Alchemist+ (beta)
Posted: Thu Dec 20, 2012 11:08 am
Its a class addon to make Alchemist a bit more interesting.
Changes Spell/Infusions, Fire Alchemy and golem's Molten Skin.
Add Water Alchemy and Energy Alchemy.
Water Alchemy
Liquify: Generally used for liquifying difficult ingredients, this trick can be used in combat to do %0.2f acid damage.
If you have Acid Infusion active, the damage increase will apply to this spell and it can blind as well.
The damage will increase with your Spellpower.
Poison Bomb: Throw a flask of poison with a small alchemist bomb attached. On impact the bomb will cause the poison to vaporise, creating a poisonous cloud of radius 2 for 5 turns.
Creatures inside this cloud will be poisoned for %d turns, doing %0.2f poison damage and reducing their damage by 10%%.
The damage will increase with your Spellpower.
Crystalization: An extension of a spell normally used to keep potions in a non-volatile state.
This spell chills all nearby enemies for %0.2f cold damage and possibly freezing them.
If you have Frost Infusion active, the damage increase will apply to this spell and enemies will be frozen for %d turns.
The damage and duration will increase with your Spellpower.
Potioncraft: Allows you to create special potions from ingredients you collect on your travels.
Should you manage to complete 5 of these potions, you can gain entry into the Guild of Alchemists.
Ingredients can be viewed from the game menu. Recipies can be viewed in your journal.
Energy Alchemy
Mana Charge: Increases mana regeneration by +%0.1f
Quicken Inscriptions: Removes all inscription saturations and reduces the cooldown of your inscriptions by %d turns.
Glowing Orb: Charge an alchemist gem and throw it, it will explode with a radius of %d that illuminates the area.
This light is strong enough to blind for %d turns. It also deals %0.2f lightning damage.
If you have Lightning Infusion active, the damage increase will apply to this spell and enemies might also be dazed.
The damage will increase with your Spellpower.
Inscription Mastery: Increases the power and duration of your inscriptions (any type) by %d%%.
Infusions no longer cause a net reduction in damage dealt, they work like weapon damage % conversions. -Does this in V1 without the addon, but I'll leave my description tweak in.
Smoke Bomb: Has gfx, is cheaper, spreads a bit and blinds anyone standing in it.
Body of Fire and Golem's Molten Skin are altered by what Infusion you have active.
Golem's Molten Skin should be more npc friendly.
Heabalism
Remedy: Increases poison and disease resistance by %d%%
Healing Salve: Apply a magical salve to yourself (or an ally), healing for %d life.
Also cures any poisons or diseases, and closes any wounds or cuts.
Requires one alchemist gem to make this magical instant healing effect.
If applied to your golem, it has a hasting effect instead.
The healing will increase with the highest between you Spellpower and Mindpower.
Quickness Potion: Prepare and ingest a home(dungeon)made concoction for a quick boost to your agility.
Increases your movement speed by %d%% and your evasion chance by %d%% for 10 turns.
This effect will leave you weakened for 5 turns after it expires.
The bonus will increase with the Cunning stat.
Frenzy Potion: Prepare and ingest a home(dungeon)made concoction for a quick boost to your aggressiveness.
Increases your global speed by %d%% and your critical chance by %d%% for 10 turns.
This effect will leave you slowed for 5 turns after it expires.
The bonus will increase with the Cunning stat.
I've also split Staff Combat into a magical category and a technique category.
Staff Magic
Channel Staff: Channel raw mana through your staff, projecting a bolt of your staff's damage type doing %d%% staff damage.
The bolt will only hurt hostile targets and pass safely through friendly ones.
This attack always has a 100%% chance to hit and ignores target armour.
Staff Warding: Charge your staff in preparation for creating damage wards.
Grants you the ability to use Ward at level +%d and increases your max wards by +%d.
Staff Blast: Channel raw mana through your staff, projecting a burst of your staff's damage type doing %d%% staff damage.
The shape of this burst will change depending on the staff's damage type.
Runestaff: Imbue a staff with a rune, using it as an extra inscription slot.
You can only imbue items once, and it is permanent.
Should the staff already have an activatable effect, the rune effect will be used at the same time as the original.
Staff Combat
Staff Mastery: Increases Physical Power by %d and adds %0.2f physical damage when hitting with staves.
Damage bonus will increase with Physical Power.
Blunt Thrust: Hit a target for %d%% melee damage and stun it for %d turns.
Stun duration will improve with talent level.
At level 5 this attack can not miss.
Defensive Posture: Adopt a defensive posture, increasing your defense and armour by %d.
Effect scales with your Dexterity.
Staffwhirl: Spin around, extending your weapon and damaging all targets around you for %d%% weapon damage.
Followed by a quick slam on your primary target for an extra %d%% weapon damage.
