Victory is mine! First Time Normal/Adventurer Alchemist
Posted: Wed Oct 14, 2020 3:39 am
So, I just beat the game on my first character (technically second, but the other was a 1.4 Stonewarden I played for an hour before not playing the game for another 4 years). Thought I'd sum up my journey and thoughts on the game in general.
I ended up going Alchemist. While I was initially leaning towards Arcane Blade, the promise of easy Pyro/Cyromancer unlocks tipped the scales. Went Shalore as recommended by the guide. I actually really liked the look of the Acid tree, but I wanted those unlocks. I leaned in favor of Ice at first, and at the recommendation of the guide, I started using Heavy Armor. Not aware that A: Higher tier armor requires more strength, and B: That you only need higher stats at time of equipping, and so you don't need to invest TOO much in Strength anyway.
I made a mistake with an escort early on, and picked up Lacerating Blades, which doesn't specificy it only applies on physical or weapon attacks, so I thought it might work. Well it didn't, and that's actually one of the biggest complaints I have about the game. Descriptions are oftentime lacking or misleading. To skip on ahead, Firestorm conveniently tells you it doesn't affect friendly units. So when I saw the LACK of that text on other AoE skills, I thought it might affect me or my Golem. And as my build moved more and more into a pseudo-melee position, the idea of Caustic Mire become less inviting. Only for me to realize, when I finally got it, it doesn't affect me or my golem. While I do really enjoy the game, and have picked up the DLC and am on my second character, this is a rather significant issue, especially considering the wiki isn't well-maintained and able to pick up the slack by providing more details about how abilities work.
I had seen videos warning me about vaults, and so I wasn't sure when I saw one in Trollmire. My friend who had recommended the game to me said that early ones usually aren't that bad. I opened the door... and there was a basic worm behind it. Oh no! I swear, this is a trap to make players let their guard down. I managed to defeat Bill at around level 4 or so. Hardly my first dungeon, but he gave me a run for my money. He took out my golem and I made a fighting retreat and only barely scraped out a vicotry.
As a class Alchemist is something of a comedic one-trick pony, especially early on. 5/5/5 in Bombs solves MANY problems. Throughout much of the early game, I was not only focusing on dealing Cold damage, but would do so even when I really shouldn't, just to build up Cryomancer points. This made Daikara a bit trickier than it had to be, I'm sure. Also probably Storm Peak, the source of my first death. While I wasn't avoiding spoilers, I also wasn't reading super-carefully, and went to Storm Peak even though I wasn't super confident. I hadn't died yet, and I had a Blood of Life for some extra lives on top of the usual, so I figured it couldn't hurt to try. Apart from the hurt of that death, any way.
My friend really wanted me to check out the sandworm dungeon, which I had avoided due to me initially hovering over tiles described as 'unstable sand', and me not knowing if I was going to be drowned at any moment. Once he mentioned the place would be fairly safe, I went on in, and got myself that delicious worm heart (WHAT MADE ME WANT TO EVEN TRY EATING IT?!). The dungeon is definitely one of the more unique... but following the worms can get tedious at times, especially when they don't go where you want them to.
Around this point, I had found a Unique Lite, that made me be treated as undead. It actually stuck with me until the very end game, when I replaced it with a Merchant-made lamp that was only slightly better. But it made exploring Lake Nur possible. Or, as it turns out, easier. I wasn't aware of bubbles until my friend told me that I could use them. I had previously only gotten up to the stairwell, and went down it, to confirm that there was indeed more water beneath. I had to use Gem Portal to get back to land fast enough. But I also noticed, after I got the Undead Lamp, that a lot of hostile Adventurer parties dropped water breathing armor. I started to think that that was intentional, to make traveling through Lake Nur easier. Is that true, or was that just my luck?
Once I discovered the Alchemist quests (and it took me two blind picks of potions to realize I could get a preview of what each potion offered), I saw that I needed to get a vampire bit. Well, I knew that Dreadfell was a major story dungeon, so I figured that'd be too hard. So I went to the only other place likely to have vampires... the graveyard of Lost Hope. Now, I'm sure you all know how this turns out. But whats even funnier, is that when I went to the crypts to grave-rob them, the game warned me away. Well, being trapped in a tomb, I decided to play it safe for the time being. Making my inevitable death all the more sudden and surprising.
