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Question: Do you like the concept?
yes - 9 (90%)
no - 1 (10%)
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Author Topic: The Alchemist  (Read 1533 times)
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ShadowDream
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« on: January 18, 2009, 07:48:12 AM »

When voting rember to vote on concept! Not numbers.

Alchemist



Once upon a time there was a renowned Alchemist throughout the land of Azeroth.  He was so mighty that other alchemists grew jealous and conspired against him.  They accused him of Demonology and exiled him to a distant island.  He soon discovered that a legendary titan held a potion ingredient that would allow him to teleport back to home… And so the fight begins.

Stats- Alchemist

HP: 300
MP: 300     
Movement Speed: normal builders ms.
Damage: 125-125
        Type: Normal
        Range: Melee
        Attack Speed: Average
Armor: 2
        Type: Heavey
Lumbers at 10  per hit
4 inventory slots

Escape Abilities: Chemical Frenzy
        Increases Alchemists MS by 50% and AS by 25% for 5 sec. Takes 25% more dmg in this state.
        150 mana 1 min cd

Stats-Titan Hunter
        Skin: Sludge Monster
        HP: 1000
        Mana: 600
        Movement Speed: like maks titan hunter
        Damage: 200-200
                Type: Chaos
                Range: Melee
                Attack Speed: Normal
        Armor: 10
                Type: Fortified

Stats- Slaves
Skin: Acolyte
HP: 150
Movement Speed: like regular wokers.
Armor: 0
        Type: unarmored
Food: 6
Lumbers like other basic harvesters.


Potions

The Alchemist gathers ingredients across the map or buys them in his buildings.  He mixes them in the Mixing Pot to create potions.  Here is the potion list.

Basic Potions

Breath of Fire
        Deals 100 dmg (like Brewmaster's move)
        Requires: Magic Root x2
   
Poison Spray
        Poisons target dealing 20dps and reduces armor by 3 for 15 sec.
        Requires: Poisonous Mushroom x2

Flash Grenade
        Lowers target accuracy by 15%.
        Requires: Water Weed x1
        Poisonous Mushroom x1       
 
Hydro Tonic
        Heals target 30 hps and increases armor by 4 for 10 sec.
        Requires: Water Weed x3
        Magical Root x1

Summoning Brew
         Summons 3 allies to aid the Alch.  Lasts 60 sec each.
         Summons includes 2 Mercaneries and a Rouge Mage,
                 Stats- Mercaneries
                 HP: 1000
                 MP:1
                 Damage: 60-75
                         Type: Chaos
                         Range: Melee
                         Attack Speed: Fast
                         Armor: 4
                                 Type:Heavy
                         Abilities: Blink
                 Stats- Rouge Mage
                 HP: 600
                 MP:1
                 Damage: 100-100
                         Type: Chaos
                         Range: Ranged
                         Attack Speed: fast
                         Armor: 2
                                 Type:Heavy
                         Abilities: Blink
         Requires: Power Crystal x1
         Magical Root x4

Intermediate Potions

Oil Bomb
        Reduces targets ms by 40%, as by 20%, and armor by 6 for 7 sec. If a fire potion is used while target i        is oiled deals 200 dmg.
        Requires:  Water Weed x2
        Magical Root x2
        Poisonous Mushroom x2

Elixir of Life-
        Instantly heals 250 hps, 10 hps, and 5 armor for 5 sec 
        Requires: Tome of Life x2

Stone Draught-
        Increases targets armor by 20 for 6 sec.
        Requires: Dragon Scales x2
        Magical Root x1

Lighting Drink-
         Deals 100 dmg and stuns for 1.5 sec to all targets within a 700 aeo area.
         Requires: Titan’s Bane x2
         Water Weed x1
         Magical Root x1

Illusion  Shot-
        Purges target of all freindly buffs, reduces AS by 12%, and reduces armor by 3 for 7 sec.
        Requires: Dream Herb x1
        Tome of Life x1
        Magical Root x1

Expert Potions

Unstable Bomb-
        Deals 300 dmg and 30dps in a 200 aoe area (like the blood mage spell)
        Requires: Shadow Spirit x1
        Titan’s Bane x2

