Alistair's Walking Alembic
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Constructs a mobile and combat-capable alchemical manufactory. It uses the friction of melee combat to brew a variety of useful potions, venting clouds of their toxic byproducts at whatever it punches. When it has built up enough heat to complete its synthesis, it will automatically dispense the finished potions to nearby allies before falling apart. |
Alistair's Walking Alembic is a level 5 Alchemy/Forgecraft spell that constructs a potion-brewing golem with both offensive and supportive properties.
Its melee attack vents fumes (creating short-lived poison clouds around what it punched), and after it has performed 4-6 attacks , it will finish brewing potions and distribute them. This affects up to 5 nearby allied monsters, and also the player (if they are within 3 tiles of the alembic when it finishes.)
For monsters, the effect is chosen randomly among haste, might, brilliance, or heal wounds (choosing only effects that could do something for the monster in question, for example no might on monsters with no attacks.).
For players, it chooses one of haste, magic, heal wounds, might, or invisibility, at random. These effects have slightly shorter duration than drinking the potion directly, but otherwise count as a 'real' potion:
- The alembic cannot make potions in Cocytus.
- Oni perform a Drunken Brawling attack if an alembic-brewed potion restores HP or MP.
- Mummies get no potion effects at all.
Strategy
History
- In 0.33, this spell will be added to the game.