I then went on to climb Dreadfell. I was doing fine, but eventually the Master claimed my 3rd life (Or maybe my 4th... there was some death to a random nobody at some point that came out of nowhere). This is where a problem that had been brewing for a while become more apparent. In longer, tougher fights, I'd be running out of mana. This is when I started packing lots of mana-regen gem bombs. It also represented my first Prodigy point, and enough Class points that it was time to really commit to an element. I previously had just rushed Ice Core after my bombs, and put points into Advanced Golem to turn it into my rune-bot. Over the course of the game, my Golem was running 3 unique runes, all of which provided excellent effects. The Rune of Time Warp (or whatever you get from the temporal WTF from Daikara), the Rune of Mirror Image (Best tank) and the Rune of Dissapation (Added very late in the game, but complemented Acid Splash quite nicely). But with Ice Core at 5, and a crowd-controlling golem, I decided I needed more damage than CC, so I decided to commit to Fire Infusion. I picked up Firestorm with the intent of getting into melee more often, which I could do with Mail, Ice Core and the two ranks of Chant of Fortress I had gotten from Escorts.
I also needed that prodigy. My friend recommended Cauterize. I was leaning in favor of some other options, but after realizing that all of my deaths up to this point had been sudden, I wanted a defensive one. But I just hadn't been burned enough. And I realized I was in a dungeon that was dealing lots of Blight damage. So I decided to set out for Corrupted Shell. Constitution was already my second stat, behind Magic. So I went to the Spellscar... and my 5th life was claimed when I got teleported to the Fearscape without my golem, whom I could not summon nor even steal HP from. Whoops. Well I returned, finished the job, and ironically learned how to betray escorts to Zigur after I had killed them all. After this, I cleared out the continent (mostly) looking for unlocks and more XP. Then I returned to the Master to continue the story.
After this, things mostly calmed down. Reknor went smoothly. I started putting points into Acid for utility. And without meaning to, I ended up going straight for the return portals for the areas. Once I was back, my first 4k Merchant item was so perfect for me I thought the game somehow detected what stats you wanted. Extra fire damage and fire penetration. Mmmmm. The second item wasn't too bad either. Later items would dispel me of this notion entirely.
Lives 6 and 7 were claimed by Kor, who wore me down, partially because he trapped me in a building when I Gem Portaled in to escape him, and for the first time, found out that NPCs can open doors. I returned to fight from a better position, but he kept wearing me down and forcing me to retreat, even with Mana-regen gems. My poor Golem kept getting insta-nuked by him, and that put a damper on a lot of my defensive options. I was about to give up and come back later, but I decided I'd try one more time. I got gibbed instantly. He must have landed a couple of crits through my Ice Core all in one turn. Ouch. Now I was out of extra lives, and I was going to have to beat this Roguelike style. Fortunately, I had a Ring of the Dead and some Blood of Life, so I actually had two extra lives, but still, I was way too close for comfort to peram-death.
My friend pointed me towards the Sand Worm lair again, and I claimed my final Cat point. With nothing I really wanted, and not enough to spend Generic points on, I went to unlock Hexes. Burning Hex not only did fire damage, but it was CC that could be really useful against bosses. I eventually ranked up Empathy curse as well. Domination wasn't useful, since it broke on damage, and between my golem and me being constantly on fire, that was never going to last.
