[b42]Cornac Alchemist

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Roguelike Enthusiast
Cornac
Posts: 40
Joined: Sat Sep 22, 2012 4:31 am

[b42]Cornac Alchemist

#1 Post by Roguelike Enthusiast »

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Sex              : Male           STR:  25
Race             : Cornac       DEX:  30
Class            : Alchemist    MAG:  58
Level            : 23             WIL:  23
Exp              : 30%           CUN:  41
Gold             : 3461.35      CON:  32

Accuracy(Main Hand):  22        Life             :     458/458  Encumbrance      : 44/105
Damage  (Main Hand):  80                                        Difficulty       : Normal
Permadeath       : Adventure
APR     (Main Hand):   7        Mana             :     319/319
Crit    (Main Hand):  13%       
Speed   (Main Hand): 1.00       
                                
                                
                                

Fatigue          : 0%           Spellpower       : 42.666666666667
Armor            : 19           Spell Crit       : 23.3%
Armor Hardiness  : 30%          Spell Speed      : 1
Defense          : 18           
Ranged Defense   : 18           
All damage       : 0%
Arcane damage    : 28%
Acid damage      : 10%
Light damage     : 10%

Physical Save    : 26.475
Spell Save       : 28.675
Mental Save      : 31.2

All Resists:   3%
Fire Resist(cap):  18%( 70%)
Cold Resist(cap):  18%( 70%)
Lightning Resist(cap):  18%( 70%)
Acid Resist(cap):  27%( 70%)
Light Resist(cap):  38%( 70%)
Darkness Resist(cap):   9%( 70%)
Confusion Resistance:  24%
Blind Resistance:  27%
Silence Resistance:  30%
Pinning Resistance:  25%
Stun Resistance:  10%

Number of NPC killed: 1188
Most killed NPC: cold drake hatchling (36)

  [Talents Chart]

 - Technique / Combat training        (mastery 1.00)
    Thick Skin (generic)              1/5
    Armour Training (generic)         2/10
    Combat Accuracy (generic)         0/5
    Weapons Mastery (generic)         0/5
    Dagger Mastery (generic)          0/5
 - Cunning / Survival                 (mastery 0.90)
    Trap Handling (generic)           5/5
    Heightened Senses (generic)       0/5
    Piercing Sight (generic)          0/5
    Evasion (generic)                 0/5
 - Spell / Explosive admixtures       (mastery 1.30)
    Throw Bomb (class)                5/5
    Alchemist Protection (class)      5/5
    Explosion Expert (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)        0/5
    Frost Infusion (class)            0/5
 - Spell / Golemancy                  (mastery 1.30)
    Golem Power (class)               5/5
    Golem Resilience (class)          5/5
    Invoke Golem (class)              0/5
    Golem Portal (class)              0/5
 - Spell / Advanced-golemancy         (mastery 1.30)
    Life Tap (class)                  1/5
    Gem Golem (class)                 0/5
    Supercharge Golem (class)         0/5
    Runic Golem (class)               0/5
 - Spell / Fire alchemy               (mastery 1.30)
    Heat (class)                      3/5
    Smoke Bomb (class)                1/5
    Fire Storm (class)                0/5
    Body of Fire (class)              0/5
 - Spell / Stone alchemy              (mastery 1.30)
    Extract Gems (generic)            3/5
    Imbue Item (generic)              3/5
    Gem Portal (generic)              1/5
    Stone Touch (generic)             3/5
 - 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

  [Inscriptions (3/3)]

Infusion: Wild
Infusion: Regeneration
Rune: Manasurge

  [Character Equipment]

 In main hand
a) potent yew magestaff of might (28-33.6 power, 4 apr, arcane damage)
   Type: weapon / staff ; tier 3
It must be held with both hands.

