- Not really that much like that historical bunch who tried to make gold from lead.
- Starts with a leather jacket, three random potions, spellbook of Knock or Wizard Lock, one random spellbook, and a new kind of magical gloves known as Ignition Gloves: They give fire resistance, and when applied, create sparks that sets the adjacent monster on fire (give direction), doing damage and burning some possessions. Paper golems take a lot of damage.
- Can get Expert in Matter spells, and Basic or Skilled in the rest. Knows Martial Arts and can advance to expert on it. High dexterity and intelligence, moderate attack skills, and above average magical ability. Special spell is Polymorph.
- Potions will always be correctly identified when drunk. Alchemy will always work, if it's a correct formula in the first place.
- While fighting bare handed, whenever the Alchemist deals a killing blow, if the enemy is organic, he has a chance of exploding it ("You transmute sulfur in the goblin's body! The goblin explodes!"), dealing (xplev/2+1)d6 (same as with Magic Missile) damage to all enemies around it, except for the Alcemist himself, who is immune to the effect. The chances of success are around half of drow's chance of putting the enemy to sleep.
- Alchemist has several unique skills:
--- On level 1, when starting the game, he knows Create Weapon skill, that will create a random weapon from any piece of armor or some other items. Metal armors will create metal weapons, mithril coats mithril weapons, leather armor/jacket/helm/boots/other stuff bullwhips, and so on. Worm tooth becomes crysknife as well. The weapon will revert back to its original form after a while, like everything else that's polymorphed. It costs 10 Pw points to use.
--- Stone to Gold, gained on level 3, will be kinda like Stone to Flesh in the general idea, except that it turns stone stuff into gold instead of flesh: Rocks become gold pieces, boulders turn into hunks of gold, and statues become gold statues. The latter two can be hacked with pick-axe to turn them into gold pieces as well. Using this on yourself while being petrified will turn you into a gold statue instead of a stone statue. Stone golems will turn into gold golems. Costs 20 Pw points.
--- Gas Clouds, also a level 3 skill, will create a number of clouds, randomly between 1 and TECHLEVEL. They don't do much themselves, just float around, but they're highly flammable and will explode in a ball of fire when exposed to fire, also blowing up any adjacent clouds. This might create a nice chain reaction. And remember the Ignition Glove ability? Costs 15 Pw.
--- Create Golem, gained on level 10, will create tame golems from stuff on ground. When used, it will check all the floor adjacent to the Alchemist, and if there's sufficient amounts of something there that can be transformed to a golem (rocks, gold, glass, paper, etc.), it will. Otherwise it fails and does nothing. Costs 30 Pw, whether it succeeds or not.
- Worships science. Gods are Albert Einstein, Isaac Newton, and Galileo Galilei. (The first moderately important scientific figures that came to mind: You got someone more important, and it'll be replaced.)
- The first sacrifical gift will always be the State Alchemist Watch, that gives +2 bonus to Charisma, boosts Pw regeneration (around as much as blessed healthstone boosts HP regeneration), and tells exact time when applied (taken from the computer clock, of course).
- Quest leader is Nicholas Flamel, quest nemesis is the Father, and the quest item is - well duh - Philosopher's Stone: A touchstone, luckstone, and healthstone combined together, that gives hungerless regeneration, and will turn all rocks into gold pieces when rubbed into them. When invoked, it creates 1-5 potions chosen randomly from Healing, Extra Healing, Full Healing, Gain Energy, and Restore Ability. Their B/U/C-status will be the same as with the Stone itself.
- Finally, if the Alchemist dies while having the Philosopher's Stone in his inventory, he will turn into a Homunculus ("The mythical stone takes over your body..."), and always generate Bones level, unless he's somewhere where it's not possible. When another player enters the level, he must face the Homunculus if he wants to get the Bones pile. It's level is the same than the Alchemist's was while living, but it's much more powerful, with more HP, Pw, damage, and regeneration. It can't do its special skills anymore, but will use everything in its original inventory against the player.
Yeah.
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sounds good, maybe in the future this character would be the only one to be able to use the BREW command (at present brew works in my build but for everyone)
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crazy hard to code with the creating items thingies but a really good idea if it can be done. I had to make my own characters (got the source and changed the mages then renamed and changed them back)
Maybe you could get the source and pick like say healer (don't mess with wizard I have been told) or some other character you don't really play much and completely build your alchemist character off that "name" and then rename (check jedi patch and others as to where to put references so your new alchemist will compile to a playable class) and then readd the old "healer" or whatever to make your version have both.
Worked for me with adding air and electric mages AND also having flame and ice mages.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
- Not really that much like that historical bunch who tried to make gold from lead.