I started working on the other Prides, none of which provided me nearly the challenge. Once clearing the first one, I got the invite to the Volcano ritual, and thank god I read about it ahead of time. Because I never would have noticed that time, and would have spent way too much time Resting to max after every fight. The quest log doesn't tell you to hurry up either... or at least, no more than it does for all other sorts of time-insensitive quests. Going in, I decided to prep Flame Body, intending to, at least, float a point in there for the fire resistance. But I had moved on to increasing my Willpower, as mana was my big weakness so far (and because if I didn't need the extra mana, that meant more +25% damage diamond bombs, instead of the mana regen bombs), and when I got to the end, I raised it to 4 to contribute to damage. Pretty much everything from here went smoothly and uneventfully. I didn't use up either of my remaining lives, and the only real mistake I made was in using the last of my Class points to raise my Golems ability to equip gems, and then realizing that the Artifact gems I had were not level 5, and that it's a talent that can't be refunded. But I was mostly just dumping spare points at this time. I picked up Cauterize at 42, but I never actually used it.
The final dungeon went a LOT faster than Dreadfell, once I realized that my gear was all but maxed, and my level actually was maxed. I'd skip vaults and start taking the stairs up the second I found them. I was almost completely decked out in Merchant gear (and the stuff that wasn't was really nice), so without experience to get, and the game letting me know I wouldn't be able to leave before the final boss anyway, I just rushed to the top to finish the deed. The final bosses kind of came out of nowhere. Whereas I really liked the Legend of Gorkul, these two bosses just... were kind of there in order to have a world-saving plot. Which I found rather disappointing after the game was heavy on a lot of interesting lore.
I ended my campaign with 13 classes unlocked, 3 races, 9 'other' (which includes all 4 elemental talent trees), and 2 cosmetic options. My Alchemist has a lot of artifacts, and will be retiring to right next to the vault to swap those in and out as needed. The DLC only provides you with a total of 12 slots, and I had a lot more than that... though I probably didn't really need most of them. But no harm holding on to them. I next intend to get two Tinkers up to the boss that unlocks Tinker content in the original campaign, at which point I'm going to experiment with a lot of characters for variety and further unlocks. I just want to have them able to grab Tinker escorts before I make them, and so that's first. My first character in the Orc campaign is a Sawbutcher, and I'm still playing on Normal. I'll probably move on to Nightmare for my second tinker character going forward. I don't have any real push to beat the game now that I've done it once, so I'm not afraid of a little bit of death.
Overall, I'm very happy with the game. Auto-explore, auto-rest, and the transmutation chest solve a lot of busy work problems. As do inscriptions save you the trouble of worrying about extra resources. Granted, I still got screwed a few times when I ran out of alchemical gems mid-combat, but not having to stock up on potions before every dungeon was much appreciated. Not that I had much to spend money on regardless... money seems to be an early and late game only thing. Shops change stock so rarely, and their options are little more than what I could find a dozen of on every single dungeon floor to begin with. I'm glad money does eventually feel worth it in the end-game with the Merchant (and I hear siding with the Assassin Lord gives you an alternative), but it would have been nice if there was more in the middle.
Alchemist felt like a solidly designed class, with a few different valid build options. Extra talent trees from other classes or generically available pools help add more customizability to classes. Hopefully other classes will feel similarly well designed, and if so, this game has tons of replay value. I don't need every class or build to be equally strong, as long as there are a lot of functional options that play differently for varities sake, I'll be quite pleased.
I do have a problem with item descriptions though. I've been through the whole campaign, and I still have trouble comparing two similar items. The magic buffs are mixed in with the weapons base stats, and it's hard to parse them out. And there are so many possible bonuses, that unique items descriptions look like a big mess. I learned to read them well enough, but they could really benefit from some kind of UI overhaul.
Well, for anyone who read the whole thing, thanks for taking the time. I haven't had this much drive to play, and replay, a game for quite some time.
If anyone wants to recommend good class/race combos to unlock extra stuff with, I'd like to hear it. While the primary goal is unlocking, it would be nice if I could keep playing the character, rather than design something awkward just for an unlock. I need to play a Yeek to get Mindslayer (Given how I barely managed to save the Yeek the first time, I might just make this a Normal difficulty game, though any class that is good at single-target burst and works well on a Yeek might keep me happily playing on Nightmare), a Dwarf Mage investing points into Harmony for Stone Warden (Honestly, this sounds so unnatural, I think the character will be deleted as soon as this goal is achieved), a Rogue or Shadowblade for Marauder (maybe that can be the Yeek?), and a Temporal Warden for Paradox Mage. Bonus points for including a Thalore somewhere to make unlocking Oozemancer more likely.