Base power: 28.0 - 33.6
Uses stat: 100% Mag
Damage type: Arcane
Armour Penetration: +4
Physical crit. chance: +3.5%
Attack speed: 100%
When wielded/worn:
Changes damage: +28% arcane
Talent granted: +1 Command Staff 
Spellpower: +9
Spell crit. chance: +8%

   Dropped by Dadudar the thalore
 In off hand
 On fingers
b) sneakthief's steel ring of corrosion (+10%)
   Type: jewelry / ring ; tier 2

When wielded/worn:
Changes stats: +5 Cun / +5 Dex
Changes resistances: +10% acid
Changes damage: +10% acid
Light radius: -2

c) sneakthief's gold ring of pilfering
   Type: jewelry / ring ; tier 3

When wielded/worn:
Armour penetration: +3
Defense: +3
Changes stats: +6 Cun / +5 Dex
Light radius: -2
It can be used to activate talent Disengage, placing all other charms into a 30 cooldown :
Effective talent level: 2.0
Power cost: 30 out of 30/30.
Range: 7.00
Travel Speed: instantaneous
Description: Jump away 4 grids from your target.
   Dropped by Timanek the halfling
 Around neck
d) Feathersteel Amulet
   Type: jewelry / amulet ; tier 2

When wielded/worn:
Fatigue: -20%
Maximum encumberance: +20
Movement speed: +20%
Avoid Pressure Traps: The wearer never triggers traps that require pressure.

   Dropped by The Shade
 Light source
e) Summertide Phial
   Type: lite / lite

When wielded/worn:
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +4
Healing mod.: +10%
It can be used to call light, costing 10 power out of 15/15.
   Dropped by degenerated skeleton warrior
 Main armor
f) enlightening hardened leather armour of implacability (topaz) (7 def, 11 armour)
   Type: armor / light ; tier 3

When wielded/worn:
Armour: +11
Defense: +7
Fatigue: +2%
Changes stats: +2 Cun / +2 Wil
Physical save: +4
Spell save: +4
Mental save: +11
Blindness immunity: +12%
Confusion immunity: +14%
Pinning immunity: +13%
Stun/Freeze immunity: +10%

   Dropped by Samas the shalore
 Cloak
g) regal linen cloak of sorcery (1 def, 0 armour)
   Type: armor / cloak ; tier 1

When wielded/worn:
Defense: +1
Changes stats: +5 Mag / +5 Wil / +3 Cun
Silence immunity: +30%
Spell crit. chance: +3%

   Dropped by Bodelon the dwarf
 On head
h) champion's hardened leather cap of dexterity (+2) (0 def, 3 armour)
   Type: armor / head ; tier 3

When wielded/worn:
Armour: +3
Fatigue: +3%
Changes stats: +2 Str / +2 Dex / +1 Wil
Confusion immunity: +10%
Light radius: +2

   Dropped by Taneriwal the halfling
 Around waist
i) nightruned rough leather belt of inertia
   Type: armor / belt ; tier 1

When wielded/worn:
Changes stats: +4 Str / +4 Con
Changes resistances: +6% darkness / +6% light
Blindness immunity: +15%
Pinning immunity: +12%
See invisible: +5

   Dropped by Naiarerc the human
 On hands
j) spellstreaming hardened leather gloves of the juggernaut (0 def, 2 armour)
   Type: armor / hands ; tier 3

When wielded/worn:
Armour: +2
Changes stats: +3 Wil / +2 Con
Physical save: +5
Spell save: +4
Mental save: +6
Spellpower: +1
Spell crit. chance: +2%
It can be used to activate talent Juggernaut, placing all other charms into a 80 cooldown :
Effective talent level: 4.0
Power cost: 80 out of 80/80.
Range: melee/personal
Travel Speed: instantaneous
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 30% for 20 turns.
   Dropped by Taroeb the thalore
 On feet
k) pair of hardened leather boots of evasion (0 def, 3 armour)
   Type: armor / feet ; tier 3

