Naught the level 8 Moon Fox Corruptor by Xammux123 (2025)

Table of Contents
Alchemy Woes: Only One Provider 1.4.6 Quantum Slider 1.7.4 Sapper 1.7.4 Bear Race 1.7.6 Bloodriver Adherent Class 1.7.6 Tougher Escorts 1.7.4 Melinda on the Map 1.7.0 Stalker Evolution for Rogue 1.6.7 Elkan's Infinite Dungeon Tweaks 1.7.4 Class+Race Pack 1.7.4 Rise of the Ooze 1.7.4 Role Race 1.7.4 Gnomes 1.7.2 Artificer Class 1.7.4 Class: Hekatonkheire 1.7.0 Gladiator Fork 1.5.10 Merchant on the Map 1.7.0 Tinker Cave for Everyone 1.7.0 Nocturne 1.7.4 Evoker 1.7.2 Simple Man 1.7.4 Race: Leprechaun 1.7.4 Morvarc'h's Improved Escorts 1.7.4 Items Vault 1.7.0 Werekracken's Beholder Fork 1.7.2 Light From Below 1.7.6 Dreamasaur 1.0.1 Resourceful Wanderers 1.7.6 Damblis Race 1.7.6 Outlander 1.7.4 Adventurer+Multi Evolutions 1.7.0 Forbidden Cults 1.7.4 Official Expansion! Class: Shining One 1.7.0 Calligrapher 1.7.4 Naloren Pack 1.7.4 Abomination Race - Bamboo Edition 1.4.9 Recaiden's Evolution Prodigies 1.7.0 Timeshaper Class 1.7.4 Proper Possession 1.7.0 Point Credits 1.7.2 Inferno Race Pack 1.7.0 Ignore Race/Class Locks 1.7.0 Lumberjack on the Map 1.7.0 Weaver Class 1.7.6 New Alchemist 1.7.2 Embers of Rage 1.7.4 Official Expansion! Features: Improved Auto-explore and Rest 1.7.2 Better Sandworm Lair 1.5.10 Free Respec 1.7.2 The Hammer of Urh'Rok: Part I 1.7.4 Summoner rework 1.7.4 Adventurer Mastery 1.7.2 Infinite Levelup 1.7.2 Discordant class (and friends) -updated 7v- 1.6.7 The Burning Coals 1.4.9 Possessor Bonus Class 1.7.4 Augur Class Addon 1.7.6 Skirmisher Evolutions 1.7.4 Class: Harvester 1.7.6 Wilder Balance 1.7.4 White Monk 1.7.6 Steel Monk Evolution for Brawler (Cider Fork) 1.7.0 Class: Wisp 1.7.0 Ashes of Urh'Rok 1.7.4 Official Expansion! Features:
Addons

Alchemy Woes: Only One Provider 1.4.6

Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists
from suddenly finishing potions. Basically instead of a random 3-5, you can get a specific 9. There's only one ingredient provider they have handy it seems.

Alchemy Woes: Only One Provider 1.4.6

Quantum Slider 1.7.4

Adds a new race: the Vorloth.

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

Adds a new Chronomancer subclass, the Quantum Slider.

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

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

Their new, unique trees are:

- starting unlocked class trees -

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

- locked higher (from lvl 10) class trees -

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

- starting unlocked generic trees -

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

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

- locked generic trees -

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

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

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

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

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

Thanks for playing and for the feedback!

Quantum Slider 1.7.4

Sapper 1.7.4

Description

This addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work.

Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair.
They have an automated onarger, serving as a permanent ally. They can manipulate the terrain by digging tunnels and creating impassable pits.
But they are also trained for short range combat and will not hesitate to stick their pickaxe in their enemies' skulls.

They have 9 class trees, including 4 locked ones :
- Battle Machinery
- Siege Engine (new tree) : build 3 different temporary construct that will attack your foes and protect you
- Onager (new tree) : build a permanent construct that will follow you, hurt and disable your foes, and help you reposition
- Tool Combat (new tree) : join the fray, using your knowledge of tools to deconstruct your foes' equipment as you fight, or hit your construct to temporarily improve them instead.
- Death Tools (new tree) : use the carnage of the battlefield to your own advantage

- Trapping (locked)
- Automation (locked)
- Sapper (locked, new tree) : control the field to improve your odds of survival
- Steampunch Arts (locked, new tree) : find new inventive ways to punch your enemies in the face, or embed a pickaxe in their skulls

They have 6 generic trees :
- Combat Training and Survival
- Physics and Chemistry
- Blacksmith
- Engineering

Disclaimer

Please report any bugs you find and I will endeavor to fix them ;)
Any input is helpful and appreciated.

If possible, please take discussions and bugs report to the forum thread :

Credits

http://game-icons.net/ for all the talent and effect icons.

In advance, whoever tries this out and gives me feedback so I can continue to improve it !

Changelog

1.2.1 :
- 1.2.0 but it actually works (possibly, maybe)

1.2.0 :
- added translation support (possibly, seemed too easy, tell me if it doesn't actually work :D)
- fixed a couple typo
- fixed dead ammunition being given to every siege engine even if you didn't know it
- fixed dead ammunition buff description

1.1.0 :
- Possibly fixed a rare bug with You Shall not Pass and Battle Machinery traps (and other traps ? i couldn't reproduce the bug so...)
- Buffed Onager damage in the early game and nerfed it late game (by ~15%)
- Nerfed Salvage and Tough Love explosion damage by ~20% and ~40%
- Tough Love max charges is now 4 instead of 5
- Fixed Tough Love to properly grant all res rather than physical res to Onager
- Tough Love now automatically targets an enemy if there is only one in melee and no allies in melee
- Tough Love explosion now also reduce the summon lifespan by 1
- Nerfed Ram base damage by ~15%, and bonus damage by 25%
- Fixed Ram to properly check for stun resistance
- Ram ramming a Ram now has a special interaction
- Nerfed Polybolos and Scorpio durability, they have increased life rating but no longer gain CON
- Scaled Polybolos and Scorpio stat gain with level (worse early, slightly stronger late)
- Buffed Lay Siege cd 25 --> 15
- Buffed Line of Fire cd 18 --> 12
- Nerfed Dig In : all res, crit shrug, and cleanse reduced by ~25%, but regen boosted
- Revised Onager munitions : Fire now deal ~25% more damage, and Bleed damage reduction scale with TL (roughly the same at 5/5)
- Revised Dead Ammunitions : no longer reduce damage, but talent fail chance is increased
- Buffed Cannonball : cd fixed at 8, range increased
- A whole new unarmed tree !

1.0.2 :
- Salvage now target a party member by default rather than an enemy
- Fixed a bug with Annihilator talent when playing adventurer
- Fixed Dig In buff not going away when deactivating the sustain
- Clarified a couple description
- Onager now comes back to you when you get more than 10 tiles away from it, without regards for walls and other obstacles
- Nerfed Tough Love heal power by about 25%
- Buffed Polybolos and Scorpio early game damage (no more 2 damage per shot at level 1 !)

1.0.1 :
- Because Rexorcorum is a wonderful person, wielded pickaxe are now visible on player doll <3
- Spelling fixes, clarity added to some descriptions
- Cannonball now properly checks for unarmed
- Salvage properly deals damage around the siege engine and not yourself
- Learning Onager now automatically fulfills the requirement of 100 summons for Blighted Summoning

1.0.0 : release !

Sapper 1.7.4

Bear Race 1.7.6

Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear.

Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree.
The mod is an early work in progress. A future development goal is to adjust dialogues and create new scenarios to reflect a bear's limited communication capabilities.

Racial talents
- Maul: You gain two powerful unarmed paw attacks. Despite being unarmed, you can use your paws to perform most attacks that would normally require melee weapons.
- Ironhide: Gain strong defences that scale with physical power, and the ability to treat your tough hide as light armour
- Ursine Ingenuity: Reduce all cooldowns and increase almost all stats granted by the few items you can actually wear
- Huge. Angry. Bear.: You become far larger, faster, tougher, and stronger.

Bear Race 1.7.6

Bloodriver Adherent Class 1.7.6

Adds Bloodriver Adherent class, a Mage subclass.

Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately.
They also have access to unique Bloodriver spells which utilize their own mana-infused blood to enhance their effects.

Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast.
By default, this class can, and it is recommended, to focus on 2 different basic element talent trees. These 2 selected elements will later got advanced talents that you can learn.

There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible.
However, how you want to play this subclass, which talent to choose, is up to your liking.
You want to cause debuffs to your enemies? Prolong debuffs and make them suffer? sure you can!
You want to summon a cute golem to do your bidding and cute fairy to spice things up? Go ahead!
You want to just straight up deal damage to your enemies? say no more!
You can even summon some totems, put traps, and more.

There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by:
killing a certain named bear
destroy a certain magical crystal
killing a certain spider in the east, and
going to a certain place where magic are blazing.

