Legend of Grimrock 2

Legend of Grimrock 2

View Stats:
Liro Raériyo Oct 25, 2014 @ 11:37pm
Alchemists
Would creating a party of four alchemists be a strong idea? im thinking all the potion ingredients you could create would give you a ton of adapability.
< >
Showing 1-15 of 21 comments
VG Purist Oct 26, 2014 @ 12:01am 
4 alchemists is not a good idea since your alchemist is limited by the amount of herbs you can have.

I did a youtube video featuring 4 farmers.. can't say 4 alchemists would be any worse than that LOL.

http://youtu.be/MCbVVNAZmU0
Last edited by VG Purist; Oct 26, 2014 @ 12:02am
Liro Raériyo Oct 26, 2014 @ 12:54am 
no no, 4 alchemist classes to increase the amount of ingredients you produce four fold, not actually having four characters with that particular skill, just one.
VG Purist Oct 26, 2014 @ 12:58am 
Hmmmmm that sounds interesting!! I suppose they will be great end game but I wonder about survivability in the early game.
Puzzlemint Oct 26, 2014 @ 12:59am 
I did it for my Impossible+Ironman run, and frankly it was overkill. I still had like 80+ Blooddrop Caps at the end.
Liro Raériyo Oct 26, 2014 @ 1:24am 
well survivability wasent too much of an issue, since i built the alchemists pretty standard builds with only their class being altered, got a minotaur up front dealing most of the damage, a ratling with mutation to try and hope for a good minmax mage, an insectoid going for high concentration for barriers and spaming the more basic spells, and lastly a minotaur that actually has the alchemist skill, because the minotaur is the least likely to die.

Edit: so FAR its not too much of an issue that is.
Last edited by Liro Raériyo; Oct 26, 2014 @ 1:24am
Liro Raériyo Oct 26, 2014 @ 4:47pm 
okay, eight hours in and ive already been able to craft twenty stat potions, and i have over a hundred of both healing and energy potions ready to be crafted when needed, the sheer volume of ingredients i have at my disposal for potion chuging is obsurd, i am SO GLAD we dont actually have to find empty vials in this.
VG Purist Oct 26, 2014 @ 6:07pm 
Go 5 armor and then you can really become "Full Metal Alchemists"!!!
One Man Army Oct 26, 2014 @ 7:06pm 
Playing 4 Alchemists(Class) is the most op setup and makes the game extremely trivial.
You can amass a gazillion ingredients and boost all your characters important stats very often.
You can have huge amount of bombs,potions and what not, making your party close to immortal. Insane Ironman achievement is a piece of cake with this setup.

I don't think this is how the game was intedend to be played, but to each his own I suppose,
but I would strongly recommend not playing the game with 4 alchemists the first time through though.
Last edited by One Man Army; Oct 26, 2014 @ 7:07pm
Shadistik Oct 26, 2014 @ 7:16pm 
Full metal ftw
Liro Raériyo Oct 26, 2014 @ 7:23pm 
I think an easy way to debuff the effectiveness of it would be to set the rate it increases at based on your alchemy level per character, so if order for it to work everyone would require atleast a level of alchemy, but since the effectiveness is specificly tied to alchemy level then the only way to get it back up to proper effectiveness would be to have every alchemist in the party reach 5 alchemy. if everyone has to dump five skill points to max the ingredient generation then that just might pinch the effectiveness enough to make it still a valid option, but to bring it in line with many other parties, traits and skills.

that or make it so the skill is only active if a mortar and pestle is in the inventory, and theirs only one of those, but then that just doesnt seem fair.
Syrris Oct 26, 2014 @ 7:54pm 
Originally posted by Liro Raeriyo:
that or make it so the skill is only active if a mortar and pestle is in the inventory, and theirs only one of those, but then that just doesnt seem fair.

There's at least one other one on the island. I don't know if there's a third or fourth though.
Syrris Oct 26, 2014 @ 7:57pm 
Originally posted by Escapist83:
I'm confused. Do the amount of ingredients you find increase with the number of Alchemists in your party?

No, but the ingredient cultivation trait of the alchemist class is per-character, so four alchemist-class characters essentially provide four times as many 'grown' ones.
jamesc70 Oct 26, 2014 @ 8:04pm 
On my first playthrough, I think I made 20 stat potions.

Going with 4 alchemists would mean 60 more stats over four characters, for a total of 15 extra stat points(per character)... I just have a hard time believing that is so monumentally great. With one alchemist I'm swimming in health/mana/rage/speed potions, so the benefit would be only for stat potions.

And isn't your early game painfully hard and slow? Or do you have mapped out one item to the next to gear up, without trying to clear an area?



Last edited by jamesc70; Oct 26, 2014 @ 8:09pm
Liro Raériyo Oct 26, 2014 @ 9:41pm 
well it depends on how you take advantage of it

take one of the alchemists and dump every single strenght stat potion you can make onto him, and just for the hell of it every other one you manage to find instead onto him too, make him a light weapons user who dual wields, since dual wielding only reduces the base weapons damage and not all damage the superhuman brute strength of the character will be so ♥♥♥♥♥♥♥♥ high that he will deal hundreds per strike, and he has two weapons to do this with.

Or you could stat dump 1 stat to each character equally, have a fighter, a tank, a ranger and a mage with a very high relevent stat, additionally they will have a very high resistance to one type of element, get it high enough and they will each be immune to one of the four elements granting party wipe immunity if no more then one element is present. Granted you will need to find the apropriate items to hit 100 reasonably without going super high into the stat(though a mage can max water magic to max cold resistance)

you could have lizardmen tanks up front who have fast metabolism, greater healing potions would heal 300 a pop on them, and with the hundreds of potions you will have avalible to create they can become your own personal great wall while the back line dumps all stats into the most aggressive attacks.

Im sure their are more things it lets you do either much more reliably or consistently but thats all i got right now.
SneakyOgre Dec 11, 2021 @ 6:50am 
I'm from the future, and I can tell you for sure that 4 alchemists work (and work way too stupidly) if you know what are you doing and what lies where. I remember myself circling to old spots just to get in some more steps.
I had primarily 2 damage dealers the heavy weapons and the missile ones , they would eat all the potions. If I am not mistaken I had a dual wielding light weapons user that I would feed almost constantly with bear potions, and the battle mage caster was becoming kinda weak late game compared to the front liners. I had around 200 of each ingredient and it was a chore at that point to even craft items , since crafting potions is heavier than carrying ingredients so I would have just enough as needed (and make sure I leave 1 herb at each character to keep duplicating it, I had dedicated carriers for everything).

I don't think this is a fun or balanced way to play though so be warned... I'd suggest it only if you like walking around a lot.
< >
Showing 1-15 of 21 comments
Per page: 1530 50