Growth Potion-
        Instantly builds a wall of thorns that lasts 6 sec.
        Thorns
                HP: 500
                Armor: 10
                        Type: Fortified
        Requires: Power Crystal x1
        Shadow Spirit x1
        Dragon Scales x2
        Poisonous x 2

Power Keg-
        Increases attack by 250 for 20 sec.
        Requires: Tome of Life x2
        Dream Herb x1

Instant Freeze-
        Freezes target for 2 sec and then reduces MS by 10% for 2.5 sec.
        Requires: Shadow Spirit x1
        Titan’s Bane x1
        Dragon Scales x1

Master Potions

Nebulous Potion-
        Summons Titan Hunter.
        Requires: Shadow Spirit x1
        Dream Herb x1
        Power Crstal x1
        Titan's Bane x1
        Dragon Scales x2

Luminous Potion-
        Deals 500 dmg instantly to all units in a large area, 3 sec casting time.
        Requires: Dream Herb x1
        Shadow Spirit x1
        Power Crstal x1
        Tome of Life x1
        Dragon Scales x1

Potion Ingredients

The following found in Herb Shop:

Water Weed –  250 wd
Magical Root – 350 wd
Poisonous Mushroom – 450 wd

Following found in Constituent Market

Titan’s Bane – 700 wd 2 g
Dragon Scales – 550 wd 3 g
Tome of Life - 750 wd 1 g

Following randomly spawn all over the map.  Only 1 of each can be on the map at a time.
Once one is found and picked up, another randomly spawns on the map.

Power Crystal
Dream Herb
Shadow Spirit

Buildings

Shelter
Skin: Farm
        Works like a shelter.  Produces Slaves.
        10 wd

Storage Hut
Skin: High Elven Farm
        Produces 40 food each.
        20 wd

Gold Wall
Skin: Magic Vault
        Works as wall.  Can be upgraded.  Requires shelter.
        300 hp
        5 armor, Fortified
        100 wd

Reinforced Gold Wall
Skin: (bigger) Magic Vault
         Works as wall.  Requires Herb Shop.
         550 hp
         15 armor, Fortified
         300 wd

Herb Shop
Skin: Voodoo lounge       
        Works as research center.  Can purchase potion ingredients here.
        300 wd

Mixing Pot
Skin: Cauldron with Heads
        Mixes potions.
        500 wd

Merchant
        Same as all Merchants


Constituent Market
Skin: Marketplace
        Serves as an ARC.  Sells ingredients for potions.  Requires Merchant.
        500 wd 35 g

Gold Tower
Skin: The golden statue thing right of the gold mine (couldnt find the exact name  ::])
        Super Tower. Every time tower hits a target has a 20% chance of user gaining 2 gold.
        1,500 wd 90 g

Researches

Firm Gold
        Increases walls HP by 100 and armor by 2.5.
        1,000 wd
        Found in Herb Shop
        Requires Merchant

Strengthened Gold
   
        Increases walls Hp by 100 and armor by 2.5.
        1,500 wd
        Found in Herb Shop
        Requires Merchant

Armor Potion (can be researched 3 times)
        Increases Alch’s HP by 50, 50, 50 and armor by 1, 1, 1
        500, 750, 1,000 wd
        Found in Herb Shop
        Last upgrade requires Merchant

Potion Mastery
        Decreases cost of all Ingredients by 100,
        1,750 wd
        Found in Constituent Shop

Dark Potion Research
        Allows Nebulous Potions to be made.
        2,000 wd 20 g
        Found in Constituent Shop

Light Potion Research
        Allows Luminous Potions to be made.
        2,000 wd 20 g
        Found in Constituent Shop

Expert Hunter Training
        Gives Titan Hunter 150HP,20dmg, and a arua that decreases enemy MS by 5%, AS by 7%, and 5 armor.
        1,000 wd 45g
        Found in Constituent Shop
« Last Edit: January 18, 2009, 12:31:06 PM by ShadowDream » Logged

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ShadowDream
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« Reply #1 on: January 18, 2009, 12:31:22 PM »

updated.
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« Reply #2 on: January 18, 2009, 09:03:26 PM »

Interesting concept, I kinda like the herb/potion theme to this builder.
What would happen if only 1 of the required ingredients was in the pot and the titan kills it, would that ingredient still exist in another pot? Or do you have to regather it.  Cry

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« Reply #3 on: January 18, 2009, 09:23:58 PM »

VERY original.

