Recaiden's Undead Races
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Recaiden's Undead Races
This is a topic for my addons that each add a new subrace of Undead.
Mummy: https://te4.org/games/addons/tome/mummyrace
Banshee: https://te4.org/games/addons/tome/race-banshee
Wight: https://te4.org/games/addons/tome/race-wight
And an all-in-one addon https://te4.org/games/addons/tome/race-undeadpack
Each race is initially locked, so if you want to get started immediately, I recommend https://te4.org/games/addons/tome/ignor ... lass-locks
Mummies
They're unlocked by killing the Mummy Lord in the ancient elven ruins.
80% Poison Immunity
100% Bleeding immunity
100% Fear immunity
Don't need to breathe
+3 Strength, -3 Dexterity, +2 Magic, +3 Willpower
Life Rating: 12
Experience penalty: 10%
Embalming
Mode: Passive
Increases Strength, Willpower, and Fire Resistance.
Entangle
Mode: Active
Speed: Instant
You animate part of your bindings and wrap them around a foe.
The mummy wraps will constrict the target, slowing it for 5 turns.
Inevitability
Mode: Passive
Your triumph is inevitable; you overcame death and all lesser foes will eventually crumble before you.
Each time you hit an opponent with an attack, you curse them, reducing their resistance to all damage by 3%
Each time you take damage, you resolve yourself to outlast this harm, increasing your resistance to damage by 3%
Canopic Jars
Mode: Active
Speed: Instant
You can learn 4 jar talents, which respectively remove a detrimental effect of the matching type or restore resources.
Using 1 jar puts the others on a short cooldown.
Banshees
They're unlocked by unlocking any other undead.
100% Silence Immunity
100% Bleeding immunity
100% Fear immunity
+3 Dexterity, +2 Magic, +5 Willpower
Life Rating: 9
Experience penalty: 10%
Deathly Wail
Mode: Active
Speed: Instant
Let out a maddening shriek, which attempts to confuse the target creature for 5 turns.
The confusion improves with your willpower.
Also improves Dexterity and Willpower.
Graveborn
Mode: Passive
The journey into death and back has hardened you against many mortal frailties, providing 3-20 resistance to cold, darkness, and blight damage, and increasing your maximum resistance to those elements by 5-15%.
Doomsayer
Mode: Passive
Your presence cuts into the spirit of your enemies, sapping their life force.
Each time you damage an opponent (once per turn per target) or affect them with your Deathly Wail, you curse them for 5 turns, reducing their healing factor by 10%.
This stacks up to 5+Talent Level times.
Ghostly
Mode: Active
Speed: Instant
Disperse yourself into a ghostly, insubstantial form for 3 turns. While in this ghostly form, you can walk through walls and do not need to breathe.
During your first three steps, you will move faster. The speed boost will improve with your Dexterity.
If you are inside a wall when the effect ends, you will move to the nearest open space.
Wights
They're unlocked by completing the Old Battlefield event that can trigger upon disturbing a grave. This must have been achieved on the same difficulty.
Wights don't bother with a Cloak of Deception, instead, they can pass for human upon reaching level 8.
100% Poison Immunity
100% Bleeding immunity
100% Fear immunity
No need to breathe
+3 Dexterity, +2 Magic, +5 Willpower
Life Rating: 11
Experience penalty: 15%
Fury of the Wilds
Mode: Active
Speed: Instant
For the next 5 turns, deal elemental damage in a small ball whenever you damage an enemy. This can cause a chain reaction but not a loop.
The damage scales with Magic/Willpower
No free stats.
Draining Presence
Mode: Passive
Any enemy near you may have its saves and defenses reduced, based on their mental save.
But once they resists, they're safe for several turns.
Ephemeral
Mode: Passive
As wights are not the result of necromancy, but naturally arising spirits, they recover the ability to use a single Infusion
They also get a chance to avoid any instance of damage.
Haunting
Mode: Active
Speed: Instant
Allows you to walk through walls for 3 turns, during which you can also see enemies without line of sight.
If you are inside a wall when the effect ends, you will move to the nearest open space.
Mummy: https://te4.org/games/addons/tome/mummyrace
Banshee: https://te4.org/games/addons/tome/race-banshee
Wight: https://te4.org/games/addons/tome/race-wight
And an all-in-one addon https://te4.org/games/addons/tome/race-undeadpack
Each race is initially locked, so if you want to get started immediately, I recommend https://te4.org/games/addons/tome/ignor ... lass-locks
Mummies
They're unlocked by killing the Mummy Lord in the ancient elven ruins.
80% Poison Immunity
100% Bleeding immunity
100% Fear immunity
Don't need to breathe
+3 Strength, -3 Dexterity, +2 Magic, +3 Willpower
Life Rating: 12
Experience penalty: 10%
Embalming
Mode: Passive
Increases Strength, Willpower, and Fire Resistance.
Entangle
Mode: Active
Speed: Instant
You animate part of your bindings and wrap them around a foe.
The mummy wraps will constrict the target, slowing it for 5 turns.
