Alkor the Deceased

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Dranwin
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Alkor the Deceased

#1 Post by Dranwin »

Hey folks, So i'm not a pro ToMe player by any means but I have been playing on and off for 4 or 5 years now and know a lot about the game. I was interested to see how the new version of Alchemists compared to the outrageously awesome ones from 2.3 anndddd It is different. Not to say worse! but...different.

I only got to 19 which for me is pretty strong so I'm happy with it but thinking of the class in general I'm a little perplexed as to how that class can make it very far. Also I was confused on the effectiveness of some of my abilities, namely extracting/imbuing.

Anyway, heres my dump! Yes..its not very impressive, but it's my first dump to a forum so I'm excited.

[Tome 4.00 @ www.te4.org Character Dump]

Sex : Male STR: 19
Race : Higher DEX: 24
Class : Alchemist MAG: 54
Level : 19 WIL: 28
Exp : 37% CUN: 10
Gold : 160.71 CON: 24

Attack(Main Hand): 11 Life : -7/405 Encumbrance : 62/74
Damage(Main Hand): 54 Difficulty : Normal
APR (Main Hand): 2 Mana : 19/286
Crit (Main Hand): 2%
Speed (Main Hand): 1.00



Fatigue : 0% Spellpower : 55
Armor : 6 Spell Crit : 4%
Defense : 6.9 Spell Speed : 1
Ranged Defense : 6.9

Cold damage : 9%

Physical Save : 10.75
Spell Save : 20.5
Mental Save : 9.5

All Resists: 0%
Fire Resist(cap): 30%( 70%)
Blight Resist(cap): 30%( 70%)
Light Resist(cap): 30%( 70%)
Mind Resist(cap): 9%( 70%)

Number of NPC killed: 1035
Most killed NPC: wolf (51)

[Talents Chart]

- Spell / Explosive admixtures (mastery 1.30)
Throw Bomb (class) 5/5
Explosion Expert (class) 1/5
Alchemist Protection (class) 0/5
Shockwave Bomb (class) 0/5
- Spell / Infusion (mastery 1.30)
Fire Infusion (class) 5/5
Acid Infusion (class) 1/5
Lightning Infusion (class) 1/5
Frost Infusion (class) 5/5
- Spell / Golemancy (mastery 1.30)
Golem: Taunt (class) 1/5
Golem: Knockback (class) 1/5
Golem: Crush (class) 0/5
Invoke Golem (class) 0/5
- Spell / Advanced-golemancy (mastery 1.30)
Golem Power (class) 1/5
Golem Resilience (class) 4/5
Golem: Pound (class) 0/5
Mount Golem (class) 0/5
- Spell / Stone alchemy (mastery 1.30)
Extract Gems (generic) 5/5
Imbue Item (generic) 1/5
Gem Portal (generic) 1/5
Stone Touch (generic) 1/5
- Spell / Staff combat (mastery 1.30)
Channel Staff (generic) 5/5
Staff Mastery (generic) 5/5
Defensive Posture (generic) 0/5
Blunt Thrust (generic) 0/5

[Current Effects]

- Frost Infusion

[Completed Quests]

-- The beast within
You met an half mad lumberjack fleeing a small village, rambling about untold horrors lurking there, slaughtering people.
6 lumberjacks have died.
-- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
* 18/10
-- Escort: repented thief (level 2 of Ruins of Kor'Pul)
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul.
As a reward you improved Dexterity by +2.
-- Of trolls and damp caves
Explore the caves below the ruins of Kor'Pul and the Trollshaws in search of treasure and glory!

* You have explored the ruins of Kor'Pul and vanquished the Shade.
* You have explored the Trollshaws and vanquished the Bill the Stone Troll.
-- Escort: lost sun paladin (level 6 of Old Forest)
You failed to protect the lost sun paladin from death by fire imp.
-- Escort: injured seer (level 3 of Trollshaws)
You successfully escorted the injured seer to the recall portal on level 3 of Trollshaws.
As a reward you improved Magic by +2.
-- Escort: worried loremaster (level 1 of Tol Falas)
You abandonned worried loremaster to death.
-- Escort: lone alchemist (level 7 of Old Forest)
You successfully escorted the lone alchemist to the recall portal on level 7 of Old Forest.
As a reward you improved talent Staff Mastery (+1 level(s)).
-- Escort: lost anorithil (level 3 of Ruins of Kor'Pul)
You successfully escorted the lost anorithil to the recall portal on level 3 of Ruins of Kor'Pul.
As a reward you improved Magic by +1.
-- Scrying for dummies
You have found an object that seems to be unique, it looks like it has hidden powers within.
Go to the town of Derth, to the south of the Trollshaws, and talk to the local scryer, maybe she can be of help.
-- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