IMagine a luminious potion and a power-keg on a satyr.

o.o
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« Reply #4 on: January 19, 2009, 12:10:07 AM »

i used to have a suggestion just like this as I've said before it makes me sad Sad
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« Reply #5 on: January 19, 2009, 09:13:09 AM »

First thing.  Heavy armor is a really bad idea since it actually increases spell dmg.  Fortified armor is a time honored tradition.  Second.  how bout you make the builder skin Goblin Tinkerer, then you have an upgrade where you get an Ogre Slave which changes the skin to the Alchemist skin and increases the stats to something like the nat level.

Or you can try something really crazy = Starts tinker skin, then you buy Ogre slave = mur hunter's stats, then you can load and unload your tinker ontop of the ogre = skin changes to Alchemist when it is loaded.  Sounds complicated i know, but think how crazy that is.  Would probably need alot of trigger work.
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« Reply #6 on: January 19, 2009, 12:02:35 PM »

First thing.  Heavy armor is a really bad idea since it actually increases spell dmg.  Fortified armor is a time honored tradition.  Second.  how bout you make the builder skin Goblin Tinkerer, then you have an upgrade where you get an Ogre Slave which changes the skin to the Alchemist skin and increases the stats to something like the nat level.

Or you can try something really crazy = Starts tinker skin, then you buy Ogre slave = mur hunter's stats, then you can load and unload your tinker ontop of the ogre = skin changes to Alchemist when it is loaded.  Sounds complicated i know, but think how crazy that is.  Would probably need alot of trigger work.

i'm sorry to say that that's false, yes it takes extra from magic damage but that and spell damage are different. magic damage is like the type of damage a frost wyrm does spell damage is like stomp, if you still don't believe me look at satyr armor it says it takes reduced damage from spells and magic attacks they are definitely 2 different things and on heavy armor it only takes extra from magic it doesn't say spell. If you still don't believe me why would they make demon have heavy armor? wouldn't that cancel out the 25% spell reduction.
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« Reply #7 on: January 19, 2009, 04:51:45 PM »

the reason i didnt give him fortified armor was so he couldnt tome like crazy. Hes supossed to be powerful, but vunerbale,
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« Reply #8 on: January 19, 2009, 07:50:34 PM »

by giving it heavy armor all you change is that its less vulnerable to piercing attacks, which i think the minions summons are, apart from that aspect it is the same seeing that magic damage never comes into play
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« Reply #9 on: January 20, 2009, 04:48:11 PM »

should i make it light armor then? or w/e the easy basers armor is. If so i need to take out the armor potions...
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« Reply #10 on: January 21, 2009, 04:11:55 PM »

well i think that you should give him a up like demon to give him fort armor i think that's fair enough.
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« Reply #11 on: January 22, 2009, 01:31:01 PM »

his potions r his up. but mabey he should have fort armor instead  Undecided what do u guys think?
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« Reply #12 on: January 23, 2009, 06:58:15 AM »

When voting rember to vote on concept! Not numbers.

Also, make the potions buyable because if you have to search for them in a game with 5 other Alchemists then everyone would start flaming you if you find a potion they needed.
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« Reply #13 on: January 23, 2009, 02:34:19 PM »

buying postions would ruin concept >.> anyways there shouldnt be anymore alchs then 1-3 in a game. And as soon as one is found another spawns on the map.
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« Reply #14 on: January 23, 2009, 06:31:10 PM »

buying postions would ruin concept >.> anyways there shouldnt be anymore alchs then 1-3 in a game. And as soon as one is found another spawns on the map.
Do you actually think in a pub game that finding a potion would not bring any spam? Seriously, you find a potion then those other noob alchemists(also trying to find ingredient) most likely will type : NUB! GIVE ME THAT DIC* POTION NOW!!! STUPID MOTHER FUC***

Excuse my bad language XD
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« Reply #15 on: January 24, 2009, 09:02:10 PM »

well thats bound to happen unless its limited to 1 >.> just like in old pandmines v ersons people always screamed i want sat... its just unaviodable
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« Reply #16 on: January 24, 2009, 09:20:36 PM »

What an extremly origanal idea.
This builder is quite a specialist and has an interesting gameplay style.
I have three questions though,
1.With the spawning of random herbs and ingredients, what would happen if there was one where u are trying to build something? Would u need to make the destroyable? this would be good for titan as if he found a herb he could kill it Tongue.
2.What if no-one pick Alchemist. Random ingrediants would be no use to anyone unless...
3.Other builders can use the ingrediants to make weaker potions.




