Moore III the Human Alchemist

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escargot
Thalore
Posts: 128
Joined: Thu Oct 14, 2010 2:55 pm

Moore III the Human Alchemist

#1 Post by escargot »

This is the stongest character I've had in 15b, but now I'm not sure where I should go to. I'm missing Daikara, but I'm afraid of those stone throwers, and I'm not sure if I can take The Master. I ventured a bit into the elven ruins, but the meanies were a 'bit' too strong.

I'm open to suggestions about equipment and possible dungeons.

Code: Select all

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

Sex              : Male         STR:  27
Race             : Cornac       DEX:  22
Class            : Alchemist    MAG:  63
Level            : 22           WIL:  27
Exp              : 93%          CUN:  17
Gold             : 434.51       CON:  41

Attack(Main Hand):  14          Life             :     629/629  Encumbrance      : 35/88
Damage(Main Hand):  87                                          Difficulty       : Normal
APR   (Main Hand):   4          Mana             :     252/252
Crit  (Main Hand):   5%         
Speed (Main Hand): 1.00         
                                
                                

Fatigue          : 10%          Spellpower       : 66
Armor            : 24           Spell Crit       : 14.1%
Defense          : 22.926939471103Spell Speed      : 1
Ranged Defense   : 22.926939471103

All damage       : 5%
Arcane damage    : 21%
Fire damage      : 7%
Cold damage      : 21%

Physical Save    : 55.685688403774
Spell Save       : 79.185688403774
Mental Save      : 33

All Resists:   0%
Fire Resist(cap):  25%( 70%)
Cold Resist(cap):  45%( 70%)
Lightning Resist(cap):  22%( 70%)
Acid Resist(cap):  15%( 70%)
Nature Resist(cap):  20%( 70%)
Blight Resist(cap):  20%( 70%)
Stun Resistance:  10%

Number of NPC killed: 1345
Most killed NPC: wolf (63)

  [Talents Chart]

 - Technique / Combat training        (mastery 1.00)
    Heavy Armour Training (generic)   1/5
    Massive Armour Training (generic) 0/5
    Health (generic)                  3/5
    Weapon Combat (generic)           0/10
    Weapons Mastery (generic)         0/10
    Knife Mastery (generic)           0/10
 - Spell / Explosive admixtures       (mastery 1.30)
    Throw Bomb (class)                5/5
    Explosion Expert (class)          5/5
    Alchemist Protection (class)      5/5
    Shockwave Bomb (class)            2/5
 - Spell / Infusion                   (mastery 1.30)
    Fire Infusion (class)             5/5
    Acid Infusion (class)             0/5
    Lightning Infusion (class)        0/5
    Frost Infusion (class)            0/5
 - Spell / Golemancy                  (mastery 1.30)
    Golem: Taunt (class)              0/5
    Golem: Knockback (class)          0/5
    Golem: Crush (class)              0/5
    Invoke Golem (class)              0/5
 - Spell / Advanced-golemancy         (mastery 1.30)
    Golem Power (class)               3/5
    Golem Resilience (class)          5/5
    Golem: Pound (class)              0/5
    Mount Golem (class)               0/5
 - Spell / Stone alchemy              (mastery 1.30)
    Extract Gems (generic)            3/5
    Imbue Item (generic)              2/5
    Gem Portal (generic)              0/5
    Stone Touch (generic)             0/5
 - Spell / Staff combat               (mastery 1.30)
    Channel Staff (generic)           5/5
    Staff Mastery (generic)           5/5
    Defensive Posture (generic)       1/5
    Blunt Thrust (generic)            0/5

  [Current Effects]

- Chant of Fortitude
- Defensive Posture

  [Completed Quests]

