Alchemist guide by Heliosf4Sun

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Heliosf4Sun
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Alchemist guide by Heliosf4Sun

Post by Heliosf4Sun » Mon Oct 01, 2018 7:36 pm

Hello Ladies and Gentlemen, boyz and girls.

It is time to uncover any secrets and dispel all doubts about the best hero in twrpg - all you wanted to know but were afraid to ask. He can heal allies, he can annihilate enemies, he can buff allies, he can debuff enemies, he can summon creatures, he can stun enemies, he even can do that noone else can do - is that a hax? Nah, this is just Elric, the Alchemist.

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Hero description
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A youngster traveling through the Easts.
Specializes in alchemy, which does't use mana
but rather reconstruction of elements to bring out
phenomenos similar to magic. Currently staying by Silver..


Don't misunderstand Hero description - Elric actually uses mana to cast spells.
Analogue
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Easy explanation of main hero idea - it's a analogue of Invoker from DoTA - same element spell system (but 4 instead of 3), by combining which you create different spells. You use spells in right order to get the highest efficiency.
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Alchemist model and story comes from...
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Edward Elric, also known as Ed or the Fullmetal Alchemist (Hagane no Renkinjutsushi), is the titular protagonist of the Fullmetal Alchemist series.

After losing his right arm and left leg due to a failed Human Transmutation attempt, Ed became the youngest State Alchemist in history by achieving his certification at age twelve. Three years later, Ed has become fully engrossed in his search for the legendary Philosopher's Stone, an item with which he hopes to restore his younger brother Alphonse Elric - whose whole body had been lost in the aftermath of the human transmutation.

If you still did not watch FMA in 2018 - you should try it for sure.
Difficulty
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Alchemist probably one of the hardest hero to play. Please think twice before pick this hero - there are a lot of other classes with less difficulty and more effectiveness

Many combos and ping/fps drop danger makes him quite hard to handle. It takes time to learn how to play as alch and unlock his full potential.

It will be quite hard for Alchemist play with more than 30+ ping, please notice that fact.

If you read this just because you recently start to play TWRPG and picked alch bcuz "Oh i have seen FMAB and liked it, I should try Elric heh" - please THINK TWICE before do it. I saw many guys who just came to TW and started as Alch. After they have revealed his diffulty they in stop play TW at all, because "omg are all charcters there same intricate?"

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Role in Group
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What is actual Alchemist's role in party? There is one word how to exactly describe his position - Jack of all trades. With a bunch of spells and special artifacts he can replace almost any role in group:
1) With offensive build (it will be our main one) - he can be strong burst damage dealer;
2) With defensive build he can be decent support - 2 aoe heal spells + buffs + debuff enemies;
3) It's not a real build but with some end game gear you could try to tank some minor bosses (Alch also has Golem summon for this)
But everything has a price...
Pros and Cons
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Everything has a price and even almighty has his own Pros and Cons:

+Our main advantage - as described above we can replace almost all role in party: we buff allies and making elixirs before raid, we support them with healing and giving magic resist, we attack enemies if party already has decent healer.

+ Combinating ult and quick fingers with end-game gear allow us be to one of the hardest dps in late game;

+ Unique Hero ability to brew Elixirs - consumable item which gives high temporary bonus to any hero;
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+ Special buff - Burning hand - with it you are welcome in any party, especially in phys dps group (MA, Berserk, Sniper, SM etc.);

+ Opportunity to afk farm teeth and exp via our summon Mojo. You can place it in Yetti spot at start of the game and making other stuff at that time;

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- Jack of all trades - master of none. Even we can do almost everything - with the same conditions we do it worse or taking more resources, time and preparations than pure classes - even we can cleanse with Elixir it is not same cleanse as Shooters/Wind Mages, even we can burst - we do it slower than Lightning Mage/Arcane Mage, even we can heal/buff allies - it is not same effective as Priest's buffs/heal etc.

- Main disadvantage - you should click more, click fast, your Internet and ping should be stable, your FPS shouldn't drop. Wrong click, fps drop, ping spike - and you combo may fail, you won't heal yourself or ally, some death and fail run/raid. GG
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- To make big numbers damage we should be prepared, press many buttons, do not ruin combo, boss should stay still. Our highest damage combo - WQ "water bombs combo' - requires time to fully cast and also it can't be used in middle of fight in almost all bosses (excluding minors and some mids), usable only at the start of battle to burst first stage/first half of boss.
At the whole - even Alch can make high damage - there are a lot of restrictions/conditions to actually do that.

- Imagine an Hero Ultimate spell which instead of damaging your enemies... attacks and trying to kill YOU!
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- Some spells chains and Alchemist specialty items are not so are effective and useful as they could be and still are very very optional

- Same as any other mage class - we do almost 0 damage if enemy has AniMagicShield / Avatar state - ally who can break ams (Knight/Lancer/Witch) would be really appreciated


Leveling
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Alchemist is one of the easiest hero to farm exp via creeping, because of summon and autoattack buff. Elric is full INT based hero, put all stats into INT (command -int #)
0-240
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Should this even be explained? Just take quests for bonus exp, use almost any spells - creeps dying with any single hit. After getting lvl 80 you are able to summon Mojo. Use Flamer QE spell on him - passive immolation helps you to kill creeps faster, just place him in some mobs spawn area.
240-400
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You have your ulti now, with it you can solo Field bosses like Walrus, King Crab etc., to get your lvls faster. Bosses summoned via Powders also grants a lot of exp. Deep Sea area is nice place to semi-afk exp.
400-420
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Since 1000 kills quest was removed, only way to get exp - killing bosses. Leave Mojo at Yeti spawn and farm teeth for powders. After summon boss, you can resurrect him using Memory stone in first village area (use Holy powders for that action).
Spoiler
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Summon Mojo with immolation, take 1000 kill quest and stand in Kobold area. Alt+Tab and watch a Movie, take care of your 3D print, play with cat - whatever you want.
Semi-afk (re-summon Mojo each 5 min) exping by this way takes about 1h=2 lvl.
- quest removed
Skills
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Our spells is a key to everything.
Its only up to you which spell or chain spells use at any situation. We have much more spells than any class - choose wisely!
Keep in mind - ALL transmutations (spells) have a casting time - you can cancel it by pressing ESC button. After pressing any spell tree, e.g. Q (Fire spells)- for some second you can use any spell from it. After you choose and cast spell (e.g. Blaze - QQ) it goes to cooldown before you can use it again. By pressing D or T you can cast without cast time / spells won't go on cooldown.




