By plunging the Alchemist's Bones into ones own flesh, a warrior can gain the power to transform lesser creatures into solid gold. The strange powers of this necrotic gift also instill an almost hyperactive energy to their host, which manifests itself in frenetic attacks.
Type Attack Speed Activatable
+30 Attack Speed
Description [ ]
Upon activation, target creep is killed and the user is given bonus experience and some amount of gold.
Effects [ ]
Cast Time: 0.1 / 0.2 seconds
Type - Transmute
Kills target enemy creep. Gold earned from the kill is a flat 190 gold and experience earned is multiplied by 2.
A charge is restored every 120 seconds. Can store up to 2 charges at a time.
Buying this item will set charges to 1.
The charge cooldown is paused while the wielder is dead.
Changelog [ ]
Gold Bounty from killing a creep with its active effect increased from 165 Gold to 190 Gold.
Experience Bounty multiplier from killing a creep with its active effect increased from 1.75x to 2x.
Gold bounty of the creep killed by Alchemist's Bones active ability changed from 3x the creep bounty to 165 Gold.
The XP bounty multiplier still remains the same, so targeting a harder creep with Alchemist's Bones will still yield more experience.
Mana Cost reduced from 25 to 0.
Recipe cost increased from 650 to 750 .
Now grants 1.75 times XP upon killing target creep
Instantly kills target creep
Visual projectile now spawns from target creep and travels towards the Alchemist's Bones user
Can now target player-controlled units.
Alchemist's Bones' timer is now paused while the wielder is dead.
Increased charge cooldown from 100 seconds to 120 seconds.
Now gains charges even when not being held by a Hero.
Reverted Alchemist's Bones cooldown system to the 2-charge version.
Temporarily reverted cooldown system to the old version.
Alchemist's Bones is now limited to 1 per player per team and binds on pickup.
While a player already has one, they can't assemble another.
Alchemist's Bones is muted when unowned (dropped by a terminated player).
Now hold 2 charges, restoring a charge every 100 seconds (from a 100 second cooldown).
No longer work on player-controlled creeps.
No longer works on Runes.