I ended up going Alchemist. While I was initially leaning towards Arcane Blade, the promise of easy Pyro/Cyromancer unlocks tipped the scales. Went Shalore as recommended by the guide. I actually really liked the look of the Acid tree, but I wanted those unlocks. I leaned in favor of Ice at first, and at the recommendation of the guide, I started using Heavy Armor. Not aware that A: Higher tier armor requires more strength, and B: That you only need higher stats at time of equipping, and so you don't need to invest TOO much in Strength anyway.
I made a mistake with an escort early on, and picked up Lacerating Blades, which doesn't specificy it only applies on physical or weapon attacks, so I thought it might work. Well it didn't, and that's actually one of the biggest complaints I have about the game. Descriptions are oftentime lacking or misleading. To skip on ahead, Firestorm conveniently tells you it doesn't affect friendly units. So when I saw the LACK of that text on other AoE skills, I thought it might affect me or my Golem. And as my build moved more and more into a pseudo-melee position, the idea of Caustic Mire become less inviting. Only for me to realize, when I finally got it, it doesn't affect me or my golem. While I do really enjoy the game, and have picked up the DLC and am on my second character, this is a rather significant issue, especially considering the wiki isn't well-maintained and able to pick up the slack by providing more details about how abilities work.
I had seen videos warning me about vaults, and so I wasn't sure when I saw one in Trollmire. My friend who had recommended the game to me said that early ones usually aren't that bad. I opened the door... and there was a basic worm behind it. Oh no! I swear, this is a trap to make players let their guard down. I managed to defeat Bill at around level 4 or so. Hardly my first dungeon, but he gave me a run for my money. He took out my golem and I made a fighting retreat and only barely scraped out a vicotry.
As a class Alchemist is something of a comedic one-trick pony, especially early on. 5/5/5 in Bombs solves MANY problems. Throughout much of the early game, I was not only focusing on dealing Cold damage, but would do so even when I really shouldn't, just to build up Cryomancer points. This made Daikara a bit trickier than it had to be, I'm sure. Also probably Storm Peak, the source of my first death. While I wasn't avoiding spoilers, I also wasn't reading super-carefully, and went to Storm Peak even though I wasn't super confident. I hadn't died yet, and I had a Blood of Life for some extra lives on top of the usual, so I figured it couldn't hurt to try. Apart from the hurt of that death, any way.
My friend really wanted me to check out the sandworm dungeon, which I had avoided due to me initially hovering over tiles described as 'unstable sand', and me not knowing if I was going to be drowned at any moment. Once he mentioned the place would be fairly safe, I went on in, and got myself that delicious worm heart (WHAT MADE ME WANT TO EVEN TRY EATING IT?!). The dungeon is definitely one of the more unique... but following the worms can get tedious at times, especially when they don't go where you want them to.
Around this point, I had found a Unique Lite, that made me be treated as undead. It actually stuck with me until the very end game, when I replaced it with a Merchant-made lamp that was only slightly better. But it made exploring Lake Nur possible. Or, as it turns out, easier. I wasn't aware of bubbles until my friend told me that I could use them. I had previously only gotten up to the stairwell, and went down it, to confirm that there was indeed more water beneath. I had to use Gem Portal to get back to land fast enough. But I also noticed, after I got the Undead Lamp, that a lot of hostile Adventurer parties dropped water breathing armor. I started to think that that was intentional, to make traveling through Lake Nur easier. Is that true, or was that just my luck?
Once I discovered the Alchemist quests (and it took me two blind picks of potions to realize I could get a preview of what each potion offered), I saw that I needed to get a vampire bit. Well, I knew that Dreadfell was a major story dungeon, so I figured that'd be too hard. So I went to the only other place likely to have vampires... the graveyard of Lost Hope. Now, I'm sure you all know how this turns out. But whats even funnier, is that when I went to the crypts to grave-rob them, the game warned me away. Well, being trapped in a tomb, I decided to play it safe for the time being. Making my inevitable death all the more sudden and surprising.
