Hello, everyone! I've been working on this addon for a bit. It seeks to solve one of the biggest issues that I've noticed ToME has - a distinct lack of werewolves. To that end, I've added 5 werewolf races, to suit a varying arrangement of lupine fancies, while trying to remain lore friend to the setting of the game. Get them here! Or, if you're curious about what it includes, read on!
Starting from the top, we have...
Fullmoon
Largely your standard werewolf experience. Big, tough, and angry!
Life Rating: 14
Stats: +3 Str, +2 Dex, +1 Con/Wil, -1 Cun
Exp Penalty: 10%
Racial Abilities:
-Furious Rage: An active to boost their damage output and damage resistance temporarily.
-Unrestrained: A passive for stun/pin/disarm resistance.
-Wild Pelt: Passive damage resistance, even upping the resistance cap slightly, and increased size at higher investment levels!
-Monstrous Leap: An active ability to leap and come down with a crash, dealing damage in an aoe! Also gains a bit of size (and damage) when you do!
Gibbous
Next up, we have some nature themed werewolves! They're even green!
Stats: +3 Wil, +2 Con, +1 Str/Cun, -1 Mag
Life Rating: 13
Exp Penalty: 10%
Racial Abilities:
-Wild Rejuvenation: A regeneration and healmod boost, not just for yourself, but allies too!
-Bestial Vitality: Increased life regen and heal mod! Not much more to it, just big werewuff regen.
-Verdant Pelt: Increase your nature affinity, blight and nature resistance, and reduce the duration of detrimental effects!
-Call the Pack: Exactly what it says on the tin! Call up three wolf friends for a bit to help chow down on your enemies!
Halfmoon
Following that, these werewolves are the more magically inclined of their brethren! Moon and star themes abound.
Life Rating: 9
Stats: +3 Mag, +2 Wil, +1 Dex/Cun, -1 Str
Exp Penalty: 5%
Racial Abilities:
-Lunar Light: Activate to gain a damage shield, and a boost to all affinities for a bit. Soak that damage!
-Lunar Shadow: A passive that pops when you take enough damage in one blow, and then gives you a chance to avoid any further damage.
-Shimmering Pelt: Adaptive damage resistance that can adjust to up to 3 different types of damage at a time.
-Celestial Power: An active ability to enhance your damage output and damage penetration!
Crescent
From there, we go to some psionic fluffy friends!
Life Rating: 12
Stats: +3 Cun, +2 Wil, +1 Str/Con, -1 Dex
Exp Penalty: 8%
Racial Abilities:
-Sharp Focus: Self-buff for increased damage and crit chance!
-Shrouded Mind: Confusion and mind damage resistance, increased mental save, and a short range telepathy of all creatures at higher levels!
-Faded Pelt: Resistance to all damage, and quite a bit of it, but taking damage will eat away at the resists until they're gone!
-Psionic Howl: An aoe howl that sics some mental wolves on your enemies, giving them damage over time, reduced damage dealt, and chance for talent failure!
Newmoon
And last, but not least, the stealthy wolves!
Life Rating: 11
Stats: +3 Dex, +2 Cun, +1 Str/Mag, -1 Con
Exp Penalty: 8%
Racial Abilities:
-Hunter's Agility: Boost global speed for a short time!
-Killer Instincts: Increased crit chance and crit damage.
-Shadow Pelt: Defense, crit avoidance, stealth power, and even some light and dark resistance!
-Through the Shadows: An active ability that gives you an instant, variable range, no-cooldown teleport! However, the range diminishes the further you travel with it, and recovers over time.
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Ahem... now, with that sales pitch all done, I do hope some folks have fun with these! I tried to make them interesting and thematic, without being too overpowered, or underpowered, or anything like that. I'm no balancing genius though (I've only really dabbled as high as nightmare for difficulty, and usually do adventure death settings), so it's quite possible that I have missed some pretty obvious faults. Feedback, comments, critiques, and so on are all welcome, of course. I tried to test quite thoroughly, but there may very well be bugs sitting around, so feel free to let me know if you spot any, and I'll see what I can. All in all though, I hope that some folks may enjoy these!
I've got some plans to see about expanding this in the future as well - classes, starting zone, a werewolf town to get some dialogue and lore (along with some quests for non-werewolves to become not-non-werewolves), and a sixth werewolf race with associated classes (5 of them, to coincide with the same types listed above)!
That's all theoretical at the moment though, and can see if it all comes together or not. In the meantime, I just wanted to get this out for people to play around with. Let me know what ya think, and I hope you enjoy!
