Contents
Introduction
Most character attributes are findable via the 'C'haracter Description. Some are not shown there, but will be included here where applicable.
Basic Attributes From Character Generation
Name
- Chosen by the player
- No effect on gameplay
- Can be changed anytime from the 'C'haracter Screen
Sex
- Chosen by the player
- No effect on gameplay
- Can be changed by traps of Masculinity, Femininity, or Neutrality
Race
Chosen at generation, see Races
Class
Chosen at generation, see Classes
Body
- Always "Player", unless using possession, mimicry or bearform
God
Chosen at generation, or later by converting from non-worship, see Gods
- Race and Class may require worship of a particular god or no god at all
Age
- Assigned at generation, related to race
- No effect on gameplay
Height
- Assigned at generation
- No effect on gameplay
- Can be changed by traps of growing or shrinking
Weight
- Assigned at generation
- No effect on gameplay
Social Class
- Assigned at generation
- Affects beginning gold
- No effect on gameplay
Player Stats
STR
INT
WIS
DEX
CON
CHR
Luck
Accuracy and Damage
+ To Melee Hit
+ To Melee Damage
+ To Ranged Hit
+ To Ranged Damage
Armor Class
AC
Experience
Level
Experience
Max Exp
Exp to Adv.
Gold
Gold
Hit Points
Max Hit Points
Cur Hit Points
Life Rating
Copied from the forum with permission from Lord Dimwit, then further edited.
Hit points are generated using a sort of fractional system called "life rating." Typical life ratings range from about 85/100 to 115/100. Basically, these numbers mean how many hp you have in relationship to the average hp possible from your hit die. The life rating is not affected by artificial changes to hitpoints such as quest rewards or creating artifacts.
In other words...
A character of average 7 < x < 15 CON who starts the game with 10 hp has 10 hit die. A life rating of 100/100 for him would mean exactly average hit points, or 5.5 hit points per level. A higher life rating might mean a few extra hp per level.
And what a Potion of New Life does is reroll your life rating. Given the averages I listed before, this can be up to a 30% increase (or loss) in hp. But it doesn't remove HP rewards from quests, and any life bonuses you get from equipment are simply recalculated.
And yes, it used to remove corruptions, but now there's absolutely no way to do that.
Spell Points
Max SP (Mana)
Cur SP (Mana)
Sanity
SN (does not appear on character screen prior to version 2.3.2)
- Affects how you identify monsters correctly
- The greater the damage to sanity the greater the probability that a monster is identified incorrectly.
- Produces amusing messages during combat.
- Loss of all sanity can kill you by turning you into a vegetable.
Piety
Piety
- A measure of how much your god favors you.
- Piety is used instead of mana to cast god spells and gain automatic advantages for high piety scores.
- Extremely low piety may confer penalties.
Miscellaneous Abilities
Eight General Abilities
Fighting
Bows/Throw
Perception
Searching
Disarming
Magic Device
Blows, Shots, and Melee per Round
Blows/Round
Shots/Round
Mel.dmg/Rnd
Infra-Vision
Infra-Vision
Tactic and Explore
Tactic
Explore
Character Background
Can be re-written at birth or the automatically generated background accepted.
Character Traits
The following traits can be viewed from the 'C'haracter Description screen, pressing 'n' to page through them.
There has been a small amount of rearrangement of these traits from where they appear in the Character Description to better categorize them.
Some traits, given by race, subrace, class, and god are shown under the '@' symbol. Other traits are given by equipment, under the equipment's letter designation.
Additive Traits
These designate addition (or subtraction) to a given trait. If the change is greater than 9, it is shown as '+'.
Add Str
- Modifies Strength
Add Int
- Modifies Intelligence
Add Wis
- Modifies Wisdom
Add Dex
- Modifies Dexterity
Add Con
- Modifies Constitution
Add Chr
- Modifies Charisma
Mul Mana
- Modifies SP, by 20% for each +/-1 (integers not shown on charsheet)
Mul SPower
- Modifies Spell Power
Add Stea.
- Modifies Stealth
Add Sear.
- Modifies Searching
Add Infra
- Modifies Infra-Vision
Add Tun..
- Modifies Tunnelling Capability
Add Speed
- Modifies Speed
Add Blows
- Modifies Number of Melee Blows
Invisible
Adds to invisibility power (integers not shown on charsheet)
Mul life
- Modifies HP, by 20% for each +/-1 (integers not shown on charsheet)
Lite
- Adds to the character's light radius (integers not shown on charsheet)
Weapon Brands
Melee Weapon Brands
These brands apply only when on a melee weapon, boomerang, or missile ammo.