 -- Escort: lost warrior (level 5 of Old Forest)
You successfully escorted the lost warrior to the recall portal on level 5 of Old Forest.
As a reward you improved Constitution by +1.
 -- 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.
   * 10/10   
 -- Escort: lone alchemist (level 3 of Ruins of Kor'Pul)
You successfully escorted the lone alchemist to the recall portal on level 3 of Ruins of Kor'Pul.
As a reward you improved Magic by +2.
 -- Escort: lost sun paladin (level 5 of Trollshaws)
You successfully escorted the lost sun paladin to the recall portal on level 5 of Trollshaws.
As a reward you improved talent Chant of Fortitude (+1 level(s)).
 -- 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: worried loremaster (level 4 of Trollshaws)
You successfully escorted the worried loremaster to the recall portal on level 4 of Trollshaws.
As a reward you improved Strength by +1.
 -- Escort: repented thief (level 7 of Old Forest)
You successfully escorted the repented thief to the recall portal on level 7 of Old Forest.
As a reward you improved talent Heightened Senses (+1 level(s)).
 -- Escort: lost sun paladin (level 4 of Ruins of Kor'Pul)
You successfully escorted the lost sun paladin to the recall portal on level 4 of Ruins of Kor'Pul.
As a reward you improved talent Chant of Fortitude (+1 level(s)).
 -- 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.
 -- 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.

  [Active Quests]

 -- 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 have explored the Sandworm Lair and vanquished their Queen.   
   * 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 yew staff of might (18-21.6 power, 4 apr, acid damage)
   Type: weapon / staff
18 Power [Range 1.20] (+100% Magic), 0 Attack, 4 Armor Penetration, Crit 3%
Damage type: acid
When wielded/worn:
Increases damage type: 16% cold.
Spellpower 3, Spell Crit 11%

   Dropped by Urkis, the High Tempest
 In off hand
 On fingers
b) gold ring of dexterity (+4)
   Type: jewelry / ring
When wielded/worn:
Increases stats: 4 Dexterity.

   Dropped by Minotaur of the Labyrinth
c) onyx ring
   Type: jewelry / ring
When wielded/worn:
Increases stats: 3 Strength,3 Dexterity,3 Magic,3 Willpower,3 Cunning,3 Constitution.

   Dropped by skeleton archer
 Around neck
d) grounding steel amulet
   Type: jewelry / amulet
When wielded/worn:
Increases resistances: 7% lightning.
Increases stun immunity: 10%.

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

 Main armor
f) Robe of the Archmage (10 def, 10 armor)
   Type: armor / cloth
When wielded/worn:
Armor 10, Defense 10, Ranged Defense 0
Increases stats: 4 Magic,3 Willpower,2 Cunning.
Damage when hit: 10 light.
Increases resistances: 10% fire,10% cold.
Increases damage type: 5% all.
Increases spell save: 18.
Increases mental save: 15.
Light radius 1

 Cloak
g) plush linen cloak of the Shaloren (1 def, 6 armor)
   Type: armor / cloak
When wielded/worn:
Armor 6, Defense 1, Ranged Defense 0
Increases stats: 2 Magic,2 Willpower.

   Dropped by Bill the Stone Troll
 On head
h) Steel Helm of Garkul (0 def, 4 armor)
   Type: armor / head
When wielded/worn:
Armor 4, Defense 0, Ranged Defense 0
Fatigue 8%
Increases stats: 3 Strength,3 Constitution,4 Willpower.
Increases physical save: 7.
Increases spell save: 7.
Increases mental save: 7.

 Around waist
i) Girdle of the Calm Waters
   Type: armor / belt
When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 20% blight,20% cold,20% nature.
Increases all healing by 30%

 On hands
j) rough leather gloves 'Urusadar' (0 def, 1 armor)
   Type: armor / hands
When wielded/worn:
Armor 1, Defense 0, Ranged Defense 0
Damage on hit(melee): 21 arcane.
Increases damage type: 16% arcane.

 On feet
k) Hellsblack the pair of iron boots (0 def, 3 armor)
   Type: armor / feet
When wielded/worn:
Armor 3, Defense 0, Ranged Defense 0
Fatigue 2%
Increases stats: 1 Magic,5 Constitution,1 Willpower.
Increases damage type: 2% fire.

 Tool
l) dwarven-steel pickaxe (dig speed 31 turns)
   Type: tool / digger
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
 Quiver
m) 338 alchemist opal
   Type: alchemist-gem / blue
When used as an alchemist bomb:
Bomb damage +10%


  [Player Achievements]

'Exterminator' was achieved for Killed 1000 creatures At 2010-12-03 22:13:48
'Eye of the storm' was achieved for Freed Derth from the onslaught of the mad Tempest, Urkis. At 2010-12-03 22:53:08
'Level 10' was achieved for Got a character to level 10. At 2010-12-03 12:29:22
'Level 20' was achieved for Got a character to level 20. At 2010-12-03 22:47:26
'The secret city' was achieved for Discovered the truth about mages. At 2010-12-03 22:37:18

  [Character Inventory]

a) healing infusion
   Type: scroll / infusion
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 infusion to heal yourself for 123 life.

