View Full Version : Im making and Alchemist class - Accepting Ideas for Lore.
commonhumans
03-07-2009, 04:24
I am also making "and" fool of myself not knowing how to type... anyway...
So I've talking to LaZeR about a Geomancer class.. but to me after trying to work on it its kind of started to run into the sort of looping dead spiral situation. I couldn't clean it up enough.
But i was thinking what is like a Geomancer but has more.. The first thing i thought was an Alchemist. Hell yeah i thought, its not to far off from a Geomancer (Spell-wise at least... background story, not so much) and it has way more to work with.
But any way if got some skill worked out and i have the my interpretation of the Geomancers lore as it would appear in D3
Heres my Geomancer lore --
"20 years ago the Worldstone was destroyed and the great Mount Arreat fell in a literal shell of its former self. A group of Wizards were sent on an expedition to examine the cratered remnants of Mount Arreat. When the Wizards arrived at the site, the earth felt different. They could feel the ground communicating with them. They began experimenting by holding shards of the worldstone in their hands and found much to their amazement they could move the earth, taking it a step further, the Wizards cut their selves open and inserted the worldstone fragments under their skin. Now permanently tied to the earth, they can bend it to their will… but this new power comes at a price, they also feel the pain of the earth. So after 20 years they are finally now leaving their camps at the Arreat Crater and intending on ridding the world of the evil creatures that plague it."
And heres a sample smattering of the skills i have worked out so far --
Earthen ring - The Alchemist shakes the earth sending waves through the ground causing damage and knocking enemys back. (Much like Nova just in the earth)
Earthen Armour - Summon the hard earth to protect the Alchemist greatly increasing armour and hp.
Combine - The alchemist takes two magic items of the same type (weapon or armour) and combines them together in an attempt to create a stronger more powerful item.
Create Golem - Target a demon and combine it with the surronding earth. The demon is then transmogrified into a new creature, An Earthen Golem, that remains under you control until it is dispatched.
Experimental Research - Target a monster and use a highly unstable alchemical technique on it, causing the monster to be reduces to its basic elements, this experiment some times yield gold and and items.
Potion Barage - The alchemist throw handfuls of unstable experimental potions that explode into poisonous gas clouds, fire storms, or cause massive earthquakes.
And for those of you who care here is an article on Geomancy (http://en.wikipedia.org/wiki/Geomancer).
And here is an article on Alchemy (http://en.wikipedia.org/wiki/Alchemy)
Thanks for your input guys.
I was also thinking about an Alchemist class, and this is what I came up with so far. Let me know if it sparks your imagination any:
Alchemist
While alchemists of varying quality have been found throughout Sanctuary since the dawn of man, most were isolated and created little more than simple healing salves and remedies. These local alchemists guarded their secrets closely and seldom made new discoveries, due to the extreme danger of unknown recipes.
However, the migration of adventurers hunting the Prime Evils, as well as the discovery of artifacts such as the ashes of Ku Yleh, intrigued alchemists across Sanctuary. New ingredients from far off lands sparked the imagination of younger alchemists, and a new zeal for collaboration and research was born. While many still focused on the traditional healing arts, others began testing and improving the use of alchemy on the field of battle.
While initially meeting with little success, a group of alchemists were approached by a leader of the kingdom of Westmarch. The emergence of Diablo from the lands of Khanduras and the corruption of the priests of Zakarum had made him wary of both the forces of Light and the forces of the Burning Hells. In alchemy he saw a power dependent on neither spiritual realm. He offered the alchemists funding as well as access to his forges and blacksmiths.
Working with these resources, the alchemists made great advances in their recipes and created devices to better deliver their potent chemical agents. The glassworks of Westmarch devised special globes that could be loaded with an alchemical recipe and flung in slings or specially modified crossbows. Armed with these devices, the alchemists of Westmarch became more than simple healers, and were soon as respected on the battlefield as any skilled swordsman.
Skills
Destructive Potions
Exploding Oil: This potent oil explodes on contact with air, knocking the target back and burning it.
Congealed Tar: A gooey substance derived from plants deep in the Black Marsh, this material is highly flammable, increasing the damage caused by any fire. The sticky nature of the material also may restrict enemy movement.
Liquid Smoke: Shattering the globe containing this liquid creates a fog cloud that blinds those surrounding the alchemist, allowing them to ambush the enemy.