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Our first and MAIN skill. Make sure to use D before cast anything - spell will be casted without ANY casting time (instant cast) and will not go on cooldown. More PURE ATTACK SPEED (each 25% AS) give you one more instant cast (ic).
1 ic - Burning hand buff. (25% as)
2 ic - Burning hand buff + Pumpkin rod/Staff of Contagion (50% as)
3 ic - Burning hand buff + Staff of Domination / Staff of Plague + Ring of the Reaper / Cold Ring of Death (75% as) <---- 75% AS is our normal AS which we should get in late game stage. With Grandmaster icon (gives +5% AS) Image or Zombie Lord Icon Image(also +5% AS) we can equip The Ender (with Shirin/RotR) to also get those 75% pure AS.
4 ic - Burning hand buff + Staff of Domination/ Staff of Contagion / Staff of Plague / Pumpkin rod / The Ender + Forbidden Magic buff from Grimoire of Darkness (100% as)
Passive part give us 20% INT when we cast ALL transmutations fast, e.g. WR+EQ, WR+QE, QW+ER etc. Its a good idea to try use all transmutations for maximum bonus INT.


Fire spells
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Skill damage buff will not be shown!

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Mini stun + low aoe damage. Deals more damage with charges from Burning hand (Max 3 charges, gives you buff when its ready). Just autoattack creeps under EQ buff to get charges.

Spell was reworked. It does not stun anymore. Also you gain charges for this spell via casting any spell under EQ buff. There is a chance you get a CHARGE after it. Each charge increase damage for QQ. When you reach maximum 3 charges you get a special buff and damage for QQ will be maxed.

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Aoe damage spell. Useful only with chain ER+QW.

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Low DoT spell, useful only for applying immolation to golem. Can be chained QE+QW (but still very low dps). - combo removed

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Our main damage source for bosses in MID-END game. Make sure to use it for stunned targets only (Water Mages, Swordsmen are our best friends with stun locks 8-) )
Water spells
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Even if we cast QW damage spell we still get Water affinity and gain HP/MP regen. Does not display on status as buff.

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Part of our Late-game combo. Can be chained with QE and EE.

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It can damage enemies but we use only for heal allies. Can be chained with RW+WW.

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Spell totally reworked.
Throw icicle at enemy and freeze him for 1.5 seconds. Nice spell to control boss.
Spoiler
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So before last update that was our perfect AoE movement slow spell. Its low damage and low low debuff duration now, pretty useless.
Can be chained with WE+RE (explode ice crystal to deal more damage).
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Oh its our main AoE HEAL. Use it all time while charging ULT. AoE range is pretty low - tell allies who needs heal to come closer!
VERY USEFUL chain with WR+EW.
Wind spells
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After recent patch, E passive got buff - after each Wind transmutation Alch receive +50 bonus MAXIMUM movement speed bonus (so you get 550 ms after cast).

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Very powerful buff at any game stage. You should keep that buff on yourself for 100% of time to get +1 instant cast after using D.
Every phys dps in team will be happy with Burning hand buff, because it gives +attack damage +chance to proc magic damage. Buff it while charging ulti to add more damage!
Each time magic damage from buff procs (only when buff on you) it gives you more damage for QQ spell (max 3 times). - You get chance to get charge via casting spells now.

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Not so great alone, but works greatly with chain WR+EW.
When you use any Wind affected spell (QE, WE, EQ, EE, ER, RE) lightning attack period is increased for few hits.

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Part of WQ combo.
Does not work on any boss, use it to push some creeps (like FN mini spawns).

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Great AoE damage spell with few mini stuns. Use only with ER+QW chain!
Earth spells
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Magic resist buff will not be shown as buff.

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Combo damage spell, micro-stuns target. Each Cannon you cast remains on spot for few seconds after shot, if you cast spell again, previous Cannon will shot again. More instant casts = more shots.
Use Cannon combo if you make minor bosses solo.

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Our key feature.
Everyone like Elixirs! More INT you have = more chance to craft Stat, Focus, Spell Damage elixirs.

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Again, before last version it was nice aoe slow+damage spell. But versus WE this one is much better - instant high damage+slow.

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Our summon friend. More int we have = more HP Mojo can get. Use Flamer QE all time you summon him. Can allow you to afk farm teeth or aid in battle.
Gets boost with Earth staffs Benziena - last one (Earth Soul Benziena) makes Mojo decent tank with AoE heal aura (about 65000 hp and 800+ armor).
Mojo
Mojo spells
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More int you have = more HP Mojo can get. Each time you cast QR, WR, ER, RQ, RW, RE Mojo gets 40 armor.
Earth Soul Benziena is also increasing those stats, allowing him get more max armor.
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Its a nice idea to use this before inflict high damage burst. Also gives Mojo few seconds invul.

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Chains with RE. More stacks of Armor Mojo have, more damage it will deal, up to 200%.

Philosopher's stone
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This spell allows us to make Combos. Also nice idea to use before releasing ulti for more damage.
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So this our Ultimate which greatly connects to all other spells we have.
Effect:
1) After pressing F we get 5 seconds of invulnerability and can't control hero during these 5 seconds.
2) After invulnerability we start losing hp quickly and getting INT each second. We should use Healing Rain (WR) right after start Ulti. If we cast spell under ULT we get INT faster.
You can keep ulti buff and bonus INT from it as long as you get healed (with your own WR spell and with support other characters like Shooter, Priest, Hermit etc)
However, keep in mind that with each second HP drain increasing and more time you stand under Ulti buff = becomes harder to heal you and more chances to suicide just because of self HP drain.