It can be used to inscribe your skin with the infusion..
   Dropped by gelatinous cube
b) movement infusion
   Type: scroll / infusion
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the infusion to prevent stuns, dazes and pinning effects for 3 turns.

It can be used to inscribe your skin with the infusion..
c) manasurge rune
   Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 27
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1116% for 10 turns and instantly restoring 55 mana.

It can be used to inscribe your skin with the rune..
d) phase door rune
   Type: scroll / rune
When inscribed on your body:
Effective talent level: 1.0
Use mode: Activated
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 7.

It can be used to inscribe your skin with the rune..
   Dropped by sandworm
e) shielding rune
   Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 24
Travel Speed: instantaneous
Usage Speed: instant
Description: Activate the rune to create a protective shield at most absorbing 264 damage for 5 turns.

It can be used to inscribe your skin with the rune..
   Dropped by yellow ooze
f) teleportation rune
   Type: scroll / rune
When inscribed on your body:
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Activate the rune to teleport randomly in a range of 46 with a minimun range of 15.

It can be used to inscribe your skin with the rune..
g) Orb of Scrying
   Type: jewelry / orb
When carried:
It can be used to use the orb, costing 1 power out of 1/1.
h) gold ring
   Type: jewelry / ring

   Dropped by gelatinous cube
i) gold ring
   Type: jewelry / ring

   Dropped by skeleton warrior
j) Mighty Girdle
   Type: armor / belt
When wielded/worn:
Armor 4, Defense 0, Ranged Defense 0
Increases maximum encumberance: 70.
Increases knockback immunity: 40%.

   Dropped by Minotaur of the Labyrinth
k) Spider-Silk Robe of Spydr?« (10 def, 10 armor)
   Type: armor / cloth
When wielded/worn:
Armor 10, Defense 10, Ranged Defense 0
Increases stats: 4 Constitution,-2 Willpower.
Damage when hit: 20 poison.
Increases resistances: 30% nature.
Increases physical save: 10.
Increases spell save: 10.

l) 154 poisonous ash arrow (16-22.4 power, 7 apr)
   Type: ammo / arrow
16 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): 16 poison.

   Dropped by skeleton archer
m) 511 alchemist aquamarine
   Type: alchemist-gem / blue
When used as an alchemist bomb:
Mana regain 20

n) 105 alchemist lapis lazuli
   Type: alchemist-gem / blue
When used as an alchemist bomb:
Mana regain 30

o) 179 alchemist opal
   Type: alchemist-gem / blue
When used as an alchemist bomb:
Bomb damage +10%

p) 68 alchemist emerald
   Type: alchemist-gem / green
When used as an alchemist bomb:
Additional 50 poison damage

q) 81 alchemist ruby
   Type: alchemist-gem / red
When used as an alchemist bomb:
Bomb damage +20%

r) 222 alchemist amethyst
   Type: alchemist-gem / violet
When used as an alchemist bomb:
Additional 25 arcane damage

s) Gwai's Burninator
   Type: wand / wand
It can be used to shoot a cone of fire, costing 30 power out of 75/75.
t) Rod of Recall (1/1)
   Type: wand / wand
It can be used to recall the user to the worldmap, costing 1000 power out of 1000/1000.
   Dropped by Urkis, the High Tempest
u) 112 alchemist quartz
   Type: alchemist-gem / white
When used as an alchemist bomb:
Additional 10 spell knockback damage

v) 68 alchemist ametrine
   Type: alchemist-gem / yellow
When used as an alchemist bomb:
Additional 1 lite damage

w) 372 alchemist zircon
   Type: alchemist-gem / yellow
When used as an alchemist bomb:
20% chance to daze for 3 turns

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

   Dropped by skeleton mage

  [Last Messages]

