Howdy! I love this mod so, so much, and it's hard to main another class after playing this!
Now that Patch 8 is out, are you interested in making a 4th subclass? Maybe one with radiant damage explosives and anti-undead skills? Just a thought! Love the mod.
Ploughed through the whole nexus worth of mods and this is probably the only class that looks inventive and interesting while still looking balanced. Kudos for that alone. I'll probably be back with an endorsement once I give it some mileage. And DEFINITELY the best alchemist mod on the nexus. I mean what's even the point of making an alchemist if all you're making is a "liquid and/or explosive substances"-themed wizard? I dunno how well the balance is, yet, but the concept itself (making an alchemist class that makes their own consumable items and improves item use) is priceless.
That said I'd appreciate a few tips. What's the classes role? Or may be it would be better to ask - where do we land on the role distribution field. Within 3 subs I clearly see a Damage focused sub and a Healing sub. And the common class tools are rather versatile. Can preservation alchemist rival a Cleric as a healer? Can destruction alchemist work as a main DD? Or do we land somewhere in between either way?
Hey dude, thanks so much for giving it a go! My hope was to make something unique among the class mods and I'm glad that there seems to be an audience for that kind of thing.
So far as tips, I think regardless of which subclass you go for you can play very versatile - my Cruelty Alchemist is an exceptionally good out of combat healer in our game, so we just give him all the healing potions to get maximum use out of them. Destruction Alchemist is meant to sit somewhere between Wizard's burst and Fighter's consistency - with the caveat that their effectiveness dwindles to nothing if you don't keep them well-stocked with acid bottles and the like, and only one of their (very expensive) formulae can even come close to rivalling something like a level 6/7 spell. I'd say their weakest facet is definitely utility. Some of the higher level abilities offer interesting and unique interactions to create your own strategies, but the class thrives as a Midrange Damage Dealer/Healer. My personal favourite part of playing it for myself is seeing all my Fighter/Paladin teammates chugging Midnight and turning into savages, while I hang back and toss poison.
I gave it a try but I bombed my own run (no pun intended) because I used it alongside an OPAF race (Kitsune from Animal Essence). Ended up with a character that just spammed their racials and barely tossed any consumables (mostly just the occasional healing draught). Felt like an elixir syndrome 2.0 where I save even the temporary consumables all the way till never... Didn't get too far (lv4 close to lv5) before OP racial spam bored the hell out of me and now I'm in the process of restarting.
Noticed a fun quirk though. Those temporary consumables look like they can be sold. On one hand this can be seen as an exploit, on the other hand, you're playing a craftsman, so it would make sense for a craftsman to be able to earn a "town living". And considering that your combat role relies on consumables, seems like a more or less fair trade.
The other thing I noticed is the class's lack of sustainable abilities (which was why I tried to combine this with a race with it's own sustainable damage source). We don't get extra attacks and we don't get cantrips. If I didn't have those insane racials I'd be about as useless for sustained damage as Shart early on and even worse than Shart once cantrips start scaling.
Last but not least, it kinda felt like the formulae selection was lacking, not a lot there to choose from. If you're looking to expand the mod this would be the area that needs it the most, imho.
And even with my run going sideways due to a poor race choice I'm still no less impressed by this mod then I was when I made the original post. So many subclass and class mods on the nexus, yet an overwhelming majority of them are just more ways to jiggle around the same old numbers. And the few exceptions to that are usually deep down in the OP territory (like the scrounger class for an easy example). What you made is priceless.
Alchemical Aegis never triggers even when im literally 3 meters from my ally, how large is the range of Alchemical Aegis? because it feels pitifully low. I dont think i've triggered Alchemical Aegis a single time in the past 5 combat encounters since i got the reaction and it's getting really annoying whenever my ally gets downed because of how short the range of it probably is is, if it even works at all? I don't even know how large the radius for the reaction is because it doesn't even tell me in the description
Hey mate, Aegis has a fairly large radius from memory! I've had to postpone further development on the mod while focusing on study - I think it has a Catalysis Point requirement? Has it previously been triggering and suddenly stopped? Or has never worked for you?
Gotcha, thank you for the report. Once Patch 8 drops there's a chance the mod breaks entirely so this will go on my list of things to fix! Sorry for the trouble.
First of all, thank you for awesome mod! I'm really enjoying it.
I just have a little issue with alkahest (the same one with ZenithHexus down the list) in which alkahest does not convert anything into Prima Materia. When I combine it with potion or throwable, all the ingredients just disappear without adding Prima Materia into my bag. I do have other mods but there is nothing related to crafting and this mod is on top of the list in the mod manager except for some necessary UI mods.
Any idea how I could fix this? I really think alkahest is an useful mechanism in a sense that it can make use of some items I never use in game! Thanks in advance :)
Hey Jilo, sorry for the late reply. Do you have any other class mods installed? If any of them have the same internal naming conventions then that could possibly be the cause - otherwise I'm not sure :(
I think I need another hint for Ultima Materia. I'm assuming "the first" in the description is Prima Materia, but what do I do with it? "the first meets the first" implies to me that I need to combine two of them, but the game doesn't let you put a second copy of an item in the combine window.