Keep in mind that there is not any spell or buff which can defend your Alch against your Ulti HP Drain - HP drain is scripted and only thing you can do to not die during it - keep yourself healed:
Things which won't save you from HP drain:
- AntiMagicShield (from Robe of Necromancer)
- Shields (Water Mage shield, Merchant shield etc)
- Damage resistance (Knight's Ulti which provide 100% DR) or Magic resistance (Astral Walk from Soul Weaver, Embrace of Nature wings etc.)
- Invulnerability state (like old Knight's ulti buff)

60% INT cap (+20% when all elements active from D), more time spell lasts, more damage each second you get. You should use Rain WR all time you cast ult, to not die.

You can summon Mojo with more HP, craft Elixirs with %chance for better elixirs and use spells with higher damage in this state to get more bonuses.
By pressing F Image again you will release ult and make x400 INT damage. If you die during charge - you still will make damage.

Try to use more damage spells with T to make better damage output.

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Chainable spells
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WR+EW
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Our main chain which we use it 99% games.
Gives:
Aoe Heals + Damage each second + 20% magic resist + 5% spell damage. Only 2 spell with so much effects!

ER+QW (ER+ER+QW, ER+ER+ER+QW, depends on your pure AS)
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Second the most useful chain. Huge aoe damage and few ministuns with low cd. Use ER twice if you have 50% AS bonus, thrice if 75%.

RE+golem's E
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Very spectacular spell - after casting RE and using Mojo's E - target gets quite high damage instance (about 1.5kk with late game gear) and becomes tossed into the air for second,
However, to reach maximum damage you need get full armor stacks for Mojo (+400 armor), which requires 10 Earth related casts (QR, WR, ER, RQ, RQ, RW, RE).
Spoiler
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QE+QW
QW crits if target have debuff QE. Low dps, not quite useful, maybe only at ER+QE+QW/ER+QW+QE combo removed
RW+WW
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While we crafting elixirs we transform Water Stream into Golden Water Stream, increasing its healing power. Golden water stream will not affect enemies, however will not pierce them either.

EQ+QQ
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Each time you cast spell under EQ buff duration you have a chance to get "1 charge" - each charge increase damage for QQ. After you reach 3 charges - you will get buff and maximum damage for QQ spell.
Each proc of EQ gives bonus damage for QQ. Those pink color numbers mean we used "charged" Blaze.

QR+stun (like WE or any other)
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QR Meteor make much more damage if target stunned/frozen. Dark red numbers mean it did bonus damage for stunned target.

WQ+QE
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Water globes deal bonus damage if target is under "Burning" QE effect. Also works with Fire Mage's passive Flame Mastery.

WQ+EE
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Water globes deal bonus damage if you "push" them with EE.

WQ+EE+EE
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Complete above chain. Deals massive damage.

Combo
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All combo can be (must be if it's not on CD) performed under F Ulti bonus INT to deal massive damage. However it's harder because you need healing.

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1. Cannon combo
First combo we allow to do, easiest combo for early game. Each summoned Cannon stay for a while after shot, if you spell again it shots again. More instant casts increasing damage output of this combo greatly. Not so effective in late game raids.
D+RQ+RQ+RQ+T+RQ+RQ+RQ+RQ+RQ+D+RQ+RQ+RQ+RQ+D+RQ+RQ+RQ


2. Meteor combo
Our 2nd combo. Should be used only for stunned enemies (from our ult or allies stuns), because without stuns damage is quite low. Requires strong CC control hero, mostly Water Mage or Swordsman.
D+QR+QR+QR+T+QR+QR+QR+QR+QR+D+QR+QR+QR+QR
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3. Water bomb combo
Best burst combo in late game, probably one is hardest to perform, but in reward - one of the most burst damage in game. Requires time to perform ideally, requires good ping and FPS to not fail it.

D+WQ+WQ+WQ+T+WQ+WQ+WQ+WQ+WQ+D+WQ+QE+EE

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Item builds
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Firstly we speak about standart build. Its mainly directed to DPS, because with it we can do moooooore combos.

Stats what we are looking for in items:

- Attack speed (AS)

Attack speed is main thing we are looking for because each 25% of PURE attack speed from items/spells (bonus AS from AGI doesnt count!) gives one more instant cast after using D, resp. 50% AS + 2 casts, 75% AS +3 casts.
Notes:
1) Only exactly 25% gives bonus, there is not much sense wearing items with 25% + 20% = 45%. To receive one more bonus charge we have to get missing 5% somewhere (but we can't :cry: ), so those 20% are wasted;
2) Items gives less 25% can work together to gain bonus, e.g. 15% +15% = 30% means 1 bonus cast and 5% wasted.

- Intelligence (int)

Well, every mage needs it. More int gives us more bonus int while charging ulti = more effective spells.

- Spell damage (sd)

Also stat, which almost every hero in TW needs. More sd in combination with charged bonus int provides high damage output.

Other stats like HP, MP, armor are also important for survivability in raids.
Early game
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Weapon - Image
(260) Pumpkin Rod [Weapon All Classes]
+5,540 Damage
+760 Intelligence
+25% Attack Speed
Active: "Pumpkin Toss" Throws a pumpkin at target enemy dealing 1,500 + 30x Int Magic Damage, stunning the enemy for 2 seconds, and healing you for 10,000 Health (75 second CD)

Not so much int but gives us what we want - 25%AS. Perfect choice for early game.