- Starts with a leather jacket, three random potions, spellbook of Knock or Wizard Lock, one random spellbook, and a new kind of magical gloves known as Ignition Gloves: They give fire resistance, and when applied, create sparks that sets the adjacent monster on fire (give direction), doing damage and burning some possessions. Paper golems take a lot of damage.
- Can get Expert in Matter spells, and Basic or Skilled in the rest. Knows Martial Arts and can advance to expert on it. High dexterity and intelligence, moderate attack skills, and above average magical ability. Special spell is Polymorph.
- Potions will always be correctly identified when drunk. Alchemy will always work, if it's a correct formula in the first place.
- While fighting bare handed, whenever the Alchemist deals a killing blow, if the enemy is organic, he has a chance of exploding it ("You transmute sulfur in the goblin's body! The goblin explodes!"), dealing (xplev/2+1)d6 (same as with Magic Missile) damage to all enemies around it, except for the Alcemist himself, who is immune to the effect. The chances of success are around half of drow's chance of putting the enemy to sleep.
- Alchemist has several unique skills:
--- On level 1, when starting the game, he knows Create Weapon skill, that will create a random weapon from any piece of armor or some other items. Metal armors will create metal weapons, mithril coats mithril weapons, leather armor/jacket/helm/boots/other stuff bullwhips, and so on. Worm tooth becomes crysknife as well. The weapon will revert back to its original form after a while, like everything else that's polymorphed. It costs 10 Pw points to use.
--- Stone to Gold, gained on level 3, will be kinda like Stone to Flesh in the general idea, except that it turns stone stuff into gold instead of flesh: Rocks become gold pieces, boulders turn into hunks of gold, and statues become gold statues. The latter two can be hacked with pick-axe to turn them into gold pieces as well. Using this on yourself while being petrified will turn you into a gold statue instead of a stone statue. Stone golems will turn into gold golems. Costs 20 Pw points.
--- Gas Clouds, also a level 3 skill, will create a number of clouds, randomly between 1 and TECHLEVEL. They don't do much themselves, just float around, but they're highly flammable and will explode in a ball of fire when exposed to fire, also blowing up any adjacent clouds. This might create a nice chain reaction. And remember the Ignition Glove ability? Costs 15 Pw.
--- Create Golem, gained on level 10, will create tame golems from stuff on ground. When used, it will check all the floor adjacent to the Alchemist, and if there's sufficient amounts of something there that can be transformed to a golem (rocks, gold, glass, paper, etc.), it will. Otherwise it fails and does nothing. Costs 30 Pw, whether it succeeds or not.
- Worships science. Gods are Albert Einstein, Isaac Newton, and Galileo Galilei. (The first moderately important scientific figures that came to mind: You got someone more important, and it'll be replaced.)
- The first sacrifical gift will always be the State Alchemist Watch, that gives +2 bonus to Charisma, boosts Pw regeneration (around as much as blessed healthstone boosts HP regeneration), and tells exact time when applied (taken from the computer clock, of course).
- Quest leader is Nicholas Flamel, quest nemesis is the Father, and the quest item is - well duh - Philosopher's Stone: A touchstone, luckstone, and healthstone combined together, that gives hungerless regeneration, and will turn all rocks into gold pieces when rubbed into them. When invoked, it creates 1-5 potions chosen randomly from Healing, Extra Healing, Full Healing, Gain Energy, and Restore Ability. Their B/U/C-status will be the same as with the Stone itself.
- Finally, if the Alchemist dies while having the Philosopher's Stone in his inventory, he will turn into a Homunculus ("The mythical stone takes over your body..."), and always generate Bones level, unless he's somewhere where it's not possible. When another player enters the level, he must face the Homunculus if he wants to get the Bones pile. It's level is the same than the Alchemist's was while living, but it's much more powerful, with more HP, Pw, damage, and regeneration. It can't do its special skills anymore, but will use everything in its original inventory against the player.
Yeah.
cool.
Chaotic god should be Nikola Tesla.
sounds good, maybe in the future this character would be the only one to be able to use the BREW command (at present brew works in my build but for everyone)
crazy hard to code with the creating items thingies but a really good idea if it can be done. I had to make my own characters (got the source and changed the mages then renamed and changed them back)
Maybe you could get the source and pick like say healer (don't mess with wizard I have been told) or some other character you don't really play much and completely build your alchemist character off that "name" and then rename (check jedi patch and others as to where to put references so your new alchemist will compile to a playable class) and then readd the old "healer" or whatever to make your version have both.
Worked for me with adding air and electric mages AND also having flame and ice mages.