That is... interesting...
But can you use the Creature format in the "Read first!" sticky, please?

Information & Jobs
The Alchemist is a creature of both magic and science, able to both manufacture traps and research spells. When in an exultant mood he will head for the Workshop and create gold for you.
Health: Low to Moderate
Attack: Moderate to High
Defense: Moderate
Armour: Low
Accuracy: Low to Moderate
Speed: Moderate
Dexterity: Moderate
Intelligence: High
Wage: High (but if they remain happy they can pay it off and then some)
Behavior in Dungeon & Hang Out Groups, Loves Hates, Dislikes
The Alchemist values the company of most if not all researchers and manufacturers. He hates rogues and thieves though, and will invariably fight. He dislikes the undead, skeletons and vampires, but has no quarrel with good units and sometimes even appears alongside them. Also has a minor dislike of Bile Demons.
Alchemists will eat on average 2 chickens and will crisp them with the flamethrower first.
When he is very happy he will create gold in the workshop, or research spells, or manufacture traps. He dislikes training which means that, short of a combat pit, getting him to train in is a hassle. When unhappy he sulks, drinks and sleeps very unproductively.
Obtainable by & Attracted by
Alchemists are rare and attracting them is a complex process. They do, however require large Libraries and Workshops. They can be gained via portals and torture. They also need a substantial population of warlocks to be attracted.
Skills & Combat
Alchemists carry bulky, brass flame-thrower that runs on a mixture of mana and pressured steam. It has a short range and a close cut off point but is undeniably effective against groups. As Alchemists rank up there abilities focus on doing damage to every member of large groups meaning that he is very useful to have a few of in the middle of pitched close quarter skirmishes. Alchemists are most effective at the outer edge of the close combat range or about two tiles away from opponents. They are support. When an Alchemist dies his pack goes up in flames causing a powerful explosion.
Prospective Skills
Level 1 - Flamethrower (A narrow short-medium jet of flame that sets creatures on fire providing a slow steady damage)
Level 4 - Flame Tongue (Focusing knob added to Flamethrower to allow greater range when required)
Level 6 - Incineration (Focus knob tinkered to allow a short-ranged but extremely wide bursts of fire, excellent against multiple target groups)
Level 6 - Barbecue (Alchemist will cut off the flame for a second, allowing gas/fuel to build up and then turn it back on for an explosive fiery blast)
Level 8 - Burn Brighter (Alchemical ingredient added to increase heat and damage of flame)
Level 10 - Greek Fire (The flamethrower fuel is imbued with dark magic which prevents afflicted creatures from being healed for several seconds after and increases the time creatures are on fire. When this is ability is in play flame comes out black)
Weakness Against
The Alchemist is weak against ranged units like the wizard, warlock, elven archer and dark elf. He is also lacking against fire-resistant units such as the salamander and giant.
Appearance
I envisage Alchemists to have a slight middle-eastern flavor about them with a long maroon-coloured robe open at the front with gold line patterns. Grey clothes underneath this but a black bandanna and turban which covers almost all of his face. They carry their heavy brass flamethrower packs on their back. Every so often a blast of steam or a twinkle of mana will appear from it.
History
Alchemists have long been drawn beneath the ground by the plentiful supplies of minerals and the vast workshops of the greater Keepers which allow them to practice and refine their trade. Alchemists have always been welcomed by Keepers and goodly heroes alike for their unique knowledge and skill-set. Sadly though, there are few Alchemists in the world as it takes many years to learn this discipline and few have the intellect and patience. Alchemy is regarded as a dieing art and although Keepers can harness mana and create gold, it is nothing compared to the alchemists skill as it is low-quality and is very inefficient in the way of mana.
Possible names include:
Asifet
Ismael
Faust
Khir
Images From Thread
Quotes from Thread
Why? Because I like quoting myself AND so that if you have any reservations over the the "Alchemist" idea or the "flamethrower" idea or anything else, in fact, I don't have to go over old ground and you don't have to read the entire thread.