When wielded/worn:
Armour: +3
Fatigue: +3%
Physical save: +4
Spell save: +1
Mental save: +3
It can be used to activate talent Evasion, placing all other charms into a 30 cooldown :
Effective talent level: 3.6
Power cost: 30 out of 30/30.
Range: melee/personal
Travel Speed: instantaneous
Description: Your quick wit allows you to see attacks before they come, granting you a 36% chance to completely evade them for 7 turns.
Duration increases with Willpower, and chance to evade with Cunning and Dexterity.
   Dropped by Onie the thalore
 Tool
l) warded ash totem of thorny skin [power 16]  (20 cooldown)
   Type: charm / totem ; tier 2

When wielded/worn:
Maximum wards: +2 nature / +3 light / +2 acid
Talent granted: +1 Ward 
It can be used to hardens the skin for 6 turns increasing armour by 16 and armour hardiness by 40%, placing all other charms into a 20 cooldown.
   Dropped by Latfuren the thalore
 Quiver
m) 212 alchemist topaz
   Type: alchemist-gem / blue ; tier 2

When used as an alchemist bomb:
Bomb thrown range +3
As you can see, I've become very successful killing random adventurers for their equipment. I'm just ditzing around now in lower level areas and I can pretty much tell that one fine day, I'll probably meet my match in an adventuring party again. :P What you don't see here is a small heap of gems sitting in my inventory.
Last edited by Roguelike Enthusiast on Wed Oct 03, 2012 2:00 pm, edited 1 time in total.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [b42] Faggot the Cornac Alchemist

#2 Post by edge2054 »

The thread title could have done without your character's name which frankly is offensive.

Roguelike Enthusiast
Cornac
Posts: 40
Joined: Sat Sep 22, 2012 4:31 am

Re: [b42] Faggot the Cornac Alchemist

#3 Post by Roguelike Enthusiast »

edge2054 wrote:The thread title could have done without your character's name which frankly is offensive.
well..... this character was born during a frankly miserable failure reel, at one point I was just adding random names.
Maybe I should have used more thought in naming my characters, which I usually do in roguelikes, but you do stuff like this without realising it during failure reels, or at least, I do.

If you've got anything else to add besides this, I'm all ears. :roll: But i'm sorry if I may have inadvertently caused offense thereby.

omni
Thalore
Posts: 127
Joined: Thu Sep 29, 2011 6:55 pm

Re: [b42] Faggot the Cornac Alchemist

#4 Post by omni »

I agree with Edge.

In particular I note that your character dump specifically left out the name only for you to insert it into forum proper. My typical internet skepticism tingles my troll sense, but so far I think Tome's community has been graced with surprisingly socially acceptable behavior for people playing a really hard video game with an online component AND online community.

Anyways, it wouldn't have been welcome in All-Chat, so it's certainly not welcome to be recorded for eternity on character reports. Especially since this is a very slow moving section of the forums.

Again, I reiterate I at least have been fortunate the community hasn't seemed to need active moderation and self polices itself to an acceptable level.

With a name like that, while I'm sure you may be a good and sensible person, I hope you instead just get public derision because of the obvious hot button you reached for. It means the community still wants to be family friendly, and we're trying to not need moderators to step in and exercise authority because we'll self police through shame.

Then again, who knows. As the community grows, the lowest common denominator for acceptable behavior tends to drop. Right this moment, it appears to be you. I expect better of you.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [b42] Faggot the Cornac Alchemist

#5 Post by edge2054 »

Roguelike Enthusiast wrote: If you've got anything else to add besides this, I'm all ears. :roll: But i'm sorry if I may have inadvertently caused offense thereby.
I don't have much experience with alchemists so I can't really say. Throw bombs is supposedly very powerful though from what I hear. And I think Explosion Expert (is that the one that increases radius?) can multiply the damage a bunch when fighting enemies in cramped quarters.