Alchemists won't get Staff Combat in the final version, its there to be previewed.
Changes Spell/Infusions, Fire Alchemy and golem's Molten Skin.
Add Water Alchemy and Energy Alchemy.
Water Alchemy
Liquify: Generally used for liquifying difficult ingredients, this trick can be used in combat to do %0.2f acid damage.
If you have Acid Infusion active, the damage increase will apply to this spell and it can blind as well.
The damage will increase with your Spellpower.
Poison Bomb: Throw a flask of poison with a small alchemist bomb attached. On impact the bomb will cause the poison to vaporise, creating a poisonous cloud of radius 2 for 5 turns.
Creatures inside this cloud will be poisoned for %d turns, doing %0.2f poison damage and reducing their damage by 10%%.
The damage will increase with your Spellpower.
Crystalization: An extension of a spell normally used to keep potions in a non-volatile state.
This spell chills all nearby enemies for %0.2f cold damage and possibly freezing them.
If you have Frost Infusion active, the damage increase will apply to this spell and enemies will be frozen for %d turns.
The damage and duration will increase with your Spellpower.
Potioncraft: Allows you to create special potions from ingredients you collect on your travels.
Should you manage to complete 5 of these potions, you can gain entry into the Guild of Alchemists.
Ingredients can be viewed from the game menu. Recipies can be viewed in your journal.
Energy Alchemy
Mana Charge: Increases mana regeneration by +%0.1f
Quicken Inscriptions: Removes all inscription saturations and reduces the cooldown of your inscriptions by %d turns.
Glowing Orb: Charge an alchemist gem and throw it, it will explode with a radius of %d that illuminates the area.
This light is strong enough to blind for %d turns. It also deals %0.2f lightning damage.
If you have Lightning Infusion active, the damage increase will apply to this spell and enemies might also be dazed.
The damage will increase with your Spellpower.
Inscription Mastery: Increases the power and duration of your inscriptions (any type) by %d%%.
Infusions no longer cause a net reduction in damage dealt, they work like weapon damage % conversions. -Does this in V1 without the addon, but I'll leave my description tweak in.
Smoke Bomb: Has gfx, is cheaper, spreads a bit and blinds anyone standing in it.
Body of Fire and Golem's Molten Skin are altered by what Infusion you have active.
Golem's Molten Skin should be more npc friendly.
Heabalism
Remedy: Increases poison and disease resistance by %d%%
Healing Salve: Apply a magical salve to yourself (or an ally), healing for %d life.
Also cures any poisons or diseases, and closes any wounds or cuts.
Requires one alchemist gem to make this magical instant healing effect.
If applied to your golem, it has a hasting effect instead.
The healing will increase with the highest between you Spellpower and Mindpower.
Quickness Potion: Prepare and ingest a home(dungeon)made concoction for a quick boost to your agility.
Increases your movement speed by %d%% and your evasion chance by %d%% for 10 turns.
This effect will leave you weakened for 5 turns after it expires.
The bonus will increase with the Cunning stat.
Frenzy Potion: Prepare and ingest a home(dungeon)made concoction for a quick boost to your aggressiveness.
Increases your global speed by %d%% and your critical chance by %d%% for 10 turns.
This effect will leave you slowed for 5 turns after it expires.
The bonus will increase with the Cunning stat.
I've also split Staff Combat into a magical category and a technique category.
Staff Magic
Channel Staff: Channel raw mana through your staff, projecting a bolt of your staff's damage type doing %d%% staff damage.
The bolt will only hurt hostile targets and pass safely through friendly ones.
This attack always has a 100%% chance to hit and ignores target armour.
Staff Warding: Charge your staff in preparation for creating damage wards.
Grants you the ability to use Ward at level +%d and increases your max wards by +%d.
Staff Blast: Channel raw mana through your staff, projecting a burst of your staff's damage type doing %d%% staff damage.
The shape of this burst will change depending on the staff's damage type.
Runestaff: Imbue a staff with a rune, using it as an extra inscription slot.
You can only imbue items once, and it is permanent.
Should the staff already have an activatable effect, the rune effect will be used at the same time as the original.
Staff Combat
Staff Mastery: Increases Physical Power by %d and adds %0.2f physical damage when hitting with staves.
Damage bonus will increase with Physical Power.
Blunt Thrust: Hit a target for %d%% melee damage and stun it for %d turns.
Stun duration will improve with talent level.
At level 5 this attack can not miss.
Defensive Posture: Adopt a defensive posture, increasing your defense and armour by %d.
Effect scales with your Dexterity.
Staffwhirl: Spin around, extending your weapon and damaging all targets around you for %d%% weapon damage.
Followed by a quick slam on your primary target for an extra %d%% weapon damage.
Alchemists won't get Staff Combat in the final version, its there to be previewed.