Healing Potions
Healing Vapor: Releasing a mist infused with healing herbs, the alchemist can refresh himself and his allies.
Mud Pack: Mixing special ingredients with common clay, the alchemist creates a balm of sorts that resists elemental forces directed at it, which can be applied to himself or his allies.
Elixir of the Viper: Special stimulants taken from Claw Vipers increase the movement and attack speed of the alchemist.
Projectile
Buckshot: The alchemist quickly loads his sling or crossbow with multiple stones and fires them at his enemies.
commonhumans
03-07-2009, 18:01
Nice Potion skills and ever better lore.
So i was thingint the three trees could work like this:
Conjuring / Experimental / Potion
sirroman
04-07-2009, 08:43
What I don't like about alchemists is that they are pretty much the same as "strange" spellcasters.
Right now I don't see how it could get into the Big 5. Maybe on the Expansion?
I think that, lore (and logic) wise the alchemist wouldn't travel and fight demons like the other classes, he needs a laboratory and constant patronage to pay for the components. And his potions are more useful in the hands of those that fight (Westmarch's army?) while he create them in a safe place.
The only way I foresee the alchemist could afford and have a special intention of "exploring" is if his potions work only with him (not that much interesting) or if Westmarch sent him especially for something.
OR we could mix the geomancer and the alchemist (lol), one Fan Class where the character uses his own body to mixture the components of powerful mineral magic? This could also explain why he wouldn't need to stop every time to buy herbs and those things (but not necessary, we can always forget those "real life necessities").
What do you think?
Technomancer
04-07-2009, 11:02
Hmm, the major problem I see with the Alchemist is that I think that's part of the idea with the Witch Doctor. I think potions or "strange caster" concoctions are really his domain. There isn't a whole lot of that at the moment, but to me, the WD would be a flop if it didn't include a good bit of this.
paperkut
04-07-2009, 17:49
And for those of you who care here is an article on Geomancy (http://en.wikipedia.org/wiki/Geomancer).
After reading most of that article, it sounds like a geomancer does little more than interpret and draw signs in the ground to communicate with gods (correct me if i'm wrong, I skimmed through the article). If that's the case I'd come up with a new name for the geomancer class you proposed because it doesn't have much if anything to do with earthly spells. (I liked the class idea!, it just doesn't feel like the name fits)
Right now I don't see how it could get into the Big 5.
We have two stereotypical characters. With some ranged type character we'd complete the melee/caster/ranged characters. Everything else is going to be "strange." Knight= "strange" melee. Assassin="strange" melee. See what I mean? With the barb's diverse styles of fighting, I'd say that rules out melee and pretty much leaves us with a "strange" caster. Arguable? Yes, of course. I just wouldn't say "strange" casters are ruled out.
Anyway, here are a few random skills I came up with...
Smokescreen: Toss a potion at your feet creating a screen of smoke to quickly escape a hairy situaiton (could work like a short distance teleport)
Reanimate: (idea from my necro build i'm working on) Toss a potion at a fallen enemy and he is reanimated for a short time attacking any nearby enemies. He does NOT follow or become a pet.
Mystic Vapors: When potion hits ground it releases strange vapors that frighten all but the bravest of monsters. (grim ward basically)
Magnetism: As potion mixes with the earth it creates a strong magnetic pull that pulls in anyone wielding a weapon or armor within range
Prison: As potion explodes its contents harden instantly, imprisoning anyone nearby.
And chuth, I love the congealed tar skill idea
commonhumans
04-07-2009, 18:16
After reading most of that article, it sounds like a geomancer does little more than interpret and draw signs in the ground to communicate with gods (correct me if i'm wrong, I skimmed through the article). If that's the case I'd come up with a new name for the geomancer class you proposed because it doesn't have much if anything to do with earthly spells. (I liked the class idea!, it just doesn't feel like the name fits)
-- Exactly why I'm creating an Alchemist.
I am designing this character to make an appearance in the Expansion. Not the core. Hes to much of a Hybrid-esque character to fit the core game, but he wold definitely work in an expansion, So just keep that in mind.
And chuth, I love the congealed tar skill idea
Thanks! I like the magnetism idea. It would be a great crowd control skill.