However don't forget that these figures will be hard to attract and even harder earlier on when your getting your warlocks.
They are like dark angels in that you can't get them until later in the game. I'm also thinking that to get them you'll need a sizable population of warlocks as a prerequisite. Also like dark angels in that you can only attract a few. Don't worry about warlock losing their meaning or role. There will rarely be more than two alchemists in-game towards the climax of a game and they are an elite and rare unit.
They are powerful, useful and desirable but in short supply.I'm quoting myself from another post here and don't want to bother with Quote but:
"Alchemist with flamethrower? It runs on steam and mana so it is a magical flamethrower of the same ilk as the lightning or gas trap. It isn't a "modern" flamethrower and you should imagine it to be almost "steampunk"Even then though, DK 2 is quasi-medieval and is FICTIONAL. If you look at things we had flamethrowers long before we had electricity. The lightning trap is thus way more advanced than a flamethrower. I draw attention to that point. Hell, we had steam power before we could generate Electricity.
The Alchemist fits really quite well, he is the kind of figure that goes with the traps and that the traps can logically spring from. Now you might say that the Lightning trap is partly magical, but so is the flamethrower. Clear your mind of your modern interpretation.
And yes, the Alchemist has a middle eastern feel, but that adds a "wise man from foreign lands who knows a lot of stuff you don't" feel to him. And I'm sorry for the history lecture in the other post, but the Middle East has influenced Europe psyche, and thus, its tales and folklore. You're the one who said this is just broad "Europe Medieval" stuff. And I agree with you that samurai doesn't fit. He is just a random appearance with no logical connection. But the Alchemist DOES appear in European lore and DOES appear as a wise man from Eastern Lands.
Suggestions
Keeper Spells
Summon Decoys
Summon Wraith
Traps & Doors
Mirror Trap
Glass Door
Arrow Slit/Loophole
Creatures
Gargoyle
Savage
Mana Sprite
Alchemist
Peasant
Gremlin
Grave Rider
Creature Spells
Bat Swarm
Specials
Trophy Specials
Last edited by MeinCookie; July 31st, 2010 at 05:20.
{RPG} Creature Page: Here | My Maps, My Comic
Not even Vermillion reads the OOC threads
Current Awakening Creatures
Vermillion, the Unsightly Mad Rogue of Northland & Crystalbarrow
Grot de Groit, the Happy Troll of Red Crystal Islands and Frozengard
Asifet, the Martial Warlock of Crystalbarrow
Dregs, the Indentured Goblin of Frozengard and Red Crystal Islands
Ithique, the Brutish, Killer Dark Elf of Northland
Bastain, the Broken Veteran Rogue of Northland
Shaylum, the Dark Archer of Northland
Spindle, the Very Elderly Spider of Faircoast
Buzzard, the Annoying (and Thankfully Dead) Firefly of Red Crystal Islands
7 :Creatures Dispatched | Creatures Killed: 7
That is... interesting...
But can you use the Creature format in the "Read first!" sticky, please?
Role Playing Characters
Ivan the Spider of Faircoast
Level: 5
Gold Held: 20
-------
Eixe the Goblin of Red Crystal Islands.
Level: 3
Gold Held: 50
-------
"YOU CAN'T HANDLE THE TRUTH!"
lol... dotted, I can't even watch the video.
=========================
Anyhow!
Since we only have text to guess the skills, I'll have to try.
Skills:
Level One: Firebreath (Flamethrower.)
Level Four: Wide Fire (Wider Range of Firebreath.)
Level Seven: Long Fire (Longer Range of Firebreath.)
Level Ten: Flamer (Both Wide and Long Fire put together.)
Role Playing Characters
Ivan the Spider of Faircoast
Level: 5
Gold Held: 20
-------
Eixe the Goblin of Red Crystal Islands.
Level: 3
Gold Held: 50
-------
"YOU CAN'T HANDLE THE TRUTH!"
http://www4.funimation.com/video/?page=video&v=1832 try this if you are zeh american! i have no idea if this links works or not as im not american and cant actually see whats on the page.
