

      Visibly Distinct Shadow Crypt 1.7.0

      Changes the appearance of the entrance to the Shadow Crypt in the far east to be different from the entrances to the Orc Prides, to avoid entering the wrong zone by mistake.

      Visibly Distinct Shadow Crypt 1.7.0

      Easy Map v2 1.6.0

      Description
      LeoMaven: I just turn off Version checker.

      Original Easy Map mod by Codefly
      ---
      UPD: I just fixed checker and remove pop-up window about newest game version and change Legend color to black :)

      This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination.

      Installation:
      For Steam users: subscribe to this mod
      From site: Download the '%mod_name%.teaa' file and copy them to Game Addon directory: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
      Check (or set) Auto: Active status on this mod in 'Addons' tab on start screen

      Remove:
      For Steam users: If you would like to remove this mod, you'll have to unsubscribe it's first from Steam and then delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
      From site: Delete the file named '%mod_name%.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons

      or make it easy in game:
      On start screen: Open 'Addons' tab and select "Manual:Disabled" in %mod_name%
      That's all.

       :::::::::::::::::::::::::::::::::::: РУС :::::::::::::::::::::::::::::::::::

      Описание
      Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный

      Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу.
      Выходы из зоны так же отображаются на карте в виде значков, кроме того реализован всплывающий диалог при перемещении с помощью карты.

      Установка:
      Для пользователей Steam: Подпишитесь на мод
      С сайта: Скачайте файл '%mod_name%.teaa' и скопируйте его в директорию Аддонов игры: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
      Проверьте, что в игре в меню 'Addons' напротив мода стоит Auto: Active

      Удаление:
      Для пользователей Steam: Если хотите удалить мод - сперва отпишитесь от него в Steam, а затем удалите файл '%mod_name%.teaa' из директории C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
      С сайта:Удалите файл '%mod_name%.teaa' из директории C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons

      или в игре:
      На стартовом экране: Откройте меню 'Addons' и выберите "Manual:Disabled" напротив %mod_name%

      Easy Map v2 1.6.0

      Mindslinger 1.6.2

      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

      Mindslinger 1.6.2

      No More Level Ten Warnings 1.7.0

      Removes the "only offers talents at level 10" warning, allowing you to spend category points in advance.

      No More Level Ten Warnings 1.7.0

      Skirmisher Evolutions 1.7.4

      Adds the following evolutions:

      Mudsligner:
      Tap into the wild side of Eyal and enhance your sling mastery with wild-gifts.
      Learn Slime, Moss, Call of the Wild, and Fungus at 1.3 mastery.
      All of your sling hits have a chance to cast a random Moss talent, centered around the target, or Slime Spit, if all Moss talents are cooling down.
      You gain 40% Nature resista nce penetration.
      Reqs: 50 Cun, 25 Wil, imbued with draconic power (consume Worm Queen Heart or Wyrm Bile).

      Fateslinger:
      Become entangled in the webs of fate and enhance your sling mastery with temporal magic.
      Learn Temporal Combat, Stasis, Fate Weaving and Spacetime Weaving at 1.3 mastery.
      You gain 25 Def, 25% all res, and 25% reduced negative effect duration after a teleport.
      While Dimensional Step is not on cooldown, you have a 25% chance when using a talent to blink randomly in a radius of 3 and tune your Paradox.
      You gain 40% Temporal resistance penetration.
      Reqs: 50 Cun, 25 Mag, defeat the Chronolith Twin and Clone.

      Fearslinger:
      Unleash your hatred to enhance your sling mastery with dark gifts.
      Learn Fears, Shadows, Dark Sustenance and Cursed Aura at 1.3 mastery and gain one level in Defiling Touch.
      Your sling hits have a chance to cast Instill Fear and your ranged attacks will now bypass allies.
      You gain 20 Mindpower per currently summoned Shadow.
      Reqs: 50 Cun, 25 Wil, defeat Ben Cruthard, the Cursed.

      Blightslinger:
      Harness the power of corruption and enchance your sling mastery with vile power.
      Learn Blight, Plague, Torment and Curses at 1.3 mastery.
      Your sling hits deal added Blight damage and cause you to enter a bloodlust-induced frenzy, granting a stacking Spellpower bonus.
      You gain 40% blight resistance penetration.
      Reqs: 50 Cun, 25 Mag, defeat the Rhaloren Inquisitor.

      Crystalslinger:
      Discover the secrets of the alchemists to construct a handy golem and enhance your sling mastery with icy infusions.
      Learn Golemancy, Explosive Admixtures, Frost Alchemy and Stone Alchemy at 1.3 mastery and gain 5 levels in Runic Golem and 1 mana regen.
      Your sling hits bypass allies and, if you have alchemist gems in your off-set quiver, each hit has a chance to instantly swap weapon sets and cast Throw Bomb before swapping back.
      You gain 40% cold resistance and iceblock piercing and when you apply Ice Armour to your golem it will also gain a damage shield and cast Taunt.
      Reqs: 50 Cun, 25 Mag, defeat 5 golems.