They apply automatically by attacking.
Damage-increasing brands multiply the weapon's hit dice by an integer. This means that +todam is not figured into the brand. A Fiery Dagger (1d4)(+5,+10) will do (1d4 + 10) damage to fire-resistant monsters, and (3*1d4 + 10) damage to non-fire-resistant monsters, since fire's multiplier is 3.
Damage-increasing brands are not cumulative, but the highest-damaging brand will be applied. For example, a Fiery Dagger of Slay Animal attacking an animal with no special resistances will have a multiplier of 3 (for the fire brand), and not 2 (for the slay animal), and definitely not 6.
Chaotic
- May polymorph, confuse, or teleport monsters affected
- May cause earthquakes
- May drain life, like a vampiric weapon
Vampiric
- Drains life from the affected monster, slightly healing the character.
- Capped at 100 hit points of draining per round.
Slay Anim.
- 2x multiplier to animals
Slay Evil
- 2x multiplier to evil monsters
Slay Und.
- 3x multiplier to undead monsters
Slay Demon
- 3x multiplier to demonic monsters
Slay Orc
- 3x multiplier to orcs
Slay Troll
- 3x multiplier to trolls
Slay Giant
- 3x multiplier to giants
Slay Drag.
- 3x multiplier to dragons
Kill Drag.
- 5x multiplier to dragons
Kill Undead
- 5x multiplier to undead monsters
- Does not appear on character sheet
Kill Demon
- 5x multiplier to demonic monsters
- Does not appear on character sheet
Sharpness
- Occasionally cuts deeper into the monster, giving 2x multiplier
- Small probability to do 3x multiplier or higher.
Impact
- Occasionally causes earthquakes
Poison Brd
- 3x multiplier to monsters without poison resistance
- Poisons monsters hit, causing them to continue taking poison damage if lacking resistance
Acid Brand
- 3x multiplier to monsters without acid resistance
Electric Brand
- 3x multiplier to monsters without electricity resistance
Fire Brand
- 3x multiplier to monsters without fire resistance
Cold Brand
- 3x multiplier to monsters without cold resistance
Shooter Weapon Brands
These two brands are only on missile weapons (the shooter, not the ammo)
Xtra Might
- Gives a higher damage multiplier to the shooter
Xtra Shots
- Gives the character more shots per round
Preservation Traits
Main Stat Sustains
The following six traits prevent the main stats from being drained by most effects (traps, attacks, Black Breath, etc)
- Sust Str
- Sust Int
- Sust Wis
- Sust Dex
- Sust Con
- Sust Chr
Other Preserving Traits
Free Act
- Prevents the character from being paralyzed by most effects
Hold Life
- Gives a high saving throw against attempts to drain the character's experience.
- Does not affect draining by Black Breath, time attacks or experience drain flag on equipment
Damage Resistances and Immunities
Each resistance lowers the damage taken from the given damage type to 1/3rd.
Permanent resistances to one type are not cumulative, so two flags for Resist Fire will not reduce fire damage beyond the amount one flag would reduce it. A permanent resistance is cumulative with a temporary resistance, given by a spell, activation, potion, etc, cumulating in 1/9th damage.
Immunities, only available for Acid, Electric, Fire, Cold, and Nether nullify all damage by that type and protect all equipment and inventory from damage by that type.
Res Acid/Imm Acid
Res Elec/Imm Elec
Res Fire/Imm Fire
Res Cold/Imm Cold
Res Pois
- Also prevents "Poisoned" status
Res Fear
- There is no fear "damage"; this only prevents "Afraid" status
Res Lite
- Prevents being blinded by light attacks
- Nullifies all sunlight damage for vampire characters
Res Dark
- Prevents being blinded by darkness attacks
Res Blind
- There is no blind "damage"; this only prevents "Blinded" status
Res Conf
- Prevents "Confused" status
Res Sound
- Prevents stunning by most magical attacks
Res Shard
- Prevents cuts from most magical attacks
Res Neth/Imm Nether
- Prevents nether from draining experience
The Ring of Phasing is only source of Nether immunity in non-modular ToME
Res Nexus
- Prevents nexus from blinking the player
- Prevents nexus from scrambling the player's stats
Res Chaos
- Gives confusion resistance
- Prevents hallucinations
Res Disen
- Prevents equipment from being disenchanted by disenchantment attacks (attacking ringwraiths will still disenchant/destroy main weapon)
Miscellaneous Traits
Sens Fire
- Makes the player take extra damage from fire. An intrinsic attribute of Ents, but certain kit items may also confer an extra sensitivity to fire.