This subclass is a bit tricky to play and on the harder side of difficulty-wise.
As both mana and life are used as resources to cast, and both life and mana dictates your livelihood, you will need to manage your mana and life, and choose your actions carefully.
If your mana is empty, you won't instantly die, but you will suffocate and take damage every turn. Suffocation will last until either you die or you replenish your mana.
There are a lot of self-perseverance talents embedded in this class, so you can take those to ensure your longevity.

Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself!

If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers.

Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3.

Bloodriver Adherent Class 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

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

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

Elkan's Infinite Dungeon Tweaks 1.7.4

Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead

Elkan's Infinite Dungeon Tweaks 1.7.4

Class+Race Pack 1.7.4

Adds several new classes and races:
- Bladebender class: Psionic melee fighter that triple-wields daggers and has "meta" talents that can modify other talents.
- Harbinger class: Wilder melee fighter that channels storms through their attacks. More powerful against groups of foes than against single targets. Their class talents do not use resources.
- The Cooler Anorithil class: Revamp of the Anorithil class that must directly alternate between Solar and Lunar talents instead of managing positive/negative energy.
- Zephyr class: Basically a ranged and exclusively lightning-based version of Arcane Blade. Overpowered, not a serious class, and mostly exists to demonstrate instant projectiles.

- Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them.
- Dreamelf race: Overpowered race that can reposition enemies and shorten talent cooldowns.
- Lich race: Undead race that can convert a portion of all their damage into a damage type of their choice.

This addon also makes a couple other changes to make the Zephyr class work:
- Feather Wind is no longer snapshottable, provides less defense but provides both melee and ranged defense, and its maximum encumbrance is no longer spellpower-dependent.

Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers.

You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below.

Weight: 134953

===== Credits =====
As in vanilla, all talent icons are from http://game-icons.net/ and licensed under CC-BY 3.0. Class icons are from https://opengameart.org/content/painterly-spell-icons-part-4 and https://opengameart.org/content/11-planet-sci-fi-set .

Sounds:
http://freesound.org/people/pingel/sounds/2689/ CC 0
http://freesound.org/people/artifact/sounds/29675/ CC BY 3.0
http://freesound.org/people/BOBtheROSS/sounds/244358/ CC BY 3.0
http://freesound.org/people/CGEffex/sounds/98335/ CC-BY 3.0
http://freesound.org/people/Ephemeral_Rift/sounds/77370/ CC BY-NC 3.0
http://freesound.org/people/jameswrowles/sounds/248219/ CC BY 3.0
http://freesound.org/people/Julien%20Matthey/sounds/105016/ CC 0
http://freesound.org/people/misosound/sounds/251759/ CC 0
http://freesound.org/people/nicStage/sounds/64460/ CC BY 3.0
http://freesound.org/people/benjaminharveydesign/sounds/315914/ CC 0
http://freesound.org/people/misosound/sounds/251759/ CC 0
http://freesound.org/people/werra/sounds/232130/ CC 0
http://freesound.org/people/bspiller5/sounds/157616/ CC 0
http://freesound.org/people/qubodup/sounds/219566/ CC-BY 3.0
http://freesound.org/people/gezortenplotz/sounds/20135/ CC-BY 3.0

===== Changelog =====
1.1.1:
- Added Moon Fox race
- Bug fix: Dreamelf/Moon Fox gender restriction now works fully
- Simplified Resistance to give all resistance instead of physical, fire, cold, lightning, and acid resistance, and greatly reduced its resistance value to be more in line with Thick Skin (i.e. it sucks now)

1.1.0:
- Updated for ToME version 1.7.2 (including translation support)
- Changed some talents to mitigate ToME's crit tracking bug ( ). Talents with non-damaging effects that crit (e.g. Countershock, Solar Shield) now try to preserve previous crit state; other affected talents are detailed individually below.
- Redesigned all combatTalentLimit() calls, attempting to adapt to 1.7's change to combatTalentLimit() shape.
- Slight changes to various talent descriptions for consistency.
- Bladebender:
- Bug fix: Deja Vu no longer routinely fails to force its target and no longer infinitely repeats talents with coroutines
- Bug fix: Specialty can no longer be used on prodigies
- Bug fix: Specialty now calls on_mastery_change and updates talent passives correctly
- Bug fix: Eliminated an accidentally-left-in debugging line (printed "asdfasglasldgkj" when Project reactivated after leveling up)
- Air Parry now prints its message right before destroying a projectile instead of right after
- Cooler Anorithil:
- Bug fix: Selenelion now provides the correct amount of extra spell crit multiplier
- Bug fix: Ad Astra no longer refers to Jumpgate in its failure message (text-only bug)
- Crit tracking bug mitigation: Syzygy talent now uses instant bolts instead of projectiles, tries to preserve previous crit state, and uses its own crit state for its damage
- Crit tracking bug mitigation: Star Song beams now crit individually
- Crit tracking bug mitigation: Solar Flares explosions now crit individually
- Resistance's talent level scaling curve for its resistances adjusted (lower values at talent level 1, higher values at higher talent levels)
- Solar Shield duration reduced to 5 (from 10); the long duration was a holdover from when Bathe in Light could be obtained from escorts
- Solar Shield's description now includes damage shield power and duration bonuses
- Harbinger:
- Finally got rid of the Tremor category.
- Crit tracking bug mitigation: Flashover now tries to preserve previous crit state and uses its own crit state for its damage
- Fortress of Ruin now provides evasion instead of a variant of crit shrug.
- Resistance now provides slightly more resistance
- Resistance's resistance cap bonus now converges instead of scaling at ^0.5
- Fortitude now scales linearly (previously ^0.75) and generally gives slightly more saves
- Lich:
- Bug fix: The Lich talent now describes the effect of 1.7 critical shrug instead of 1.5 critical shrug.
- Ancient Knowledge now has a safeguard for talent categories that are known by the actor but don't actually exist (fixes compatibility with Arcanist class from Arcanum).
- Zephyr:
- Bug fix: Lightning Phase's damage can now crit
- Crit tracking bug mitigation: Hail of Destruction's spell crit now happens per-target for the lightning explosion, instead of before doing the archery attack

1.0.1:
- Removed some debugging print() calls
- Bug fix: Vortex now attributes its damage correctly (allows it to trigger "Talent on hit (mindpower)" directly)
- Bug fix: Ancient Knowledge no longer affects mastery of prodigies (coincidentally fixes Adept error)
- No longer modifies Tempest because its snapshotting is fixed in Bugfix Pack.

