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Overview | Suggested Statistics | Training Information | Level Information

Alchemist Overview

The alchemist always has the detect-magic spell cast, which is convenient if nothing else. They also have the skills of transmute (recharge-wand) and a temporary form of the enchant spell. One of the reasons the alchemist is a worthwhile class to play is that it has casting and ticking like a mage. You will tick for 7mp in tick spot and cast every 3 seconds like a mage. The biggest draw back is that you wont get 25 Int until level 22. Whereas a Mage would get it at level 18.

The most useful skill that an alchemist has is transmute. It allows you to "recharge" used up wands for a specific amount of gold. It costs 1k gold per shot the wand has...so don't waste your recharges on something silly like grey staffs. Alchemists must be level 6 or above to utilize this skill.

The alchemists' form of enchant works like the actual spell, except that it lasts for a period of time based on your intelligence and constitution and can only be done a maximum of three times a day. Alchemists must be level 10 or above to utilize this skill.

Suggested Statistics

str: 7 dex: 3 con: 8 int: 18 pie: 18
Pros:
This is the most common stats for an alchemist. One of the most important stats: intelligence is maxed out, the points left over are assigned to piety to aid in ticking and strength for hitting/carrying items. These are also the most popular mage stats.
Cons:
With low constitution you will not be able to enchant items for the maximum amount of time. Depending on how important that is for you, or how much you really want to carry you might want to try out the next set of statistics.

str: 7 dex: 3 con: 10 int: 18 pie: 16
Pros:
The little bit of extra con will help your enchants last a bit longer and will eventually max out to give you a 1 pt bonus.
Cons:
Low strength means you won't be able to carry much, especially if you choose to be an elf. On the otherhand, as a casting class, you'll probably rely more on stuns than armor/weapons, so you'd just be unable to carry as much loot or wands.

Training Information

Training to level 2 through 4 is done in the Celduin facility. It is marked as "L" on the map of Celduin in the maps section. There are items you need to obtain for each leveling room's door key. Note: They altered alchemists leveling somehow so that for the first few levels you don't need a key, but I don't feel like bothering to find out exactly how.

Level 2: For the first key, the true lead key, you must get some philosopher's sulphur. The sulphur can be gotten from scholars in the dwarven shrine of Moradin ("16" on the map of Celduin in the maps section). They tend to come slow and drop slower, so patience grasshopper.

Level 3: For the second key, the star of copper key, you must get a T-bone. The T-bone is dropped by the hound dog on the farmhouse porch. ("1" on the map of Celduin to Finwe in the maps section). It also used to be dropped by garbage collectors in the Celduin dump, but I'm not sure if it still is.

Level 4: For the third key, the blah iron key, you must get some philosopher's salt. The philosopher's salt is dropped by pilgrims in the shrine northwest of Celduin ("2" on the Northwest of Celduin map in the maps section). Collecting extras is always useful, as they are a vigor potion and always handy in battle for classes which cannot cast well.

Training to levels 5 through 7 is done in the Finwe facility. The facility is located s, e, e, s from the Healing Hand. It is marked as "D" on the map of Finwe in the maps section. There are items you need to obtain for each leveling room's door key.

Level 5: For the first key, the blah lead key, blahblah yakkity yakkity.

Level 6: For the second key, the star of copper key, you must get some waters of the wise. To obtain the waters of the wise you need to get your hands on a bunch of bananas (sold in the farmers market in Celduin). And go northeast out the east gate of Finwe, at the end of the northerly running section of road, there is a trail which runs south ending in a place where the perm Lars Magnus Grumwold can be found. You must kill him in order to get past him into the room where Carl Arl is. Trade the bananas to Carl Arl and he will give to you the waters of the wise.

Level 7: For the third key, the blah iron key, you must get a whorl pendant. This seems to be the item that is the first one which is difficult to obtain. Although not difficult in the terms of what you must battle. Most people don't know where to look. The item is found in the bugbear village, far northwest of Celduin (It is unmapped as of now) you must kill the Harpy which comes on a rooftop. You will require the fly spell or an ice blue potion to reach that rooftop. I suggest taking along someone who is level 10+, as there are several aggressive monsters which show up there.

The rest of the training I'm not sure about and I don't have the time nor energy to go look at the moment.

Level Information

Use the Isengard Stat Engine to create your character!

I just thought it might be interesting for people to find out what each specific class' hps/mps are at each level.

Level 1 2 3 4 5 6 7 8 9 10 11 12
HP 16 21 26 31 36 41 46 51 56 61 66 71
MP 4 8 12 16 20 24 28 32 36 40 44 48
Level
13 14 15 16 17 18 19 20 21 22 23 24
HP 76 81 86 91 96 101 106 111 116 121 126 131
MP 52 56 60 64 68 72 76 80 84 86 90 94

For those of you who want to know what statistic will go up at your next level, here is a table showing which stat raises at a given level.

Level 2 3 4 5 6 7 8 9 10 11 12 13
Stat int pty dex str con int con pty dex con int pty
Level
14 15 16 17 18 19 20 21 22 23 24 25
Stat dex str con int con pty dex con int pty dex str


© K. Welch