Reflect
- Causes missiles and bolt spells to be reflected, giving the character zero damage. The reflected attack may hit a monster (even the caster)
Aura Fire
- Surrounds the character with fire, causing monster's melee attacks to deal 2d6 fire damage to the monster
Aura Elec
- Surrounds the character with electricity, causing monster's melee attacks to deal 2d6 electric damage to the monster
NoTeleport
- Prevents the character from teleportation, whether by the character, monster, trap, or void jumpgate
AntiMagic
- Prevents the character from using 'm'agical abilities, and gives the character a 95% saving throw
WraithForm
- Allows the character to pass through walls and trees
Levitate
- Allows the character to pass over pits and chasms
- Makes the character take less damage when passing over lava
- Prevents drowning over deep water, except in the underwater dungeon
Fly
- Conveys all abilities of levitation
- Allows the character to pass over trees, dead trees, and rubble.
Climb
- Allows the character to pass over mountains (hard stone), but not high mountains: especially useful since no monsters have this capability. Also allows faster overland travel as you don't have to go around mountains.
See Invis
- Allows the character to see invisible monsters
Digestion
- Increases number of turns it takes the character to pass from Full to Weak
Regen
- Makes the character regenerate HP and SP faster
Precogn.
See the Ring of Precognition, the only source of Precognition in non-modular ToME.
Recharge
- Designates an object which can always be successfully recharged, with no chance of backfire or destruction. Also, recharging the object does not cause you to forget its number of charges. Found on artifact staffs and wands.
Blessed
- Designates a piece of equipment that is blessed by the gods. If it is a weapon, it may be used without penalty by an Eru-worshipper even if not a hafted weapon
Activate
- Designates a piece of equipment that can be 'A'ctivated
Curses
Curses are discussed in detail here
EvilCurse
- Drain Exp
- Teleport
- Aggravate
- Cursed
- Hvy Curse
- Prm Curse
- No blows
- B.Breath
- Mrg.Curse
Extra-Sensory-Perception
Also known as telepathy.
Some monsters are "mindless" and cannot be (due to mindlessness) or are rarely detected by ESP (usually due to weird mind - such as insects, vermin, and some weird monsters).
Each of these flags allows the character to "see" the monster type, even if the monster is not in line-of-sight, or if the character is blinded.
- Orc.ESP
- Troll.ESP
- Dragon.ESP
- Giant.ESP
- Demon.ESP
- Undead.ESP
- Evil.ESP
- Animal.ESP
- TLord.ESP
- Good.ESP
- Nlive.ESP
- Unique.ESP
Full ESP
- Senses all monster types
Chatter
does anybody know how to get light resistance?
SaricRitzden: You can get it through different things, but a guaranteed source is in the orc caves.
RedNaga: Is there a way to know your current life rating, as to value the possible benefits of quaffing a potion of new life?
MayLith: Quaff a Potion of Self Knowledge. That will tell you (among other things) what your current life rating is.
Rawel: I'm not sure about ver 2.3.0 but in 2.2.7 i have not been able to find out my life-rating in any way short of quaffing a potion of New Life. And that only tells you the new life-rating.
MayLith: Last I checked, potions of Self Knowledge show the life rating in v2.2.7. (I haven't downloaded v2.3.0 yet, out of sheer stubbornness.) The rating is, however, displayed at the very top of the list, which means if you are space-bar'ing your way through, you might very easily miss seeing it.
Rawel: I've just rechecked (by finding and quaffing a potion of self knowledge, took some time since i'm in the Nether Realm.:)) and at least in my version of 2.2.7 no Life Rating is displayed.:( If you could please recheck I'd look into the code to find out what's wrong but i don't want to go code diving if it's the way it's supposed to be.
GreyCat: The only way to be sure of your life rating (without cheating) is to calculate your HP against the expected average HP for your class/race/subrace/CON. Remember, you get your maximum hit die roll at level 1, and a normal hit die roll at each subsequent level. Get your calculator.