[Active Quests]

-- Storming the city
As you came to Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the blue mountains, to the south west.
* You have learned the real threat comes from a rogue archmage, a Tempest: Urkis. The mages of Angolwen are ready to teleport you there.
-- Into the darkness
It is time to explore some new places dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is to the eastern borders of the Thaloren forest.
* You have explored the Old Forest and vanquished the Old Man Willow.
* You have explored the Maze and vanquished the Minotaur.
* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!
* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

[Character Equipment]

In main hand
a) icy elm staff (3.5-4.2 power, 2 apr, fire damage)
Type: weapon / staff
3 Power [Range 1.20] (+100% Magic), 0 Attack, 2 Armor Penetration, Crit 2%
Damage type: fire
When wielded/worn:
Increases damage type: 9% cold.
Spellpower 1, Spell Crit 1%

Dropped by skeleton mage
In off hand
On fingers
b) copper ring of strength (+3)
Type: jewelry / ring
When wielded/worn:
Increases stats: 3 Strength.

c) copper ring of see invisible
Type: jewelry / ring
When wielded/worn:
See invisible: 6

Around neck
d) steel amulet of willpower (+4)
Type: jewelry / amulet
When wielded/worn:
Increases stats: 4 Willpower.

Light source
e) brass lantern
Type: lite / lite
When wielded/worn:
Light radius 2

Main armor
f) Bindings of Eternal Night (0 def, 0 armor)
Type: armor / mummy
When wielded/worn:
Increases stats: 5 Willpower,5 Magic.
Damage when hit: 10 blight.
Increases resistances: 30% blight,30% light,30% fire.
Regenerates -0.30 hitpoints each turn.
Light radius -1
It can be used to activate talent: Spit Poison (level 2), costing 50 power out of 80/80.
Dropped by ancient elven mummy
Cloak
g) plush linen cloak of Iron Throne (1 def, 6 armor)
Type: armor / cloak
When wielded/worn:
Armor 6, Defense 1, Ranged Defense 0
Increases stats: 2 Strength,2 Constitution.

Dropped by Bill the Stone Troll
On head
h) Aeritha (1 def, 0 armor)
Type: armor / head
When wielded/worn:
Armor 0, Defense 1, Ranged Defense 0
Increases stats: 3 Willpower.
Increases resistances: 9% mind.
Spellpower 0, Spell Crit 2%

Dropped by red ooze
Around waist
i) rough leather belt 'Mayalle'
Type: armor / belt
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 3
Increases critical damage modifier: +9%.
Regenerates 0.60 stamina each turn.
Maximum stamina 40

On hands
On feet
Tool
j) dwarven-steel pickaxe (dig speed 30 turns)
Type: tool / digger
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
Quiver

[Player Achievements]

'Curse Lifter' was achieved for Killed Ben Cruthdar the Cursed. At 2010-11-27 21:42:17
'Exterminator' was achieved for Killed 1000 creatures At 2010-11-27 21:47:21
'Level 10' was achieved for Got a character to level 10. At 2010-11-27 18:44:03
'Size matters' was achieved for Do over 600 damage in one attack At 2010-11-27 18:59:41
'The secret city' was achieved for Discovered the truth about mages. At 2010-11-27 21:17:13

[Character Inventory]

a) sneak's regeneration infusion
Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 13
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the infusion to heal yourself for 307 life over 5 turns.
Its effects scale with your Cunning stat.

It can be used to inscribe your skin with the infusion..
Dropped by Minotaur of the Labyrinth
b) phase door rune
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 10.

It can be used to inscribe your skin with the rune..
Dropped by yellow ooze
c) psychic's phase door rune
Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 9.
Its effects scale with your Willpower stat.

