Alchemy
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The Alchemy school focuses on inflicting poison and altering your surroundings. Despite its name, no Alchemy spells affect items in any way. It is the combination of the Poison Magic and Transmutations schools.
Contents
Aptitudes
At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | Gr | Gh | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Sp | Te | Tr | Vp | VS |
-1 | 1 | 1 | 1 | -1 | 0 | 11 | 0 | -1 | 3 | -2 | -1 | 6 | 0 | 0 | 3 | -3 | -2 | -2 | 2 | 1 | -1 | 1 | -1 | -3 | 1 | 0 |
- Green draconians get 2.
Spells
- Sting
- Mercury Vapours
- Mephitic Cloud
- Ignite Poison
- Fulminant Prism
- Olgreb's Toxic Radiance
- Petrify
- Sticky Flame
- Irradiate
- Alistair's Intoxication
- Yara's Violent Unravelling
- Eringya's Noxious Bog
- Sculpt Simulacrum
Strategy
- Many Alchemy spells can be considered "support" and/or "side" spells. They often have major limitations, but have strong/useful effects to compensate.
- For example, Irradiate has only 1 range, and can only be used a few times in a row safely, but can otherwise tear apart enemies.
- There's no Alchemy spell above level 6, but spells like Irradiate, Yara's Violent Unravelling, and Eringya's Noxious Bog are useful for the entire 3-rune game.
- Most of Alchemist's starting spells are strong, but don't do much against foes with poison resistance. Sticky Flame can be used to take out rPois monsters, though it's quite a high level for a starting school spell.
See Also
History
- In 0.31, Alchemy was introduced, replacing Poison Magic and part of Transmutations.
Skills | |
---|---|
Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
Physical | Fighting • Armour • Dodging • Stealth • Shields |
Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Summoning • Translocations |