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I def agree w most of that----*BIGGEST* problem had with my  (test)  Alch run(S),   [bugs aside!]  is they MISS----a LOT!  Esp early on  (D14?  b4 D21?  Neither run has make it to D21 yet.   [1 crashed----screen bug (Lost *ALL* locations!) ---see bugs section--& didn't have recent save. ]

Even against Goblins or 1 Evasion bonus buff  [there are 3?  I think]     Need special crafted staffs w "to hit" bonus---takes upgrades + time to make.

There's just too many other needed (mage/Wits) classes---Thief/Hunter/Scholar/cook/*CASTER*  [now locked, but w it's AE Blizzard,  still generally more useful than Alc!  -->>  Even if you "miss" one,  may hit a least 3/6,  Dam HALF is *LOTS better than dam NONE,  + no need for potions,  reduces speed,  etc]    (Oh,  could also add:  Farmer,  since now silk supposed to use wits. )

Seems to me  (early opinion,  more testing needed)    not really useful b4  D14, *AND*,   Hi Wits Mage *WITH*  *To Hit* Bonus & STAFF.

Oh,  Assasin's *MAJOR* Upgrade  (heard a few other's mention them,  but no Days/time,  so no idea when they got it)   ----Req  1,000 Guild pts!   [Fighter]           Even if you side w them,  don't think *EVER* gotten this b4 D28.

So have you ever used Alchemist B4 D21?    [Default/solo route]      If so,  what classes, & what Day?

Seem to me  [5.4]    He's trying to make  Alc  a "substitute"  for  Caster   [early on]-----but it's a really poor one at best.

Add:  Lots of enemies R fire resist    ("Fire Bomb")  & if they're vulnerable to Earth,  (Acid B)   *MUCH* better to use Druid  [hits all 6!]     or Orc's "Earthshatter"  --If you have an Orc.
In the  "REAL"  world,  w/o any extra edge  [including above]   w poor or *NO* staff,  just not that useful.   (B4  D14?) 

Wits bonus----Maybe.      But lots of Civilian jobs (see other post)  help Wits-Mage,  + TRAIN of course.
To *BUY* Decent staff---usually  1k + gold;  MUCH cheaper to make, but takes time & upgrades.    [never heard of anybody making 1 B4 D7;  D14 is possible,  but rare.]
Oh, don't forget,   can't target back row!     (Lich,  for example.)     [Unlike other MATKs ---like "Fire Arrow"]
Up against bosses,  this can be costly.

Firer bomb does more than twice the base damage of entangle and acid bomb(It's water the description is wrong) does more than triple. Most undead are weak to fire and light and resist pretty much everything else so firebomb will clear an entire line of undead in one hit and finish a battle in two rounds with only half the mobs even attacking whereas entangle can take 3 or four with everything beating on you the whole time.  Fire bomb is mostly useful in crypts and bandit forts(ballistae) whilst acid bomb really come in handy for ancient jungles and fire pits where it can one hit beetles, ifrits, and salamanders. The most profitable dungeon to farm off the bat is usually bandit dens which favor aoe earth attacks but alchemist will make your life a lot easier if you have to kill undead for quests and you are using a caster type.

As for Assasin you can get it before day 21 but it's a serious stretch.  In my other day 14 post the class order for my fairy caster was attendant> apprentice> druid> thief> rouge> alchemist> harlot> succubus> archer> fighter.  The only equipment I gave her was the starting mage staff for siding with mages and that should be fine until you get a lvl 3 alchemist.  I don't recommend using your MC for combat, it's better to kill everything with your free recruit for a number of reasons.  I can go into more depth if you're interested.  Using a single character for combat rather than a larger team will result in a more powerful combat team faster since it's the synergy of many classes that makes you strong and xp is split amongst all participants. It's also handy for power leveling laborers later on for much the same reason.