Xaren is on fire!
Moore III's spell looks more powerful!
Moore III hits xaren for 13.34 fire damage.
Xaren hits golem (servant of Moore III) for 44.00 acid damage.
Moore III casts Channel Staff.
Moore III hits xaren for 110.71 acid damage.
Golem (servant of Moore III) performs a critical strike!
Golem (servant of Moore III) hits xaren for 271.20 physical damage.
Golem (servant of Moore III) killed xaren!
Moore III casts Channel Staff.
Talent Throw Bomb is ready to use.
Ran for 6 turns (stop reason: terrain change on left side).
Hummerhorn bites poison into Moore III.
Hummerhorn hits Moore III for 11.33 nature damage.
Moore III is poisoned!
Moore III hits hummerhorn for 22.38 light damage.
Hummerhorn hits Moore III for 11.33 nature damage.
Moore III casts Channel Staff.
Moore III hits hummerhorn for 128.32 acid damage.
Hummerhorn hits Moore III for 16.00 physical damage.
Moore III hits hummerhorn for 22.38 light damage.
Golem (servant of Moore III) hits hummerhorn for 227.98 physical damage.
Golem (servant of Moore III) killed hummerhorn!
Hummerhorn hits Moore III for 11.33 nature damage.
There is an item here: mighty hardened leather sling
Hummerhorn hits Moore III for 11.33 nature damage.
Resting starts...
Hummerhorn hits Moore III for 11.33 nature damage.
Rested for 1 turns (stop reason: taken damage).
Resting starts...
Hummerhorn hits Moore III for 11.33 nature damage.
Rested for 1 turns (stop reason: taken damage).
Resting starts...
Moore III stops being poisoned.
Rested for 236 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: terrain ahead blocks).
Ran for 3 turns (stop reason: object seen).
Ran for 3 turns (stop reason: terrain change on right side).
Ran for 4 turns (stop reason: terrain change on right side).
Ran for 6 turns (stop reason: terrain change on right side).
And yes, I was a bit inspired by Final Master's alchemist, but after the bomb specialization I put several points into my golem.
I wanted to imbue some gems into our armors, but I can't seem to find onyxes anywhere.

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

Re: Moore III the Human Alchemist

#2 Post by greycat »

First thing: MORE stun resistance. 10% isn't going to be enough. At the very least, swap out the +4 Dex ring for a quartz ring. Ideally, wear a body armor of stability (and, yeah, good luck farming those).

Do not attempt the boss in the Elven Ruins. He will rip you to shreds. According to the folks in IRC, that dungeon is now intended to be done after coming back from the Far East, and will have a higher appearance criterion in the next version. That said, the first 2 levels of it are pretty good for experience.

Realistically, Daikara is what you need to do next. I can't advise strategies for Alchemists, because I don't play those, but if you cover that gaping stun resistance hole, you should be plenty high enough level for it.

escargot
Thalore
Posts: 128
Joined: Thu Oct 14, 2010 2:55 pm

Re: Moore III the Human Alchemist

#3 Post by escargot »

So far I haven't had any issues with getting stunned, I mostly hit them skellies from afar and if they get through the golem I fend them off with a shockwave bomb. But as soon as I face some kind of ranged mob, mostly mage-likes, my hp starts to get hit really hard. In spite of my 83 spell save.

I just got myself though a quartz ring, and I'm up to 40% stun res.

I think I'll just head into Daikara and hope the best. I've haven't had any issues in there with archers, but the giants in the tempest peak really scared me with them stones.

Something that really bothers me is going into the world map and losing every single time my golem (since he mindlessly attacks the wolf packs and bears, dying instantly). I just have to hope the stairs from the next dungeon are clean of meanies, else I'll surely have a hard time. I suppose it's a bug, has it been already addressed?

About the staves, I'm mostly focusing in spell crit, since I haven't noticed any difference with spellpower, but I'm not really experienced with mages. How strong should I consider it for my bombing alchemist?

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

Re: Moore III the Human Alchemist

#4 Post by Frumple »

With daikara, you'd be a LOT safer if you had golem: Knockback, so your golem can jump down the throats of the various confusing critters. It's a useful talent anyway for getting your golem places quickly, including back to your side if it's necessary.

Stun res isn't as much of an issue in Daikara as other places, in my experience. There's nothing much that stuns at range, and you shouldn't be near anything that stuns up close. Stay back and bombard the things your golem tangles up. You probably want gem portal, too.

