alchemist idea

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guldur
Low Yeek
Posts: 8
Joined: Sat Oct 08, 2011 5:14 pm

alchemist idea

#1 Post by guldur »

Idea for new skill set for alchemist

add new tree/replace Spell/Alchemy Fire (class) with:
Category Name: Spell / Alchemy Creations (class)

Imbue Items
requirements:
Talent category known
Imbue Item Talent Level 5
Magic: 30, 32, 34, 36, 38
Level: 12, 16, 20, 24, 28
Effective Talent Level: ???
Use mode: Activated
Cool Down: 99
level 1: allows for the placement 2 gems in body armor
level 2: allows for the placement of 1 gem in gauntlets, helms and heavy boots
level 3: allows for the placement of 3 gems in body armor
level 4: allows for the placement of 1 gem in two-handed weapons (not staff)
level 5: allows alchemist to stack gems when placing them in body armor and for the placement of 1 gem in a staff
example if an alchemist has 3 diamonds he may now imbue body armor with all 3 diamonds for a +15 bonus to all stats!
Mana cost: 200


Create Potion (going back to tome235 for this one)
requirements:
Talent category known
Talents of the same category: 1
Magic: 38, 40, 42, 44, 46
Level: 20, 22, 24, 26, 28
Effective Talent Level: ???
Use mode: Activated
Cool Down: 99
Level 1: potion of curing (heals 25 hit points plus alchemists level, removes, physical and mental effects) area of effect is
1 target. Does not affect undead or constructs!
use jade unless that is one of the harder stones to find in game! should be a gem type that is easy to find for this potion!

Level 2: potion of ruination (causes 5d5 + magic stat physical damage and 1 status effect is automatically added per skill level.
area of effect is 1 target.
I would go with reduced healing/regeneration and mana recovery -50%, stun, poison, disease and gloom! at 3 rounds + 1 per skill level
in this skill. uses the Emerald gem! does not affect undead, elementals or constructs. Use combination physical / mental save to
reduce status effects!

Level 3: potion of detonation causes massive bleeding for 3 rounds + 3 rounds per skill level! In addition it also causes the status
effects stun and knockback with physical damage at 10d10 and damage from bleeding is figured by using the magic stat divided by 2.
(uses the ruby gem) area of effect is radius 3 does not affect creatures with no physical countenance (essentially, any monster that can pass through walls!) Otherwise, is dangerous to everyone including alchemist and allies! use physical save for 1/2 damage and to
reduce status effects!

Level 4: potion of death (causes 999 points of damage to targeted monster and 666 to monsters surrounding targeted monster and 333
damage for the next tier of monsters with no chance of reducing damage!(no saving throw) Damage type is magical and resistance is reduced by 50%
is not effective vs. undead or constructs) although, if monster has shielding in place then damage is taken from that first!

Level 4: potion of life (causes 999 points of damage to targeted undead and 777 to undead surrounding targeted undead and 444 damage for the next tier of undead with no chance of reducing damage!(no saving throw)) damage type is magical and resistance is reduced by 50%

use a bloodstone for the death potion and a diamond for the life potion!

Option: you could also have the potion of death heal undead types and the potion of life heal the living for same amounts listed!

Level 5: potion of new life:(give to golem so that when alchemist dies golem can use potion to bring back alchemist at full health!)
Star Gem

how to do this is easy! add the trash item "empty bottle" back into game! allow for alchemist to fill bottle from an
active water source!
Empty bottles should be allowed to stack in inventory so that when alchemist is making potion he will
automatically fill a percentage of bottles for each type of potion!
except for the potion of new life, I would add these particular potions into game as ammunition for the sling with 0% + 1% per bottle chance of breakage for each turn of movement when wielding item! (includes forced movement suffered from knockback (x2 on percentages) or some other special effect that causes character to move to a different location: I think it should include teleporting as well!)
percentages I would use potion creation:
25% for level 1 potions
10% for level 2 and 3 potions
5% for level 4 potions
and 1 empty bottle filled with each casting for level 5 potions!
for the jade, ruby, and star gem I have not actually seen those gem types yet in game but I presume they are there
as well!
I would use the Lake of Nur(1) secret area by simply placing a fountain/workshop there where the alchemist can fill his empty bottles!
and maybe another fountain/workshop somewhere in fortress!
also, I would add in an option so that player may use the town alchemist workshop for a fee of 5 gems of one type!
alchemist should be willing to except 3 different gem types as payment:
example, 5 onyx, 5 garnet or 5 emeralds! But, I would not allow this option to come into effect until player has found and used the fountain/workshop in Lake of Nur(1) or in the Fortress!

Rune Staff:
requirements:
Talent category known
Talents of the same category: 2
Magic: 38, 40, 42, 44, 46
Level: 20, 22, 24, 26, 28
Effective Talent Level: ???
Use mode: Activated
Cool Down: 99
allow alchemist to apply a rune stone to a staff providing that staff does not already have an activation ability!
level determines available power points to use rune stone! cool down time of rune is used to determine activation cost!
If cool down time exceeds available power point cost then rune cannot be embedded into staff!
level 1: allows for 12 power points
Level 2: allows for 24 power points
Level 3: allows for 36 power points
Level 4: allows for 48 power points
Level 5: allows for 60 power points

If rune has a duration such as the regeneration and manasurge runes then power point cost is automatically maximum # of power
points alchemist has available to activate item!
For all runes: power points are recovered based upon runes normal cool down time!

Transmutation: Allows alchemist to turn 1 type of gem into another type
requirements:
Talent category known
Talents of the same category: 3
Magic: 46, 48, 50, 52, 54
Level: 25, 30, 35, 40, 45
Effective Talent Level: ???
Use mode: Activated
Cool Down: 99

restriction: alchemist must have gem to be made/copied already in inventory!
Level 1: Allows alchemist to transform 1 gem type into another at the cost of 4 gems to make 1!
Level 2: Allows alchemist to transform 1 gem type into another at the cost of 3 gems to make 1!
Level 3: Allows alchemist to transform 1 gem type into another at the cost of 2 gems to make 1!
Level 4: Allows alchemist to transform 1 gem type into another at the cost of 1 gem to make 1!
Level 5: Allows alchemist to transform 1 gem type into another at the cost of 1 gem to make 1! Also,
Alchemist now has the power to create a philosophers stone
for this game: a philsosphers stone when wielded in the amulet slot, it increases the individual effects of an alchemists gem by 50% and a philosphers stone may be enhanced in the same way that body armor is enhanced allowing for an alchemist to imbed 3 different gems into stone!
a philsophers stone cannot be sold or turned into gold and alchemist may have only 1 philospher stone at a time!

I have been reading posts about alchemists and this is what I came up with as a possible solution!

my feelings on this:
The alchemist class is one of my starting characters and I have already decided to write off the alchemy fire category as something thats nice to look at but at the same time there is just no way I am going to spend any points on it!

But, if this were in there it would be something I would consider taking once I reached level 30 or 40 with my character!

gc

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: alchemist idea

#2 Post by Aquillion »

No.

ToME deliberately does away with consumables, in general. While Alchemists do use gems, they use them at such a low rate as to make it almost meaningless. Something that burned an entire gem for significant immediate benefit is a bad idea -- hard to balance, encouraging the player to constantly grind for more gems, and something that would literally make me sick to my stomach every time I activated it, since it'd feel like a failure each time on account of how it permanently weakens me by using major resources.

If it consumed one to five alchemist gems for an immediate benefit, that'd be fine, because they're available in such large numbers that it doesn't matter. An entire normal gem? No, that's ridiculous. You're talking an ability that costs at least two gold a pop. Ridiculous.

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