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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

Alchemist

A topic by GH-MrSomebody created Sep 05, 2021 Views: 998 Replies: 11
Viewing posts 1 to 5

1 of the many recent changes,  Now avail from start.  Has anyone had much XP using them?   [Pot must be bought (Guilt pt) or made (Req Alc lvl2 Upgrade)]

Are they *REALLY* worth getting before D21?   [or CW start/loan end]
I assume they're melee ATK, not distance?    (so not as good as bows or MATK against back)
With Caster locked (I know mages R popular!)  this is almost a "substitute."   (also means Nec is out, also pop)

+ the *ONLY* thing that has (slightly) increased dam in new version. 

They are worth for the additional stats given, its goes directly to every Healer/Mages. I have never used their potions to attack because usually I have spells but I might try that later.

Daisy got it by D6.

Oh.  so you use Alc  *ONLY* for the wits bonus?    [+10]  
(+  [sidenote]   you had both Scholar & Apprentice [+10]  (usually I only get one or the other---Prereq for Caster)  )
[Daisy total wits Bonus = 20]

Normally I'd get Caster  (Alch used to be locked) ---PRE  5.4 Obviously.  

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To be honest, I find alchemy to be overpowered. The skill (acid pot and fire pot) do an incredible amound of damage compared to any spells. The acid bottle lower armor and can do more than 300dmg. It also seems to bypass earth resistance as well (can hit even with 100% resistance). It's like the lightning orb on steroid. The fire bottle do more damage than a fireball, and it affect an entire column. The animations are quick too, so there is no time wasted.

It does not do that much at first. The damages seems to raise with the character level. However, it is a nice early AoE. I always get alchemy as soon as I can. Especially since rep can buy the unstable concoctions. In early stage, it can change the battle since you don't have an army then and it allows me to clean the mobs with juste my master (alchemist) and it's assistant (meat shield).

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So far Attendant/Alchemy is an incredible early game combo. Heal the meat shield then lay waste to small mobs with fire pot or nuke a boss with acid toss. Since bandage can also be bought with rep, an attendant meat shield just won't fall since he can heal himself twice in a single turn and bandage heal more than the healing spell at the start.

My main issue with this is speed. If the master is slow, you will be killed before being usefull...

YIKES!    Don't say  "overpowered"  or dev will nerf it!    (He's already been making many things more difficult almost every update!) 

Never Tried Attendant/Alch----but wait----don't both [fire/acid] require special potions?    Do you *MAKE*  them  [Req upgrades]   or *BUY* them?    [Req Guild pts]    Since this requires special potions, I'd think more Mid-game  [D21+? ]  at best?

Is Dam based on wit?
How "early"  are we talking?   B4  D21?   D14?

In 5.4 bandages can be bought w gold.   (no rep needed)

The  "bypassing earth resist"  may be a bug.  (?) 

Thanks for the info!

I've been using Alchemist more  now that its not locked behind rep points. The unstable concoctions are pretty cheap. Some people have suggested that the acid bomb is doing water damage not earth. I haven't checked the code to see if that's true. That may be why it seems to bypass earth resistance.

The combination of Alchemist and Attendant is interesting. I can see why that might work. Never taken the Attendant class myself, though the free action is attractive now that I think about it.

The problem is   he  (or you guys?   How many R working on it now?)    did a WHOLE LOT of changes recently,  & while some   (Alchemist/Caster)   are simply an  issue to playtest,   there's a *LOT* more *SERIOUS*  bugs/Problems.    [5.3 was pretty Rock-stable,  so has to be something(s)  recently changed

Ok,  WARNING:   Off-topic:  (just 2 examples)
Did a post  (today)  on the  *RIDICULOUSLY*  hi EVASION  --& not long ago,  on screen bug  (come back "home"  *ALL*  locations were gone---including Mansion!

BTW,  (back ON topic!)   does the "tossing potions"  have the normal hit-rate?      
Ie,  if mage's "fireballs"  keep missing      [SUPER-INSANE EVASION!]    won't the potions miss too? 

[this early  (D8 Quests/DRs)----either only 1 staff,  or else not enough for everybody,  so   no "to hit"  bonus   (unless from classes) )

For a caster I consider alchemist pretty much required for crypts unless you are a dragon knight.  Really the biggest problem with casters is that they need the physical classes for hit dodge and crit just as much as physical types.  I wouldn't consider a caster without taking archer, rogue, and assassin before most of the other magic classes.  I always use attendant for healing.

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.