Re: The golem being eaten on the surface. It's been reported, yes.

escargot
Thalore
Posts: 128
Joined: Thu Oct 14, 2010 2:55 pm

Re: Moore III the Human Alchemist

#5 Post by escargot »

Yeah, Daikara wasn't very difficult, in fact it was kinda easy; gotta love those open spaces with the huge AoE of the bombs.
Then I checked the ruined dungeon, didn't know it and the puzzle ended up being quite fun.

Next time I play I'm sure going for the Master, I surely feel more confident now.

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

Re: Moore III the Human Alchemist

#6 Post by Frumple »

Oh, and re: the onyxes and better: You'd need to extract from at least dwarven-steel to get them. Extract gem matches gem tier to material tier, so onyxes being third rank gems come from dwarven-steel. There's also a gem shop in Derth you can scum, if you hadn't noticed it yet. S'the northern most building.

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: Moore III the Human Alchemist

#7 Post by Final Master »

I'm so thrilled someone looks at my dumps and takes them in consideration. :D

Code: Select all

1.
      Raising stats in this order: mag/dex/con/will
   2.
      Humans have the benefit of unlocking the advance golemmancy tree or fire alchemy tree early - also come next beta, they'll beable to raise explosives tree by 0.2 so it's 1.5 - granting a good boost to damage while still having enough points to open up the two locked trees and get a new infuse slot.
   3.
       
   4.
      Class   Lvl
   5.
      Throw Bomb      4
   6.
      Explosive Expert        5
   7.
      Alchemist Protection    5
   8.
      Shockwave Bomb  5
   9.
      Fire Infusion   4
  10.
      Acid Infusion   1
  11.
      Lightning Infusion      1
  12.
      Cold Infusion   5
  13.
      Golem Taunt     1
  14.
      Golem Knockback 1
  15.
      Golem Crush     1
  16.
      Invoke Golem    5
  17.
      Golem Power     5
  18.
      Golem Resillience       5
  19.
      Heat            5
  20.
      Smoke Bomb      1
  21.
      Fire Storm      5
  22.
      Body of Fire    5
  23.
       
  24.
      Generic Lvl
  25.
      Heavy Armor     1
  26.
      Health  5
  27.
      Extract Gems    5
  28.
      Imbue Item      5
  29.
      Gem Portal      5
  30.
      Stone Touch     5
  31.
      Channel Staff   5
  32.
      Staff Mastery   5
  33.
      Defensive Staff 5
  34.
       
  35.
      I'll start raising class points in throw bomb, a point in explosive expert, followed by maxing protection, then going back and maxing the rest of the tree.  Any time I can't put points in something in here I max fire infusion.  As I finish up the bomb tree [leaving shockwave until later], I raise unlock advance golem mancy and start to raise Power and Resillience.  Once I complete those I advance into getting 1 point in each of the sustain infusions so I can do a variety of damage types if I need to.  After that, it's time to get firestorm and body of fire up and running.
  36.
       
  37.
      Generics wise I raise channel staff and staff combat first, unless I can get the initial point in heavy armor or raise health.  After those or once iron is normally outclassed I get a point in extract gems, and work my way down that tree, increasing extract gems as needed.  Until I have a lvl 3 gem I leave imbue item alone as only the lvl3+ gems are worth a slot usually.
  38.
       
  39.
      I use throw bomb liberally, unless I need better control I use channel staff.  I generally leave the golem alone unless I see it being useful, I use refit.  I ALWAYS stay as far away as possible, really playing my alchemist as you would play a summoner.
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escargot
Thalore
Posts: 128
Joined: Thu Oct 14, 2010 2:55 pm

Re: Moore III the Human Alchemist

#8 Post by escargot »

Yeh, it didn't took me long to realize the dwarven-steel becoming 3rd tier gems. I just wasn't really focusing in it.

Yup, so far I've been doing like that FM.
Although I've made some different choices refering stats: I pump mag to the max per level and after getting heavy armour and 3 points in health I'm spending in cunning, for the criticals mostly. Mana hasn't been an issue at all, so I haven't invested any point on will. I wandered with a manasurge rune for long, but I needed it once maybe, so now I'm dealing with 2 regens, 1 healing and 1 phase door. About dex, I have put some thought on it and I think I can deal with my throw range, I'll probably put some points later on, but for now I've managed just fine.

