Splash screen lore and tips

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Grey
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Splash screen lore and tips

#1 Post by Grey »

Carrying on from this thread:

http://forums.te4.org/viewtopic.php?f=38&t=33812

Other folks should feel free to submit their own. Just consider that it should be consistent with lore, short and not provide outright gameplay spoilers. Simple tips (like the one given before about rush) are good though.


Ben Cruthar
Some are cursed with mental powers beyond their full control, turning them to a dark life powered by hatred.

The Master
Dreadfell has always been shunned for its haunted crypts, but of late rumours tell of a darker and more terrible power in residence.

Sher'Tul orb
Some Sher'Tul artifacts can still be found in hidden places, but it is said they are not to be trifled with.

Red dragon
Drakes and wyrms are the strongest natural creatures in the world, capable of powers far beyond most other beings.

Sandworm tunneler
Giant worms tear open huge passageways through the deserts in the west. It is said great riches lie buried beneath the sand, still decorating the corpses of those who went there seeking great riches.

Female Higher arcane blade
Arcane Blades employ a fusion of melee and magical combat. Their training is harsh but the most dedicated rise to great powers.

Infusion
Wild infusions call upon the powers of nature to protect the flesh and rid oneself of inflictions.

Rune
Shield runes act instantly, letting one protect oneself quickly whilst also preparing to flee or launch a counter attack.

Heavy armour
Greater training in the use of armour lets it be used more effectively, blocking more damage and reducing the chance of an enemy hitting a critical spot.

Thick Skin icon
The Thick Skin talent reducing all incoming damage, letting you survive for longer before needing to heal.

Infusion
Regeneration infusions act over several turns, letting you anticipate damage that will be taken and prepare for it.

Teleport wand
In the most dire circumstances teleportation can be the best escape, but is not without risk.

Myssil
The Ziguranth are an ancient order vehemently opposed to magic. Some have become so attuned to nature they can resist arcane forces with their will alone.

Giant
Records say that giants once lived civilised lives, with mastery of many crafts and sciences. Now though they have adopted nomadic cultures, turning hostile against those that encroach on their lands.

A Ziguranth warrior
Zigur was founded by escapees of Conclave experiments during the Allure wars between humans and halflings.

Shatur statue
The Thaloren and Shaloren elves have never had good relations, and have been outright hostile since the Spellblaze devastated many Thaloren lands.

Naloren elf (is there such an image?)
The third elven race, the Naloren, were rendered extinct after a huge cataclysm swept the eastern side of Maj'Eyal into the sea.

Prox
Trolls were once seen as little more than beasts or pests, but the orcs trained them up for use in war and they became much more intelligent and fearsome.

Halfling foot
Some say that the foot of a halfling is lucky to own. Halflings do not take well to those who enquire too forcefully.

Halfling mage
The Nargol empire was once the largest force in Maj'Eyal, but a combination of the Spellblaze and orcish attacks have dwindled it into insignificance.

Higher in a robe
Higher humans tend to occupy the best jobs, especially in urban areas. Some accuse them of discrimination, but Highers say it is their natural superiority that lets them achieve so much.

Bone giant
Some of the most powerful undead do not fall easily, and only through extreme persistence can they be put to rest.

Yeek mindslayer
History says little of the ancient race of yeeks that lived in halfling territory, but vanished before the time of the Spellblaze.

Dwarf fighter
Dwarves are naturally inquisitive people, but do not enjoy such inquisition turned on them. Most live secretive lives in their closed off city, the Iron Throne.

Diamond
Alchemists can bind gems to armour to grant them magical effects, to protect the wearer or improve their powers. Some commercial alchemists can imbue gems into jewellery.

Kor'Pul
The Spellblaze was followed by the Age of Dusk, when disease was rife and civilisation collapsed. Necromancers and fell sorcerers took advantage of the chaos to spread their vile deeds.

Female mage
After the Spellblaze came the Spellhunt, when the normal people rose against the arrogance of the mages and hunted them down like wolves. Some survived and went into hiding, but many innocents were killed.

Demon
Demons are thought to come from another world, brought to Eyal by magical forces. Some are highly intelligent and follow their own ambitions. To what end, none know.

Potion
The art of potion making fell into decline after the Spellhunt, and only a rare few now master the gift.

Ring of Death (or whatever it's called)
It's said that some rare powers can save your soul from the edge of death.

Melinda
Rumours tell of a shadowy cult kidnapping women and performing strange rites. Their intention is unknown, and they have so far evaded capture.

Brawler
Though slavery is illegal there is still a black market for it, and in some areas men are even used for blood sports.

Eyal
Maj'Eyal is the biggest continent in the world of Eyal. Though records suggest other continents and islands may exist it has not been possible to cross the wide and stormy oceans since the Spellblaze and the Cataclysm.

Eyal
The effects of the Spellblaze were not all instant, and many centuries later the Cataclysm tore the continent apart once more, devastating coastal areas the destroying all of the Naloren lands.

Thaloren archer
Archers are fast and deadly, and with pinning shots can render their foe helpless as swiftly dispatch them.

Cornac slinger with shield
Some slingers like to wear a shield for extra protection.

Cornac rogue with dagger and sling
Some rogues prefer to fight with dagger and sling, weakening their foes from afar before crippling and dispatching them up close.

Reaver with mace and axe
Reavers are powerful fighters with corrupted blood, and the strength to wield a one-handed weapon in each arm.

Corrupter
Corrupters fed off the essence of others, and can use their own corrupted blood to launch deadly magical attacks.

Bear trap
Clever rogues can lay traps to damage or debilitate their foes without having to go near them.

Stealth icon
Rogues can move silently and stealthily, letting them approach foes unaware or avoid them entirely.

Infusion
A movement infusion can let you quickly approach a ranged opponent, or quickly escape a melee one.

Rune
Invisibility lets you escape notice, giving you the freedom to move or recover your resources, but reduces your damage and your healing ability.

Assassin lord
Poison is the domain of assassins and master rogues, and its cunning use can cripple or kill enemies over a long fight.

Summoner with a ritch
Summoners can call upon a variety of natural creatures to protect and support them, reducing the risk to their own flesh considerably.

Archmage
The highest sorcerers are known as archmages, and the masters amongst them are said to have the power to change the world. They are feared immensely.

Bulwark
Bulwarks are defensive fighters that can take hits more readily than other warriors whilst preparing for the most effective counter attacks.

Brawler
Brawler are trained in the use of their fists and mastery of their bodies. They can be as dangerous in combat as any swordsman.

Tempest dude
Lightning is a chaotic element that is hard to control. It is said that those most attuned to it are eventually driven insane.
http://www.gamesofgrey.com - My own T-Engine games!
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