Hood - Image
(280) Hood of the Reaper [Hood]
Jack Pumpkin Hood +1 + Helmet of the Dead + Scarab Bone
+240 Armor
+160 Strength
+270 Intelligence
+50 Movement Speed
Passive: "Possession" Triggers when Health is low healing you and giving Int for a brief period (20 second CD)

It is not easy craft, because you need Mad Clown drop, which one is hard to solo. Even with low stats passive works greatly - at low hp it heals you + make aoe stun with damage + gives bonus int for short period. Pick this you need want more survivability.

Robe - Image
(260) Valuable Wind-Protection Clothing [Robe]
Wind-Protection Clothing + Bear Fur Cloak + Warm Fur + 8 Yeti's Hide
+230 Armor
+330 Intelligence
+2,000 Health
+5% Skill Damage
Passive: Dodge a fatal attack once every 45 seconds

Some sd, some hp, some int. Usefull passive.

Ring - Image
(200) Crimson Stone(Jeokseok) [Ring]
+225 Strength
+300 Intelligence
+50 Movement Speed
Passive: Heal 300 Health, and receive +6% Skill Damage on skill cast (3 second CD)

There is no real difference which ring you take/craft on low lvls. This one you need for future craft.

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(260) Dragon Wings [Wings]
Dragon Heart + Dragon Scale + Dragon Bone + 8 Red Powder
+425 Intelligence
+2,000 Health
+6% Skill Damage
Active: Creates a portal between Capitol Prius and your current location

Bonus HP, int and sd. Usefull active to make raids a bit faster.
Mid game
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Weapon - Image
(360) Staff of Contagion [Staff]
+2,050 Intelligence
+25% Attack Speed
+5% Skill Damage
Active: Create a toxic pool at target AoE

Best and only choice for mid game. Even active isnt so great, gives us 25% AS what we need, high int bonus and some sd.

Hood:
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(340) Hood of the Grim Reaper [Hood]
Hood of the Reaper + Hood of the Mage + Skull Seal + Ghostly Thread + Mad Symbols
+340 Armor
+310 Strength
+490 Intelligence
+75 Movement Speed
Passive: "Possession" Triggers when Health is low healing you and giving 750 Int for a brief period (20 second CD)
Active: Turn invisible temporarily

So its the same hood of reaper with more stats, same usefull passive + bonus invis active. Can keep you alive in some situations.

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(360) Crown of Fervor [Helm/Hood]
+400 Armor
+380 All Stats
+12% Movement Speed
+5% Skill Damage
+4% Fire Affinity
Passive: "Inner Flame" Converts 2% of max Health into Int (cap at 25% of Max Int [Base Stats+Flat Bonuses from Items], with a maximum of 500)

Also great hood for alch. Highest int bonus in mid game, sd, Fire Affinity to increase our Fire spells.

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(360) Prophetia, the Source of Mana [Hood]
Hood of the Mage + Ice Cobweb + Dark Matter + A Page of the Unholy Book + Mithril + 40 Greater Magic Stones
+420 Armor
+670 Intelligence
+7.5% Skill Damage
Active: Temporarily increase Int by 750 and max mp by 5000 for 8 seconds (60s CD)

High int and sd bonus + temporarily even more int bonus, works nice with ult charing. But no HP bonus :cry:

Robes:

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(350) Fairy Robe [Robe]
+450 Armor
+900 Intelligence
+4,000 Health
Active: Summons a Fairy

High int and hp bonus. But no sd and active is pretty weak for us.

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(360) Frozen Robe [Robe]
Robe of Everfrost + Mana Heart Frost + Ice Cobweb + Frorist + Mithril
+580 Armor
+840 Intelligence
+5% Skill Damage
+5% Magic Resistance
Active: "Frozen Protection" Absorbs up to (1.2 X max Mana + 5 X Int) damage (75 second CD)

Bonus sd and mr, very usefull active. No HP bonus.

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(320) Robe of the Sage [Robe]
Robe of the Mage + Pure Steel + Mithril + Orichalcum
+390 Armor
+710 Intelligence
+3% Skill Damage
+??? Mana Regeneration
Active: Anti-Magic Shield (self) (4 min CD)

The only 1 robe (except Robe of the Mage) which has AMS active. Must have in some situations. Also used for future craft.

Rings:

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(340) Ring of the Reaper [Ring]
Teperua, the Ring of Blood + Ring of the Dead + Skull Seal + Essence of Corruption
+870 Agility
+980 Intelligence
+20% Attack Speed
+10% Skill Damage
+200 Health Regeneration
+100 Mana Regeneration
Active: Converts damage taken into Health for 2 seconds

It doesnt have much sense to use without Staff of domination, because those 20% will be wasted anyways. Usefull active and high stats, but no HP.

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(360) Demonis, the Devil Lord's Ring [Ring]
Ring of Darkness + Dark Matter + Dark Wings
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Ring of Light + Dark Matter + Dark Wings
+900 All Stats
+125 Movement Speed
+7% Skill Damage
Passive: Increase nearby allies Armor by 300

High allstats bonus and sd. Nice aura which works greatly with low armored Mojo.

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Both rings have Alchemist specialisation (increasing chance to craft elixir). But after update we can't craft simple potions - elixirs only. So no sense of wearing those "spec", because other stats are low.

Wings:
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(360) Fairy Wings [Wings]
Dragon Wings + Fairy Robe + Ice Cobweb + 10 Magical Branches (From Ents in the Fairy Forest)
+715 Intelligence
+4,000 Health
+7,500 Mana
+8% Skill Damage
+125 Movement Speed
Active: Creates a portal between Capitol Prius and your current location

Upgrade of Dragon wings, more stats, same active.
End game
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Weapon:

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(380) Staff of Domination [Staff]
Earth Pillar Benziena + Staff of Madness + Eye of the Abyss + Purified Water of Nature + Heart of Fire + Essence of Anger
+25,400 Damage
+2,440 Intelligence
+3,000 Health
+30% Attack Speed
Passive: Increases Int by 100 per nearby minion, up to 1,000 Int (Only your minions)
Active: "Summon Watchman"

Best staff for Alchemist at the moment. With RotR 20%AS we get 2 instant casts for our D spell. Also high int and hp bonus, active - summon Skeleton archer with fast attack speed and multishot.