You can edit the thread title by the way. The word is offensive, I have homosexual friends and frankly I find the word and the use of it as a sign of emotional immaturity. You of course are free to name your character what ever you want but as this is a public but moderated board the moderators are free to change your thread title or simply delete it. Darkgod has always strived to keep these bored family friendly and it would be nice if you respected that.

That said, glad you're having fun with your character :)

5k17
Halfling
Posts: 84
Joined: Sat Sep 01, 2012 1:35 pm
Location: Germany

#6 Post by 5k17 »

Why would the character's name be offensive? The word is usually only considered offensive when it is used to pejoratively refer to a male androphile or person with behaviour regarded as typical of them. But it has many other meanings (eight, according to Wiktionary), and there is no indication as to which one (if any — unless the language spoken in Maj'Eyal has been officially specified, it's quite possible that it is a common name in it) was supposed to describe the character.
Die early, die often.

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re:

#7 Post by stinkstink »

5k17 wrote:Why would the character's name be offensive? The word is usually only considered offensive when it is used to pejoratively refer to a male androphile or person with behaviour regarded as typical of them. But it has many other meanings (eight, according to Wiktionary), and there is no indication as to which one (if any — unless the language spoken in Maj'Eyal has been officially specified, it's quite possible that it is a common name in it) was supposed to describe the character.
the only response this deserves is "eat shit"

5k17
Halfling
Posts: 84
Joined: Sat Sep 01, 2012 1:35 pm
Location: Germany

#8 Post by 5k17 »

stinkstink wrote:the only response this deserves is "eat shit"
I'm afraid I'm unable to comprehend why you wish me to engage in coprophagy, and therefore have to deny your request.
Die early, die often.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: [b42] Faggot the Cornac Alchemist

#9 Post by Parcae2 »

seriously dude what is wrong with you

Roguelike Enthusiast
Cornac
Posts: 40
Joined: Sat Sep 22, 2012 4:31 am

Re: [b42] Faggot the Cornac Alchemist

#10 Post by Roguelike Enthusiast »

You can edit the thread title by the way. The word is offensive, I have homosexual friends and frankly I find the word and the use of it as a sign of emotional immaturity. You of course are free to name your character what ever you want but as this is a public but moderated board the moderators are free to change your thread title or simply delete it. Darkgod has always strived to keep these bored family friendly and it would be nice if you respected that.

That said, glad you're having fun with your character.
Makes sense. I'm not proud about what I did and perhaps it was stupid of me to do it.

That said though, I am having fun, a great deal of it in fact.

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

Re: [b42]Cornac Alchemist

#11 Post by Frumple »

Anyway yeah. Advice now that that's been cleared up.

You want explosion expert maxed ASAP; the AoE increase alone is worth it, but the damage boost it can give doesn't hurt either. The sole reason to hold off on it is that you don't want to invest until after alchie protection is maxed; once protection is maxed, your next priority with class points is pretty much without variation maxing that EE. It's the sole reason a non-higher alchemist has no strong reason to invest in dexterity; at 5/5 EE extends your bomb radius at max (not dex enhanced) throw distance to the limits of your visual range.

Other priority target is supercharge golem -- just one point for a while, but that one point is absolutely vital to maximizing golem usage, and saves you many gems compared to refit reconstruction. Also in that tree is gem golem, which you'll want to boost roughly alongside extract gem (i.e. level it as you get regular access to the next tier of gems) and runic golem. Runic's good to just max as you're able, but if nothing else you want to level it as you find good offensive runes (i.e. anything but frozen spear, which they AI can't really handle right now). Remember that the golem starts with three inscriptions slots, same as you do, and runic can bring that total up to six, one more than you can get. As for gem golem, the stats are quite nice, and it's very good to have the golem outputting raw elemental damage instead of physical -- it's possible with a little foresight (or a duck around the corner to readjust the golem's eyes) to make certain fights much easier.

Invoke golem and golem portal are both one point wonders, but again, you'll want that one point fairly soon, especially invoke.