It can be used to inscribe your skin with the rune..
d) Orb of Scrying
Type: jewelry / orb
When carried:
It can be used to use the orb, costing 1 power out of 1/1.
e) Ring of the War Master
Type: jewelry / ring
When wielded/worn:
Increases stats: 3 Strength,3 Dexterity,3 Constitution.
Increases talent masteries: 0.10 Technique / Two-handed weapons,0.10 Technique / Archery - bows,0.10 Technique / Archery - common,0.10 Technique / Weapons and shields,0.10 Technique / Dual wielding,0.10 Technique / Superiority,0.10 Technique / Warcries,0.10 Technique / Weapons and shields,0.10 Technique / Combat training,0.10 Technique / Combat techniques,0.10 Technique / Two-handed weapons,0.10 Technique / Combat techniques,0.10 Technique / Dual wielding,0.10 Technique / Archery - utility,0.10 Technique / Archery - slings.

Dropped by blue ooze
f) shocking iron battleaxe of massacre (11.5-17.25 power, 1 apr)
Type: weapon / battleaxe
11 Power [Range 1.50] (+120% Strength), 0 Attack, 1 Armor Penetration, Crit 4%
Damage type: physical
Damage on strike(melee): 5 lightning.
When wielded/worn:
Increases damage type: 10% physical.

Dropped by Ben Cruthdar, the Cursed
g) icy dwarven-steel dagger (20.5-26.65 power, 7 apr)
Type: weapon / dagger
20 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 7 Armor Penetration, Crit 6%
Damage type: physical
Damage on strike(melee): 6 ice.

Dropped by thief
h) steady ash longbow of dexterity (+3)
Type: weapon / longbow
Firing range: 10
Default ammo(infinite):
21 Power [Range 1.40] (+70% Dexterity,+50% Strength), 0 Attack, 7 Armor Penetration, Crit 1%
Damage type: physical
When wielded/worn:
Increases stats: 3 Dexterity.
Reduces talent cooldowns: Steady Shot (1).

Dropped by Minotaur of the Labyrinth
i) Ivutha
Type: weapon / sling
Firing range: 10
Default ammo(infinite):
16 Power [Range 1.20] (+70% Dexterity,+50% Cunning), 0 Attack, 2 Armor Penetration, Crit 4%
Damage type: physical
When wielded/worn:
Damage on hit(melee): 9 cold.
Increases resistances: 12% light.
Increases stun immunity: 15%.

j) poisonous iron waraxe of massacre (7-9.8 power, 2 apr)
Type: weapon / waraxe
7 Power [Range 1.40] (+100% Strength), 0 Attack, 2 Armor Penetration, Crit 3%
Damage type: physical
Damage on strike(melee): 9 poison.
When wielded/worn:
Increases damage type: 10% physical.

Dropped by Ben Cruthdar, the Cursed
k) stealthy pair of rough leather boots of rushing (0 def, 1 armor)
Type: armor / feet
When wielded/worn:
Armor 1, Defense 0, Ranged Defense 0
Fatigue 1%
Increases stealth bonus: 6.
It can be used to activate talent: Rush (level 2), costing 80 power out of 80/80.
Dropped by Minotaur of the Labyrinth
l) cured leather armour of fire resistance (agate) (2 def, 4 armor)
Type: armor / light
When wielded/worn:
Armor 4, Defense 2, Ranged Defense 0
Fatigue 7%
Increases stats: 1 Strength,1 Dexterity,1 Magic,1 Willpower,1 Cunning,1 Constitution.
Increases resistances: 10% fire.

Dropped by orc assassin
m) prismatic cured leather armour (2 def, 4 armor)
Type: armor / light
When wielded/worn:
Armor 4, Defense 2, Ranged Defense 0
Fatigue 7%
Increases resistances: 11% light,10% darkness.

Dropped by thief
n) 153 poisonous ash arrow (20.5-28.7 power, 7 apr)
Type: ammo / arrow
20 Power [Range 1.40] (+70% Dexterity,+50% Strength), 0 Attack, 7 Armor Penetration, Crit 1%
Damage type: physical
When wielded/worn:
Damage on hit(ranged): 7 poison.