1.0.0:
- Initial release
- Changes to the classes and races:
- All content updated for ToME4 version 1.6.7
- Removed legacy talents/effects/etc. that were kept for save compatibility in the original addons, since this is a new addon (and 1.6 is not save compatible with 1.5 anyway)
- Some indentation cleanup
- Edited some descriptions
- Bladebender:
- Bug fix: The sound effect for Break Guard now accounts for the enemy shrugging off the disarm or stun
- Bug fix: Deja Vu recursion guard no longer sticks around slightly longer than intended when the Deja Vu sustain is deactivated
- Bug fix: Deja Vu now has a message when its chosen talent is lost, like the other Talent Perfection talents
- Bug fix: Specialty now updates the passive effects of non-passive talents
- Bug fix: Waiting Blades now only attacks hostile creatures as it claims
- Lesser Weapon Focus can now trigger from all attacks that did not originate from Lesser Weapon Focus, but has a lower trigger chance
- Reduced healing and psi gain from One With Blades by 1/3
- Healing and psi gain from One With Blades is no longer rounded
- Perforate now uses blood color
- Talent Perfection messages for talents being lost no longer begin with a space
- Dreamelf:
- Updated experience penalty to match the change to Shalore
- Updated healing infusion to be inscribed instead of in inventory, to match changes to other races
- Cooler Anorithil:
- Bug fix: Finally implemented Sear and Numb with callbackOnDealDamage, fixing them searing/numbing through damage shields. Also can I just say that death_note is a really bad variable name
- Bug fix: Solar Focus Target now actually removes itself if the source dies or otherwise disappears
- Bug fix: Solar Focus now deactivates immediately upon changing levels
- Bug fix: Solar Flares no longer fails to roll crit and shift alignment when it doesn't find any targets
- Renamed from "Anorithil" to "Cooler Anorithil" and is now separate from the vanilla class (no more monsters with it)
- Added class icon
- Added "SOLAR_", "LUNAR_", "LIMINAL_", to unprefixed talents' internal names to reduce the chance of addon conflicts.
- Talents with 3D sounds no longer lose volume with distance, and have had their panning adjusted
- Changed Cunning/Survival mastery from 1.1 to 1.0
- Replaced Duality's projectile deflection chance with a much lower chance to avoid damage
- Reduced the amount of critical chance from Selenelion
- Reduced the damage of Spontaneous Combustion
- Renamed the new version of Corona to Syzygy
- Renamed the new version of Jumpgate to Astral Gate
- Renamed the new version of Jumpgate: Teleport To to Ad Astra
- Renamed the new version of Moonlight Ray to Lunar Ray
- Renamed the new version of Searing Light to Solar Light
- Renamed the new version of Shadow Blast to Shadow Burst
- Renamed the new version of Starfall to Dark Star
- Renamed the new version of Totality to Occultation
- Renamed the new version of Twilight Surge to Twilight Pulse
- Increased minimum pitch of Lunar Ray sounds
- Increased minimum pitch of first Shadow Blast sound
- Increased minimum pitch of first Solar Light sound
- Increased volume of Occultation sound
- Harbinger:
- Bug fix: Particles for Channel Fire, Channel Cold, and Cyclone are no longer lost on save/load
- Bug fix: Cyclone particles now disappear if it is completely unlearned
- Added "HARBINGER_" to talents' internal names to reduce the chance of addon conflicts
- Capped all talent radii at 10
- Arc now attacks monsters in order of how many arc steps it took to reach them, with ties broken randomly
- Arc now has a safeguard against stack overflows when attacking extremely long chains of monsters (chains shorter than 127 monsters are unaffected, so it can still hit over 16,000 monsters)
- Reduced the effect of Chill
- Adjusted scaling of Countershock's cooldown with talent level, nerfing it at talent level 2+
- Reduced Cremate's heal by 70% but removed its once-per-turn restriction
- Cremate no longer plays a sound
- Increased Cyclone's damage by 50%
- Made Electrical Disruption's cooldown scaling less extreme at low talent levels
- Electrical Disruption now plays its sound at the user's location instead of the target's
- Reduced the number of effects removed by Electrical Disruption
- Halved Flashover damage.
- Reduced Flashover radius (matches new Storm Conduit radius)
- Foreshock's sound now has randomized speed
- Reduced the amount of evasion given by Megathrust
- Changed Mist's life regeneration to scale with talent level only (not mindpower), but increased its healing modifier bonus. This also fixes the snapshotting bug with the life regeneration
- Reduced the amount of physical power given by Mountain Mover (now that weapon masteries give less)
- Storm Conduit's radius now scales with talent level
- Storm Conduit's sound now has randomized speed
- Greatly reduced Storm Conduit damage, due to Cremate now being able to trigger it multiple times per turn
- Reduced the effect of Suppressing Fire, especially at low talent levels
- Vortex's sound now has randomized speed
- Reduced the number of effects removed and wards given by Torrent
- Lich:
- Due to 1.6 inscription changes making undead MUCH less bad, this race had to be nerfed a lot.
- Increased experience penalty from 0% to 20%
- Removed stun immunity (farewell consistency with NPC liches)
- Reduced life rating from 10 to 8
- Absorb Essence now recovers steam
- Ancient Knowledge's Infinite Dungeon hack revised to be monotonic (going from slightly below effective talent level 10 to slightly above it no longer makes the talent worse)
- Reduced the crit shrug chance on the Lich talent by about 28%
- Reduced the Cunning-based saves on the Lich talent by 1/3
- Zephyr:
- Bug fix: Recharge now uses callbackOnDealDamage, fixing e.g. 0 damage hits providing mana
- No longer starts in Angolwen because Abashed Expanse is obnoxious
- Self-targeting with Lightning Phase now gives Stormshield instead of Elemental Surge: Lightning (which was similar to Stormshield before 1.6), with a threshold of 0.01 and a small number of charges
- Greatly reduced the flat damage reduction from Static Shield
- Storm Infusion is now passive
- Reduced Sylph's damage avoidance chance
- No longer has Spell/Phantasm or modifies its talents; starts with Disperse Magic instead of Illuminate
- No longer alters Chain Lightning or Thunderstorm
- For consistency with vanilla, the Mobile Defense talent no longer applies to the Feather Wind defense bonus (only relevant in combination with other third-party addons)
- The Storm Fury artifact no longer grants Storm Archery mastery

Class+Race Pack 1.7.4

Rise of the Ooze 1.7.4

Adds Oozewalkers, antimagic powered undead who are incapable of using infusions but gain powerful racial talents. They also begin in a new starting town (shared with Oozemancers).
Additionally, people beginning in this starting zone can complete the quest Storming the City through it to gain a different reward.
Note: This is the first release and the Storming the City alternate reward is a very strange item, so it may not function as intended for all sustains. Additionally, balance may not be spot on yet, balancing is hard and I am not good at it.

Full Details:
Racial Talents:
Infusion of Slime - Use one Infusion from your inventory, putting the talent on the cooldown of the inscription plus five.
Oozing Blood - Gain a regeneration effect for 5/6/7 turns, scaling with the greater of Willpower and Constitution.
Jelly Form - Gain many weak resistances. None of the resistances values are high enough to be reliable, but it gives a lot of them, so.
Dissolving Dash - Dash to a location, moving through enemies to a tile 5-10 tiles away and corroding everything you pass through, reducing their resist all for a short time.

Reward from Storming the City with the Oozing Cradle:
Phosphorus Heart, a Lite with the ability to steal magical sustains and cause enemy sustains to randomly fail within radius 5.

Rise of the Ooze 1.7.4

Role Race 1.7.4

Role play kit/ロールプレイキット(日本語は英語の下です)

Ninja Assassin Trapper! and More Wizards

Class addition packs are now available for adding Cornac races!
3 additional classes in Rogue,
Add 5 additional classes to Mage.

Ninja
Rogue's rival and Stealth-specific bandit.
Real ninjas don't like flashy attacks that leave a mark.
He is good at handling kunai (and shuriken).
If you become a ninja master, you can do unarmed battles, traps, and dual wield as you like!
And from the beginning, it is excellent at handling Exotic weapons (Trident, whip). (+3)
"As expected, a ninja, dirty!"

Assassin
A deadly gimmick with dual wield daggers and Qatar.
Marauder who can covertly? More than that!
Brawler's continuous attacks, dual wield attacks, and abundance of techniques are the best in all classes.
With this, you too "Assassin Crxxd"
Not enough class points!
"Assassin is dirty!"

Trapper
The trap talent factor is 2.0 without having to learn Prodigies.
Cun + 10.
Can I only use traps?
No, prove that you can * win * with just a trap!
"As expected, the trapper is dirty!"

more Wizards (Challenger Class)
People who have continued to study in Angolwen and have been very successful in the field, but have forgotten something.

Pyromancer
If it's a flame, leave it to me! But I feel like I forgot something. Ice magic.
Cryomancer
Leave it to the ice! But I feel like I forgot something. Fire magic.
Crystalomancer
Leave it to physics! But I feel like I forgot something. Air magic.
Wizard
Leave it to advanced magic! But I feel like I forgot something. Lower magic.
Warzard
Leave it to attack magic! But I feel like I forgot something. Auxiliary / defensive magic.

Race/human add cornac fravors
Highalf
Earthling
Paralleling
Animaling

Highalf is a mixed-race albino of Higher and Cornac.
While having aptitude for magic, it has high application power.
However, mixed-race Highers are frail and rarely survive.
Mag+1
Life rate is -2.

Earthling was a resident of another star than Eyal.
It is called a different world reincarnation, and the soul possesses Cornac.
Its magical power is weak and 6 is low, but it has 2 more class talent points.

Paralleling is a resident of a different star than Eyal.
It is a being summoned from the earth as it is (live) to another world.
There is almost no magical power by nature, and 9 is low, but instead, he is highly motivated to learn and has 1 additional category point (2 points in total).

Animaling is a mutant of Cornac, a half-beast man with beast ears and tail.
Sometimes he has sharp claws and a hard beak on his limbs.
It is said to have been blessed by the nature of Eyal.
Its magical power is weak and 6 is low, but it has 3 points for quickness and 4 points for all saves with a keen sense.
Life Rate+1(11)
---
忍者 アサシン トラッパー !と、何かを忘れた魔法使いたち

コーナック種族追加アドオンにクラス追加パックが登場!
盗賊に3種の追加クラス(挑戦者向け)、
魔導士に5種の追加クラス(挑戦者向け)を加えます。

忍者
盗賊の好敵手であり、隠密行動に特化した盗賊サブクラスです。
本当の忍者は痕跡を残す派手な攻撃を好みません。
苦無(と手裏剣)の扱いに長けています。
忍者マスターともなれば、非武装戦闘も罠も二刀流も思いのまま!
そして最初から異邦武器(トライデント、鞭)の扱いに優れています。(+3)
「さすが忍者、汚い!」

アサシン
二刀流の短剣とカタールによる必殺の仕掛け人。
隠密ができるマローダー?それ以上さ!
Brawlerの連続攻撃、二刀流の攻撃、技の豊富さは全クラス随一。
これで貴方も"アサシン・クリ〇ド"
クラスポイントが足りない!?
「さすがアサシン、汚い!」

