Introduction

You can access bonus powers by pressing 'U' (or 'O' in the roguelike keyset). Bonus powers are not mentioned anywhere in the documentation, except briefly in the Documentation/Game commands; thus some players might be unaware that they started with them.

Bonus powers consume mana, much like bought abilities do. The only classes to start with a bonus power are Priests; they start with the "detect curses" power. (This shows up as "C:Z:detect curses" in the lib/edit/p_info.txt file.) Certain races start with bonus powers. Other than that, you obtain bonus powers by 'w'ielding an object that provides them.

This spoiler is for ToME 2.3.3.

Table of all bonus powers

For example, to breathe fire, your character would need to have the "fire breath" bonus power, reach experience level 20, have 10 mana, and have a CON of at least 18. If you did not have sufficient mana, the power would draw that number from HP instead.

Name

Level

Mana

Fails below

spit acid

9

9

DEX@15

fire breath

20

10

CON@18

hypnotic gaze

12

12

CHR@18

telekinesis

9

9

WIS@14

teleport

7

7

WIS@15

mind blast

5

3

WIS@15

emit radiation

15

15

CON@14

vampiric drain

4

5

CON@9

smell metal

3

2

INT@12

smell monsters

5

4

INT@15

blink

3

3

WIS@12

eat rock

8

12

CON@18

swap position

15

12

DEX@16

shriek

4

4

CON@6

illuminate

3

2

INT@10

detect curses

7

14

WIS@14

berserk

8

8

STR@14

polymorph

18

20

CON@18

Midas touch

10

5

INT@12

grow mold

1

6

CON@14

resist elements

10

12

CON@12

earthquake

12

12

STR@16

eat magic

17

1

WIS@15

weigh magic

6

6

INT@10

sterilise

20

40

CHR@18

panic hit

10

12

DEX@14

dazzle

7

15

CHR@8

spear of darkness

7

10

WIS@9

recall

17

50

INT@16

banish evil

25

25

WIS@18

cold touch

2

2

CON@11

throw object

1

10

STR@6

find secret passages

15

15

DEX@12

detect doors and traps

5

3

WIS@10

create food

15

10

INT@10

remove fear

3

5

WIS@8

set explosive rune

25

35

INT@15

stone to mud

20

10

STR@12

poison dart

12

8

DEX@14

magic missile

2

2

INT@9

grow trees

2

6

CHR@3

cold breath

20

10

CON@18

chaos breath

20

10

CON@18

elemental breath

20

10

CON@18

change the world

1

30

CHR@6

scare monster

4

3

INT@3

restore life

30

30

WIS@18

summon monsters

0

0

none

necromantic powers

0

0

none

Rohan Knight's Powers

0

0

none

Thunderlord's Powers

0

0

none

Death Mold's Powers

0

0

none

Hypnotise Pet

0

0

none

Awaken Hypnotised Pet

0

0

none

Incarnate

0

0

none

magic map

7

10

WIS@15

lay trap

1

1

DEX@1

Merchant abilities

0

0

none

turn pet into companion

2

10

CHR@10

turn into a bear

2

5

CON@5

sense dodge success

0

0

none

turn into a Balrog

35

80

WIS@25

Descriptions

detect curses

Priests start off with this racial power, but they cannot use it until they reach character level 7. This power simply detects all cursed items in inventory, marking them {cursed}.

grow mold

When you eat a Slime Mold, it has a small chance of granting the "grow mold" power. (Message: You feel a sudden affinity for mold.) This power summons up to 8 pet molds.

Use of this ability may be considered cheating by higher-level players and doubly so for symbiants.

This ability sometimes summons pet mimics; if you use the pet command "disallow pickup items" (you might need to "allow pickup items" then "disallow pickup items"), these pet mimics will drop their items. You might use this to scum for items that mimics might carry, such as Potions of Intelligence.

References

Spoilers/Bonus power (last edited 2007-11-07 23:13:42 by PeterWiersig)