Also, what is the essence of the dead god? I assumed it would be something in the bhaal temple so I didn't search moonrise and now I'm way too far past to reload a save. I'm hoping I have it in my inventory without realizing. What's it called? or am I just screwed?
what's the reward for the quest? what does the philosopher stone do mechanically? Could I just ignore it?
This mod is amazing. Thanks for all the hard work! I'm especially impressed by the quality of it, from the artwork to the stability: Did not encounter much in terms of bugs.
There are a few things that work not as I expected, so I figured I ask about it here.
- When leveling past level 12, there are no new formulae added. I realise that the image with the progression is not up to date, but I expected some new formulae at some point after level 9.
- I haven't tried the Doctrine of Preservation yet, but I am surprised with the low amount of formulae for healing or protection. As far as I can tell, there are no more than 4 formulae for triggering 2 of the theories. I assumed there would at least be formulae for a better healing porion. Am I missing something or is this intentional?
- Auril's fury is not doubled with Black Salt infusion, I have only one cone. Is that intended due to it technically not being a throw?
Some issues that I'm confident are not intentional:
- Deadly bloom from the Doctrine of Cruelty seems to trigger whenever I throw a flask normally. I.e. throwing a healing potion or an antitoxin with hasty throw or the normal throw will create a poison cloud.
- I noticed that the "befuddled" status from the confounder does not change the behaviour of NPCs. This seems to be a bug within BG3, but I figured I mention it here, so that you are aware. See https://bg3.wiki/wiki/Befuddled_(Condition) for details.
Again, the mod is great and I did not want to annoy you with a lot of bug reports. I'm happy to create them for everything above, if you would like.
Hey Skorm, thanks so much for the detailed feedback! I've got a few bugs that still need looking at under 'Bugs' so will investigate these as well. Uni very busy and I'm currently focusing my non-uni time on building my Game Dev portfolio so these will take a relatively long time to look into. Thanks for playing :)
Hello. newer to BG3 and playing honour mode with friends. The mod is pretty fun but my friends sold(?) the book. I looked at the list and need Ultimate Materia still.
We cant load old files cus of honour mode. Is there an image I can see of the book or something similar?
-2nd Q
Why can't I toss double Malice bombs or some others with the Black Salt Infusion on?
-3rd Q
Surge of Genius relies on crits. Can pots crit or does this mean just attacks via weapon/etc?
Hey mate, haha not a problem, I'll post the Prima Materia section of the book here:
--- All things end as dust, but dust is not their end. When the first meets the first, their union reveals what lies beyond beginnings. We Alchemists embody the very spirit of creation, and one of our most crucial tools is the key to creating Ultima Materia. Seek the foundation, and from it, ascend. ---
If you want a little hint (a lot of people have struggled with Ultima Materia), think about the name of the item, and how it could link to what Alchemists have by default.
As for 2, it's possible I left Malice out of the list of bombs that can be double thrown, which is a bug. Have a try at toggling Black Salt Infusion off/on to see if it's still not working. I'll have a look at it if not.
And for 3, pots can crit once you unlock the 4th Destruction Theory at level 16, but if you're not playing with a level extender then it's just for weapon/spell attacks sorry!
Wanted to try this after playing way too much potion craft and I gotta say it was SUPER satisfying to introduce the goblins to napalm 10/10 experience, I think I may have given Toril a need to create the Geneva checklist
140 comments
Now that Patch 8 is out, are you interested in making a 4th subclass? Maybe one with radiant damage explosives and anti-undead skills? Just a thought! Love the mod.
Kudos for that alone.
I'll probably be back with an endorsement once I give it some mileage.
And DEFINITELY the best alchemist mod on the nexus.
I mean what's even the point of making an alchemist if all you're making is a "liquid and/or explosive substances"-themed wizard?
I dunno how well the balance is, yet, but the concept itself (making an alchemist class that makes their own consumable items and improves item use) is priceless.
That said I'd appreciate a few tips. What's the classes role? Or may be it would be better to ask - where do we land on the role distribution field. Within 3 subs I clearly see a Damage focused sub and a Healing sub. And the common class tools are rather versatile.
Can preservation alchemist rival a Cleric as a healer?
Can destruction alchemist work as a main DD?
Or do we land somewhere in between either way?
So far as tips, I think regardless of which subclass you go for you can play very versatile - my Cruelty Alchemist is an exceptionally good out of combat healer in our game, so we just give him all the healing potions to get maximum use out of them. Destruction Alchemist is meant to sit somewhere between Wizard's burst and Fighter's consistency - with the caveat that their effectiveness dwindles to nothing if you don't keep them well-stocked with acid bottles and the like, and only one of their (very expensive) formulae can even come close to rivalling something like a level 6/7 spell. I'd say their weakest facet is definitely utility. Some of the higher level abilities offer interesting and unique interactions to create your own strategies, but the class thrives as a Midrange Damage Dealer/Healer. My personal favourite part of playing it for myself is seeing all my Fighter/Paladin teammates chugging Midnight and turning into savages, while I hang back and toss poison.