罠師
奥義を習得するまでもなく、罠タレント係数が2.0。
賢さ+10。
罠しか使えない?
いや、罠だけで*勝利*できると証明してくれ!
「さすが罠師、汚い!」

何かを忘れた魔法使い達(挑戦者クラス)
アンゴルウェンで研究ばかりし続けて、
その分野では大成功したけれど、何かを忘れた人たち。

火炎術師
火炎なら任せろ!でもなにか忘れた気がする。Ice魔法とか。
氷術師
氷なら任せろ!でもなにか忘れた気がする。Fire魔法とか。
晶術師
物理なら任せろ!でもなにか忘れた気がする。Air魔法とか。
大魔導士
上級魔法なら任せろ!でもなにか忘れた気がする。下級魔法とか。
戦闘魔導士
攻撃魔法なら任せろ!でもなにか忘れた気がする。補助・防御魔法とか。
---
Higher-Half/Highalf/上級人ハーフはHigherとCornacの混血のアルビノです。
魔法に適性を持ちながら、高い応用力を備えています。
ただし、混血の上級人は虚弱で、生き残る者は稀です。
魔力+1
レベル毎HP上昇(ライフレート) -2(8)

Earthling(地球人/イヤル転生者)はEyalとは別の星の住人でした。
異世界転生と言うもので、魂がCornacに憑依した存在です。
魔力が弱く6も低いですが、努力で補うために
class 才能 ポイントを2点多く持っています。

Paralleling(異世界召喚者)はEyalとは別の星の住人です。
地球からそのまま(生きたまま)異世界召喚された存在です。
魔力が生まれつき殆どなく、9も低いですが、
代わりに学習意欲が高くカテゴリポイントを追加で1点(合計2点)持っています。

Animaling(アニマリング/半獣人/ケモビト)は
Cornacの突然変異で獣の耳や尾を持つ半獣人です。
時には手足に鋭い爪や硬い嘴を持っています。
Eyalの大自然から恵みを受けたとされています。
魔力が弱く6も低いですが、素早く(機敏+3)
危険を察知する鋭敏な感覚で全セーブを4点多く持っています。
レベル毎HP上昇(ライフレート)+1(11)

Role Race 1.7.4

Gnomes 1.7.2

Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council.

Garden Gnomes have nature skills, but are not necessarily antimagic.
Ensorcelled Gnomes have magic skills.
Tinker Gnomes have tinkers. (only available if you have Embers DLC enabled)
Iron Gnomes have strength and constitution skills. (only available if you have Embers DLC enabled)
Cursed gnomes have hate skills.
Shady gnomes have cunning skills.

https://github.com/Werekracken/tome-gnomes

All gnomes get:
A second tool slot. (Most tools share a cooldown so it's not amazing to have a second one, but can save your butt by not having to equip a different tool in combat.)
Two generic trees. (If your class also has that tree then you get that tree at +0.3 talent level.)
An extra generic talent point every 10th level.
Special alchemist golems.
size_category = 1, the smallest
life_rating = 9, second lowest tied with halflings
Experience penalty: 10%

--
Garden gnomes
Stat modifiers: +2 Willpower, +2 Cunning

Generic Trees:
Wild-Gift / Call of the Wild
Wild-Gift / Fungus

These trees add a huge amount of survivability.

--
Ensorcelled gnomes
Stat modifiers: +2 Magic, +2 Cunning

Generic Trees:
Spell / Divination
Spell / Staff Combat

--
Cursed gnomes
Stat modifiers: +2 Willpower, +2 Cunning

Generic Trees:
cursed/dark-sustenance
cursed/cursed-form
cursed/cursed-aura (optional)

--
Shady gnomes
Stat modifiers: +2 Dexterity, +2 Cunning

Generic trees:
Cunning / Scoundrel
Cunning / Lethality

--
Tinker gnomes
Only available if you have Embers DLC.

Stat modifiers: +4 Cunning

Generic Trees:
Steamtech / Physics
Steamtech / Chemistry

They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route.

--
Iron gnomes
Only available if you have Embers DLC.

Stat modifiers: +2 Cunning, +2 Strength

Generic Trees:
Technique / Conditioning
Steamtech / Blacksmith

--
Gnomish alchemist golems

Class Trees:
Technique / Shield Offense
Golem / Fighting
Golem / Arcane
Spell / Enhancement

Generic Trees:
Technique / Conditioning
Technique / Thuggery

All skill trees are are locked and have x1.00 multiplier (instead of x1.30).

--Starting points
2 category points.
2 stat points.
1 class point.
1 generic point.

--Level up points
2 stat points every level.
1 class point every other level.
1 generic point every 4th level.
1 category point at level 20.
1 category point at level 34.

But wait, there's more!

In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots.

Additionally for tinker gnomes:
Your golem can equip tinkers too!
Your golem can use steamsaws, but you probably want to equip the golem with a steam generator.
Steamsaw Mastery is included in Golem Power for tinker gnomes.
Your golem can use both runes and implants.

--
Comments
There is not much new here. The goal of gnomes is to add more race variety.

A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon.

The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools.

I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug).

--
Changelog
- v1.0.0 Initial release of tinker, garden, and ensorcelled gnomes.
- There is an issue with tinker gnome alchemist where using the "interact with golem" interface can duplicate tinkers. Auto-swap tinkers doesn't work correctly on the golem either. I'm not sure how to fix this...
- Not a bug with this addon: demonologist tinker slots and demon slots don't play well together. The problem is not specific to the gnomes addon.
- v1.0.1 Fixed the Ensorcelled Gnomes spell/utility tree so it is properly disabled when silenced.
- v1.0.2 Fixed some copy/paste errors between v1.0.0 and v.1.0.1.
- v1.1.0 Updated init.lua and put the long description on the Gnomes addon page. Added the Cursed gnomes.
- v1.1.1 Changed the overload of golemancy to a superload, which is a better way to do it. (Thanks FL0RENT_.)
- v2.0.0 I read somewhere on the forums where DarkGod said that class trees shouldn't be given to races, so I took out class trees. Gave gnomes a second tool slot and +2 Cun. Bumped life per level a little. Added Shifty gnomes.
- v2.0.1 Since they are cousins to dwarves, give them the same life rating. (Gnomes were way too squishy.) And remove the exp penalty because gnomes are definitely not OP.
- v2.0.2 Added Iron Gnomes. Added the trees they get to their descriptions in the class selection so you have an idea of what you're getting before you choose them.
- v2.0.3 Fix iron gnomes stat description, set starting steam generator and injectors on tinker gnome to be marked for transmutation, and take out safety net lines that prevent classes that don't start with golem from learning golemancy.

Gnomes 1.7.2

Artificer Class 1.7.4

Adds an Artificer class to the game.
Artificer is a versatile class that specialize in items.
They are able to craft items and use them in ways that other classes cannot.

Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone.

Requires Embers of Rage DLC

Artificer Class 1.7.4

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

Gladiator Fork 1.5.10

This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which.
Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however, they are also proficient with two-handed weapons and shields.
They learn many techniques for use with Axes, Maces, Swords and even more exotic weapons. Gladiators are able to quickly swap weapons and stack numerous detrimental effects on their foes, then finish them off with techniques that grow more deadly the more devastated their enemies become.
Includes six new class trees and one new generic tree, allowing for a variety of builds. Will you wield maces and shields and wear your foes down while sheltered inside your armor or put defense aside, pick up a pair of waraxes and become The Axebutcher?

Gladiator Fork 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

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

Nocturne 1.7.4

Adds the Nocturne, a Darkness-based Doomed evolution.

The Nocturne gains extra proficiency in the Cursed/Darkness tree, as well as access to two new high-level trees:

Nightwalker - Use the darkness to escape, approach, hide, heal, and invisibly strike your foes.

Umbra - Your darkness takes hold inside your enemies, giving you unprecedented power against them.

Nocturne 1.7.4

Evoker 1.7.2

This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you.

It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key.

NOTE: This addon requires that you have the Ashes DLC active.

https://github.com/Werekracken/tome-evoker

---Generic talents
cursed/cursed-form
cursed/diabolical
cunning/survival - locked (because everyone gets it)
cursed/cursed-aura - optional

-Cursed/Diabolical:

Demonic Pulse:
You sacrifice 10%% of your current health to send out a pulse of demonic energy in radius 10.
All minions in the pulse gain 25%% global action speed for %d turns and the pulse will attempt to daze all foes for %d turns.
You also use your knowledge of the demonic arts to passively obtain unlife, making it so that you only die when your life reaches -%d.
The amount of unlife and the chance to daze increases with your Mindpower.

Demon Portal:
You instantly swap places with your demon. This heals both of you for %d life and you gain 5 hate.
Afterwards, your demon and yourself will be out of phase for 3 turns. In this state all new negative status effects duration is reduced by %d%%, your defense is increased by %d and all your resistances by %d%%.
The amount healed and out of phase bonuses will increase with your Mindpower.

Speed Demon:
You sacrifice 10%% of your max health in return for speed and power.
While sustained you gain %d%% movement speed and increase your Mindpower by %d.
The speed bonus will increase with your Willpower.

Abyssal Shield:
Surround yourself with a defensive aura, increasing armor by %d, and inflicting %0.2f fire and %0.2f blight damage to all attacking foes.
Additionally, your vim will enhance your defences, reducing all damage by %d%% of your current vim (currently %d), but never reducing by more than half of the original damage. This will cost vim equal to 5%% of the damage blocked.
The damage will scale with your Mindpower.