Fire alchemy tree, I haven't actually used enough to comment on. Heat's damage always felt kinda' anemic compared to the bombs or maxed channel, but extra damage is extra damage; one cast of heat does more damage than one cast of channel, but channel does more over the CD period of heat if cast on every turn. Stacking the two (cast heat, wail with channel) can improve your damage a bit if you really feel the need. Smoke bomb seems useful, but I don't actually know how the AI reacts to it, it's just pretty annoying to have dropped on you. Firestorm I don't even remember what does, but body of fire I remember as being an excellent, if expensive, escape method. Pop it and then a movement infusion and dip like you've rarely dipped before.

Roguelike Enthusiast
Cornac
Posts: 40
Joined: Sat Sep 22, 2012 4:31 am

Re: [b42]Cornac Alchemist

#12 Post by Roguelike Enthusiast »

I've currently ditched my manasurge rune for a 300 shielding rune over 5 turns, and started cranking out tier 3 alchemist bombs to up my damage some more. I got a unique spider silk robe which replaced my old armor since it had CRAZY good stats, and retaliation damage to boot. I made it better by imbuing a lapis lazuli in it. I also got a new amulet out of the dark crypt, which is not bad too. I swapped out one of my sneakthief rings for the Nightsong unique, which Urkis was kind enough to donate to me. I've one pointed both golem invoke and golem portal, just going to start adding points eventually to the rest of the explosive tree to compensate.

Does increasing the number of points you put into alchemic infusions increase bomb damage linearly or is it separate for all explosives?

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

Re: [b42]Cornac Alchemist

#13 Post by Frumple »

Not quite sure what you're asking, heh, but I'll give a go... each infusion's boost is separate, and only applies while the infusion is active (the fire infusion is "default" and technically active when none of the other ones are). So the % boost from, say, fire and acid infusion doesn't stack, and when you sustain the acid infusion, you lose the damage boost from investment into fire infusion (it gets overwritten by acid infusion's boost).

Big reason to invest into infusions beyond fire is the crowd control effect (Acid and frost are particularly good for that) and to get the fire alchemy tree to change damage types. Having a second (or more) major damage source in the early game is good, too (luminous horrors, fire elementals, etc.). They also used to be good for getting staves to change damage type, but command staff has rendered that ability pretty much worthless (since there's some damage loss involved, it's more effective to just switch the stave's primary damage type.).

Generally, you pick two infusions (usually fire and either acid or frost; daze is somewhat weaker of a debuff, and you can get it through alchie gems anyway*), max those fairly late in the game (though you want one point in something besides fire before you do, say, lake nur. Fairly early.), and ignore the rest.

*Though, checking, you can get freeze via gems, too. Hrm. Blind's the only one not available via bomb special effect, actually.

skein
Halfling
Posts: 107
Joined: Mon Aug 13, 2012 12:03 am

Re: [b42]Cornac Alchemist

#14 Post by skein »

Mistakes you made

Trap Handling (generic) 5/5 - Even with the best + disarm equipment you will frequently fail a disarm and wands do this just fine and safer with no point cost. As an alchemist you should really never have more then one level of this just to spot traps(and that should come from an escort)

Explosion Expert (class) 0/5 is far more important then Alchemist Protection. With a big explosion radius you hit multiple targets. This becomes critically important later when you need to hit 7 or 8 mobs at the same time. It also gives you added range which is ridiculously nice to have. You should probably have both before anything else but even so you picked the wrong one.

For the infusions you want 5/5 if you are ever going to use it. You really only need one and acid does fine. It was far more important then the golem. You can play without the golem but alchemists have a very hard time playing without bombs. (just like necros can play just fine without their pets)

Speaking of the golem you want invoke and portal far more then you want power and resilence. You do know that your golem has 3 rune slots right? One favored tactic is to switch control to the golem, use a teleport rune to scout and then to golem portal and invoke the golem back when you know that it is safe. Alchemists are one of very few classes that get safe telports.

