

At the time of posting this, my best character looks like this (might contain slight spoilers): http://angband.oook.cz/ladder-show.php?id=18221 (some of the screenshots might illustrate stuff not present in regular ToME). Currently I seem to have most success with warrior classes while my priests and other spellcasters often die early. But anyway, I should be listing some features of my variant "ToME-SX" to get people interested in it, right? So, here goes:
- More race/role/god starting combinations are possible.
- Lots of new monsters and monster egotypes can be encountered. Beware of nasty ones like breeder four-headed hydras!

- The player can enter any dungeon at XL1, but at their own peril.
- Fumblefingers can boost a much wider variety of skills, boost modifiers to values higher than 0.5, and has double the normal chance of appearing as a random quest. On the other hand, the Princess now offers four choices of items instead of three.
- Stores and homes can hold many more items. Ever wanted to have a selection of 120 items in the black market? Cause that's the default now, greatly reducing the amount of scumming/refreshing!
- Cure light/serious/critical wounds actually heals a non-negligible amount of hit points, but they also cost more to buy.
- Player skills can go over 50. This isn't as useful as it sounds though, since even at XL50 they can't go over 54 by use of skill points.
- Instead of "Legendary[20]", the highest displayed skill in the character screen is now just "Legendary", and corresponds to an effective level of 45 or higher.
- Higher level feelings require more "rating" points, which means that the "superb" feeling only triggers at a rating of 201 or more (used to be 101 or more). Now, superb feeling means there's really something worthwile on the level!
- Enchant weapon/armor can take the + of an item beyond 15, but it's incredibly rare to succeed.
- A new birth option "lvling_system" which means that monsters levelscale everywhere, not only in certain dungeons. This includes the wilderness, and it also makes ambushes much more likely, so it's actually still dangerous even for an experienced player!
- Volcanoes on the world map! They spawn lots of red dragons, fire vortices and other fire-based monsters. Also, desert and glacier terrain have their own list of monsters that can spawn.
- Randart items can have new affixes which weren't possible to generate on them before. *Identify* all you find, maybe there's something really good among them!
- Using slowing effects on monsters has diminishing effects. Yes, that level 50 "Area - inertia" thaumaturgy spell is probably still broken, but at least it's harder to make monsters quasi-immobile.
- Boomerangs now gain damage boosts from Boomerang-mastery and Druidistic skills.
- All potion types can be found in fountains.
- All trap types can be identified by triggering them. However, they still need to have an effect or they remain obscure.
- Moldoux can appear on any dungeon level. The Great Wyrm of Power breathes --more-- You die. Dump the screen? (y/n)
This is it for now, however the variant is in development, so I'll probably do other changes in the future. The main design goal is to add variety and fun, and the secondary goal is to reign in glaring unbalances but I don't want to take too much away from the "spirit" of ToME 2.3.5. Also, alchemy and runecraft are still in there; I didn't change them since I don't know how they're working at all, but from what I've read they're utterly broken...
Anyway, have fun! If someone decides to give this variant a try, I'd be interested in their opinions. But if you think it's complete garbage, please tell me why so I know what I can improve in future versions.

-- Amy "Bluescreenofdeath" (or AmyBSOD for short)