---Class talents
corruption/demon-summons
corruption/sanguisuge
corruption/shadowflame
corruption/vim
cursed/darkness
cursed/fears
corruption/blood - locked
corruption/doom-covenant - locked
corruption/fearfire - locked

-Corruption/Demon Summons:

Summon Demon:
Summon a demon by sacrificing 50%% of your current health. Your demon's primary stat will be improved by %d, its two secondary stats by %d.
At talent level one, you may summon an fiery imp; at level three a shadowy dúathedlen; and at level five a grotesque uruivellas.
Summoned demons can only be maintained up to a range of %d, and will rematerialize next to you if this range is exceeded.
Only one summoned demon may be active at a time, and the stat bonuses will improve with your Spellpower.

Demon Unity:
You now gain %d%% spell speed while Summoned Demon: Imp is active, %d%% resist all while Summoned Demon: Dúathedlen is active, and %d Mindpower while Summoned Demon: Uruivellas is active.
(Takes effect upon summoning.)
These bonuses scale with your Spellpower.

Flame Fury:
You sacrifice 10%% of your current health channel the power of Fearscape that resides in your demons and a wave of fire emanates from you knocking back foes within radius %d and setting them ablaze doing %0.2f fire damage over 3 turns.
The damage will increase with your Spellpower.

Improved Summoning:
Your summoned demons are more powerful and know new talents at talent level %d.
Imp: Flame Shock, Firestorm, and Burning Hex.
Dúathedlen: Shadow Combat, Shadow Grasp, and Shadow Veil.
Uruivellas: Rush, Draining Assault, and Blindside.
As your Improved Summoning talent increases, so do the chances of your demons being summoned with improved gear (ego chance).

---Changelog
v1.0.0
Initial release

v1.1.0
Took out Demonic Possession and added Demonic Pulse. Moved Improved Summoning to the 4th talent to be the capstone. Cut total hate pool down to 25. Added a hate cost to Demonic Pulse and to the Summon Demon sustains. Reduced max_life from 110 to 90. Improved class description.

v1.2.0
New cursed/diabolical generic tree that replaces cursed/dark-sustenance. Moved Demonic Pulse to Diabolical tree and replaced it with Flame Fury. Made demon kills grant the player 1/4 of the hate for the kill. Changed Duathedlen skills to take out stealth. Added more sacrifice health costs to skills.

v1.2.1
Fixed typos. Reduced sustain hate cost on demons and added a hate gain to Demon Portal to address resource starvation on tough single target fights. Changed the range on Demon Portal to scale with talent points. Tweaked the talent icon for Speed Demon.

v1.2.2
Fixed some talent descriptions.

v1.2.3
Gave Imp and Wretch movement talents. Fixed demon equipment so they don't spawn with antimagic items. Toned down demon chance to get egos on equipment, made level in Improved Summoning increase the chance.

v1.2.4
Reduced pre-req for Blighted Summoning to apply to demons. Fixed imp sometimes missing equipment. Fixed ego chances for demon equipment. Increased imp defense. Gave dúathedlen a regen talent. Added out-of-phase to Demon Portal. Set demon speed equal to yours. Took out some preset talent points to let you spend them as you want. Made Evoker life rating equal to the highest mage (alchemist). Balanced imp phase door. Some hate balancing.

v1.2.5
This is an overhaul of the class because it didn't feel as good to play and balanced as I wanted it to.
- Increased max hate a little. It's still a small pool, but doesn't feel as punishing.
- Increased the level and stat requirements across the board for the Diabolical and Demon Summons trees. Now new demons and levels in Improved Summoming feel special.
- Took out both shadows trees and Black Magic. Added Darkness, Vim, and Doom Covenant (locked) trees. Locked Fearfire. Took out Torment so that you have to wait to use higher vim cost skill until you have more vim in your pool, or use your life with Bloodcasting.
- Made demon summons immune to fear and tweaked their life, armor, and defense to give them a bit more survivability.
- Changed demon summons to start off tiny and grow as you level which is fun with Nekarcos's Visible Size Categories. Without Nekarcos's addon the dúathedlen and uruivellas will be graphically very large even if their size=tiny.
- Changed the Imp's Improved Summoning skills.
- Toned down Improved Summoning so that demons only get one skill with the 1st point, improve that skill with the 2nd, get a second skill and improve the first skill with the 3rd point, improve them both with the 4th point, and get a third skill and improve the previous two skills with the 5th point.
- Changed the wretch to an uruivellas (minotaur-like demon) and gave it a 2Her to help differentiate it from the dúathedlen (shadow demon).
- Fixed the dúathedlen image.

Evoker 1.7.2

Simple Man 1.7.4

Adds a new Adventurer class, the Simple Man.

Simple Men just needs: Cunning, Mental Critical Chance and Critical Multiplier.
Their main damage type is Physical.

Well... it's pretty simple. :)
You will see. ;)

Simple Man also have a class evolution, it can become: LUA Man

It has a special resource, the LUA and it can gain LUA by triggering LUA Errors.

Be careful, just learn this evolution just for your own risk! :)

Thanks for playing!

Simple Man 1.7.4

Race: Leprechaun 1.7.4

Adds leprechauns as a new race. They are especially lucky and cunning magical halflings.

Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck

Racial talent tree:
Luck of the Leprechaun - Activate to increase your critical strike chance, defense, and defense against projectiles for a limited time.
Pot o' Gold - Passively increase Physical, Mental and Spell Saves based on the amount of gold you possess.
Lucky by Design - Passively increase confusion resistance and improves the contribution of primary stats on infusions and runes. At level 5 you are instantly granted a new inscription slot without needing to spend a category point.
Too Clever by Half - Activate to remove detrimental effects and heal yourself.

https://github.com/Werekracken/tome-leprechaun

Changelog
- v1.0.0 Initial release
- v1.0.1 Playtest balance tweaks. Flipped crit chance and defense on Luck of the Leprechaun. Nerfed healing on Too Clever.
- v1.0.2 Remove the exp penalty because they are not OP.

Race: Leprechaun 1.7.4

Morvarc'h's Improved Escorts 1.7.4

Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them.

Morvarc'h's Improved Escorts 1.7.4

Items Vault 1.7.0

Donators/Buyers bonus!

Items Vault 1.7.0

Werekracken's Beholder Fork 1.7.2

This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork.

Adds Beholders as a playable race and the Mage Eye as a Beholder only class.

Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow.

https://github.com/Werekracken/tome-wkbeholder

---
Beholder race

Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes.

-2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning

+ 10% Lightning, Fire, and Cold resist

-20% movement speed

Race trees

- race/beholder: Basic abilities common to all Beholders.
- technique/tentacle-combat: Strike nearby foes with your tentacles.

---
Mage Eye class

Mage eyes focus on harnessing the powers of their eyestalks.

+ 6 Magic, +3 Willpower

Generic trees

- spell/aegis
- spell/divination
- spell/conveyance
- cunning/survival (locked)
- technique/tentacle-combat: Strike nearby foes with your tentacles

Class trees

- spell/phantasm (locked)
- spell/meta
- spell/fire-eye: Flame eye abilities
- spell/frost-eye: Frost eye abilities
- spell/lightning-eye: Lightning eye abilities
- spell/central-eye: Central eye anti-magic abilities
- spell/tri-beam (locked): Refocus your central eye's energies. You must reach the 3rd beholder growth stage to be able to learn this talent tree.
- spell/death-eye (locked): Death eye abilities. You must reach the 5th beholder growth stage to be able to learn this talent tree.

---
Changelog
- v1.0.0 Took out some logic around redefining some AI rules for talent usage because it was breaking this from loading and breaking other add ons as well. Made Temporal Gaze thralls so that you can't switch and control them because that was causing errors too.
- v1.0.1 Fixed an issue that caused bump attacks to error in conjunction with other addons.
- v1.0.2 Fix Channel Mastery to correctly randomly use known masteries. Add sounds for Frost Laser and Lightning Laser.
- v1.0.3 Make Beholder playable in Embers of Rage.
- v1.0.4 Make all classes (except wilders) available to the Beholder race. Make beholders levitate by default instead of at stage 5 growth. Changed them from starting with 10 infravision to getting +2 infravision for each growth stage.
- v1.7.3 Bumping version number to fix the fact that tome version and addon version got switched up.
- v1.7.4 Change Temporal Gaze to not kill the target when it's over and to not follow you around. Reduce cooldown and duration of Temporal Gaze. Fix talent cooldown reduction while beholder addon is active (like with Windtouched Speed).
- v1.7.5 Make the Beholder cosmetic size changes into actual size changes as well. Add handling of Nekarcos's Quality of Life 07: Visible Size Categories addon. Fix instant graphic update on size changes.
- v1.7.6 Update all beholder character models with new art from Rexocorum! Increase the amount of points it takes to grow for stages 3/4/5 and update the Beholder race quest information in the quest log. Take out display size changing with growth because Nekarcos's Quality of Life 07: Visible Size Categories addon does a much better job of that. Add display of equipment for the Beholder and it's cloaked human model (but not at the character creation menu because of reasons.) Fix issue where growing while Cloaked made your character tile disappear. Take out chance for unique gems and rings on birth. Add quiver slot back in because some classes need it.
- v1.7.7 Fix starting rings. Improve quest information about growth. Fix alchemist golem tile.
- v1.7.8 Add a ring slot to replace the one lost by the quiver.
- v1.7.9 Re-fix beholder tile update on growth. When you change faction via your Cloak ability, the faction of your summons change with it. Take out T_ARMOUR_TRAINING = 2 from Beholder race definition, that should be class based.
- v1.7.10 Normalize talent levels (.0 or .3).
- v1.7.11 Fix Absorb Magic so you can only drain items whose material level is equal or higher than your growth stage (it wasn't being applied to unique and rare items).
- v1.7.12 Fix the Draining Gaze map effect so you can see the area of effect of your gaze.
- v1.7.13 Take the innate Use Tentacles off of non-Mage Eye Beholders and give them Tentacle Combat generic tree unlocked at 1.0 mastery (to help make up for not being able to wear most gear), and make Channel Mastery useful for classes other than Mage Eye. Fix error when trying to unlearn Tentacle Mastery. Add some base game spell talent trees to Mage Eye to keep up with the times (more options). Fix log lines for Manadrain Gaze effect damage. Add class icons from Rexocorum for Mage Eye.
- v1.7.14 Fix for compatibility with Zizzo's Passive Cooldowns.
- v1.7.15 Make Absorb Magic and Beholder's Cloak of Deception not unlearnable so that if auto-assign at birth is disabled new chars will still get them.
- v1.7.16 Fix faction when playing Recaiden's Demons campaign. Remove cooldown on Absorb Magic.