Inevitability
Mode: Passive
Your triumph is inevitable; you overcame death and all lesser foes will eventually crumble before you.
Each time you hit an opponent with an attack, you curse them, reducing their resistance to all damage by 3%
Each time you take damage, you resolve yourself to outlast this harm, increasing your resistance to damage by 3%
Canopic Jars
Mode: Active
Speed: Instant
You can learn 4 jar talents, which respectively remove a detrimental effect of the matching type or restore resources.
Using 1 jar puts the others on a short cooldown.
Banshees
They're unlocked by unlocking any other undead.
100% Silence Immunity
100% Bleeding immunity
100% Fear immunity
+3 Dexterity, +2 Magic, +5 Willpower
Life Rating: 9
Experience penalty: 10%
Deathly Wail
Mode: Active
Speed: Instant
Let out a maddening shriek, which attempts to confuse the target creature for 5 turns.
The confusion improves with your willpower.
Also improves Dexterity and Willpower.
Graveborn
Mode: Passive
The journey into death and back has hardened you against many mortal frailties, providing 3-20 resistance to cold, darkness, and blight damage, and increasing your maximum resistance to those elements by 5-15%.
Doomsayer
Mode: Passive
Your presence cuts into the spirit of your enemies, sapping their life force.
Each time you damage an opponent (once per turn per target) or affect them with your Deathly Wail, you curse them for 5 turns, reducing their healing factor by 10%.
This stacks up to 5+Talent Level times.
Ghostly
Mode: Active
Speed: Instant
Disperse yourself into a ghostly, insubstantial form for 3 turns. While in this ghostly form, you can walk through walls and do not need to breathe.
During your first three steps, you will move faster. The speed boost will improve with your Dexterity.
If you are inside a wall when the effect ends, you will move to the nearest open space.
Wights
They're unlocked by completing the Old Battlefield event that can trigger upon disturbing a grave. This must have been achieved on the same difficulty.
Wights don't bother with a Cloak of Deception, instead, they can pass for human upon reaching level 8.
100% Poison Immunity
100% Bleeding immunity
100% Fear immunity
No need to breathe
+3 Dexterity, +2 Magic, +5 Willpower
Life Rating: 11
Experience penalty: 15%
Fury of the Wilds
Mode: Active
Speed: Instant
For the next 5 turns, deal elemental damage in a small ball whenever you damage an enemy. This can cause a chain reaction but not a loop.
The damage scales with Magic/Willpower
No free stats.
Draining Presence
Mode: Passive
Any enemy near you may have its saves and defenses reduced, based on their mental save.
But once they resists, they're safe for several turns.
Ephemeral
Mode: Passive
As wights are not the result of necromancy, but naturally arising spirits, they recover the ability to use a single Infusion
They also get a chance to avoid any instance of damage.
Haunting
Mode: Active
Speed: Instant
Allows you to walk through walls for 3 turns, during which you can also see enemies without line of sight.
If you are inside a wall when the effect ends, you will move to the nearest open space.
Last edited by Recaiden on Sun Aug 02, 2020 9:36 pm, edited 4 times in total.
Re: Recaiden's Undead Races
These sound nice.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Recaiden's Undead Races
Sometimes, the banshee start can generate such that you can't get out of the level. Still enjoying the race, though!
Re: Recaiden's Undead Races
Yeah, I was coming here to say that. Luckily, I was testing the race with an archmage, so I just blasted through the trees to find the stairs. It's not a huge deal -- it's not like the player has a lot invested in the character at this point -- but I imagine it's also not how the creator wants people introduced to the results of his or her hard work. Since there are levels (the kidnapped merchant event, for instance) where undiggable walls never interfere with a player's ability to find the stairs to the next exit, it's something that can be fixed and has code already available.Amakthel wrote:Sometimes, the banshee start can generate such that you can't get out of the level. Still enjoying the race, though!
Re: Recaiden's Undead Races
For some reason I wasn't subscribed to this thread, and just thought no one had posted.
Thanks for bringing this problem to my attention.
I've uploaded a new version of the banshee addon.

Thanks for bringing this problem to my attention.
I've uploaded a new version of the banshee addon.
- The starting level should always have the entrances and exits connected. It was a simple oversight in the level generator.
- Separately, the stairs in the Kidnapper's Hideout are now one-way. Since it's a disappearing zone like the blighted ruins, there's no reason to be back to the grave site once you've gone inside.
- The two racial addons have sound effects.
- Deathly wail no longer silences, only confuses. The confusion was enough of a lockdown without double-disabling mages, even if it is in-theme.
Re: Recaiden's Undead Races
Is the level 12 Mummy talent meant to be so underwhelming? One level talent that drops jar cds fro 21 to 18 is pretty weak lol
Re: Recaiden's Undead Races
Basically yes.
Preserved Wholeness + Canopic Jars together are supposed to kinda be one strong talent.
Your first point gives you your favorite jar.
Your second point gives you another jar you probably like.