      Battle Skirmisher:
      Embrace the warrior within to become a true menace in battle, no longer limiting yourself to slings, but also striking with your shield, fists, and even your head.
      Learn Combat Techniques, Shield Offense, Conditioning and Thuggery at 1.3 mastery.
      Weapons Mastery will affect Shields and Unarmed combat, and while you have a sling equipped you will use your Unarmed combat stats as your Mainhand weapon.
      Your shield hits will have a 40% chance to trigger a sling attack for 50% damage.
      After moving with Rush, you will automatically attack all adjacent foes with Skullcracker. Using Bash and Smash will reset the cooldown of Rush.
      Reqs: 50 Dex, 25 Str, defeat 20 foes in melee range.

      Sunslinger:
      Bathe in the glow of the sun to enhance your sling mastery with celestial power.
      Learn Sun, Radiance, Light and Chants at 1.3 mastery.
      All sling hits will deal added light damage, and, if you have a temporary damage shield active, increase its power(up to once per turn).
      Additionally, sling hits against foes outside the reach of your Radiance will pull them 2 tiles toward you. If they are pulled into your Radiance, they are pinned for 3 turns.
      Finally, if you are affected by Sun's Vengance and Sun Ray is not on cooldown, your sling hits will cast Sun Ray on the target (triggering cooldown as usual).
      Reqs:50 Cun, 25 Mag, defeat at least 50 foes on lit tiles

      Dreamslinger:
      Master your mind and the dream forge to enhance your sling mastery with flying hammers and psionic force.
      Learn Dream Smith, Discharge, Dream Forge and Feedback at 1.3 mastery. Investing 8 points in Feedback grants 40 mindpower; 12 points in Discharge grants 60.
      Sling hits will trigger Dream Smith talents if they are not on cooldown, prioritizing the highest tier, up to once per turn. Talents triggered this way will strike up to range 10 and trigger cooldown and cost as usual.
      All of your fire damage is converted to mind damage, you gain 40% mind resistance penetration, and your sling hits generate 8 Feedback.
      Reqs:50 Cun, 25 Wil, defeat a foe while you are sleeping.

      Note: Age of Ascendancy specific requirements are waived in other campaigns.

      Skirmisher Evolutions 1.7.4

      Vor'tep 1.6.7

      Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop.

      Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN.

      Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately.

      Vor'tep have the following racial talents:

      Trollkin Fortitude
      For 5 turns, each magical, physical, or mental detrimental effect applied to you by an enemy will have the duration preemptively reduced by X turns or 50% (rounded up), whichever is greater. If this reduces the duration to 0 or less the effect is completely negated. The power of the effect improves with Constitution.

      Trollblood
      Passively increases life regen by X and healing modifier by Y%.
      Scales only on talent level.

      Blood Rush
      Sustaining this talent will cause talents to cooldown by one turn at the begining of each turn. This will occur regardless of stuns or other effects that would normally reduce or prevent cooldowns. This will not effect talents with a fixed cooldown.
      CAUTION:
      This will cause you to take X% of your maximum life as irresistible damage on the first turn, increasing each subsequent turn. Each turn the damage dealt will be 15% greater than the turn before. If your life is below 20% of your maximum at the start of a turn, the sustain will automatically deactivate.
      The damage of the effect is reduced by Willpower.

      Internal Inscription
      You are able to internalize a rune or infusion of your choice. Once chosen, the inscription will be triggered instantly when you are below 15% of your maximum life. This has a cooldown and is the only way to activate the inscription.
      Cooldown decreases significantly with talent level and is based only on this talent (the original cooldown of the inscription is completely disregarded).

      Talent icons from game-icons.net.

      Vor'tep 1.6.7

      Expanded Shop Inventory 1.7.4

      Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items.

      Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab.

      Expanded Shop Inventory 1.7.4

      Class: Martyr 1.7.0

      A new demented class, the Martyr.

      This addon requires the Forbidden Cults DLC to function.

      Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers.
      Martyrs mix together Sling and Melee combat, needing to use both (correctly timed with their current insanity) to succeed.
      With time, they developed much stranger powers.

      New Talents:
      Demented / Chivalry: A special half-tree, focusing on your melee attacks
      Demented / Vagabond: A special half-tree, focusing on the use of a sling
      Demented / Whispers: The core tree, adjusting your stats as your insanity waxes and wanes and guiding you around the battlefield
      Demented / Unsettling Words: Confuse and weaken your enemies
      Demented / Scourge: Crippling, tormenting melee attacks
      Demented / Standard-bearer: Control the battlefield with your glorious flags!

      Advanced Talents:
      Demented / Final Moment: Make use of a very special sword
      Demented / Revelation: Horrors are all around you, and you're the only one who's prepared
      Psionic / Crucible: Direct mental attacks. The more damage you take, the more damage you do!

      Old Talents:
      Cunning / Survival
      Psionic / Feedback

      Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included

      Class: Martyr 1.7.0

      Escort Rescheduling 1.7.0

      Slightly adjust the random level selection for escort quests to avoid levels with zone bosses.