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(400) Staff of Plague [Staff]
Staff of Contagion + Staff of the Parasite + Shackles of Heaven + Essence of Flame + God's Page + Death Spearhead + Anti-Matter
+27,000 Damage
+2,480 Intelligence
+30% Attack Speed
+10% Skill Damage
+10% Periodic Damage
Active: "Ring of Plague" Infects the target and nearest unit for 8 seconds. Enemies have healing reduced by 20% and take 5x Int damage per second. Allies received 40% Magic Resistance and heal for 0.75x Int per second. Deals 50x Int damage in small AoE when it expires (20 second CD)

Sweet dreams. Crazy recipe and cannot be crafted yet. High stats and op active.

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(380) The Ender
+36,000 Damage
+2,810 Main Stat
+25% Attack Speed
Passive: 15% Bonus damage to enemies under 40% Health
Passive: Empowers next attack for 125x Main Stat damage in a line every 12 seconds

Weapon-myth. Almost the same drop rate as Boss icon (0.2% vs 0.15%) means that we never get it for sure.
But still, whats about this weapon.
We are considering this because it has 25% AS bonus.
Doesnt give any HP bonus, no active spell, also no sd% - but in a counterweight:
- highest int (main stat) bonus to increase Ulti value bonus;
- high aoe dps every 12 sec;
- +15% bonus damage for low-hp enemies fits greatly with our Ulti and Combos to finish off any boss.
Note - Versus others 2 staff with 30% AS bonus, Ender has 25% only - means RotR and Cold Ring of Death 20% bonus will be wasted.


Hoods:

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(380) Prophetia, the Greater Source of Mana [Hood]
Prophetia, the Source of Mana + Anti-Matter + Purified Water of Nature + Mad Symbols + 60 Greater Magic Stones
+490 Armor
+840 Intelligence
+4,000 Mana
+10% Skill Damage
Active: Temporarily increases Int by 1000 and Skill damage by 5% for 8 seconds (60s CD)

Hard recipe to craft. No HP bonus, but gives us enormous bonus to int and sd, strong boost for our Ulti.

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(380) Hood of Apocrypha [Hood]
Hood of the Grim Reaper + Hood of the Fallen + Corrupt Creations + Fragment of Oblivion + God's Page
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Hood of the Grim Reaper + Hood of the Fallen + Corrupt Creations + Spirit of the Abyss + God's Page
+470 Armor
+560 Strength
+560 Agility
+730 Intelligence
+4% Skill Damage
Active: "Apocryphus" Heal yourself for 40% Maximum Health and allies for 1x Int+15% Max Health in 800 AoE, while increasing their movement speed by 25%. Gives 3 seconds of invisibility to self.

Finally gives sd. High int bonus. Buuuuuuuuutt that op passive from HoGR was removed and active aoe heal was added. We can use Healing Rain to get aoe heals, do we even need this?

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(380) Eyes of the Watcher [Hood]
+560 Armor
+880 Intelligence
+5% Skill Damage
+15% Magic Resistance
Active: "Deathgaze" Deals 250x Int damage to all enemies in 750 AoE and decreases their damage resistance by 8% for 4 seconds. (120 second CD)

Great hood for late game. Same as Prophetia - no HP bonus could make as thick. But this balanced with 15% magic resistance (its quite high bonus tho) - with WR+EW 20% MR we will get a way less damage from casts.
Excellent active which works splendidly with our ulti - 250xINT with boosted ~15k int will deal high damage and also increase next damage from Meteors/Cannons/Ult/Other allies damage.

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(380) Crown of Rage [Helm/Hood]
Crown of Fervor + Horns of Destruction + Helm of Passion + Purified Water of Nature + Dark Crystal + Mad Symbols + Mark of Storm
+310 Armor
+630 All Stats
+15% Movement Speed
+6% Skill Damage
+5% Fire Affinity
Active: Consume 40% of Current Health to gain 1.25% All Stats and 2.5% Main Stat of Health consumed and increased Fire Affinity by 5% during for 15 seconds (30 second CD)

High allstat bonus, sd, Fire Affinity to increase Meteors damage. Active is also ok.

Robes:

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(380) Robe of the Necromancer [Robe]
Robe of the Sage + Cape of the Dead + Scarab Bone + Hydra Scale + Dark Crystal + Soul Stone + Fatigue Book (sold by the Rifleman below the Golem Cave)
+590 Armor
+380 Strength
+1,080 Intelligence
+8% Skill Damage
+125 Mana Regeneration
Active: Aoe Magic barrier (200 AoE, 40% MR to nearby allies, magic immunity to self)

Must have AMS active for some raids. Better version of Robe of the Sage, now with some HP bonus.

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(380) Winter Robe [Robe]
Frozen Robe + Frozen Heart + Valuable Wind-Protection Clothings + Frozen Debris
+670 Armor
+1240 Intelligence
+3,000 Health
+10% Skill Damage
+10% Magic Resistance
Active: "Everfrost Soul" Forms a shield that blocks damage equal to (1.2*Max Mana+5*Int) (45 second CD)

Better version of Frozen Robe - more Int, more sd and mr, HP bonus. For raids where you dont need AMS.

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(380) Robe of the Witch Medea [Robe]
Robe of the Reaper + Essence of Anger + Fragment of the Wind + Proof of Purification + Frozen Debris + 15 Red Powders
+595 Armor
+1,125 Intelligence
+8% Skill Damage
+300 Mana Regeneration
Passive: Increase Int by 145 on skill cast. 50% chance to get 2 stacks on skill cast instead of one. (Stacks up to 4 times, lasts until you drop robe)
Active: "Witch Time" Increase Int by 500. Gain 1 stack every second. On skill cast consume all stacks to deal (25x stacks)x Int damage in an AoE centered on a random nearby enemy, lasts 6 seconds and can trigger multiple times if you get more stacks during duration. (90 second CD)

Unreal large int bonus + bonus int from active. Makes your damage really hard. But no HP bonus and any protective abilities - make sure you have enough support in your team!

