Difference between revisions of "Alchemist"

From Tales of Maj'Eyal
Jump to: navigation, search
(Undo revision 14520 by Lx (talk))
Line 180: Line 180:
 
| Locked = no
 
| Locked = no
 
| talent1 = {{t|Golem Self-Destruction|Self-Destruction}}
 
| talent1 = {{t|Golem Self-Destruction|Self-Destruction}}
| talent2 = {{t|Armour configuration (talent)|Armour Configuration}}
+
| talent2 = {{t|Armour Configuration}}
 
}}
 
}}
 
{{Talent_row
 
{{Talent_row

Revision as of 14:39, 25 January 2018

Alchemist

Alchemist 128 bg.png

Metaclass Mage
Locked No
Starting Life 100
Life Rating -1
Stat Modifiers
Strength 0
Dexterity 0
Constitution +3
Magic +5
Willpower +1
Cunning 0
This page is about the Alchemist class; for the Brotherhood of Alchemists quest, see Alchemist Quest.

Description

An Alchemist is a manipulator of materials using magic. They do not use the forbidden arcane arts practised by the mages of old - such perverters of nature have been shunned or actively hunted down since the Spellblaze.

Alchemists can transmute gems to bring forth elemental effects, turning them into balls of fire, torrents of acid, and other effects. They can also reinforce armour with magical effects using gems, and channel arcane staffs to produce bolts of energy.

Though normally physically weak, most alchemists are accompanied by magical golems which they construct and use as bodyguards. These golems are enslaved to their master's will, and can grow in power as their master advances through the arts.

Their most important stats are: Magic and Constitution

Starting Equipment

  • Elm Staff
  • Linen Robe
  • Manasurge Rune
  • 3 Gems
  • (40-80) Alchemist Agate

Starting Talents

Alchemist Talents

Class
Type Name Mastery Locked Talents
Spell Explosive Admixtures 1.3 No Throw Bomb Alchemist Protection Explosion Expert Shockwave Bomb
Spell Golemancy 1.3 No Golem Power Golem Resilience Invoke Golem Golem Portal
Spell Fire Alchemy 1.3 No Flame Infusion Smoke Bomb Fire Storm Body of Fire
Spell Acid Alchemy 1.3 No Acid Infusion Caustic Golem Caustic Mire Dissolving Acid
Spell Frost Alchemy 1.3 No Frost Infusion Ice Armour Flash Freeze Ice Core
Spell Advanced Golemancy 1.3 Yes Life Tap Gem Golem Supercharge Golem Runic Golem
Spell Energy Alchemy 1.3 Yes Lightning Infusion Dynamic Recharge Thunderclap Living Lightning
Generic
Type Name Mastery Locked Talents
Spell Stone Alchemy 1.3 No Extract Gems Imbue Item Gem Portal Stone Touch
Spell Staff Combat 1.3 No Channel Staff Staff Mastery Defensive Posture Blunt Thrust
Cunning Survival 0.9 Yes Heightened Senses Device Mastery Track Danger Sense
Other
Type Name Mastery - Talents
Spell Golemancy 1.0 - Interact with the Golem Refit Golem

Golem Talents

Golems start with level 3 Armour Training and level 1 Combat Accuracy in the Combat Training tree with mastery level 1.3. They will also have level 1 Armour Configuration, Knockback, Self-Destruction and Rune: Shielding.

Golems gain 2 stat points per level up, and 1 class talent point each time they reach a level that is a multiple of 3.

Class
Type Name Mastery Locked Talents
Golem Fighting 1.3 No Knockback Taunt Crush Pound
Golem Arcane 1.3 No Eye Beam Reflective Skin Arcane Pull Molten Skin
Golem Golem 1.0 No Self-Destruction Armour Configuration
Golem Drolem * 1.0 No Poison Breath

(*): Must be a Drolem

Strategy

See Mage Strategy Guides.

You can also see the Alchemist general notes, but they may be out of date.

Classes

Classes with a non-white background need to be unlocked or may have other requirements
Classes
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator
Brawler