Alistair's Walking Alembic
Template:Version033 Template:Spell info
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.
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,<ref>Template:Source ref</ref> 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.
- If you are worshipping Cheibriados, haste will be replaced by another effect.
- 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
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