Dropped by armoured skeleton warrior
o) 8 agate
Type: gem / black
When used to imbue an object:
Increases stats: 1 Constitution,1 Dexterity,1 Magic,1 Strength,1 Willpower,1 Cunning.

p) aquamarine
Type: gem / blue
When used to imbue an object:
Increases resistances: 4% all.

q) 2 opal
Type: gem / blue
When used to imbue an object:
Increases stats: 2 Strength,2 Dexterity,2 Magic,2 Willpower,2 Cunning,2 Constitution.

r) 2 topaz
Type: gem / blue
When used to imbue an object:
Armor 0, Defense 4, Ranged Defense 0

s) 8 spinel
Type: gem / green
When used to imbue an object:
Armor 0, Defense 2, Ranged Defense 0

t) 2 alchemist zircon
Type: alchemist-gem / yellow
When used as an alchemist bomb:
20% chance to daze for 3 turns

u) 9 ametrine
Type: gem / yellow
When used to imbue an object:
Increases damage type: 2% all.

v) 9 citrine
Type: gem / yellow
When used to imbue an object:
Light radius 1

w) 3 zircon
Type: gem / yellow
When used to imbue an object:
Increases resistances: 2% all.


[Last Messages]

Alkor uses Infusion: Regeneration.
Alkor starts to regenerating health quickly.
White wolf hits Alkor for 9.00 physical damage.
Alkor hits white wolf for 10.00 blight damage.
Alkor uses Infusion: Wild.
Alkor stops regenerating health quickly.
Alkor is cured!
Alkor lessen the pain.
Alkor casts Rune: Teleportation.
Great wolf howls
Snow giant thunderer casts Lightning.
Snow giant thunderer hits snow giant chieftain for 66.00 lightning damage.
Snow giant thunderer hits Alkor for 55.44 lightning damage.
Snow giant thunderer hits white wolf for 66.00 lightning damage.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hits Alkor for 73.08 physical damage.
Alkor is knocked back!
Alkor casts Throw Bomb.
Alkor's spell looks more powerful!
Alkor hits white wolf for 0.00 cold damage.
Alkor's spell looks more powerful!
White wolf howls
Talent Stone Touch is ready to use.
Alkor casts Channel Staff.
Alkor hits white wolf for 77.88 arcane damage.
Alkor casts Channel Staff.
Alkor hits white wolf for 76.68 arcane damage.
Alkor killed white wolf!
Talent Throw Bomb is ready to use.
Alkor casts Throw Bomb.
Alkor hits snow giant chieftain for 63.64 cold damage.
Snow giant chieftain is frozen!
Alkor feels pain.
Something hits Alkor for 87.00 physical damage.
Alkor is knocked back!
Alkor casts Stone Touch.
Snow giant chieftain warms up.
Xaren hits Alkor for 33.00 acid damage.
Xaren killed Alkor!
Alkor hits xaren for 9.18 blight damage.

Although my #'s were impressive, about 500 hp with my golem dancing around 1100 hp, I still felt very ineffective. My golem fought almost every battle for me with me tossing gems over his shoulder for minimal effect. Once I hit the mountain range, his hp would skyrocket downwards with each hit and he couldn't last very long. With my weakling damage I couldn't do much but jump from floor to floor avoiding death. When I finally died it was an epic chase across a map with me popping cooldowns at every turn. My golem was left at the start, swarmed by Fragments and I was gem portaling through every wall I could find along with teleporting trying to find an open room, alas...there was none and I eventually died. Quite entertaining however.

Would love comments but most importantly...ideas...on how to proceed with an alchemist and use his skills effectively...only was able to imbue my chest items which seemed lame :(

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Alkor the Deceased

#2 Post by greycat »

Imbue Item only works on body armor. This is by design, because if you could put a +3 all stats gem on every single piece of equipment, you'd have something like +30 all stats, which would be ridiculous.

The good news is that it works on EVERY body armor, even artifacts.

If you want some spoilers on gems, see http://wiki.te4.org/tome4:gems

Massimiliano Marangio
Sher'Tul
Posts: 1120
Joined: Mon Sep 30, 2002 9:52 pm
Location: Germany

Re: Alkor the Deceased

#3 Post by Massimiliano Marangio »

Your equipment could be improved: no gloves and boots, only an elm staff and normal lantern, weak rings. Use the boots of rushing (you can try to reach a weak single opponent and flee from the big bad guys) and the Ring of the War Master instead of the invisibility ring, but there is better gear for an alchemist. As a swap item, try to find an amulet of teleportation.