Hello gents. I love the idea of playing as an Alchemist. I also created a page with an idea for an Alchelmist at www.diablowiki.net/Fan_class:Alchemist . I noticed that several of the ideas you guys came up with are similar to some of mine, so we must be on the right track! The idea of a geomancer-like alchemist is especially fascinating.
commonhumans
09-07-2009, 18:34
holy flip that rules.
ummm...thank ;) but its still being tweaked. Sometimes I think I'm overpowering him, and them I see the Wizard and Barbarian classes and realize that he may be too weak. It's tough trying to find the right balance. I'm totally open to ideas.
commonhumans
09-07-2009, 18:54
Well i've got to head to work soon, but tonight ill take a deeper look and impose my ideas into you post.ill post it here later.
If I may make a suggestion about skills, one cool think about alchemy is the attempt to transmute metals of various sorts. That said, it would be cool if this class had a special power like the ability to create a magic weapon once every few levels, like Charsi did in DII.
Tritonus
04-08-2009, 01:23
I find it amazing that no one has mentioned the obvious sources of inspiration from classic literature and famous myths and historical people for the character of the alchemist.
I read in some other thread that the reason that Blizzard can't use a placeholder model for the 5th class is possibly due to the fact that the character is changing appearance and the skills are based off of that. That might point in the direction of a shapeshifter. Now we know Blizzard has stated that there won't be any other classes than the Barbarian making it into DIII, so if the 5th class is a shape shifter and it's not going to be a druid, what is it?
It's The Alchemist of course. Dr. Jekyll / Mr. Hyde anyone?
http://en.wikipedia.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde
If Blizzard takes this approach to the alchemist, I think there's potential for the most interesting character that DIII is going to get. It's also the perfect character lore for a hybrid that can do Magical potions, transform to do melee, and heal a bit.
Dedicate the 1st skill tree to the shapeshifting potion (the Mr. Hyde potion) where each skill point is an ingredient in the potion, altering the traits and appearance of "Mr. Hyde" / the shapeshifter. Melee combat skills, strength, vitality, agility and intellect altering skills all go here.
2nd tree should be dedicated to combat potions: Healing potions, mana potions, explosive potions with fire, poison, acid and ice, invisibility potions, invulnerability potions and so on. You get the picture.
3rd tree should be about creating different beneficial items for use in combat and in general progress of the game, such as creating weapons, armor, turning metals into silver and gold and ultimately, the Philosopher's Stone.
Basically, this third tree should take inspiration in Nicolas Flamel, an actual alchemist who lived in the 14th century and now a myth since he was the alleged creator of the Philosopher's Stone and is said to have achieved immortality this way.
http://en.wikipedia.org/wiki/Nicolas_Flamel
http://en.wikipedia.org/wiki/Philosopher%27s_stone
Maybe the philosopher's stone could be an equip able item that could be used to heal friendly people and turn enemies into gold. I mean, how cool would that be, turning an entire room of baddies into a room of golden statues?
Blizzard even has this kind of alchemist I described here lined out in their own Warcraft III: Frozen Throne hero, the Alchemist. His skills include the Healing spray (defensive potions / healing powers of philosopher's stone), Acid bomb (offensive potions), Chemical rage (Mr. Hyde!) and Transmutation (turning enemies into gold)
The only potential problem with this is the fact that the Which Doctor has a bunch of offensive potions in his arsenal. Blizzard just have to come to their senses and remove that from the which doctor and create this awesome character that is the Alchemist Jekyll/Hyde style equipped with the philosopher's stone.
Oddly enough, thatīs a kind of Alchemist I haven't thought of. The mad scientist-like alchemist could have some really interesting skills and fill in the shape-shifting niche. But they WOULD have to be careful not to encroach on the WD's turf. I think I've only seen one potion for the WD (skull of flame) so maybe it won't be a big conflict.
I guess I always pictured Alchemists as philosophical and noble, but a mad scientist could be SO much fun!
Tritonus
05-08-2009, 01:56
Hey Kire, btw, how come every time I try and go to the link you posted it says "failed to open page"?
Anyways, consider my view of the alchemist and feel free to add to your idea what you like. An honorable mention would be appreciated thought :>
The diablowiki has been down for a good while, so nobody could get to their fanclasses. But its back up as of today so give a look if you want. You do need to develop your idea because there is a lot of potential skill-wise. I always wanted to use a homonculus skill for my class, but couldnīt make it fit in. But your kind of alchemist would be perfect for creating life (aka frankenstein-like monsters).
If you need any help coming up with skill ideas, let me or commonhumans know. I think we both have a good fix on alchemist :)
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