Werekracken's Beholder Fork 1.7.2

Light From Below 1.7.6

Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light...

This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period.

Light From Below 1.7.6

Dreamasaur 1.0.1

Adds the Dreamasaur race, a dinosaur dreaming of a strange fantasy world. Consumes dreams to gain new abilities.

This mod is mainly for personal use. No attempt has been made to achieve balance.

If an @ symbol appears behind the character tile, you can download this: Naught the level 8 Moon Fox Corruptor by Xammux123 (1)

Put it in your custom tiles directory (win10 default: C:\Users\YourUserName\T-Engine\4.0\tome\data\gfx\custom-tiles) and select it at character creation. It is literally the exact same file but for some reason it works from the custom directory and not from the actual addon folder I guess.

Dreamasaur 1.0.1

Resourceful Wanderers 1.7.6

Help Wanderers make use of trees which are otherwise hard or impossible to use due to:

  • Insufficient or non-existent resource generation.
  • Other dependant talents.
  • Missing mastery talents.
  • Missing items.
  • Anything specific, like Chronomancy/Spellbinding and such.

Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well.

These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order.

Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description.

Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else.

Resourceful Wanderers on GitHub

Resourceful Wanderers 1.7.6

Damblis Race 1.7.6

Adds the Damblis, a race of humans developed during the Age of Allure, though not as well known as the Higher. During the heights of human and halfing power, many nobles sought entertainments of all variety: comical, martial... sensual. One particualr noble house began to curate beauty and charisma among their subjects, using any means they could, leading to the creation of the Damblis humans. While the details of the process that led to their refinement are unknown, the results were unquestionable: a breed of humans possessing unmatched beauty and charm, able to beguile any who so much as looked upon them. Some say their allure goes beyond mere physical beauty and swear they entrance others by caressing their inner thoughts with mental powers beyond understanding.

1. Dressed to Kill: Once per turn when an enemy sees you they must save against your mindpower or suffer mind damage. The damage can not be reduced by mental save and can be a mental critical hit. Your mindpower for this check is boosted based on your equipped rings, necklace, and belt. Enemies of rank Normal and lower will simply die instead of taking damage.

2. Stunning Looks: Enemies within a cone with a radius equal to your vision range must make a physical save against your mindpower or become stunned for several turns.

3. Irresistible: Enemies who can see you but are not adjacent to you suffer from a stacking affliction which reduces their saves, defense, and resistance to all damage.

4. Take it Off: All enemies who can see you when you sustain this talent will suffer from talent failure chance so long as they can still see you and you continue to sustain the talent. Requires a belt.

Full details on the forum page.

Damblis Race 1.7.6

Outlander 1.7.4

Adds Outlander as a playable human subrace, he has VERY UNIQUE talents.
T1: learn skills from killed enemies with the cost of some exp.
T2: better chance to get egos on random items.
T3: control an enemy by paying money.
T4: boost player's rank.

v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy.

Outlander 1.7.4

Adventurer+Multi Evolutions 1.7.0

Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies.

Should be compatible with all evolutions from addons and future updates.

Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous.

Adventurer+Multi Evolutions 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!

Naught the level 8 Moon Fox Corruptor by Xammux123 (2)
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.

Naught the level 8 Moon Fox Corruptor by Xammux123 (3)
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.

Naught the level 8 Moon Fox Corruptor by Xammux123 (4)
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...

Naught the level 8 Moon Fox Corruptor by Xammux123 (5)
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 ...

Naught the level 8 Moon Fox Corruptor by Xammux123 (6)
"DarkGod, is that all?" Obviously not! You will also find your usual addition of:

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

Forbidden Cults 1.7.4

Class: Shining One 1.7.0

A new demented class, the Shining One.

This addon requires the Forbidden Cults DLC to function.

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

Shining One talents do not appear on enemies.

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

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

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

Class: Shining One 1.7.0

Calligrapher 1.7.4

Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink.
The goal is to make a class where instantly dashing into the middle of a pile of rares and laying about with AoEs is the correct way to play, rather then elaborate suicide.
They primarily deal darkness damage, with secondary fire and blight elements.
They use the brand-new Ink resource, notable for having a hard cap of 100 Ink. Ink is restored by killing high ranked enemies, or by damaging yourself with Blood Distillation.
Aside from the usual unlocked Combat Training and Survival, Calligrapher uses completely unique trees. It has 4 unlocked class trees, one locked class tree and one generic tree.

Planned changes:
-I have an idea for another locked class category
-I might add another generic category as well
-A few of the sustains might have particle effects added to them, like Divine Cipher
-It is distantly possible that I might add sound effects to the class. I'm generally not a fan of ToME's sound design though, so this is unlikely.

I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking.
If you run across any bugs then please report them. Include the relevant lua error and whether you have any other addons active.
There shouldn't be any other addon conflicts, since I've made liberal use of shortnames and haven't superloaded anything destructively, but it's still possible that there are some.
I do still recommend having as few non-essential addons active as possible, but this addon shouldn't affect even non-Calligrapher playthroughs due to the class being disabled on random enemies.

Calligrapher 1.7.4

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

Abomination Race - Bamboo Edition 1.4.9

Adds the undead abomination race. This edition changes the global speed penalty to a heftier movement speed penalty, and fixes crashes from yank out talents.

Abomination Race - Bamboo Edition 1.4.9

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

Timeshaper Class 1.7.4

Timeshapers are a variant of Paradox Mage that start off weaker on offence, but stronger on defence.

Timeshaper Class 1.7.4

Proper Possession 1.7.0

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

Frequently Asked Questions:

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

Proper Possession 1.7.0

Point Credits 1.7.2

Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to.

This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :>

No actual penalties for loaning the points are implemented or intended to be implemented.
No other limits are pushed, either - you'll only be able to do what you'd be able to if you had a couple of extra thousands of points (which is basically how this addon works internally, by the way).

Design premises

While there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :>

Compatibility

  • This addon is designed to be as thin as possible and compatible with virtually any other addons, including the ones that alter level-up and prodigy dialogs.
  • It should also be possible to add this addon to an existing character without any issues.
  • If any compatibility problems arise, please let me know and I'll try to fix the issue!
  • Known possible bug: If an exception arises somewhere inside official point-handling code, the clean-up wrapper will not get executed correctly. That being said, if that does actually happen, you'll most likely have much worse problems than being stuck with a bunch of extra character points - but still, please let me know and I might get to implement a correct exception handler. :>

Pecks

  • also, pecks from Voxxy :>

Point Credits 1.7.2

Inferno Race Pack 1.7.0

Adds a collection of my races.

Inferno Race Pack 1.7.0

Ignore Race/Class Locks 1.7.0

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

Frequently Asked Questions:

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

Ignore Race/Class Locks 1.7.0

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

Weaver Class 1.7.6

Adds Weaver class.

Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely!

