ToME: the Tales of Maj'Eyal

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 Post subject: Re: The unlockables
PostPosted: Sun Mar 19, 2017 3:31 pm 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 228
The new Stone Warden unlock requires a Dwarf to have 10 levels in Spell talents and 10 levels in Wild-Gift talents. AFAIK unlocking Stone Warden the fastest would require:

-From the start with no unlocks: either Arcane Blade, Shadowblade, or Alchemist (Doombringer with Ashes, I think), 10 spell talent levels and 10 generics into Harmony which is gained by eating the Sandworm Queen's Heart. Alchemist is probably the best way to go with this, as it tends to have many Generics to dump as well as stat points for building WIL early.
-A Wyrmic taking the Undead Drake tree, with 10 talent levels put into it and the other 10 into other drake aspects/Fungus/Call of the Wild. (You'll most likely have the Wild-Gift side ready by the time you get the first Cat point, so after that just max out Raze and five more into whatever else with +mag equipment.)
-Any Mage with Harmony or any Wilder (excluding Oozemancer) with Light, Chants, or Divination, and 10 levels put into it.
-Adventurer with 10 levels in Spell and Wild-Gift trees. The simplest route.
-Any character that both takes an escort Spell tree and Harmony, but that's a lot of investment. Worldly Knowledge would help with the escort side if you'd really want to.

Runes and infusions count towards this. So one can use nature infusions for three towards the Wild-Gift count as a magic using class.

(Alternatively, wilder_stone_warden = true still works. Looks like it was just taken out of the relevant documents on update.)

EDIT: Whoops, when I made this post I had forgotten that Vile Life is undead only.


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 Post subject: Re: The unlockables
PostPosted: Sun May 20, 2018 9:43 am 
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Spiderkin

Joined: Sun Dec 22, 2013 2:22 pm
Posts: 500
Could someone update the FC stuff too thx.

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1.4.X Paradox mage guide for high level play


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 Post subject: Re: The unlockables
PostPosted: Sun May 20, 2018 2:19 pm 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 228
Mankeli wrote:
Could someone update the FC stuff too thx.

I was going to save this for later, but this is the allow_build.profile addition:
Code:
race_drem = true
race_krog = true
wyrmic_scourge = true
demented_cultist_entropy = true
cosmetic_class_alchemist_glass_golem = true


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 Post subject: Re: The unlockables
PostPosted: Mon May 21, 2018 10:35 pm 
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Higher

Joined: Tue Nov 20, 2012 7:07 am
Posts: 69
Chronosplit wrote:
Mankeli wrote:
Could someone update the FC stuff too thx.

I was going to save this for later, but this is the allow_build.profile addition:
Code:
race_drem = true
race_krog = true
wyrmic_scourge = true
demented_cultist_entropy = true
cosmetic_class_alchemist_glass_golem = true

Weird, works for everything else except FC stuff


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