But basicly its a series about a world where alchemy prevailed over physics if you will.
So instead of having just the fire element have earth, fire, water and air.
Air: Windblade, basicly a ranged melee attack using wind.
Water: Icewall, stops enemies from fleeing/push enemies back. Alternatively it could be an AE slow.
Fire: Firebomb, ranged bomb with AE damage.
Earth: Earthspike, using the surrounding earth to create spikes to damage enemies.
Of course this have it's roots from the vid's i posted.
Last edited by dotted; December 23rd, 2009 at 22:43.
LOLSince we only have text to guess the skills, I'll have to try.
Skills:
Level One: Firebreath (Flamethrower.)
Level Four: Wide Fire (Wider Range of Firebreath.)
Level Seven: Long Fire (Longer Range of Firebreath.)
Level Ten: Flamer (Both Wide and Long Fire put together.)
Before I came up with the idea of powers that spread dmg across a group I was going to have it so that he merely became more proficient at with his flame-thrower.
>I think Long Fire probably sounds cooler as Flame Tongue (good for versing ranged units > still not long enough but it means less closing)
>I think Wide Fire sound have something with Ablaze in the title
>Perhaps for level ten you could have it where he adds dome alchemical in ingredient and makes the flame hotter and thus more lethal?
Last edited by MeinCookie; December 23rd, 2009 at 23:01.
{RPG} Creature Page: Here | My Maps, My Comic
Not even Vermillion reads the OOC threads
Current Awakening Creatures
Vermillion, the Unsightly Mad Rogue of Northland & Crystalbarrow
Grot de Groit, the Happy Troll of Red Crystal Islands and Frozengard
Asifet, the Martial Warlock of Crystalbarrow
Dregs, the Indentured Goblin of Frozengard and Red Crystal Islands
Ithique, the Brutish, Killer Dark Elf of Northland
Bastain, the Broken Veteran Rogue of Northland
Shaylum, the Dark Archer of Northland
Spindle, the Very Elderly Spider of Faircoast
Buzzard, the Annoying (and Thankfully Dead) Firefly of Red Crystal Islands
7 :Creatures Dispatched | Creatures Killed: 7
Maybe some kind of super-cold Ice bomb? That freezes skin and bursts veins. Like the Grenade ability. Less radius but more lethality. Also freezes unit to the spot temporarily and allows closing with the flamethrower.
{RPG} Creature Page: Here | My Maps, My Comic
Not even Vermillion reads the OOC threads
Current Awakening Creatures
Vermillion, the Unsightly Mad Rogue of Northland & Crystalbarrow
Grot de Groit, the Happy Troll of Red Crystal Islands and Frozengard
Asifet, the Martial Warlock of Crystalbarrow
Dregs, the Indentured Goblin of Frozengard and Red Crystal Islands
Ithique, the Brutish, Killer Dark Elf of Northland
Bastain, the Broken Veteran Rogue of Northland
Shaylum, the Dark Archer of Northland
Spindle, the Very Elderly Spider of Faircoast
Buzzard, the Annoying (and Thankfully Dead) Firefly of Red Crystal Islands
7 :Creatures Dispatched | Creatures Killed: 7
We have a warlock, we do not need another clone creature.
{RPG} Creature Page: Here | My Maps, My Comic
Not even Vermillion reads the OOC threads
Current Awakening Creatures
Vermillion, the Unsightly Mad Rogue of Northland & Crystalbarrow
Grot de Groit, the Happy Troll of Red Crystal Islands and Frozengard
Asifet, the Martial Warlock of Crystalbarrow
Dregs, the Indentured Goblin of Frozengard and Red Crystal Islands
Ithique, the Brutish, Killer Dark Elf of Northland
Bastain, the Broken Veteran Rogue of Northland
Shaylum, the Dark Archer of Northland
Spindle, the Very Elderly Spider of Faircoast
Buzzard, the Annoying (and Thankfully Dead) Firefly of Red Crystal Islands
7 :Creatures Dispatched | Creatures Killed: 7

