There's a staff of the Archlich.sofocles wrote: any other items worth mentioning?
Search found 71 matches
- Mon Feb 04, 2013 6:28 am
- Forum: Metaclass: Mages
- Topic: a question: lich/necromancer specific items?
- Replies: 8
- Views: 17081
Re: a question: lich/necromancer specific items?
- Wed Jan 30, 2013 7:32 pm
- Forum: Modules
- Topic: Roguelike Radio ep on T-Engine modules
- Replies: 20
- Views: 13965
Re: Roguelike Radio ep on T-Engine modules
That sounds.... awesome!Grey wrote: ToME2 port

- Wed Jan 30, 2013 11:18 am
- Forum: General Discussion
- Topic: Time to Start Archmage Unlocked?
- Replies: 69
- Views: 35745
Re: Time to Start Archmage Unlocked?
Speaking about starting zones, it sort of bothers me that a new player who starts as a dwarf will immediately find our some lore that other races ignore until later in the game. I suppose that the only solution would be to lock dwarves until that lore is found while playing another race (dwarves are...
- Sun Jan 20, 2013 9:41 am
- Forum: General Discussion
- Topic: Time to Start Archmage Unlocked?
- Replies: 69
- Views: 35745
Lock more! (Re: Time to Start Archmage Unlocked?)
If anything could be changed, I'd say lock more, not less . Personally, my main hook on the game is to unlock classes, races, etc... I remember the first time I played, the first couple of unlocks that happened unexpectedly in the middle of game play - that was great! Definitely don't unlock Archmag...
- Mon Dec 31, 2012 1:26 pm
- Forum: Bugs Archive
- Topic: Typos
- Replies: 669
- Views: 199719
Re: Typos
[1.0.0] At Caldera, on tattered paper scrap: "What wending path" -> "What winding path"
- Mon Dec 31, 2012 1:14 pm
- Forum: Modules
- Topic: Looking for Dragonball T
- Replies: 6
- Views: 30674
Re: Looking for Dragonball T
Did you try the wayback machine / internet archives, as in:
http://web.archive.org/web/201010111157 ... _current=0
or
http://wayback.archive.org/web/*/http:/ ... t/dl/src/* ?
http://web.archive.org/web/201010111157 ... _current=0
or
http://wayback.archive.org/web/*/http:/ ... t/dl/src/* ?
- Tue Dec 25, 2012 9:04 am
- Forum: Bugs Archive
- Topic: [RC2] dual arrows doesn't apply non-physical damage
- Replies: 2
- Views: 862
Re: [RC2] dual arrows doesn't apply non-physical damage
Yes, that must be it.
I changed weapons with that character sinced then, but I tried to reproduce it following your explanation, and I can get this behaviour again, only when the enemy is killed.
So, not a bug, but a feature - thanks for the explanation, then
I changed weapons with that character sinced then, but I tried to reproduce it following your explanation, and I can get this behaviour again, only when the enemy is killed.
So, not a bug, but a feature - thanks for the explanation, then

- Mon Dec 24, 2012 10:45 am
- Forum: Bugs Archive
- Topic: [RC2] dual arrows doesn't apply non-physical damage
- Replies: 2
- Views: 862
[RC2] dual arrows doesn't apply non-physical damage
Compare this, when using the talent Dual Arrows: Olivaw hits white worm mass for 41 physical damage. to that, when using plain Shoot: Olivaw hits white worm mass for 27 physical 7 acid, 9 temporal damage (total 42.26). The weapon being used is an elm longbow of acid with "hits(ranged) +6 acid&q...
- Sun Jan 29, 2012 7:43 am
- Forum: Bugs
- Topic: segfault using 64-bit arch linux
- Replies: 14
- Views: 9035
Re: segfault using 64-bit arch linux
I had the same problem (also in a 64-bit arch linux) and the simple fix was to install a bunch of 32 bit versions of libraries. Sadly, I didn't write down exactly which ones, I basically did a pacman -Ss lib32 and then installed whichever seemed reasonably relevant, trying to run ToME periodically, ...
- Sat Sep 18, 2010 5:00 am
- Forum: Spoilers
- Topic: Vault Spoiler
- Replies: 7
- Views: 12778
Re: Vault Spoiler
I don't have one, but I'm interested in such a spoiler as well. Vaults can be weird...KiTA wrote: Would make it easier if I could find a Vault spoiler someplace. I used to have one, donno where it went.
- Fri Sep 10, 2010 1:21 pm
- Forum: Development
- Topic: Graphic for NPCs (Trolls, Canines, Snakes)
- Replies: 3
- Views: 1393
Re: Graphic for NPCs (Trolls, Canines, Snakes)
Good times!Angloki wrote:reminds me of old Might and Magics =>

- Tue Sep 07, 2010 3:54 pm
- Forum: Spoilers
- Topic: Game help, Questions and resources
- Replies: 2
- Views: 14412
Re: Game help, Questions and resources
Hi, I'm fairly new to the game. At the beginning the game was very hard to understand. You will find some of my experiences and questions below. Hello, I'm like you, fairly new to ToME 2, glad to see I'm not the only one around! Luckily I found some resources, I will put them here for reference: Th...
- Mon Sep 06, 2010 11:52 am
- Forum: Development
- Topic: Testing linux binaries
- Replies: 17
- Views: 10248
Re: Testing linux binaries
1) download somewhereregisteringislame wrote:How did you do it?
2) tar xvjf t-engine4-linux32-1.0.0beta10-nomusic.tar.bz2
3) cd t-engine4-linux32-1.0.0beta10
4) ./t-engine
PS: the starting screens were absurdly slow for me, but that's probably because I don't have any proprietary graphics drivers installed right now.
- Sun Sep 05, 2010 7:41 pm
- Forum: Development
- Topic: Testing linux binaries
- Replies: 17
- Views: 10248
Re: Testing linux binaries
Works for me!darkgod wrote:And tell me if this works for you ? And if you are on 32 or 64 bits.
32 bit system, Xubuntu 10.04 distribution, kernel 2.6.32-24-generic
I won't test it extensively though, because I'm currently playing ToME 2 on whatever free time I have left

- Fri Sep 03, 2010 11:06 am
- Forum: Spoilers
- Topic: Of Nothing?
- Replies: 3
- Views: 10033
Re: Of Nothing?
I think a rod of Nothing can have a rod tip of something attached to it. Other than that I'm not aware of any uses.gilby wrote:So, I notice a number of chardumps have various items "of nothing" being carried around. Why? Is there some skill that makes these somehow useful?