They get access to:
wild-gift: call of the wild (general)
wild-gift: harmony (general) (locked)
technique: combat training (general)
wild-gift: fungus (general)
wild-gift: weaver anatomy (general)
wild-gift: threads and webs (class)
wild-gift: dance of the Weaver (class)
wild-gift: cocoon utilization (Class) (locked)
wild-gift: chitin (class) (locked)
cunning: tactical (class)
cunning: dirty fighting (class) (locked)

---
Here are some brief overview of their unique talent categories.

wild-gift: weaver anatomy
Their arachnid nature starts to take shape, modifying their body and giving them the resilience, agility, wisdom, and abilities of a spider.They will even grow spider legs!

wild-gift: threads and webs
As spider would, they grow accustomed in the art of threads and webs. They can trap and disarm their preys, cut them with threads, and eventually encasing them in a cocoon.

wild-gift: dance of the Weaver
These are some of the technique of prey hunting. Begin with an ambush, revel in "the circle of life", hasten their prey to "sleep" with specialized moves, and disable the prey's most annoying sustains!

wild-gift: cocoon utilization
Cocoon is an important resource for the weaver. The liquefied prey inside a cocoon are very nutritious and versatile to use beside hunger filling. The cocoon can nourish the weaver, converted to chemical weapon, and even storing genetic material for backup and cloning.

wild-gift: chitin
The thick and strong chitin exoskeleton of the weaver. This gives the weaver their grit and protection against enemies with various means.

---
While surviving as a young weaver may be difficult, an adult weaver can instantly decimate smaller preys and render tougher preys unable to act and succumb to weaver's slyness and voracity.

Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver!
-shade n bros

Weaver Class 1.7.6

New Alchemist 1.7.2

Full remake of Alchemist and gems:
Changes for alchemist:
You may equip gems instead of alchemist gems.
Buff Golemancy & Advanced-Golemancy tree, to make your golem toucher and git harder.
Replace Fire/Acid/Frost/Energy Alchemy tree with Element Alchemy tree.
New Alchemy Potion tree that allows you to prepare potions before combat, you can even see your potions below the resource bars.
New Gem Spell tree that can trigger the special bomb effect of gems.
New Explosion Control tree that allows you to throw bomb in special ways.
Cunning/Survival is now unlocked at birth.

Changes for gems:
Adjust the potential damage type and tier of normal gems.
Buff the stats of normal gems.
Most normal gems gain new bomb effect.

Remake of Golem:
Increased Golem life.
A new generic tree for golem, and golem level up with a few generic trees
Plan to replace current golem talents with more fancy skills (which I have no idea now).

New Alchemist 1.7.2

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

Improved Auto-explore and Rest 1.7.2

Quality of Life improvements for resting and auto-exploring.

v3.5.0 *** FOR ToME v1.6.5 ***
This is a fork (with permission) of Marson's auto-explore and rest tweaks. It includes as well C.Lowe/CaptainTrip's improvements as well. It does not include, but recommends also using Johnny0's Faster RRE add-on for even better rest and auto-explore experience. This add-on contains numerous Quality of Life improvements designed to make resting and auto-exploring easier to use, brings the add-on overall up to being compatible with 1.6.x, and generally seeks to remove it being more optimal to do timed rests or manual recovery (particularly to help higher difficulty level and players without Faster RRE). Cleaned up feature list in this take, to make it easier to see what it does.

It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them.

Latest Update Notes:
• Changed steam sustain behavior to match current gameplay. Before sustains tended to shut off when available resource was 0, now they don't seem to do so. This will now only turn off sustains that drain steam if steam is going below 0, so as to get to a steady finish state.
• Fix minor bug where stealth enabling was always on if you had it.
• Added new option to ignore quest members when resting or exploring. It defaults to off but for those folks that know they want to ignore those quest allies and rest a bit.

Existing Features:
• removed First Sighting and Reset on Rest. Someone can patch them in if they'd like it back, but I'm not really keeping them alive.
• Fixed actor bugs causing Elemental Surge to never reset. Thanks Reca♥den.
• Fixed bug with Paradox Spacetime Tuning from 1.5.5. This may rebreak posessors with paradox, hard to kinda test.
• Mostly verified working on 1.6.0
• Compatibility with restart sustains. Thanks zizzo.
• When resting, it will check for infusions and runes that could be used to accelerate HP, Mana, or Equilibrium (via Ancestral Life or Meditation) recovery. If the acceleration appears significant, it will use them, rotating from first available infusion or rune outward. In experiment, I found this often reduced rest turn time by 50-80 percent, improving the more drained the resource was. Particularly helpful for Mana, as it avoids trade-off advantages of short term resting (for increased mana regen) + rune use by just handling that more optimal play for you automatically without breaking rest.
• Support for steam implants, with usual checkboxes. This may not always be faster based on steam sustains that may disable after the initial round of rest and steam implants having very long cooldowns (30+ turns) and steam's resource max being pretty small. It tries to be conservative on that, so will most likely help for cases where your functional steam regen rate is < 2.00 and never activate for things much above it. I found I was often getting 5-20 steam per turn, which makes the implant support useless.
• Supports for medical healing salve injectors. Cooldown measurements are a bit odd here, since they can range from 5-20 depending on injector. Went with 10 as a happy medium for how many turns of natural regen is considered to be equal to the cooldown cost of using it.
• Adding support to auto-stealth if available and not stealthed.
• Option for ignoring small damage when moving and resting, basically if it is <5%, it will ignore it by default, prevent small DoTs from preventing rest.
• Options added to control whether or not to use inscriptions to accelerate recovery of things.
• Fixes a ToME bug that can cause autoexplore or running to move only a single square and hang if used immediately after killing an enemy.
• Lore discovery will only stop autoexplore if it triggers a popup.
• Autoexplore will ignore Exploratory/Infinite Farportal return portals until the entire level has been explored.
• Ignores special terrain features such as Font of Healing after they are first discovered.
• Ignores open chests and alt Maze floor cracks.
• Rest and AE ask for confirmation if you have an escort in your party.
• Ignore already activated pedestals.
• Checks for and waits on any rechargeable items.
• Checks for and reloads any ammo in offhand quiver.
• Waits for cooldowns of talents set to auto-use.
• Waits for depleted air to replenish.
• Combines all checks into a single instance of rest, rather than having cooldowns etc. require a second resting phase.

Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'.

 

Available modes:
• 'Always Viligant' always stops running when a hostile creature is seen via telepathy.
• 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring.

• Compatible with ToME v1.6.0

Notes:
Folks who have helped with bugfixes over the years:
Reca♥den
St_ranger_er
zizzo

• Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments.

Improved Auto-explore and Rest 1.7.2

Better Sandworm Lair 1.5.10

This addon aims to make Sandworm Lair less terrible.

It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version.

These changes are accomplished by overloading the zone and npc files with edits and commented out sections.

Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL:

codyfun123's "Sandworm Lair Tweaks"
nsrr's "Sandworm Lair Quick Dig"

Updates:

1.0.1
-"Fixed" the weight. Derp.

Better Sandworm Lair 1.5.10

Free Respec 1.7.2

Allow trial and error for character building without restarting new game while minimizing inbalance.

You can respec stats, talents, categories and prodigies freely at any time.
You cannot respec stats below initial value.
You cannot respec talents that can alter the world in a permanent way.
You cannot respec categories known at start.
You cannot respec categories learnt from event without category point.
You cannot respec prodigies that cannot be learned with Writhing Ring of the Hunter.

Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7.

Warning:
Version 1.1.3 and older have a bug in the respeccing prodigies.
When I learn a prodigy after I unlearned a prodigy in the same dialog, learning prodigy is not learned correctly.
I recommand to save game before unlearning prodigies.

Weight: 100

Superload:
- mod/dialogs/LevelupDialog.lua:incStat() to respec stats.
- mod/dialogs/LevelupDialog.lua:isUnlearnable() to respec talents.
- mod/dialogs/LevelupDialog.lua:learnType() to respec categories.
- mod/dialogs/LevelupDialog.lua:init() to recognize respeccing prodigies.
- mod/dialogs/UberTalent.lua:init(), use() to respec prodigies.
- mod/dialogs/UberTalent.lua:getTalentDesc() to show which prodigies cannot respec.

Free Respec 1.7.2

The Hammer of Urh'Rok: Part I 1.7.4

The Hammer of Urh'Rok, Part I
Spearhead the demonic invasion of Maj'Eyal in this high-speed mini-campaign.

((This Addon requires the Ashes of Urh'rok DLC))

In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal.
The Hammer campaign is shorter than Age of Ascendancy, shorter than Embers of Rage. To provide the whole ToM'E experience in a quicker time-frame, the player levels up much faster, and enemies drop noticeably more treasure. Unlike the Arena, the classic features of multi-level dungeon zones, rare enemies, and so on are still present.

Future updates will bring better art, more variety, and all sorts of content.

Now with 4 pieces of art by rexorcorum!

The Hammer of Urh'Rok: Part I 1.7.4

Summoner rework 1.7.4

Summoner rework!
Removed useless summons. Now there are only 4 kinds of basic summons available.
Added 3 categories, one for a melee summoner, one for a ranged weapon summoner, one for a pure summoner.
Reworked advanced summoning and augmentation tree. And many more.

CHANGE LOG

1.1.8
- Reduced resistance gain from 'Bear Roar'
- Reduced equilibrium gain from 'Commune with Nature'
- Reduced the amount of damage share from 'Damage Resonance'
- Now 'Detonate' will target every summons regardless of range.