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(370) Draconic Skin Rusalka [Armor/Robe]
+600 Armor
+790 Main Stat
+4,000 Health
+4,000 Mana
Passive: "Absorb" 10% chance to nullify damage when hit and heal you for that amount (4 second CD)
Active: Anti-Magic Shield (self) (180 second CD)

Alternative version of Robe of Necromancer - less int and no sd, but more HP and passive which can help you sometimes. No need to craft also - just run SD :D

Rings:

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(380) Cold Ring of Death [Ring]
Brooch of Darkness + Ring of the Reaper + Frorist + Soul Stone + God's Page + Frozen Debris
+1,425 Main Stat
+20% Attack Speed
+14.5% Skill Damage
+200 Health Regeneration
+100 Mana Regeneration
+200 Movement Speed
Active: "Darkness Ray" Nullify all damage taken for 4 seconds and then unleash damage taken in an AoE as magical damage (affected by Skill Damage)

Aka CRoD. Obvious upgrade for RotR - more Int and sd.

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(380) Grimoire of Darkness [Ring]
Ring of Deep Darkness + Potion of Corruption + God's Page + Spirit of Abyss + Proof of Purification + Corrupt Creations
+950 All Stats
+12,500 Mana
+160 Movement Speed
+6% Skill Damage
Active: On use consumes 50% of maxmana and for 8s grants (mana consumed/75)(Max 1200) main stat and 50% attack speed (30s cd)

Well, obviously this ring was made for Witch as main item (maybe for Priest it fits cool also, idk).
But same as RotR/CRoD (which Witch also uses) we can try this ring also.
950 all stats means ~5k HP (CRoD doesnt give HP bonus), more MP (we dont care about it), low sd (CRoD has much more), no bonus regen and AS.
But that Active spell look shockingly, because it gives:
1) bonus stat at using based on your Max Mana. With out INT booster ulti we can get muuuuuuch more MP than any class = much more bonus int from Active;
2) on use it gives us 50% AS = 2 instant casts = with staff and EQ buff we can get 100% AS bonus for duration of active. That means we can cast 5(!) Meteors/Cannons any other spells. With Max ulti charge we can drop 5 Meteors with unreal damage before releasing ulti.
3) drains 50% of max mp per use, with low CD we can run out of mana very fast. Soul Eater is a must have to wear that ring.

Wings:

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(380) Soul Eater [Wings]
Soul Drinker + Heart of Fire + Fragment of the Wind + Soul Stone + Essence of Corruption + Corrupt Creations
+690 Strength
+1,340 Intelligence
+75 Movement Speed
+6% Skill Damage
+6% Magic Resistance
Passive: Spawns orbs every 5 seconds that heal you for 13.5% max Health and Mana total
Active: Release Souls (75x Int*(Current Mana/Max Mana) AoE Damage, Heals nearby allies for 40% max Health) (30 second CD)

High int bonus, sd and mr, passive healing and active damage. Best choice for late game.

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(370) Pure Crystal Wings [Wings]
Corrupt Crystal Wings + Fragment of Oblivion + Spirit Orb + Sealed Archangel's Wings + A Page of the Bible
OR
Corrupt Crystal Wings + Orb of Oblivion + Spirit Orb + Sealed Archangel's Wings + A Page of the Bible
+625 All Stats
+150 Main Stat
+12% Skill Damage
+250 Health Regeneration
+125 Mana Regeneration
Passive: On skill cast, 5% chance to reset all cooldowns (except ultimate), effect triggers 2 seconds after the skill that initiates it (150 second CD)

Less stats than Soul Eater, but a bit more sd and easier to craft. Also passive which trigger to reset T or D spells.

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(380) Soul of the Dead [Wings]
Cape of the Dead + Hood of the Fallen + Ring of the Dead + Lifestone + Skeleton Bone + Spirit of Nightmare + Soul Stone
OR
Cape of the Dead + Hood of the Fallen + Ring of the Dead + Lifestone + Spirit of the Abyss + Spirit of Nightmare + Soul Stone
+910 All Stats
+4,000 Health
+125 Movement Speed
Passive: Resurrect upon death with 40% Health and 100% Mana (180 second CD)
Passive: Respawn time reduced by 40%
Passive: On death, deals 275x Main Stat to nearby enemies

Second life was always great in raids, where you cant re enter to boss room. Also imagine fully charged alchemist with ~15k int dying making big boom with those wings and making x400 + x275 int damage...


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(360) Frost Fairy Wings [Wings]
Fairy Wings + Robe of Everfrost + Frozen Heart + Fragment of Oblivion + Purified Water of Nature
OR
Fairy Wings + Robe of Everfrost + Frozen Heart + Orb of Oblivion + Purified Water of Nature
+945 Intelligence
+4,000 Health
+12,500 Mana
+11% Skill Damage
+125 Movement Speed
+7% Ice/Water Affinity
Active: Creates a portal between Capitol Prius and your current location

Upgrade of Fairy Wings with high tier materials. Really does not worth it - we are not WM and our Water based spells do poor damage.

Support build
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If you want to be super helpfull to any team, your party need more heals - you can try this build :geek: It makes you more durable, you provides more auras and usefull buffs to the team.