The whole fire alchemy tree does less damage then bombs do. In other words you spent a category point on an inferior damage option. It is an easy mistake to make and kinda a trap option.

If you are going to spend that many points on channel staff you should probably also spend a few points on accuracy. For many targets jsut a couple points in accuracy will let you whack them with your staff for close to the damage you can do with channel and it costs no mana. A not well known feature is alchemists can play heavy armor and pretend to be a beserker if they really want to. A 5% resist all gem on a massive plate armor with 10/10 in armor makes you almsot completely immune to physical damage.

Your golem is really a foward observer, not really a tank. There are many effects later on that kill it in a very short time frame no matter how defensive it is.

What is your swap weapon suite? It should probably be a fungal sling and a shield of faith if you have no really impressive second staff to use. Other good choices are staves of channeling for the rare monsters that suck all your mana out.

This would have served you far better :)

- Technique / Combat training (mastery 1.00)
Thick Skin (generic) 1/5
Armour Training (generic) 2/10
Combat Accuracy (generic) 2/5
Weapons Mastery (generic) 0/5
Dagger Mastery (generic) 0/5

- Cunning / Survival (mastery 0.90)
Trap Handling (generic) 1/5
Heightened Senses (generic) 1/5
Piercing Sight (generic) 1/5
Evasion (generic) 0/5

- Spell / Explosive admixtures (mastery 1.30)
Throw Bomb (class) 5/5
Alchemist Protection (class) 5/5
Explosion Expert (class) 5/5
Shockwave Bomb (class) 0/5

- Spell / Infusion (mastery 1.30)
Fire Infusion (class) 5/5
Acid Infusion (class) 5/5
Lightning Infusion (class) 0/5
Frost Infusion (class) 0/5

- Spell / Golemancy (mastery 1.30)
Golem Power (class) 5/5
Golem Resilience (class) 1/5
Invoke Golem (class) 1/5
Golem Portal (class) 1/5

- Spell / Advanced-golemancy (mastery 1.30)
Life Tap (class) 1/5
Gem Golem (class) 0/5
Supercharge Golem (class) 0/5
Runic Golem (class) 0/5

- Spell / Stone alchemy (mastery 1.30)
Extract Gems (generic) 3/5
Imbue Item (generic) 3/5
Gem Portal (generic) 1/5
Stone Touch (generic) 3/5

- 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

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

Re: [b42]Cornac Alchemist

#15 Post by Frumple »

As a counterpoint, I would seriously never recommend getting accuracy on a staff using alchemist. 5/5 channel staff is flat out better than a melee attack will ever be (3/5 is honestly better, and anything after that is just cake), and the mana cost is hilariously negligible. Even if you go psuedo-'zerker on an alchie, you will never, ever, want to be using your base melee attack. Channel staff is flatly better in every situation. Auto-hit and infinite armor penetration is something a base attack will just never surpass.

Trap handling would be alright later in the game once you start pumping cunning. Trap wands are a pain in the hindquarters and swapping them out to deal with traps is a good way to get squished because you didn't have that psychoport torque or whatev' up and running when you moved on with the level. It's still a fairly iffy choice, but alchies don't have much use for generics once imbue/extract and channel/staff mastery are maxed, anyway. Besides thick skin, at least.

As for power/resilience, it maxing it early lets the golem pretty much ease most of the west. You've got plenty of time to max those and slide a couple of points into invoke and portal. Resilience especially is terribly useful in the early to mid game and mixed with runic. I'd probably slip points out of power and into invoke and portal instead of undercutting resilience for them, if I were going to shift that tree around. Between resilience, refit, and supercharge, golems can tank a tremendous amount for a long, long time, especially when you stick more resall in them via gem golem and imbued armor. Later on, they splat a bit easier, but by then you've stuck a good thousand or so HP worth of shields on them so they last plenty long to melt whatever with your bombs.

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