#Alchemist Philosopher, a new type of ruler

22 messages · Page 1 of 1 (latest)

lime timber
#

Alchemist Philosophers could be a new ruler type in the vein similar to champion/wizard king, more specialized in crafting new experimental comsumables, altering infestations in the map and accesing in exclusive to twisted transformations like six armed bodies, chimera heads, more imposing dragon-naga tail, 9 fox tails etc, and also alchemist philosophers could make use of customizable homunculus: new servant monster unit types binded to alchemist philosophers as bodyguards.

This ruler is the "mad scientist" archetype that has available mutations also for itself.

This could help expand the game a lot and open the gates to deeper reaver rework, and other magicpunk cultures.

Gorgons, Six Armed, three headed chineras, Tezcatlipoca like, serpentine dragons, lamassus, butterfly arch fey and kitsunes would all be available with Alchemist Philosopher "class" choices. Or with their signature skills.

Mutation and custon monsters expertise seems very interesting.

#

Alchemist Philosophers must have important downsides that could be something like: unrest happenings, events of misfortune side effects from experiments, weaker if not using consumables and mutations compared to other ruler archetypes.

#

Thanks to this we could play all kind of crazy aesthetics that we would never have other way. Mutations could unlock skills in map and battle.

velvet elm
#

There are already tomes that focus on alchemy. I don't see an alchemist profession necessarily needing to be an exclusive, separate thing from wizard kings or mortal champions.

frosty bluff
#

alchemist would be pretty cool as a ||subclass||. Think about it. Potions of heal, berserk and decay, potion of random negative effect, gold transmutations, and late game philosopher's stone resurrections.

#

I'dd add them as a soft counter for ritualists.

lime timber
# velvet elm There are already tomes that focus on alchemy. I don't see an alchemist professi...

I get your point—alchemy’s already present through various tomes. But what I’m proposing isn’t just more of the same—it’s a full-blown new archetype that reimagines what a ruler can be. The Alchemist Philosopher doesn’t just dabble in potions; they live and breathe transformation. This is a ruler who reshapes themselves and their creations:

+Sprouting extra arms sometimes changing your attacks, grafting serpent tails, donning monstrous chimera heads.

  • Forging experimental elixirs with unpredictable, volatile power.
    +Binding homunculi—custom, loyal creatures that act as bodyguards and extensions of their will.
  • Twisting the very land itself with conquerable infestations, manipulating infestations and breeding corruption—or perhaps strange wonders.

What excites me is that this wouldn’t be eldritch horror (which AoW already does well)—this is about playing a visionary, a philosopher-king of forbidden science. Think Paracelsus meets Dr. Moreau—a ruler who doesn't just seek power, but reinvents life itself, always teetering between genius and catastrophe.

Rather than just slotting alchemy into existing rulers, this opens up a whole new playstyle—built around invention, mutation, philisopher stones, and risk. It would also pave the way for deeper magicpunk cultures: Gorgons, Tezcatlipoca-like shapeshifters, kitsunes, serpentine dragons... all those mythic, mutating forms would finally have a true home.

#

To balance out this ruler type doesn't have the reach the pros of champions enhancing pops, or magic ability of wizard kings.
Alchemist Philosophers are artisans of shapeshifting and preparing new types of consumables maybe also because if not they cant rival champions or wizard kings without using its own special alchemist mechanics.

#

I am not forbidding alchemy to all other rulers to have Alchemist Philosophers, its just that some specialized skills would allow new ways to play, like not needing very specifoc spell transformations in and just needed to unlock from skills and crafteable consumables from philosopher rulers. An extra path for desired mutations.

lime timber
# frosty bluff alchemist would be pretty cool as a ||subclass||. Think about it. Potions of hea...

I really like where you’re coming from—potions, transmutations, philosopher’s stones, that’s a great base. But honestly, that’s exactly why I wouldn’t want to see this limited to a simple subclass. The idea is to take that concept and push it way further, turning it into a full ruler archetype that really lives and breathes that identity.

The Alchemist Philosopher wouldn’t just be about crafting a few potions. It would be a ruler who transforms themselves and their creations in radical ways—growing extra arms, fusing serpent tails, sprouting chimera heads. They’d have homunculi, personalized monsters that serve as loyal bodyguards, and the ability to manipulate infestations or reshape terrain in strange, experimental ways.

One idea that really sets it apart is the potential to excavate fossils or strange materials from infestations or already-discovered wonders and repurpose them as reagents. With philosopher stones, you could unlock new crafting options by using things other rulers would completely overlook. It’s about playing as a true Aristotle-like figure—someone who finds hidden value and power where others see nothing but ruins or junk.

This kind of ruler would thrive on high-risk, high-reward mechanics, where experiments bring both incredible breakthroughs and dangerous side effects. That’s what makes it a full gameplay shift, not just a theme or subclass tweak. It’s stepping into the shoes of a mad scientist-philosopher who’s reshaping the world in ways no other ruler can, bringing a whole new flavor of magicpunk exploration and transformation.

lime timber
lime timber
#

and more grim or darker too

lime timber
#

or even more grimdark paths like becoming golem like, naga lich or other extra paths to mutate

#

Alchemist Philosophers mutation abilities would be amazing but as downside they could need longer preparation to cast tome spells (+1 turn, both in combat and in global map)

#

To subsidize a little philosopher limitations, they could have extra trinkets slots of consumables like throwable poisoned daggers, bomb potions, or summoning trinket for a more personal homunculus bodyguard.

lime timber
#

Mutations could have four levels of power, example have two fox tails, four fox tails, six fox tails, and nine fox tails, on each level unlocking new bonuses, passives and active abilities both in map and battle. Unlocking mutations would also give new consumable options to enhance strengths of the style of your main alchemist project. If your mutations make you sneaky you unlock sneaky type things, if your main project is becoming a juggernaut you also unlock consumables helping juggernaut playstyle. Homunculus could be free to choose from besides your main specialization.

#

Weaker mutations could give discounts and easier crafting of trinkets, good for those that want rely less on self mutations, focusing more on the mad inventor side of this ruler type

#

All mutations would be Alchemist Projects locked behind the skill tree and signature skills

#

they could still be mages, fighters, rangers, ritualists... just like champions or wizard kings can

#

some mutations could forcebly sacrifice item slots, change class skills effects overridden by the mutation version, and more

#

Projects of mutations could be diverse: Chimera, Kitsune, Automaton, ArchFey, Shinigami, Feathered Snake, Serpentine Dragon, Bull Centaur, Lich, Dancer of Destruction...

lime timber
#

the potential of including new mechanics for alchemist philosophers could be very interesting if also ads some options to the other rulers accesing similar UI inspired from old alchemy books