Alchemists are a very nice class, but I've got some thoughts:
1)It looks like the golem is only updated to have better stats when you rebuild it after its defeat. Shouldn't you be able to refit it after levelling up? Having it intentionally die to rebuild it from scratch feels a bit artificial to me.
2)Explosion Expert: Could this be made a (cheap/zero cost)sustain so you can turn it off and on as needed? I know there's Alchemist Protection, but still...this talent can actually make things worse, as the greater explosion radius can hurt your golem and allies.
3)Very minor, but - what if there eventually was a golem utility tree, that allowed it to do stuff like carrying items, digging, acting as a light source..?
(add-on)
4)Shouldn't you be able to see what the golem is using by looking at it?
Alchemist ideas
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Alchemist ideas
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Alchemist ideas
No replies yet?
Guess I'll bump this...
GOLEM UTILITY TREE
Talents which deal with making your golem more useful for mundane tasks, and allow you to upgrade it with equipment.
Note that these are very rough ideas, need to work on the names, decide which talents come first, and so on. Ideas welcome!
Also, I'm using 'rank' to mean 'base talent level', as suggested in a thread.
Golem Carrier
Golem becomes able to carry items(when refitting, you can add and remove stuff from its inventory).
I see two possible ways to calculate its carrying capacity:
1)Relative: Golem has its carrying capacity calculated based on [(talent level+1) x 10)% of its strength. So if your talent level in this is 5 and your golem has a strength of 40, it would carry as much as a normal NPC with a strength of 40x0.6=24.
2)Absolute: Golem can carry up to [talent level+1)*15].
Golem Attachements
Lets your golem equip extra stuff in addition to the standard weapon + armor.
At rank 1 it can equip a light source.
At rank 2 it can equip a belt.
At rank 3 it can equip a magical amulet.
At rank 4 it can equip a single magical ring.
At rank 5 it can equip another ring, for a total of 2.
Alternatively: Could allow to equip a one-handed weapon + shield instead(maybe instead of the belt?). Also see 'Golem Miner'.
Golem Miner
The 1st rank in this talent lets your golem equip a digger and lets you order it to dig.
After that: reduce digging time for the golem by (talent level*5)%.
Alterantively: this could be an ability you get from 'attachements'instead?.
Golem Scout
You gain an activated talent which lets you order your golem to move to a specific spot on the map(and recall it by ordering it to move to yourself).
Also: you share LOS and can see around the golem in a max radius of 1 + talent level squares.
Also, another generic idea for alchemists.
5)Improve alchemist-golem interaction: should be able to remove a golem equipped armour/weapon without switching it.
Guess I'll bump this...
GOLEM UTILITY TREE
Talents which deal with making your golem more useful for mundane tasks, and allow you to upgrade it with equipment.
Note that these are very rough ideas, need to work on the names, decide which talents come first, and so on. Ideas welcome!

Also, I'm using 'rank' to mean 'base talent level', as suggested in a thread.
Golem Carrier
Golem becomes able to carry items(when refitting, you can add and remove stuff from its inventory).
I see two possible ways to calculate its carrying capacity:
1)Relative: Golem has its carrying capacity calculated based on [(talent level+1) x 10)% of its strength. So if your talent level in this is 5 and your golem has a strength of 40, it would carry as much as a normal NPC with a strength of 40x0.6=24.
2)Absolute: Golem can carry up to [talent level+1)*15].
Golem Attachements
Lets your golem equip extra stuff in addition to the standard weapon + armor.
At rank 1 it can equip a light source.
At rank 2 it can equip a belt.
At rank 3 it can equip a magical amulet.
At rank 4 it can equip a single magical ring.
At rank 5 it can equip another ring, for a total of 2.
Alternatively: Could allow to equip a one-handed weapon + shield instead(maybe instead of the belt?). Also see 'Golem Miner'.
Golem Miner
The 1st rank in this talent lets your golem equip a digger and lets you order it to dig.
After that: reduce digging time for the golem by (talent level*5)%.
Alterantively: this could be an ability you get from 'attachements'instead?.
Golem Scout
You gain an activated talent which lets you order your golem to move to a specific spot on the map(and recall it by ordering it to move to yourself).
Also: you share LOS and can see around the golem in a max radius of 1 + talent level squares.
Also, another generic idea for alchemists.
5)Improve alchemist-golem interaction: should be able to remove a golem equipped armour/weapon without switching it.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Alchemist ideas
I like where this is going, although I would probably never put any points in golem carrier. I find with the ability to extract gems, carrying capacity isn't really an issue. I really like the idea of being able to order it around (and equip Ringil
)

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Re: Alchemist ideas
perhaps instead of digger, make it so that it has a chance each turn to do a talent on its own, but will make your cooldown be increased some for the talent it used (but not as long as it would be if you cast it)
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