Thread: My Alchemist
View Single Post
Old 05-07-2002, 12:27 AM   #1
el_kalkylus
Drizzt Do'Urden
 

Join Date: March 3, 2001
Location: Stockholm, Sweden, Sweden
Age: 45
Posts: 669
I just gotta give this class an own topic, because I think it's so great. I know most of you think that it's just another pure caster, but it isn't like that. The way I have developed the alchemist, I think it's one of the greatest classes.

As most of you know, a character with alchemist skill can mix potion and sell them expensive, so the alchemist makes money. The 25% bonus in alchemy makes the alchemist get high alchemy skill at very low levels, so you can make money and buy all spell books very early in the game without having to stand around casting knock knock with a bishop, ranger or ninja. Personally, I hate standing around doing any of those "cheats", like casting knock knock, casting cure lesser cnd in the monastery etc, so I don't do it, I pick an alchemist instead.

The alchemist starts with pretty high throwing&sling skill, so it makes a perfect character for throwing powders and potions (when it's not making them). Powders and potions can make life much easier on Dominus. This way the alchemist can be part of ranged combat too (with sling) and be good at it.

What about the spells? In my opinion, the alchemist has the greatest spells. It's a combination of priest spells and mage spells which is useful in any situation you may encounter. I can count alot of favourite spells in all 4 spell books, and most of them are in the alchemy spell book. Think about the cloud spells for example, or the defensive 'body of stone' spell. There are many other spells also worth mentioning.

Now, will there be any spells left for the alchemist to choose from in the end? Well, the alchemist have 35 spells to choose from, and you will probably get 10-15 spells from spell books, so you have 19-24 spell picks throughout the game with an alchemist (you start with 2 spell picks). Usually, I want some of the good spells early in the game (elemental shield, noxious fumes etc) before I can even get them from books, so I have around 22 spell picks. That means I have 22 levels to finnish the game before I run out of spell picks, which is about the time I finnish the game anyway.

I want my alchemist fast, so I concentrate most stat points on intelligence and speed. It's important to get snakespeed early in the game so that it will be higher by the end. Being able to cast elemental shield first is a top priority, and having an alchemist able to cure the other members first in combat is also important. Later, I will give points in dexterity or senses and piety to improve the initiative and increase spell points.

It doesn't hurt that the alchemist has decent hp either. [img]smile.gif[/img]

So what do I end up with? a class that can cast offensive and defensive magic fast, and get good at it fast with the 25% bonus. If magic doesn't bite, just use a wrist rocket and KO some monsters! Money will never be a problem, neither will diseases, and the cloud spells (and other spells) will give monsters a really hard time.
__________________
Anything that can go wrong will go wrong.
el_kalkylus is offline   Reply With Quote