1.1.7
- Removed accuracy bonus on 'Together Stronger'
- If you learn 'Together Stronger', weapon damage calculation will use Willpower in place of Strength.
- Changed 'Bite Them' to use Willpower instead of Cunning in calculation of arrow damage.
- Minor bug fix

1.1.6
- Artifact 'Great Caller' now has proper mastery bonus.
- 'Strengthened Bond' now does not able to select 'Dragon' talent.
- Added accuracy bonus on 'Together Stronger'

1.1.5
-'Wild Senses' also provides 'see invisible' stat. And it also let your summon inherit your 'see invisible', 'see stealth'.
- Added damage on 'Mother Nature' talent. Knockback and damage from 'The World Tree' moved to 'Mother Nature' talent.
- Increased damage of 'The World Tree', 'Poison Ivy', 'Wasp Swarm'

1.1.4
- Now 'Bear' summoned with 'Strike Form' sustained.
- Resistance of 'Bear' reduced.
- Now summons does not have same resistance as a summoner, but they do have same resistance when a summoner has 'Blessing of Nature' sustain.
- Minor bug fix.

1.1.3
- Buffed 'Damage Resonance' a bit.
- Now Summons have same resistance as a summoner.
- Nerfed 'Bear' to match summons resistance buff.
- Fixed talent radius indication on several talents to match real radius.

1.1.0
- Added a new category - Force of Nature.

 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons.

-Now detonation's cooldown scales with the talent level.
-Fixed Dragon to crit properly on detonation

1.0.9
- Now detonation does not cost any resources, and also get double charges from Blood and Iron
- Nerfed equilibrium gain from Blood and Iron to adjust the change
- The World Tree now gives 1 equilibrium regeneration
- Adjust some equilibrium cost of summons

1.0.8
- Detonation now also grants Meat shield at Raw talent level 5.
- Summons from 'Mark Target' are always summoned right next to the target.
- Minor bug fix.

1.0.7

- Arrow rain now summons ivy right next to the enemies (ignore range)
- Attack order does not ignore range now.
- Dragons now have light radius of 5
- Commune with Nature now counts allies correctly when Wild Senses is active.

1.0.6

- You can now move Dragons with Attack Order
- Minor bug fix

1.0.5

- Minor bug fix

1.0.4

- Summoner and SummonerR merged.
- Minor stat changes of summons
- Removed Recycle and added Attack Order.
- Damage of Detonate now depends on summons' stats.
- Nerfed Gardener of Eyal's cooldown.
- Some damage dealing talents are now dealt by summons not by summoner (to get benefit from Mark Target)

1.0.3

- Changed few particles (for performance)
- Removed companion hound.
- Nerfed The World Tree a bit. The World Tree now does not summon other animals and plants.
- Added new talent on Summon - animal tree, Wild Senses.
- Mark target now summons all animals and plants that are not on cooldown (Like the world tree did before)
- Meat shield can be used with other barriers.

Summoner rework 1.7.4

Adventurer Mastery 1.7.2

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

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

This addon should be compatible with either :

Slightly More Adventurous :

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

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

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

Improved Adventurer :

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

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

Adventurer Mastery 1.7.2

Infinite Levelup 1.7.2

Make players can level up like in infinite dungeon.

Infinite Levelup 1.7.2

Discordant class (and friends) -updated 7v- 1.6.7

----------- Original from Vectorinox

Descriptions

Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it.

Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus.

Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos.

Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism.

Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold.

This is a practice addon intended for personal use, but thank you if you decided to check it out anyway.

Bonus class: Primitive, master of bump-attack *joke class* -------------

[
This is my first ever addon I just simply updated Vectorinox's discordant patch for all the classes to 1.7.0 (espeically for all you critic users) as well giving an a slight buff to Scorpions hook
(lowered the cool down ) . I give full credits to Vectorinox for making this wonderful addon. So please enjoy. So I may not be able to fix the bugs that may occur in the future ]

Credits

http://game-icons.net/
https://opengameart.org/content/painterly-spell-icons
Andrew Minton : Qlass Pack (used as base)
Vectorinox and his Discodant Class pack - https://te4.org/games/addons/tome/discordant

Changelog

1.0.0:- Initial release
1.0.1:- Discord talent tree rework (AKA nerfs)
1.0.2:- Add colossus as playable giant race
1.0.3:- Add kudzu as playable wilder class
1.0.4:- Add scorpion as playable rogue class
1.0.5:- Buffed scorpion weak early game scaling
1.0.6:- Add critic as playable afflicted class
1.0.7:- Critique tree bugfix
1.0.8:- Counterargument bugfix
1.0.9:- Update and minor Scorpion Buff by Rukaneo

Discordant class (and friends) -updated 7v- 1.6.7

The Burning Coals 1.4.9

This was created by Speeder, who has not played in 5+ years under that name.

This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points.

The difference between this addon and the one uploaded by speeder is the racial passive on speeder's was set to reduce life reduction each talent point instead of the advertised fire damage, I removed the life regeneration reduction and re-enabled the fire damage.

I did this because this race would have amazing synergy with The Shining One demented class and I wanted to do a playthrough like that.

The Burning Coals 1.4.9

Possessor Bonus Class 1.7.4

Donators/Buyers bonus!

Possessor Bonus Class 1.7.4

Augur Class Addon 1.7.6

Unfinished, doesn't do anything yet.

Augur Class Addon 1.7.6

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

Class: Harvester 1.7.6

Adds Harvester class as a wilder subclass.
Hervesters are adept of life and death. They use both Vim and Equilibrium resources.
They believe that blight power can be harmonised with Eyal and they are exploring ways to control it.

Class talents:
- Corruption/Turn to Undead: Turns your enemies to undead.
- Corruption/Living Flesh (locked): Creates oozes from your enemies' flesh.
- Wild-Gift/Lifeforce: Heals you in excess of your maximum life and damages undeads at once.
- Wild-Gift/Harvest: Melee combat talents with your staff.
- Wild-Gift/Seeds: Implants seeds to your enemies and weakens.
- Corruption/Sanguisuge
- Corruption/Blood (locked)

Generic talents:
- Corruption/Eyal's New Law: Controls Vim and Equilibrium
- Technique/Combat Training
- Cunning/Survival
- Corruption/Vile Life (locked)
- Wild-Gift/Call of the Wild
- Wild-Gift/Harmony (locked)
- Wild-Gift/Fungus (locked)

All icons were made by https://game-icons.net/ .

Class: Harvester 1.7.6

Wilder Balance 1.7.4

Balances a bit the Wyrmic and Stone Warden classes.

Wyrmic:

Wyrmic is now a hybrid mindstar user and mindcaster class,
they do not have the Shield Offense and Two Handed Combat trees,
and their wild-gift weapon talents requires to have psiblades.

Wyrmic do not need now physical power as apply power, just mindpower.
It only needs Strength for some talents' damage.

This addon does not interact with DLC contents.

- starts with Cunning - Survival unlocked
- starts with Wild-Gift - Mindstar Mastery unlocked

- Wing Buffet now deals devouring fire damage, applies Wet, cooldown is lower
- Bellowing Roar deals fireknockback damage + confusion, mindpower is apply power, cooldown is lower
- Devouring Flame cooldown is lower
- Fire Breath deals devouring fire damage, applies Wet, cooldown & eq cost lower
(the Wet from these talents have a synergie with the Ice Claw & Ice Wall talents)

- Ice Claw cooldown is lower
- Icy Skin also gives iceblock pierce
- Ice Breath cooldown & eq cost lower

- Swallow deals physical damage, apply power is mindpower
- Quake apply power is mindpower, cooldown is lower
- Sand Breath cooldown & eq cost lower

- Lightning Speed cooldown is lower, removed the colour & blur
- Static Field cooldown & eq cost lower
- Lightning Breath cooldown & eq cost lower

- Corrosive Mist is now a shielding talent
- Dissolve is now a radius 3 cone, lower cooldown, and disarming acid
- Acid Breath cooldown & eq cost lower

- Prismatic Slash is passive, inceasing the radius of Claw talents
- Venomous Breath is passive, gives various poison effect to Breaths
- Wyrmic Guile also gives Str mod to mindstars

Stone Warden:

- Deeprock is instant, lower cooldown

- Eldritch Fury is a low cooldown spell projectile that deals damage according to Block value

- Stone & Crystal Halves now cannot take life damage from the player (killing your own summons were bad...)
- Stone Half instantly casts Stone Link when summoned (if knows it) (now it's a more reliable defense)

- Shards sustain gives physical resistance (to have synergie with Mountainhewn)
- Eldritch Stone is instant, lower cooldown, the shield can mind crit, gives base mana regen per turn

- Rockwalk and Rockswallow are now teleports (you can have Out of Phase now), the heal and the damage can mind crit

Wilder Balance 1.7.4

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

Steel Monk Evolution for Brawler (Cider Fork) 1.7.0

(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk )

Adds a new class evolution for Brawler, the Steel Monk.

As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks.

While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies.

Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery.

Steel Monk Evolution for Brawler (Cider Fork) 1.7.0

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

Ashes of Urh'Rok 1.7.4

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic 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 sadistic 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

Naught the level 8 Moon Fox Corruptor by Xammux123 (2025)
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