Alchemist

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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 Acid Alchemy 1.3 No Acid Infusion Caustic Golem Caustic Mire Dissolving Acid
Spell Explosive Admixtures 1.3 No Throw Bomb Alchemist Protection Explosion Expert Shockwave Bomb
Spell Fire Alchemy 1.3 No Flame Infusion Smoke Bomb Fire Storm Body of Fire
Spell Frost Alchemy 1.3 No Frost Infusion Ice Armour Flash Freeze Ice Core
Spell Golemancy 1.3 No Golem Power Golem Resilience Invoke Golem Golem Portal
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 Staff Combat 1.3 No Channel Staff Staff Mastery Defensive Posture Blunt Thrust
Spell Stone Alchemy 1.3 No Extract Gems Imbue Item Gem Portal Stone Touch
Cunning Survival 0.9 Yes Heightened Senses Charm Mastery Piercing Sight Evasion

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 and Self-Destruction.

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 Golem Fighting 1.3 No Knockback Taunt Crush Pound
Golem 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

Alchemist Gems

One of the unique aspects to the Alchemist is the use of alchemist gems. Alchemist gems are items that go to your quiver, and work as a resource for many of your skills. Alchemist gems are created from regular gems by the use of the Create Alchemist Gems skill. Converting a single gem will net you approximately 40~60 alchemist gems. The alchemist gems have special effects when used for your throw bomb skill, depending on the gems used. You can see the different effects they can have on the gems page. Note that alchemist gems sell for 0.1 gold apiece. Most items you don't require will be worth more as either gems or even more likely a bundle of alchemist gems if you gain the necessary general skill to convert items to gems.

General Tips

The alchemist is a mage that manipulates gems and has a golem for a companion.

Two general game-play strategies both involve maxing the first 4 bomb skills, making for a super bomb. Then eschewing the infusion skills (except to put 1 point in acid to unlock a non-fire damage bomb), you can either work to buff your golem to the max with your abilities, or you can buff yourself with fire alchemy skills. If you plan on buffing your golem after maxing out your bomb skills, you may find it helpful to pour your class points into Supercharge Golem, Golem Portal and Runic Golem.

Supercharge Golem is basically a Refit Golem skill that revives your golem instantly with (at max level) enough life and temporary regeneration to fully recover from death. Even better, it doesn't cost the full 15 gems that Refit Golem requires to resurrect your golem. It also buffs the golem's damage temporarily; however, the most important part of the skill is the insta-revive - this lets you resurrect your golem on the fly during a boss fight rather than in between battles. If you're in a fight, don't cast Supercharge Golem if your golem is about to die. It won't get the free revive and will probably die soon anyway regardless of its regeneration.

Golem Portal seems like a useless skill, but it can be a life-saver at times. At max level, it has a 100% chance to make every enemy targeting you retarget your golem. When you're in a big fight surrounded by enemies, the temporary respite could give you enough turns to bring a shielding rune or Supercharge Golem out of cooldown. Just beware that some enemies have AoE attacks that may hit you and your golem regardless of whoever's being targeted.

By the time you start working on Runic Golem, you should have a few good runes on hand. Keep an eye out for Shielding Runes; even just one can increase your golem's lifespan greatly in a fight.

If you're having trouble with dungeon delving/boss encounters, you could add a Teleportation Rune to your golem. Upon entering a new level and clearing out the nearby rabble, control your golem and teleport away. Try to run into as many enemies as you can. If you can't find any enemies, cast Invoke Golem and try again. If you do find some enemies, then control will switch back to your character after some time and you will (unless your golem is quite strong) probably see your golem's HP drop quickly in no time at all. Cast Refit Golem/Supercharge Golem to bring your golem back to life. If you wait around, the enemies your golem angered will usually come to you looking for a fight. This situation could tip the tides in your favor, since you already know what the battlefield looks like. The enemies also tend to cluster themselves up when they all head for you, making it easy for you to damage the whole crowd with a well-placed bomb. Fighting bosses also tends to be a whole lot easier when you're right on the stairs in case something goes horribly wrong. If you would like to explore for longer at a risk of dying, you could let your alchemist do the exploring instead of the golem. Simply use Golem Portal after teleporting your golem away (given that there's no enemies around, of course), and when you see many enemies that are too much to handle, cast Golem Portal to end your scouting adventure. If Golem Portal is still on cooldown and you don't think you can cast it in time (the cooldown for Golem Portal is quite short though), cast Invoke Golem and try to shield yourself from the onslaught of enemies. Note that these teleport techniques, while effective, tend to explore dungeons much slower than the traditional dungeon delving methods.

If you want to be sure escort will reach portal safely, you can use your golem to bodyblock escort and making him wait by setting his leash anchor to himself. This will give you all the time you need to clear whole map while escort and your golem wait.

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