Check out my Builder Idea http://www.islanddefense.org/forum/index.php/topic,819.0.html!
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« Reply #17 on: January 25, 2009, 06:55:12 AM »

The idea of random potion items spawning across the map is not something I want to have.

An ability that summons a random potion ingredient, much like Enchantment, would be preferable to the map wide item spawning.
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« Reply #18 on: January 25, 2009, 06:55:52 AM »

1.With the spawning of random herbs and ingredients, what would happen if there was one where u are trying to build something? Would u need to make the destroyable? this would be good for titan as if he found a herb he could kill it Tongue.
2.What if no-one pick Alchemist. Random ingrediants would be no use to anyone unless...
3.Other builders can use the ingrediants to make weaker potions.
ok...
1.the herbs could be destroyable, meaning titan or builder can destroy them.
2. i dunno how that would work, im not good with triggers.
3.i think only the alchimist should be abgle to make the potions.
« Last Edit: January 25, 2009, 06:57:51 AM by ShadowDream » Logged

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« Reply #19 on: January 25, 2009, 07:00:09 AM »

The idea of random potion items spawning across the map is not something I want to have.

An ability that summons a random potion ingredient, much like Enchantment, would be preferable to the map wide item spawning.
ok, maby have cetain spots where the potion items spawn.
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« Reply #20 on: January 27, 2009, 07:14:13 PM »

The idea of random potion items spawning across the map is not something I want to have.

An ability that summons a random potion ingredient, much like Enchantment, would be preferable to the map wide item spawning.
ok, maby have cetain spots where the potion items spawn.
someone whose pro at this builder will eventually know all the spawning places, making it easy for him to take the potion items.
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« Reply #21 on: January 28, 2009, 07:09:49 AM »

there could be like 3-5 of the spots and the potions randomly go to one of them. They could be decently far away from eachother. Sure a pro alchemist would kno were all these spots were, but a titan could camp a minion at these spots 2.
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« Reply #22 on: January 28, 2009, 09:04:06 PM »

there could be like 3-5 of the spots and the potions randomly go to one of them. They could be decently far away from eachother. Sure a pro alchemist would kno were all these spots were, but a titan could camp a minion at these spots 2.
why would anyone want to waste a minion to camp at a spot for one stupid potion?
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« Reply #23 on: January 29, 2009, 03:37:45 PM »

idk  Undecided
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« Reply #24 on: January 29, 2009, 09:12:13 PM »

i didn't want to give you my solution because i was going to make a race but I'm to lazy  Sad
so any way you have 12 herbs and to make it easy i suggest using color herbs such as:
red, blue, yellow, brown, pink, purple, orange, white, black, etc. (i was thinking having around 12-15 and i hope you get the idea)

then you make a building that costs 80 food and it sells 2 of these herbs at start (sells all the others at a price). then you get upgrades in a different building that allows you to buy 2 different types of herbs each time.

Next I think it would be a good idea to use a mixing pot (this is the only place herbs may be mixed).
This mixing pot contains most of the recipes for most of the potions within books like the mags but labeled offensive potions and defensive potions. (you could not give away some of the potions ingredients aka having secret potions).

finally give the pot a ability called mix herbs this ability combines herbs in the pot making a potion, if they do not make any of the potions it creates "nasty green stuff"
nasty green stuff: heals 5 hp

this will allow you to only have one building that sells these herbs to reduce mass potion production (herbs would need a cool down and possibly hold 2 at max). this also solves the solution of having to run across the map to find herbs. Finally it will still allow you to get these herbs no matter how many times your buildings are destroyed because all your buildings that sell those herbs can permanently sell them even if rebuilt.

hope my idea helps  Smiley
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