Alistair's Walking Alembic
| | |
|---|---|
| Level | 5 |
| School1 | Alchemy |
| School2 | Forgecraft |
| Source(s) | Book of Contraptions Book of Metalworking |
| Casting noise | 5 |
| Spell noise | 0 |
| Power Cap | 100 |
| 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 golem that buffs the player with a potion effect after it attacks a few times.
Contents
Useful Info
Creatures a walking alembic. Its melee attack creates short-lived poison clouds around what it punched. After it has performed 4-6 attacks,[1] it will destroy itself, granting potion effects to allied creatures within 3 tiles. The player and up to 5 allied monsters can be affected.
- 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, meaning that Oni get to doubled healing and can activate Drunken Brawling if healed, Vine Stalkers don't heal HP, and Mummies do not benefit.
- 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.).
The alembic cannot make potions in Cocytus.
Strategy
Like many other Forgecraft spells, it is required to stay near the golem to receive the full benefit of the spell; staying in combat increases the chance that the golem survives long enough to spew potions.
Ignite Poison combos well due to the many poison clouds created.
History
- This spell was added in 0.33.
References
- ↑ spl-summoning.cc:4257 (0.33.1)