      Escort Rescheduling 1.7.0

      Parasite Tweak 1.7.6

      Tweaks the Parasite resurrection to modify the current player doll (equip slot loadout) instead of switching to a fixed doll, making it play nicer with other doll modifications (such as from the excellent Weaver class addon).

      Parasite Tweak 1.7.6

      Savage Evolution for Cursed 1.7.6

      Forgo arms to ravage your foes with fist and claw.
      While unarmed, you gain all the weapon/shield bonuses of Surge, Cleave, and Repel.
      Surge, Cleave, and Repel are no longer mutually exclusive while you are unarmed and will not put the other talents on cooldown when activated. If you equip a weapon while any of these are active, they will deactivate.
      Attacks which would strike with a mainhand weapon or shield will use your unarmed stats for the weapon and/or shield attack.
      Weapons Mastery will apply to unarmed combat and Willpower will be used in place of Dexterity as a damage modifier for gloves and gauntlets.
      You learn the Grappling talent tree, unlocked at 1.3 mastery. Stamina cost for these talents is converted to Hate (at a ratio of 4:1).

      Savage Evolution for Cursed 1.7.6

      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

      Class: Hekatonkheire 1.7.0

      This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three.
      All are considered Demented, but use a new resource instead of insanity and do *not* require Forbidden Cults.
      Their talents do not appear on enemies.

      Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes.

      New Talents
      Spell / Shambler: This tree defines your combat style: stomp up to your target and wind up to a single devastating blow.
      Spell / Headless Horror: Extract your own eyes from your head and empower them into monstrous minions for both attack and defense.
      Technique / Titanic Blows: Heavy attacks with your weapons, which gain space-warping powers later on.
      Technique / Helping Hands: Use your other 98 hands to block, steal, distract, and heal.
      Technique / Harming Hands: Use your other 98 hands to grab, crush, drag, and batter.

      Advanced Talents
      Spell / Mountainshaper: Locked but available at level 0, your eldritch presence spills out into the world and warps the ground.
      Technique / Splintered Lord: Time your attacks to take advantage of your extra-dimensional nature - or just chop enemies in half
      Spell / Eyesight: Improve and direct your Wandering Eyes to better protect you and afflict your enemies.

      Old Talents:
      Cunning / Survival
      Technique / Conditioning

      By special request:
      Argosines are summoners who are heavily dependent on their Wandering Eyes to fight, but get more and better eyes than the Hekatonkhiere.

      New Talents
      Spell / Sybarite: You can never hide behind corners, but you can walk through walls.
      Spell / Headless Horror
      Spell / Watcher: Banish enemies, empower your eyes with elemental magic, and keep up a swarm of them.
      Spell / Veiled Shepherd: Actively command your eyes with extra beams, whirls, and energy.
      Spell / Hale Hands: Use your other 98 hands to block, steal, defend, and overcome.

      Advanced Talents
      Spell / Oubliette: Locked but available at level 0, your eldritch presence spills out into the world and brings endless woe.
      Spell / Eyebite: Teach your eyes to taunt, slow, and petrify, or rip out an enemy's eyes to serve you.
      Spell / Eyesight

      Old Talents:
      Cunning / Survival
      Spell / Divination

      Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing.

      New Talents
      Spell / Bloodtide: Cast your spells at the right time for extra effects, and always take one turn per turn.
      Spell / Oceansong: Add destructive and distracting music to your talents.
      Spell / Intrusion: Conjure your alien anatomy into the real world to destroy your enemies with claw, eyeball, and tentacle.
      Spell / Polyps: Summon carnivorous coral into enemies, then sacrifice it to protect yourself.
      Spell / Chronorium: Teleport back and forth, and deal with today's damage tomorrow.

      Advanced Talents
      Spell / Marching Sea: Locked but available at level 0, channel the myths of the other place to disable your enemies and rain down blood.
      Spell / Null Vizier: Control the light to hide, attack, and defend.
      Spell / Moon Wurm: You've finally realized, you aren't just you, you're someone else too. The Moon Wurm provides random support and a powerful summon.

      Generic Talents

      Old Talents:
      Cunning / Survival
      Otherness
      Other Page: Use your many many limbs to achieve mastery of magic and items.

      Class: Hekatonkheire 1.7.0

      Tinker vs. Tinker 1.7.0

      Enemies can only spawn as steamclasses if you have tinkers yourself.

      Tinker vs. Tinker 1.7.0

      Walking Armory Evolution for Marauder 1.7.6

      Adds a new evolution for Marauders, the Walking Armory.

      Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield.

      You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots.

      When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage.

      When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies).

      Walking Armory Evolution for Marauder 1.7.6

      Less Weird 1.7.0

      Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast.

      Less Weird 1.7.0

      Shimmer Pack: Pyromania 1.6.0

      Cosmetic pack!

      Shimmer Pack: Pyromania 1.6.0

      Slice the level 16 Eclipsed Fallen by Phallushatesu (2024)
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