Your third point gives you a jar you're maybe not excited about but it's good to have options.
Your fourth and fifth points are the least good, giving you a neglected jar or lowering cooldowns just a little bit.
I'll consider ways to make it less disappointing.
Preserved Wholeness + Canopic Jars together are supposed to kinda be one strong talent.
Your first point gives you your favorite jar.
Your second point gives you another jar you probably like.
Your third point gives you a jar you're maybe not excited about but it's good to have options.
Your fourth and fifth points are the least good, giving you a neglected jar or lowering cooldowns just a little bit.
I'll consider ways to make it less disappointing.
Re: Recaiden's Undead Races
Ahhh, I do see the logic of that, though I dunno that being able to pick the jar order is worth a whole other tree. Maybe if they did more than just clearing a single debuff, I'd feel differently, but they're basically half of a wild infusion. I don't really have a "favorite" jar, I generally just go phys>mental>magical every time because that's the order of "annoying, potentially deadly debuffs" around the time you get them (imo).Recaiden wrote:Basically yes.
Preserved Wholeness + Canopic Jars together are supposed to kinda be one strong talent.
Your first point gives you your favorite jar.
Your second point gives you another jar you probably like.
Your third point gives you a jar you're maybe not excited about but it's good to have options.
Your fourth and fifth points are the least good, giving you a neglected jar or lowering cooldowns just a little bit.
I'll consider ways to make it less disappointing.
Tbh, I would almost say make all 4 jars available from the start (not requiring points or a separate tree), but they start out weak (non-instant, cause a minor secondary debuff for a few turns, the timeout on the other jars is like 10 turns, etc), and point investment in the racial tree improves them. So, Embalming 5 removes the downside debuff, Entangle 5 makes them instant, Inevitability reduces the timeout to 3 (2?) turns, and Preserved Wholeness... 5 pointer that causes each jar to have a lingering effect (Stomach/Gut/Blood - reduces duration of same-type debuffs by %d for some number of turns, Breath - Health/resource regen for same number of turns (if you're going to keep it as a weaker jar, I'd say make the regen fairly substantial by point 5.).
That might be wildly overpowered, to be fair. If you want to keep it as-is, I would almost say make Preserved Wholeness require level 16 (so it makes more sense as the "capstone" for the jars) and remove the timeout on the other jars, as an appropriately-powerful effect.
Re: Recaiden's Undead Races
I've updated both addons to have 1.6's lower experience penalties and cosmetic options.
Mummies have also gotten some small updates.
Their weakness to fire is less strong and can come out positive with enough points.
Their level 16 talent has a stronger CD reduction and removes the delay from using one jar before using another.
Their healing jar scales with stats rather than mindpower. It can no longer crit but has had its base value increased.
Inevitability can be applied by any damage, not just attacks, and functions on a once per target per action system.
The artifacts in the Elven Ruins have some special bonuses when worn by mummies.
Mummies have also gotten some small updates.
Their weakness to fire is less strong and can come out positive with enough points.
Their level 16 talent has a stronger CD reduction and removes the delay from using one jar before using another.
Their healing jar scales with stats rather than mindpower. It can no longer crit but has had its base value increased.
Inevitability can be applied by any damage, not just attacks, and functions on a once per target per action system.
The artifacts in the Elven Ruins have some special bonuses when worn by mummies.
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- Halfling
- Posts: 105
- Joined: Sun Aug 24, 2014 7:09 am
- Location: A Holding Pattern on the Eidolon Plane
Re: Recaiden's Undead Races
Really bizarre visual bug - having Banshee enabled makes humans' skin turn blue on my end. Disabling Banshee (with Mummy and my other mods still enabled) fixes it.
Re: Recaiden's Undead Races
Fixed!
Thanks for reporting that. There were some wrong names for the different skin files. I usually turn race and class addons off when not playing them, so that would have gone unnoticed for a good while.
Thanks for reporting that. There were some wrong names for the different skin files. I usually turn race and class addons off when not playing them, so that would have gone unnoticed for a good while.
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- Halfling
- Posts: 105
- Joined: Sun Aug 24, 2014 7:09 am
- Location: A Holding Pattern on the Eidolon Plane
Re: Recaiden's Undead Races
As a Banshee, I got a level 20 Quasit in the starting area, on the last floor with the boss. I want to say that's probably not normal.
Re: Recaiden's Undead Races
What difficulty were you on? The zone's base level only goes up to 5.
And I take it wasn't from a demon statue?
And I take it wasn't from a demon statue?
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- Halfling
- Posts: 105
- Joined: Sun Aug 24, 2014 7:09 am
- Location: A Holding Pattern on the Eidolon Plane
Re: Recaiden's Undead Races
Normal, and there wasn't a demon statue there.
Re: Recaiden's Undead Races
Quasit can't be lower than level 20.
Perhaps it was a vault? Those things can ignore any zone restrictions about enemies.
Perhaps it was a vault? Those things can ignore any zone restrictions about enemies.
My feedback meter decays into coding. Give me feedback and I make mods.