Remember that you can also change the armour and weapon of the golem with the refit command and that you can also imbue the armour of the golem.

Dranwin
Higher
Posts: 70
Joined: Tue Jun 14, 2005 3:24 am
Location: Chicago

Re: Alkor the Deceased

#4 Post by Dranwin »

Dang really? hmm, seems much less interesting with only 1 usable gem. What's the point of multiple levels of imbue? The ability to use the highest level gem? Seems like a lot of skill points for +5 in stats.

Alchemist Bombs seem to scale verrryy slowly with the magic stat, +5 in multiple pieces of armor might be what they need to make their spells effective in the later game. If they were able to get obscene stats it would remind me of the old alchemists who could craft crazy randart gear, always have much better stats/gear than my other chars but just be as strong...(well would seem to be more balanced on tome 4...they were pretty stupid powerful in 2)

Grey
Loremaster
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Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Alkor the Deceased

#5 Post by Grey »

+5 to all stats is pretty darned nice. That means an extra 25 HP from the Con boost alone. There's also the option of +10% to all damage output or +10% resistance to all damage. Not to be sneezed at.
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Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Alkor the Deceased

#6 Post by Sirrocco »

Even if you just go for the stats, it's...
- boost to crits from cunning
- 25 max hp from con
- noticeable boost to carrying capacity from str
- noticeable boost to max mana from willpower
- extra damage for staff from mana
- extra bomb/spell damage from mana
- boost to defense from dex (it's not necessarily all that much, but it's not nothing)
- bonus to all of your saves from various stats

Alternately, you can get 60% stun resist, or the previously noted +10% to damage or +10% to resists. If you stack the resist with similar rings, you're looking at a 30% universal resist. That's not nothing.

Dranwin
Higher
Posts: 70
Joined: Tue Jun 14, 2005 3:24 am
Location: Chicago

Re: Alkor the Deceased

#7 Post by Dranwin »

I agree that the gems are quite powerful, but for a whole tree (namely 2 skills) based around the gems (yes the gems have use for alchemist bombs and golems) but when your thinking about an alchemist I would assume that the gem tree is its main draw! Alchemists make things, change things, create! To be able to only work with one item is..dissapointing.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Alkor the Deceased

#8 Post by Sirrocco »

Things about gems and the gem tree:
- Having inherent access to a Probability Displacement effect is a Good Thing Do not convince yourself that it is not. Having a melee stun effect is also not horrible. Really, we're talking about half of a tree
- Golem effects of gems ignore the gem tree entirely. All you need for those are low-level alchemist gems, and you don't need but so many of them. You can handle all of your golem-support needs trivially with the stuff you pick up off the ground and possibly a bit of purchasing from the gem shop. Powering your PD and stun effects are likewise trivial - especially given the weightless nature of gems and alchemist gems.
- Gem extraction does make getting the gems you want for rings noticeably easier (and, arguably, cheaper). This is basically a hassle-reduction, rather than a power-up, though. You'll never need more than a few high-level gems for your rings, so you can get basically the same effect by just scumming the gem shop over and over and over and over and over again.
- Imbuing is essentially a funky passive power with some gem-flipping involved. As funky passive powers go, it's not bad. gem extraction significantly reduces the hassle here. You'll use more gems in infusions than you would in rings, so getting the same effect out of haunting the gem shop, while doable, would be that much more of a pain.
- Bombs are a completely different story. The power of a bomb is based partially on the value of the gem that went into it. If you don't max extraction, your bombs will never be the level of power that you they could be.

Now, if what you're saying is that Alchemists should have more interesting item-frobbing available - well, I'm not completely arguing with you here. I did suggest a rune/infusion-modifying/manipulating tree a while back. On the other hand, I don't think we want to give them all that much more int he way of equippable item modification. Alchemists are a pretty solid class as is, and giving them the ability to buff up their entire kit would overpower them pretty quickly.

greycat
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Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Alkor the Deceased

#9 Post by greycat »

The T4 alchemist is really an explosives expert who dabbles in item hacking.

The T2 alchemist was nothing at all like that, and probably should've been called "artificer" or something. Their whole shtick was the creation of munchkin overpowered artifacts.

