New: 1.5.10 compatible version uploaded, please report any bugs!Just like content was removed for 1.4 (as my stuff kinda became the new meta), several classes and mechanics were trimmed for 1.5 compatibility.
Everything ought to be currently working -- however, several of the classes are very sparse, and some have mechanics that I'm planning to revise. I'm pushing this so I can play-test while figuring out what needs to be added, and what needs to be removed or replaced.
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http://te4.org/games/addons/tome/nullpack -- or do the convenient thing and
subscribe via Steam.This addon adds a bunch of classes. Included in this pack are:
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Ascetic: magical staff-monk
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Blood Mage Updated! corrupt mage / melee hybrid
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Creep: hateful sneak
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Flenser: a blood-fueled marauder of corruption
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(RENAMED) Gravitic Infantry: heavy infantry chronomancer, formerly named "Heavy"
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Storm Warden: magical archers tasked with guarding and policing the magical community
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Striker: magical lightning sneak
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(UPDATED) Transcendent Fist: unarmed Mindslayer who likes being in melee --
New! Has a guide:
viewtopic.php?f=60&t=42891-
Vector: disease-spreading siege archer
Modified:- Additional trees for the
Alchemist --
New! Toxic Alchemy, Solar Alchemy, and War Alchemy
Changes to core talents are split out into
Null Tweaks, but that addon hasn't been updated for 1.5 (yet). Might not be, if I can get my stuff into 1.6 directly instead.
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Transcendent Fist is a high-mobility Psionic which works like a combo Mindslayer + Brawler. You'll get good value from keeping a gemstone in your TK weapon slot.
The
Striker is another cunning and covert class, but his focus is on delivering shock-and-awe thunderbolts from stealth. This class received a major update in v3.
As of v3, this class has a new custom spell tree, and feels very different from an Archmage in play. The new tree replaces both Air and Conveyances, leaving a tight, focused talent toolkit. In play, the Striker is tactically different from existing Mage and Rogue characters.
v4 fixes an issue whereby their main mobility power would not function in vaults. Since many equivalent LoS instant-move powers
do work in vaults, I changed Lightning Leap to also work in vaults.
The
Ascetic is a staff-based arcane fighter-mage, in the Mage category.
This version includes a new talent tree ("Advanced Staff Combat") which ought to keep melee a viable strategy through the end game, and received a bug fix in v2. Please give take this class for a spin and let me know how it performs! Advanced Staff Combat got some re-working in v12, especially Reckless Posture, which ought to actually be worth using now.
The
Gravitic Infantry is a melee-focused Chronomancy user.
This class is an attempt to use the Temporal Warden's mechanics to build a shield-based melee class.
Updated! Their
Temporal Infantry tree got some tweaking, so the damage values are more in line with other talents of their price and level. The class has gained a new high-level tree,
Temporal Assault: it gives them better control over their own fate, the ability to punish speedy foes, a unique mid-fight recovery mechanic, and at high levels the ability to penetrate both resistances and magical shields.
The
Creep is a stalker in the night, covertly scouting his hated enemies, drawing them off to isolated places, and murdering them gleefully.
He's got a new tree of Hate-based talents (Cursed / Sins) which work alongside his stealth. This class plays differently from the usual hit-and-run stealth types. He's also got a custom high-level tree (Cursed / Horror) which deepens the themes touched on in the Sins tree.
The
Vector uses disease and debilitation to keep his foes at range while he snipes them to death.
This guy is the perfect candidate to wield the Corpsebow. His options have been expanded by v4, as now he has a new custom tree which gives him enough damage and control options to survive. He's very unlike the current Archer or the one coming in 1.0.5: he's much more focused on debuffs and enemy control than mobility, and his spells will augment that as he levels up.
New as of v23, he's got two ways to bring in disposable demonic minions to block for him, and a couple of ways to shoot through them.
He's also got a different feel to him than the other Defiler classes, since he uses a class-specific Vim regeneration method.
The
Stormwarden builds on the Striker's Thunderstrike tree, but has no Stealth with which to buff that tree's damage, so for the Stormwarden that tree will be for just mobility and control. For damage, he's got a new Arcane Surge tree, which provides an arsenal of expensive but short-lasting self-buffs. Shalore ought to enjoy these effects.
They've also got a new generic tree, Mage Warden, which I think might be viable for other archetypes. Maybe this tree could stand as an Angolwen award for non-casters who kill Urkis? Tell me what you think.
In terms of lore, I see these guys as the fore-runners of the Temporal Warden class. They've got the same fighting style in terms of mobility and weapon-swapping, but they're not nearly as unified in theme, and their effects have a more desperate feel to them.
The
New! Flenser is a Vim-powered dual-wielder, using daggers to bleed his victims. The Flenser's small Vim pool and permanent Bloodcasting combine with a high Life rating to give a unique resource playstyle: even after a Manaclash, the Flenser remains a potent spellcaster.
This class also introduces a new Generic tree,
Blood Magic, which I think might be suitable as a reward from the Grand Corruptor. Please play test the Flenser and let me know!