Alchemist Golem Prodigy (and Crafty Hands)
Posted: Thu Feb 01, 2018 2:49 am
This is a pretty simple idea, and it's sorta similar to one of the other prodigies about Rakshor's Cunning (I think it's rakshor?). When dead, the alchemist is able to permanently, fully take over their golem. The player loses all racial generics, gets half the points spent, and the golem inherits all class and generic talents, and from that level on gain the normal level of stats and talent points per level.
Not entirely sure on if all stat points should be inherited, but it would probably make sense if it inherited the "non-physical stats" completely : mag, willpower, and cunning. Perhaps refund any points spent on Str/Dex/Vit at half (and retain the points the golem spent).
I would LIKE it if the golem-alchemist had access to more equipment slots, but it could be interesting even as is, they get the golem talent trees, ability to plant 2 extra gems directly in their chest.
I also have to ask : why is crafty hands a prodigy? Demonologists, Tinkers both are able to modify every item in their inventory with only talent points spent. It takes 5 talent points + a prodigy for Alchemists to be able to put gems into 3 equipment slots? I don't think gems are actually strong enough to justify this - there are some damn good unique gems, but they aren't reliable and there are also unique tinkers that are and are also very strong. My suggestion would be to enable additional items with additional levels of imbue item - so at level 2 you can imbue boots, at level 3 helms, at level 4 belts, at level 5 weapons/shields (could be too strong). If this feels too strong early game, move it the end of the tree and up the requirements.
Not entirely sure on if all stat points should be inherited, but it would probably make sense if it inherited the "non-physical stats" completely : mag, willpower, and cunning. Perhaps refund any points spent on Str/Dex/Vit at half (and retain the points the golem spent).
I would LIKE it if the golem-alchemist had access to more equipment slots, but it could be interesting even as is, they get the golem talent trees, ability to plant 2 extra gems directly in their chest.
I also have to ask : why is crafty hands a prodigy? Demonologists, Tinkers both are able to modify every item in their inventory with only talent points spent. It takes 5 talent points + a prodigy for Alchemists to be able to put gems into 3 equipment slots? I don't think gems are actually strong enough to justify this - there are some damn good unique gems, but they aren't reliable and there are also unique tinkers that are and are also very strong. My suggestion would be to enable additional items with additional levels of imbue item - so at level 2 you can imbue boots, at level 3 helms, at level 4 belts, at level 5 weapons/shields (could be too strong). If this feels too strong early game, move it the end of the tree and up the requirements.