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(380) Earth Soul Benziena [Staff]
Earth Pillar Benziena + Storm Ring + Spirit Orb + Mana Orb + Soul Stone + 5 Holy Powders + 12 Green Powders
+22,400 Damage
+2,190 Intelligence
+15% Healing
+6% Earth Affinity
Active: "Earthen Torsion" Shields self for 50% of Max Health and provides 10,000 Health Regeneration for 3 seconds (45 second CD)
Alchemist Specialty Enhanced Stone Golem (R,R): Increases the size and Health of Golem by 7500+20% and heals nearby allies for 4.2% Max Health per second. Applying immolation effect on golem removes the healing effect.

Soooo this staff was supposed to be our main one, huh. Alchemist specialty and Earth Affinity you know. But we can use for sure only in support build.
Mojo now has more HP and Armor and provides passive healing aura for all nearby allies.

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(380) Hood of Apocrypha [Hood]
Hood of the Grim Reaper + Hood of the Fallen + Corrupt Creations + Fragment of Oblivion + God's Page
OR
Hood of the Grim Reaper + Hood of the Fallen + Corrupt Creations + Spirit of the Abyss + God's Page
+470 Armor
+560 Strength
+560 Agility
+730 Intelligence
+4% Skill Damage
Active: "Apocryphus" Heal yourself for 40% Maximum Health and allies for 1x Int+15% Max Health in 800 AoE, while increasing their movement speed by 25%. Gives 3 seconds of invisibility to self.

Aoe heals to allies when all your heals on cd.

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(380) Robe of the Holy Saint Diana [Robe]
Fairy Garment + Essence of Darkness + Proof of Purification + Spirit Orb + Sealed Archangel's Wings + 10 Holy Powder
+615 Armor
+1,095 Intelligence
+6,000 Health
Passive: "Salvation" Increases nearby allies Skill Damage by 6% and Magic Resistance by 9% (overrides EotA/Void Eye aura)
Active: "Prayer of the Priest" Fires 6 waves of beams that spiral outward from your hero followed by an explosion on the 7th wave, 750 AoE dealing Intelligencex200 total. All nearby allies are healed for 1.5x Int per wave. You are unable to move for the duration of the spell, however you can still cast other spells and are protected by a shield that blocks 15,000 + 5x Int damage and lasts for duration.

Fully support build means fully support items like Diana. Provides sd and mr aura to allies + emergency heal active.

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(380) Ispion, the Runed Ring [Ring]
True Guardian Ring + Nephthys Engraved Ring + Oath of Courage + Fragment of the Wind + Fragment of Oblivion + Heart of Fire
OR
True Guardian Ring + Nephthys Engraved Ring + Oath of Courage + Fragment of the Wind + Spirit of the Abyss + Heart of Fire
+1410 Strength
+580 Agility
+580 Intelligence
+12% Damage Reduction
+160 Movement Speed
Passive: Increase nearby allies magic defense by 8% and healing received by 12%.
Active: "Rune Field" Heal allies for 6000 and yourself for 12000 health every 1.5 seconds in 500 AoE for 7.5 seconds. (50 second CD)

Provides sd and mr aura to allies + emergency heal active with low cd.

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(380) Grim Heart [Wings]
Frozen Heart + Essence of Darkness + Dark Crystal + Ghostly Thread + Scarab Bone + 75 Iron Ore
+1245 All Stats
+18% Magic Resistance
Passive: "Fear" Slows Nearby Enemies
Active: "Grim Howl" Restores 33% of Max Health and stuns nearby enemies for 1 second while decreasing their Attack Damage and Healing Received by 25% for 8 seconds (30 second CD)

Highest wings stats + slowing nearby enemies. Usefull active on raids, where boss is able to heal (Zl, DF).

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(380) Embrace of Nature [Wings]
+1,040 Strength
+1,040 Intelligence
+50 Movement Speed
+18% Magic Resistance
+15% Healing Received
+ Health Regeneration
Active: Increases the maximum health of nearby friendly heroes (3000 Health to allies, 6000 Health and +5% Skill Damage to self and your summons)

More heals for you + bonus HP active for allies.
Boss fights
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Minor bosses
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Can easily be defeated alone
Ruler of The Lav Sea, Hydra
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First boss with powders. Trigger AMS with Mojo, then start charging ult. After reaching max int bonus, drop few meteors (depends how much bonus AS you have) and BOOM with ult. Nothing to explain, really.
Count of Wallachia - Vlad Tepes
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Just try to kill him with ulti before he use "Unleash True Form". With mid gear he dies with simple ult damage.
Jack-O-Lantern
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We need his Pumpkin Rod for early game. Hood and Bag is also nice to have. Just step away when he starts charging AoE.
Wigns of Death
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Dragon has AMS and Avatar state - we dont really likes this. You can surive all his spells, by using WR+EW chain, then just dps.
Mage Lord
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We can survive Dark Star cast with WR+EW combo. After AMS will disapeear - use Cannons combo.
Divine Angel Guardians
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So to make it faster start charging ulti once you have entered in main hall. Gather all 3 angels and drop Meteor at single point and finish ult before they fall. Bonus damage for stunned units will make about 1/2 HP of all Angels.

For CA - trigger AMS with Mojo and start Cannons combo.
Frost Spider Lord
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Summon Mojo which help you if you do this solo. Use WR (without wasting D for it) and spam ER+QW chain for AoE killing spiders. Use Cannons combo when Lich/Spider Quuen appears.
Demon Lord
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Clean waves with ER+QW chains. DL doesnt have AMS or invul state so we can just spam Cannons combo with ulti.
Mid bosses
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Can be defeated with small party or solo with better gear
Rectus
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Our main target to hunt - we need his staff, his essence and maybe potion.

