FEATURES
This is a T-Engine module, to learn more about T-Engine see te4.org
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- integrated most of Marson's Bosses AWOL functions and Marson UI; Marson's Autoexplore fixes; NPC Forgiveness; Enhanced Object Compare
- random worldmap different for every character
- random portraits for humanoid NPCs
- multiple dungeons, some of them persistent
- towns and buildings, e.g. noble houses, bank
- elemental planes
- death is not an end - you can continue adventuring as your child, if you had any
- brand-new start-up screen and menu [standalone version only]
- new old gold and black UI skin
- 32x32 tiles by Daniel E. Gervais & my edits
- moddable player tiles
- tiles/ASCII switch
- game rules variants selectable at game start
- silver-based coinage and economy
- 13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist schools [Seb]); warlock, shaman
- 6 prestige classes: shadowdancer, assassin, arcane archer, blackguard, loremaster, archmage
- 16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc
- backgrounds for quicker character creation; basic rules info while creating a character
- 16 deities for characters to choose from, who react to in-game events
- cleric alignment and domain (44 total) choices affected by their deity selection
- ability to load a character that has already been created
- attributes can be generated either via rolling or via resettable point buy starting from 10
- improved starting equipment, now taking both class and race into account;
- magic items, immunities or resistances as perks
- Luck stat affecting loot generation
- random name generator taking into account your character's race and sex, now with an option to type the name yourself
- Effective Character Level
- XP for killing monsters, descending deeper, disarming traps, seeing first 4 monsters of a kind
- multiclassing (with ability score requirements) & prestige classes & favored classes & bonus feats granted by class
- training attributes Incursion-style
- complete, colored character sheet with tooltips displaying rules info
- randomized unarmed and weapon damage;
- archery, thrown weapons and reach weapons; two weapon fighting penalties & feats
- attack roll & AC & critical hits & offhand attack (including double weapons) & iterative attacks
- wounds and vitality system, with detrimental effects caused by wounds
- saving throws printed to log; take the best of two stats (Dex-Int; Con-Str; Wis-Cha)
- inventory (with equipdoll) & encumbrance
- inventory screen highlighting un-wearable or un-usable items
- spellbook (now with spell information included) and an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells
- working variable DC dependent on caster stats and spell level as per SRD
- armor spell failure chance; key stat must be 9 to cast spells; casters gain access to next spell level every 3rd level
- sorcerer and shaman classes using a spell points system instead of Vancian spontaneous casting
- spell-like abilities for drow & duergar; other spell-likes as random perks at start
- Spellcraft test required to identify spells cast by others
- polymorphing & wild shape
- skill checks (printed to log) including armor check penalty & racial or feat bonuses; opposed checks
- stealth & sneak attacks
- all weapons from SRD; magic armors and shields; magic weapons; light sources; wondrous items; specific magic items
- all feats from SRD except unarmed combat feats
- working item creation feats (Craft Magic Arms and Armor, Scribe Scroll, Brew Potion)
- most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)
- monsters can now have templates
- Knowledge check necessary to be aware that the monster HAS a template
- pre-made encounters of more than 1 monster
- humanoid NPCs can now have character classes, random or defined
- shopkeepers can now sell & buy items
- item identification in two stages, auto-destroying known cursed items
- CR displayed in tooltips; monsters drop equipment and corpses
- hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
- tutorial level
- colored in-game help screen; legend screen; basic rules info
- colored tooltips (color-coded relative monster stats and CR); colored log messages; item tooltips both on ground and in inventory
- in-character monster info screen
- quests, journal and achievements
- terrain effects
- rideable mounts
- resting takes 8 hours, monsters respawn on rest
- day/night effects with cool colors
- cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp
- stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures
- level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)
- object flavors
- calendar
- hunger counter and display
- working in-game chat, languages
- auto-explore
- shaders, including full FBO