Ended up with a character that just spammed their racials and barely tossed any consumables (mostly just the occasional healing draught).
Felt like an elixir syndrome 2.0 where I save even the temporary consumables all the way till never...
Didn't get too far (lv4 close to lv5) before OP racial spam bored the hell out of me and now I'm in the process of restarting.
Noticed a fun quirk though. Those temporary consumables look like they can be sold.
On one hand this can be seen as an exploit, on the other hand, you're playing a craftsman, so it would make sense for a craftsman to be able to earn a "town living". And considering that your combat role relies on consumables, seems like a more or less fair trade.
The other thing I noticed is the class's lack of sustainable abilities (which was why I tried to combine this with a race with it's own sustainable damage source). We don't get extra attacks and we don't get cantrips. If I didn't have those insane racials I'd be about as useless for sustained damage as Shart early on and even worse than Shart once cantrips start scaling.
Last but not least, it kinda felt like the formulae selection was lacking, not a lot there to choose from. If you're looking to expand the mod this would be the area that needs it the most, imho.
And even with my run going sideways due to a poor race choice I'm still no less impressed by this mod then I was when I made the original post. So many subclass and class mods on the nexus, yet an overwhelming majority of them are just more ways to jiggle around the same old numbers.
And the few exceptions to that are usually deep down in the OP territory (like the scrounger class for an easy example). What you made is priceless.
I just have a little issue with alkahest (the same one with ZenithHexus down the list) in which alkahest does not convert anything into Prima Materia. When I combine it with potion or throwable, all the ingredients just disappear without adding Prima Materia into my bag.
I do have other mods but there is nothing related to crafting and this mod is on top of the list in the mod manager except for some necessary UI mods.
Any idea how I could fix this? I really think alkahest is an useful mechanism in a sense that it can make use of some items I never use in game!
Thanks in advance :)
Sometimes can't even toss it as an item.
Also, what is the essence of the dead god? I assumed it would be something in the bhaal temple so I didn't search moonrise and now I'm way too far past to reload a save. I'm hoping I have it in my inventory without realizing. What's it called? or am I just screwed?
what's the reward for the quest? what does the philosopher stone do mechanically? Could I just ignore it?
There are a few things that work not as I expected, so I figured I ask about it here.
- When leveling past level 12, there are no new formulae added. I realise that the image with the progression is not up to date, but I expected some new formulae at some point after level 9.
- I haven't tried the Doctrine of Preservation yet, but I am surprised with the low amount of formulae for healing or protection. As far as I can tell, there are no more than 4 formulae for triggering 2 of the theories. I assumed there would at least be formulae for a better healing porion. Am I missing something or is this intentional?
- Auril's fury is not doubled with Black Salt infusion, I have only one cone. Is that intended due to it technically not being a throw?
Some issues that I'm confident are not intentional:
- Deadly bloom from the Doctrine of Cruelty seems to trigger whenever I throw a flask normally. I.e. throwing a healing potion or an antitoxin with hasty throw or the normal throw will create a poison cloud.
- I noticed that the "befuddled" status from the confounder does not change the behaviour of NPCs. This seems to be a bug within BG3, but I figured I mention it here, so that you are aware. See https://bg3.wiki/wiki/Befuddled_(Condition) for details.
Again, the mod is great and I did not want to annoy you with a lot of bug reports. I'm happy to create them for everything above, if you would like.
The mod is pretty fun but my friends sold(?) the book. I looked at the list and need Ultimate Materia still.
We cant load old files cus of honour mode. Is there an image I can see of the book or something similar?
-2nd Q
Why can't I toss double Malice bombs or some others with the Black Salt Infusion on?
-3rd Q
Surge of Genius relies on crits. Can pots crit or does this mean just attacks via weapon/etc?
All things end as dust, but dust is not their end. When the first meets the first, their union reveals what lies beyond beginnings. We Alchemists embody the very spirit of creation, and one of our most crucial tools is the key to creating Ultima Materia. Seek the foundation, and from it, ascend.
---
As for 2, it's possible I left Malice out of the list of bombs that can be double thrown, which is a bug. Have a try at toggling Black Salt Infusion off/on to see if it's still not working. I'll have a look at it if not.
And for 3, pots can crit once you unlock the 4th Destruction Theory at level 16, but if you're not playing with a level extender then it's just for weapon/spell attacks sorry!
It would be nice to be able to multi toss all types of bombs, or at least every offensive one.
Okay thank you!
- Just in case you missed this, is there a tip on how to mix the 4 items?
10/10 experience, I think I may have given Toril a need to create the Geneva checklist