Spam WR+EW and autoattack him taking charges for QQ, release when get all 3 charges. If you have decent mid gear - just stand spaming WR+EW - it wont kill you and make more safe space for your allies. When Avenger appears - use Cannons combo on him. Charge ult after 2nd or 3d Avenger. Use ER+QW chain for Stalkers - they explode on death, be carefull and dont kill ally.
Use WW to heal ally if needed, use EE to if someone surrounded by Stalkers.
Spirit Beast
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All fight is just quickly burst damage. Start charging ult before fight starts. Drop meteor and finish ult.
Flame Nightmare
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No matter is it Corner kill or Mid kill - basicly start charging after tank trigger FN's Kneels. Keep eye on Mark of Hatred and Meteor rain. Heal tank with WW if needed, use EE to push out healing minions of FN, if something gone wrong. Repeat if party goes Corner kill. Spawn Elixirs before fight starts.
Turtle Lord
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We needs some items and mats from TL, like PW and PS.

Tank TL hits or assist tank by spaming WR+EW chain, use Frozen Robe in critical situations. You can use both WE+RE chain or just Cannon combo to assist kill Healing Turtle from sides. Assist kill spawned brown turtles. Charge ult at any time but dont release until you check all mini turtles are dead! Best time is charging before fight start to deal high burst damage at the beginning.
Late game bosses
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Require decent geared big party (6+ players) or less players with top gear.
Skeleton King
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The easiest late game boss.
You should craft elixirs and buff allies with EQ while waiting for the beginning of fight. Elixir of Restoration can dispel SK silence, its nice idea to keep one this fight.
Start ulti in 20 seconds before he will awake. You will get max int just battle starts. Fast drop Meteors and release ulti - carefully, damage can trigger his stomp, dont stay close. After ult use T and continue drop meteors if you have stunlockers in team, or else spam Cannons. Move to left or right wall when he casts Despair and use WR to heal allies while staying.
Ancient Ent
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We need few PWoNs from Ent and some other mats too.

Start fight with Cannons combo or Meteors combo (if you have WM, SM etc who can stun lock for period of time), avoid his aoe lightnings and ground spells. After 50% Ent spawn 2 Elders, target 1 with Cannon combo, if you dont have someone who can break Reflect shield - cast combo only after it disappears, if he going to jump on you - press H and stay until circle become orange, then step away. If party already has enough dps focus on healing others with WW and WRm catch healing orbs using WR. Start ulti after 1 Elder down and release it on main Ancient ent.
Zombie Lord
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You should craft elixirs and buff allies with EQ while waiting for the beginning of fight. Elixir of Restoration is valuable here - it dispels ZL poison, share it with allies.
Start with D+QR+QR+QR. Slow him with WE or RE when he casts Craze. Dont stay close. Dispell poison with Elixir (however - cd on elixir is quite long, you will be able to use it only once at fight). Step away from Star. Start charging ulti at 2nd stage, release at 2nd or 3d stage.
Samael
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If you team has good damage dealers who can finish Sam quick without mistakes you can also try stay at box. Attack blue angel and spam WR+EW all time, step away from runes. Use Sage Robe's AMS to dodge first red explode, use ulti's invulnerability to dodge 2nd, keep charging to survive 3d explode (you can also eat Protection elixir to make sure).

Either - go to main hall. Buff allies and craft elixirs. Move quickly at Wheel, start charging after 1st wheel, release after 2nd. Use WR+EW and try to catch some orbs to reduce his heal. Avoid runes.
Shadow dragon
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Make sure to craft elixirs for everyone before fight. Best elixir here is Restoration Image because with it you can dispel Silence. Keep everyone phys dps buffed with Burning hand (EQ).

Use Cannon or Meteor (if you have enough stuns in team) to main Dragon. After 50% hp, he summons minions, use Meteor or ER+QW combo on them. Keep casting WR all time its not on cd. Freeze for few second after killing minions, dont stay close to anyone or you both will die.

Start charging Ulti after minions died. Re-buff and heal everyone who needs, use Cannons/Meteor also. Be carefull, dont release Ulti when Dragon has green aura - otherwise you will restore him much hp. Move to corners when white chain hit you. Dispel silence with Elixir when needed. Step away from insta-kill aoe spell.
End-game bosses
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Including Bosses from Elemental tower and summonable bosses like Death Fiend and Underlord Agareth.
Death Fiend
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No info also :|
Valtora
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No info yet :|
Ifrit
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No info yet :|
Nereid
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No info yet :|
Underlord Agareth
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No info yet :|
Elixirs
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Our unique spell - crafting elixirs. All elixirs have high cooldown (4 min) to use and all buffs duration is short.
All elixirs have shared cooldown - if you used one type you should wait to use another. Here is all types:

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Elixir of Restoration - High chance of crafting
Effect: Heals 25% of Max HP + Clears all debuffs

Probably the best, most popular and most usefull elixir at any game stage. Can heal in critical situation, can dispel SK silience, ZL Infect etc.

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Elixir of Protection - High chance of crfating
Effect: Reduce damage taken by 25% for 60 seconds

Use at hard part of raid to survive or give squashy heroes

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Elixir of Stat - Medium chance of crafting
Effect: Increase main stat by 12% for 75 seconds

2nd most popular elixir, everyone like more stat to make tough damage.

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Elixir of Focus - Low chance of crafting
Effect: Increase crit chance by 5% and crit multiplier by x0.25 for 90 seconds

For LM, Lancer, Assassin and other crit based heroes.

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Elixir of Spell Damage - low chance of crafting
Effect: Increases skill damage by 7.5% for 120 seconds

Again most of heroes likes it and some prefer this one over stats.

PressMePlease
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My respect if you read all of these, I wasted much time writing it.
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Thank you for reading!
All info based on S4v0.19E
Last edited by Heliosf4Sun on Sat Jun 06, 2020 2:20 pm, edited 3 times in total.
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Heliosf4Sun
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Re: Alchemist guide by Heliosf4Sun

Post by Heliosf4Sun » Mon Oct 22, 2018 3:05 pm

rev.1 Minor changes. Added few late game items as option.
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Re: Alchemist guide by Heliosf4Sun

Post by Heliosf4Sun » Tue May 19, 2020 11:44 pm

rev.2 Re uploaded some gif/pics, guide is still under updating and reconstructing.
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