[v1.7.6] Werewolves of Maj'Eyal
Moderator: Moderator
Re: [v1.7.6] Werewolves of Maj'Eyal
Just played through a round as a Gibbous Werewolf Summoner (Normal Adventure), and had a good time with the run. The first talent was quite helpful before I got Through the Crowd (see below), and the fourth was also nice. The second and third as "quieter" passives were helpful, but I don't have much to add there. I'll try out some of the others soon too once I finish my next planned run.
One minor note, the Wild Rejuvenation talent does not affect allies if you have Through the Crowd (probably because of the no friendlyfire thing), which was a real shame to find out when I was running it. Might be worth fixing if that's not intended, as it's quite an annoying interaction. I think it was "ignore_nullify_all_friendlyfire" that makes talents ignore that.
Oh, also the Steam Workshop link to here does not work, it just goes to a dead page. Evidently it's replacing the ampersand in the link with "&", which is breaking it.
One minor note, the Wild Rejuvenation talent does not affect allies if you have Through the Crowd (probably because of the no friendlyfire thing), which was a real shame to find out when I was running it. Might be worth fixing if that's not intended, as it's quite an annoying interaction. I think it was "ignore_nullify_all_friendlyfire" that makes talents ignore that.
Oh, also the Steam Workshop link to here does not work, it just goes to a dead page. Evidently it's replacing the ampersand in the link with "&", which is breaking it.
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Re: [v1.7.6] Werewolves of Maj'Eyal
Oh, that's very interesting to hear about Through the Crowd. I can't say I've used that much, so hadn't even thought to check how that would interact with Wild Rejuvenation. Definitely not an intended interaction, and sounds rather troublesome, seeing as the 4th Gibbous racial would probably synergize with it quite well aside from that problem, haha. I'll see about getting that fixed up, thank you very much for letting me know about it.
Speaking of racials, yeah, I tried to keep their abilities to something of a 'standard' where they have active/passive/passive/active down the line. That at least seemed to be something of the norm to me when I was checking out the base races, and I decided to roll with it on my werewolves, haha.
Also, shoot, I see what you mean about the steam link to here not working. Bleh. Perhaps I'll just leave it with a link to the te4 addon page then, since that has its own link to here anyway...
In any case, thank you very much for checking it out and mentioning what you found! It is very much appreciated <3
Speaking of racials, yeah, I tried to keep their abilities to something of a 'standard' where they have active/passive/passive/active down the line. That at least seemed to be something of the norm to me when I was checking out the base races, and I decided to roll with it on my werewolves, haha.
Also, shoot, I see what you mean about the steam link to here not working. Bleh. Perhaps I'll just leave it with a link to the te4 addon page then, since that has its own link to here anyway...
In any case, thank you very much for checking it out and mentioning what you found! It is very much appreciated <3
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- Sher'Tul Godslayer
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Re: [v1.7.6] Werewolves of Maj'Eyal
[sound F/X: testing] …well, crap, that is broken, isn't it? If it helps, I've found a workaround: the link to the first comment in the thread (the "#1" link next to your name and the posting time) doesn't have an ampersand in it, so it survives unscathed. (And now if you'll excuse me, I've got about 150 more Steam pages to edit to install that fix…CaleDarkrin wrote: ↑Mon Feb 26, 2024 1:31 am Also, shoot, I see what you mean about the steam link to here not working. Bleh. Perhaps I'll just leave it with a link to the te4 addon page then, since that has its own link to here anyway...


"Blessed are the yeeks, for they shall inherit Arda..."
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Re: [v1.7.6] Werewolves of Maj'Eyal
Oh noooooo! Yowch, that is lots of things to edit. Thank you very much for mentioning about the direct link to the first post evading that ampersand problem, though I think in my case, I'm just going to have it link to the addon itself, and if people want to (or know to) head to the forum from there, they can.Zizzo wrote: ↑Thu Feb 29, 2024 9:30 pm [sound F/X: testing] …well, crap, that is broken, isn't it? If it helps, I've found a workaround: the link to the first comment in the thread (the "#1" link next to your name and the posting time) doesn't have an ampersand in it, so it survives unscathed. (And now if you'll excuse me, I've got about 150 more Steam pages to edit to install that fix…![]()
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That being said, I just pushed out an update for the mod. Wild Rejuvenation for the Gibbous wolves should work properly with Through the Crowd now, and not try to avoid friendly fire for a beneficial effect, haha. I also made some tweaks to halfmoon werewolves, including fixing a rather bad bug that I really should have caught before the initial release, which would result in horrendously reduced resistances, and ever stacking resistance penetration, due to a mixup in what was being added and removed each time the ability was used (ha... hah... yeahhhh... whoops). I also increased the cooldown on their first ability, as it was a bit too low for a racial I think, and bumped up the power of their 4th a bit to help offset the fact that res pen is relatively unimportant if enemies don't have resistances that you care about.