Dranwin
Higher
Posts: 70
Joined: Tue Jun 14, 2005 3:24 am
Location: Chicago

Re: Alkor the Deceased

#10 Post by Dranwin »

greycat wrote:The T4 alchemist is really an explosives expert who dabbles in item hacking.

The T2 alchemist was nothing at all like that, and probably should've been called "artificer" or something. Their whole shtick was the creation of munchkin overpowered artifacts.

Which was fairly awesome.

As far as I could tell I could only equip the golem with a 2 hander and chest armor right? no other armor pieces?

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Alkor the Deceased

#11 Post by Frumple »

Unless it's changed recently (My last alchemist was in 12b), you're correct. Two hander and armor. You've got to put a few points into golem defense or whatever it is before they can start wearing plate, as well.

Dranwin
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Posts: 70
Joined: Tue Jun 14, 2005 3:24 am
Location: Chicago

Re: Alkor the Deceased

#12 Post by Dranwin »

Anyone beaten the most recent (15b) or a recent version with an Alchemist?

Frumple
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Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Alkor the Deceased

#13 Post by Frumple »

I certainly haven't... yet, anyway. Alchemists are incredibly easy to get off the ground (what with starting with what amounts to an extra 100+hp of ablative health shielding... that goes out and hits things for you.), but they suffer compared to other mages in terms of sheer dakka. Bombs do excellent crowd control, but those and golems (which are mostly single target, surprisingly flimsy, and at times inconsistent it their damage.) are pretty much the entirety of their damage dealing capabilities, unless you go into fire alchemy. Basically, you've got bombs, shockwave bombs, and... ... that's it. Unless you count channel staff, which helps, but not much.

They're heavily centered around fire damage (a whole tree dedicated to it!) as well, which I hear can cause problems in certain places.

But anyway, I'm giving a cormic one a try. Hopefully I'll be able to snatch up an extra tree or two to test out synergies. It looks like I'm nabbing combat training and then fire alchemy (Manasurge + body of fire sounds like a nice escape option.), and I've already bought advanced golemancy with m'starting category point, which leaves a point or two for rune slots. I'm vaguely contemplating getting a number of shielding runes and setting up a rolling damage shield, for great justice.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Alkor the Deceased

#14 Post by Sirrocco »

If you push all 10 points into your staff skills, it's a decent standard attack. The fact that it's going at the same time your golem should give you plenty of base DPR, especially if you invest in the advanced golem tree and make sure to keep his weapons solid.

Worth noting that the gem imbuing can (and should) be used on your golem's armor as well.

I'm not sure I'd describe golems as "surprisingly flimsy" - particularly not if you use your golem healing abilities like you should. Sure, they sometimes get in over their heads and die, but that's a fairly good indicator that it's time to get out of there anyway.

On the other hand, I don't play other mages much, and I suppose I wouldn't be surprised if they "suffer... in terms of sheer dakka" as compared to the game's resident glass cannons.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Alkor the Deceased

#15 Post by Sirrocco »

Getting back tot he OP, though, the points you have in Extract Gems is largely useless for the moment. Think of Extract Gems as an inventory cleaning power. When you get to the point that you're leaving iron items behind, take the first level. When it's steel items, take the second level - and so on. Being able to turn voratun items into gems doesn't do you all that much good when the default gear on the ground is dwarven steel. If you'd instead dumped a few points into Imbue Item and used it on your armor and your golem's armor, you'd have been a bit better off. Worth noting for this purpose that it's entirely reasonable to only get one point in extract at first, and then go back to fill it in much later. You can get by for a while off of haunting the gem shop.

- White wolves are immune to cold damage. Annoying, but true.

- I would personally suggest avoiding Daikara for a while. It's been pretty lethal to every one of my characters who have tried it. Gear up your golem and yourself before you go in, preferably with some cold and lightning resist (and you'll want those for the Tempest quest, too). I would definitely say run Sandworm lair before Daikara. There's a bit of a trick to it, but once you've figured out how things work and how to get around safely, it's a lot friendlier for alchemists than Daikara is, and the reward at the bottom is well worth it. I might also suggest grabbing Shockwave Bomb, as it gives you a second attack that can be thrown past your golem while waiting for your throw bomb to recharge.

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