Creating items for Alchemist
Below you'll find technical information necessary to create a valid item for Alchemist.


Alchemist bio

The sacred science of Chymistry was a Darkbrew family tradition, but no Darkbrew had ever shown the kind of creativity, ambition, and recklessness of young Razzil. However, when adulthood came calling he pushed aside the family trade to try his hand at manufacturing gold through Alchemy. In an act of audacity befitting his reputation, Razzil announced he would transmute an entire mountain into gold. Following two decades of research and spending and preparation, he failed spectacularly, quickly finding himself imprisoned for the widespread destruction his experiment wrought. Yet Razzil was never one to take a setback lightly, and sought escape to continue his research. When his new cellmate turned out to be a fierce ogre, he found just the opportunity he needed. After convincing the ogre not to eat him, Razzil set about carefully concocting a tincture for it to drink, made from the moulds and mosses growing in the prison stone work. In a week's time, it seemed ready. When the ogre drank the potion, it flew into an unstoppable berserker rage, destroying the cell bars and exploding through walls and guards alike. They soon found themselves lost somewhere in the forest surrounding the city with a trail of wreckage in their wake and no signs of pursuit. In the tonic's afterglow, the ogre seemed serene, happy, and even eager. Resolving to work together, the pair set off to collect the materials needed to attempt Razzil's Alchemic transmutation once more.

Model and texture files

Use the hero model to see your item in context. Download Alchemist model

Item slots and their budgets

Goblin Hat (Neck)
  • LoD0 Triangle Limit: 350
  • LoD1 Triangle Limit: 200
  • Texture Size: 64H x 128W
Shoulders
  • LoD0 Triangle Limit: 250
  • LoD1 Triangle Limit: 200
  • Texture Size: 64H x 128W
Arms
  • LoD0 Triangle Limit: 800
  • LoD1 Triangle Limit: 600
  • Texture Size: 256H x 256W
Goblin Body (Back)
  • LoD0 Triangle Limit: 1200
  • LoD1 Triangle Limit: 700
  • Texture Size: 256H x 256W
Weapon
  • LoD0 Triangle Limit: 1000
  • LoD1 Triangle Limit: 500
  • Texture Size: 256H x 256W
  • This model should primarily be bound to the bone: Lhand_weapon_1 and Rhand_weapon_2
Goblin Weapon (Offhand Weapon)
  • LoD0 Triangle Limit: 300
  • LoD1 Triangle Limit: 250
  • Texture Size: 64H x 128W
  • This model should primarily be bound to the bone: left_top_hand10_0 and right_top_hand11_0
Saddle (Armor)
  • LoD0 Triangle Limit: 800
  • LoD1 Triangle Limit: 400
  • Texture Size: 256H x 256W