How does a skeleton alchemist get rid of a blindness debuff?

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Fireplace
Yeek
Posts: 12
Joined: Wed Jun 14, 2017 7:07 pm

How does a skeleton alchemist get rid of a blindness debuff?

#1 Post by Fireplace »

How does a skeleton alchemist get rid of a blindness debuff? I'm using to playing Shalore and having a Wild infusion that can do the job.
With a skeleton, I usually end up retreating or blindly throwing bombs.

--FP

Razakai
Uruivellas
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Joined: Tue May 14, 2013 3:45 pm

Re: How does a skeleton alchemist get rid of a blindness deb

#2 Post by Razakai »

Heat Beam rune.

tabs
Wyrmic
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Joined: Tue Mar 08, 2016 3:55 pm

Re: How does a skeleton alchemist get rid of a blindness deb

#3 Post by tabs »

Or you unlock the tinker tree, as any skeleton should.

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: How does a skeleton alchemist get rid of a blindness deb

#4 Post by PseudoLoneWolf »

tabs wrote:Or you unlock the tinker tree, as any skeleton should.
Really, this is the right answer, if you've got Embers. Tinkers are way stupid powerful, particularly on undead who can't use infusions (but can jab themselves with dirty needles just fine).

If any devs happen to read this, tinkers are extra super balanced and definitely don't need a nerf, nope, not at all
Let slip the toast of war.

Micbran
Sher'Tul
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Re: How does a skeleton alchemist get rid of a blindness deb

#5 Post by Micbran »

PseudoLoneWolf wrote:
tabs wrote:Or you unlock the tinker tree, as any skeleton should.
Really, this is the right answer, if you've got Embers. Tinkers are way stupid powerful, particularly on undead who can't use infusions (but can jab themselves with dirty needles just fine).

If any devs happen to read this, tinkers are extra super balanced and definitely don't need a nerf, nope, not at all
tinkers are paid content, therefore they should be immune to nerfs.
RIP Sawrd tho
A little bit of a starters guide written by yours truly here.

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: How does a skeleton alchemist get rid of a blindness deb

#6 Post by Chronosplit »

I think it's still balanced enough in the medical department for Undead. For one thing you can only have two medical injectors for all of your salves (in comparison, another race can have one or two healings outside of the injectors). For another Healing Salves aren't as good as a Regeneration when it comes to total healing and you need to stack healmod along with a Fungal Net a lot to get them to be worthwhile for at least earlygame. You still also miss Heroism and Movement; the former of which even with a really good Bone Armour/Pain Suppressor Salve you miss and the latter which can only be partially supplemented by things like Rocket Boots or the Spring Grapple (both of which require a generator, but depending on your class there aren't really that many other options on your rune slots once you get Ritch Stingers save for a spare Heat Beam/Biting Gale/Teleport/Shield).

All in all I've never turned away Tinkers as a Skeleton or Ghoul though, as the injectors alone are really good. If cun isn't on order to build up in stats I just start hoarding items from the start and pump up Therapeutics immediately.

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