FeathinSilyar: So this is the place to spoil on all attributes available from 'C'haracter description, including the pages from adding to stats through ESP? Shall I work up an outline for this page? Looking through the way it is organized inside the game, it could do with some rearrangement, like how "mul life" is nowhere near all the other additives (stats and mul spell power and mul mana), and the curses are rather mixed up too. And I guess it would also house everything from 'age' to 'saving throw' as well, and the stats and oddballs like life rating. SimonSorc, I hope I didn't mess up anything you were doing, but your lock ended 51 minutes ago.
MayLith: I'd say this is the place. Go for it. If something seems to logically not fit and belong somewhere else, find or make a home for it.
- Okay, here is what appears through the 'C' command. For most of the traits and whatnot I've written up some of what they do, but some more details are needed in a lot of it (percentages, exact figures, etc) I'll be looking around more to continue filling such stuff out, but if anyone else knows anything applicable off the top of their heads go ahead and fill in. Most of the primary stuff still needs to be written up too...and probably a lot of this could be transferred onto subpages. And feel free to edit word choice especially in categories...a lot of those I've mulled over quite a few choices.
- I've done some rearrangement of traits, to get them to better fit in categories...though I haven't done as much as I could. Thoughts on whether this was a good thing or whether should revert to the order given from the Character Description to prevent confusion?
- What started this whole thing for me was wondering whether chaos resistance lowers damage from confusion attacks, or just prevents confusion status. I still don't know. Anyone? Or if no one enters it I'll probably run an experiment.
Sound resistance gives stun resistance&but not to all types of stunning. But not just to stunning via sound though, right, since IIRC it prevents stunning by water? Is it magical means of stunning, but not physical, like blows from mystics?
- Does disenchant resistance give a saving throw against all disenchantment (like foo "hitting to disenchant), or is what I wrote up there pretty much correct?
- Anyone who has experience with Precognition, please fill that in. I've never found that ring.
MayLith: I linked to the Ring of Precog.
- Anyone who knows what "Recharge" is, fill that in too please.
ZizzoTheInfinite: This is what the code says. The only thing that bugs me is that I know I've had a wand recharge backfire on me and just drain all the charges instead of being destroyed, and I thought it was Thrain's wand; it must have been just an ordinary Wand of Dig, I guess…
- Er, probably Races, Classes, Abilities, Gods and Curses should be subpages of this one...but I'm guessing that'd be an awful lot of work? I could easily devote some hours to that sometime if it'd be helpful. Copy each page to a subpage of this one, then designate the original for a mod to delete? And in the so doing they could be re-named in the singular.
MayLith: Nice job! Keep in mind, though, that you're doing Spoilers here, not documentation of every last little thing. Just trying to save you some work re: some of those un-filled-out pages. (If you want to take over Doc of Char attrs, though, just drop me some wikimail.)
Rawel: Immunity is also available for Nether even if it's only found on the Ring of Phasing.
FeathinSilyar: Thanks Rawel, I added it.
RedNaga: mmm... some artifacts can have kill demons and undeads as well as dragons, but they'll not show on the character screen, and blessed weapons resist cursing from cause wounds spells. But i'm not sure that this is the place for these info... shouldn't be more logical a page for 'weapon abilities' where all of them (seen and unseen) could be listed more approfonditely? This page might then link to it for the relevant part (this will also help shorten the page a bit).
GreyCat: I put the two kills up above for completeness (well, less-incompleteness at least). That part of the code is... ugly. Really ugly.
MCKelly: Ring of Precognition is not the only source of Precog in NonMod Tome. Sentient spoiler refers to precog being a possible power of a sentient weapon.
ElvishPillager: Also, some of the Ultimate items (IIRC) give that power.
LogrusMage: What about AC? it appears to reduce the damage taken in melee, and possibly from arrows, but details are hard to come by. Anyone know exactly what affect it has, and by how much?
Metheus: It would be nice if there was a more explicit guide describing how to calculate your Life rating. I just found a Poition of New Life, and I'm not sure if I should use it. My hitpoints (after the Maeglin quest) are at 541, my Hit Die size is 8, and my Con is 40. I haven't been able to find out the exact effect a 40 Con has on my HP though, so I can't tell if I'm below average, or above average.
DanielFishman: This says social class 'has no effect on gameplay'. Doesn't it affect the prices of stuff in stores a bit?
ShoOb: No, it does affect gameplay in a very small way by increasing starting gold, which is helpful.
ToME Wiki