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I did a youtube video featuring 4 farmers.. can't say 4 alchemists would be any worse than that LOL.
http://youtu.be/MCbVVNAZmU0
Edit: so FAR its not too much of an issue that is.
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.
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.
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.
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?
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.
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.