HedgeTale-1.0.2.jar
What's new
HedgeTale 2.3.0: Arms of the Path
Witches and hunters now grow truly powerful as they progress.
Witch Staves
- Nine elements, each with its own design: Ember (fire), Tide (water), Stone (earth), Storm (lightning), Shadow (dark), Dawn (light), Thorn (nature), Hellfire (demonic) and Glamour (fae).
- Left click fires an elemental bolt.
- Right click casts the element's big spell:
- Flame Nova
- Tidal Ring
- Quake
- Chain Lightning
- Shadow Grasp
- Radiance
- Thorn Bloom
- Hellfire
- Fae Step
- Spells use mana and get stronger as your witch rank rises.
- Area spells only hit enemies, so your livestock, villagers and familiar are safe.
Hunter's Arms
- The Witch-Iron Blade, the Silver Dagger and the new Hunter's Bow.
- Each is a little stronger than its vanilla equivalent, and about twice as deadly to witches, the undead, fae, vampires, werewolves and demons.
- They get deadlier as you rise in the Order.
Five tiers that match vanilla
- Iron, Thorium, Cobalt, Adamantite and Mithril.
- Upgrade with that metal's bars and a gem (Topaz, Sapphire, Ruby, Diamond).
- Ranking up on your path teaches you the next tier automatically.
Power up any weapon, vanilla ones too
- Silver Oil: hunters dip any weapon in the Alchemist's Crucible to make it Silvered.
- Rite of the Witch's Edge: witches hex any weapon to hit harder.
- Witch's Fury: a new brew that makes every hit land 25% harder for 90 seconds.
- One weapon can carry an imbuement, silvering and a hex all at once.
- Tools can now be imbued too.
Easier Fae imbuing
- Imbuement rites now work from Hedge Witch rank and cost less.
- The Crucible is taught earlier.
- Fae appear more often and drop their reagents far more reliably.
Fixes
- The playtest item chests now handle the much larger item list.
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