I then went on to climb Dreadfell. I was doing fine, but eventually the Master claimed my 3rd life (Or maybe my 4th... there was some death to a random nobody at some point that came out of nowhere). This is where a problem that had been brewing for a while become more apparent. In longer, tougher fights, I'd be running out of mana. This is when I started packing lots of mana-regen gem bombs. It also represented my first Prodigy point, and enough Class points that it was time to really commit to an element. I previously had just rushed Ice Core after my bombs, and put points into Advanced Golem to turn it into my rune-bot. Over the course of the game, my Golem was running 3 unique runes, all of which provided excellent effects. The Rune of Time Warp (or whatever you get from the temporal WTF from Daikara), the Rune of Mirror Image (Best tank) and the Rune of Dissapation (Added very late in the game, but complemented Acid Splash quite nicely). But with Ice Core at 5, and a crowd-controlling golem, I decided I needed more damage than CC, so I decided to commit to Fire Infusion. I picked up Firestorm with the intent of getting into melee more often, which I could do with Mail, Ice Core and the two ranks of Chant of Fortress I had gotten from Escorts.
I also needed that prodigy. My friend recommended Cauterize. I was leaning in favor of some other options, but after realizing that all of my deaths up to this point had been sudden, I wanted a defensive one. But I just hadn't been burned enough. And I realized I was in a dungeon that was dealing lots of Blight damage. So I decided to set out for Corrupted Shell. Constitution was already my second stat, behind Magic. So I went to the Spellscar... and my 5th life was claimed when I got teleported to the Fearscape without my golem, whom I could not summon nor even steal HP from. Whoops. Well I returned, finished the job, and ironically learned how to betray escorts to Zigur after I had killed them all. After this, I cleared out the continent (mostly) looking for unlocks and more XP. Then I returned to the Master to continue the story.
After this, things mostly calmed down. Reknor went smoothly. I started putting points into Acid for utility. And without meaning to, I ended up going straight for the return portals for the areas. Once I was back, my first 4k Merchant item was so perfect for me I thought the game somehow detected what stats you wanted. Extra fire damage and fire penetration. Mmmmm. The second item wasn't too bad either. Later items would dispel me of this notion entirely.
Lives 6 and 7 were claimed by Kor, who wore me down, partially because he trapped me in a building when I Gem Portaled in to escape him, and for the first time, found out that NPCs can open doors. I returned to fight from a better position, but he kept wearing me down and forcing me to retreat, even with Mana-regen gems. My poor Golem kept getting insta-nuked by him, and that put a damper on a lot of my defensive options. I was about to give up and come back later, but I decided I'd try one more time. I got gibbed instantly. He must have landed a couple of crits through my Ice Core all in one turn. Ouch. Now I was out of extra lives, and I was going to have to beat this Roguelike style. Fortunately, I had a Ring of the Dead and some Blood of Life, so I actually had two extra lives, but still, I was way too close for comfort to peram-death.
My friend pointed me towards the Sand Worm lair again, and I claimed my final Cat point. With nothing I really wanted, and not enough to spend Generic points on, I went to unlock Hexes. Burning Hex not only did fire damage, but it was CC that could be really useful against bosses. I eventually ranked up Empathy curse as well. Domination wasn't useful, since it broke on damage, and between my golem and me being constantly on fire, that was never going to last.
I started working on the other Prides, none of which provided me nearly the challenge. Once clearing the first one, I got the invite to the Volcano ritual, and thank god I read about it ahead of time. Because I never would have noticed that time, and would have spent way too much time Resting to max after every fight. The quest log doesn't tell you to hurry up either... or at least, no more than it does for all other sorts of time-insensitive quests. Going in, I decided to prep Flame Body, intending to, at least, float a point in there for the fire resistance. But I had moved on to increasing my Willpower, as mana was my big weakness so far (and because if I didn't need the extra mana, that meant more +25% damage diamond bombs, instead of the mana regen bombs), and when I got to the end, I raised it to 4 to contribute to damage. Pretty much everything from here went smoothly and uneventfully. I didn't use up either of my remaining lives, and the only real mistake I made was in using the last of my Class points to raise my Golems ability to equip gems, and then realizing that the Artifact gems I had were not level 5, and that it's a talent that can't be refunded. But I was mostly just dumping spare points at this time. I picked up Cauterize at 42, but I never actually used it.