I will probably focus on my bombs now, with the different infusions and probably maxing cold, to get some better crowd control. I have no experience with the fire tree, but I will probably sacrifice some golem points to get those skills running as soon (or if, rather) as I get to level 30.

I've played a lot of archers and melee characters, had some fun back in the day on ToME2 with mages, but it was mostly spamming manathurst all over the place. The alchemist, on the other way, is a much funnier class, considering the whole AoE specter, specially when you don't have your protection up and running or when running around with an escort. And also dealing with the golem and its AI, it's just amusing.

So far I've been missing an easier way to check my golem's equipment and stats. Also, AoE traps can be tricky if you don't notice them early.

Considering alchemist gems, I mostly use agate (+5%), opal (or topaces?, well the +10%) and I'll probably switch to rubies (+20%) when the next tier of equipment starts to drop. I've gave the daze gems a chance, but I haven't really noticed the effect. Also the +range and mana regain I find quite useless. Elemental gems can be useful, but I find myself stashing them for "the perfect moment" and sticking to +% bomb dmg.

Well, I think I'll have news tomorrow, as soon as I dare facing the Master.
Cheers.

Lailoken
Higher
Posts: 76
Joined: Wed May 19, 2010 4:11 pm

Re: Moore III the Human Alchemist

#9 Post by Lailoken »

I found that there were some moments mid game when i wanted to keep casting some of the more expensive spells, or plow through some endurance moments where I wanted to keep spamming throw and channel, when having a few mana regain gems was incredibly useful.

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
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Re: Moore III the Human Alchemist

#10 Post by Final Master »

I forgot to mention the alchemist gems I use most often - I like the stat raisers [as they increase your base damage by a % when thrown], along with emeralds, jades, fire opals, sapphires, and turquoises as they all add a static amount of damage or effect to each AOE - jade and sapphire in particular as they slow or freeze respectfully. The other gems really aren't that good at all for throwing, or are better for using to imbue with or make rings with. Zircon in particular I never use, as it's a daze effect and daze is canceled when they take damage - most of the npcs that I chuck a bomb at are going to be burning or have some other DOT on them that will instantly cancel the effect, so I don't use them.

I'm with Lailoken as well, keep at least that 1 emergency manasurge rune, you'll need it eventually.
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escargot
Thalore
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Re: Moore III the Human Alchemist

#11 Post by escargot »

Well, I kicked the Master's a**! First timer :D

Although on my way back I kinda freaked o-o-o-o-o-out :roll:

I found 'The Truth' (the golden three-edged sword), is there any chance my golem will raise his Willpower to 26 and be able to wield it? I doubt it, but it sure is some badass weapon.

So now I'm level 29 and heading east, I'll keep you posted.

Frumple
Sher'Tul Godslayer
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Re: Moore III the Human Alchemist

#12 Post by Frumple »

Huh. I had thought that was a single handed sword... but it's not. Neat.

As for the golem, I'm 90% sure the answer is 'no, it's not going to get the willpower.' I've never noticed any of their stats go up except str/dex/con. You've got a higher level one than I've managed though, so it'd be pretty easy for you to check. Just mouse over the fellow and look at the fourth number.

... I probably need to make a suggestion in th'idea place to rearrange the numbers in those tooltips to match the left side's display. S'a bit confusing that it follows the character display list instead of the side bar's.

escargot
Thalore
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Re: Moore III the Human Alchemist

#13 Post by escargot »

Image

And you have to consider an onyxed armor. I doubt it's ever going to happen. But who knows... I'll surely keep it in my inventory (until I accidentally extract it at least, haha).

Is there an easy way to heal the golem? Waiting for 2500 turns for it to heal is a bit too much, and crushing gems on constant refitting seems like a waste to me. I had it with a health regen armor and it went smoothly, but it wasn't sturdy enough for the deepest levels of Tol Falas.

Frumple
Sher'Tul Godslayer
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Re: Moore III the Human Alchemist

#14 Post by Frumple »

Refit's all you got. Something to do with all those suboptimal bomb gems you don't imbue stuff with. It is indeed quite noticeably slower than the player's regen.

But yeah, if that armor's onyxed the best you're ever going to get is 15 willpower which... is short. Sell the thing.

darkgod
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Re: Moore III the Human Alchemist

#15 Post by darkgod »

Ozymandias ? Ahah Neat :)
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