The final dungeon went a LOT faster than Dreadfell, once I realized that my gear was all but maxed, and my level actually was maxed. I'd skip vaults and start taking the stairs up the second I found them. I was almost completely decked out in Merchant gear (and the stuff that wasn't was really nice), so without experience to get, and the game letting me know I wouldn't be able to leave before the final boss anyway, I just rushed to the top to finish the deed. The final bosses kind of came out of nowhere. Whereas I really liked the Legend of Gorkul, these two bosses just... were kind of there in order to have a world-saving plot. Which I found rather disappointing after the game was heavy on a lot of interesting lore.
I ended my campaign with 13 classes unlocked, 3 races, 9 'other' (which includes all 4 elemental talent trees), and 2 cosmetic options. My Alchemist has a lot of artifacts, and will be retiring to right next to the vault to swap those in and out as needed. The DLC only provides you with a total of 12 slots, and I had a lot more than that... though I probably didn't really need most of them. But no harm holding on to them. I next intend to get two Tinkers up to the boss that unlocks Tinker content in the original campaign, at which point I'm going to experiment with a lot of characters for variety and further unlocks. I just want to have them able to grab Tinker escorts before I make them, and so that's first. My first character in the Orc campaign is a Sawbutcher, and I'm still playing on Normal. I'll probably move on to Nightmare for my second tinker character going forward. I don't have any real push to beat the game now that I've done it once, so I'm not afraid of a little bit of death.
Overall, I'm very happy with the game. Auto-explore, auto-rest, and the transmutation chest solve a lot of busy work problems. As do inscriptions save you the trouble of worrying about extra resources. Granted, I still got screwed a few times when I ran out of alchemical gems mid-combat, but not having to stock up on potions before every dungeon was much appreciated. Not that I had much to spend money on regardless... money seems to be an early and late game only thing. Shops change stock so rarely, and their options are little more than what I could find a dozen of on every single dungeon floor to begin with. I'm glad money does eventually feel worth it in the end-game with the Merchant (and I hear siding with the Assassin Lord gives you an alternative), but it would have been nice if there was more in the middle.
Alchemist felt like a solidly designed class, with a few different valid build options. Extra talent trees from other classes or generically available pools help add more customizability to classes. Hopefully other classes will feel similarly well designed, and if so, this game has tons of replay value. I don't need every class or build to be equally strong, as long as there are a lot of functional options that play differently for varities sake, I'll be quite pleased.
I do have a problem with item descriptions though. I've been through the whole campaign, and I still have trouble comparing two similar items. The magic buffs are mixed in with the weapons base stats, and it's hard to parse them out. And there are so many possible bonuses, that unique items descriptions look like a big mess. I learned to read them well enough, but they could really benefit from some kind of UI overhaul.
Well, for anyone who read the whole thing, thanks for taking the time. I haven't had this much drive to play, and replay, a game for quite some time.
If anyone wants to recommend good class/race combos to unlock extra stuff with, I'd like to hear it. While the primary goal is unlocking, it would be nice if I could keep playing the character, rather than design something awkward just for an unlock. I need to play a Yeek to get Mindslayer (Given how I barely managed to save the Yeek the first time, I might just make this a Normal difficulty game, though any class that is good at single-target burst and works well on a Yeek might keep me happily playing on Nightmare), a Dwarf Mage investing points into Harmony for Stone Warden (Honestly, this sounds so unnatural, I think the character will be deleted as soon as this goal is achieved), a Rogue or Shadowblade for Marauder (maybe that can be the Yeek?), and a Temporal Warden for Paradox Mage. Bonus points for including a Thalore somewhere to make unlocking Oozemancer more likely.