The Alchemist is an adept of Science. Although they do not share the same devotedness to the gods as many of the professions before them, they do not dare to neglect them. The Alchemist may be as equally helpful to his team as he can be dangerous to his enemy. Scholarly represents Lyssa, Fatum Potions represents Balthazar, Spiritus potions represent Dwanya, and Deftness represents Melandru.
Attributes:
Primary
Deftness – For every 4 ranks, the speed at which you perform non-spell type skills is reduced by 1/6.
Secondary
Scholarly - No inherent effect. Many Alchemist skills, especially those related to the Scholarly attribute line, become more effective with a higher rank in Scholarly. (Definition: Some hexes and enchants, basically the complimentary option for either Fatum Potions or Spiritus Potions.)
Fatum Potions – No inherent effect. Many Alchemist skills, especially those related to Fatum Potions, become more effective with higher Fatum Potions. For every 3 ranks the chance of backfire when using mixed potions is decreased by 5%. (Defition: Create potions that will damage and harm enemies, not many supporting options.)
Spiritus Potions – No inherent effect. Many Alchemist skills, especially those related to Spiritus Potions, become more effective with higher Spiritus Potions. For every 3 ranks the chance of backfire when using mixed potions is decreased by 5%. (Defition: Create potions that will aid and heal allies, not many offensive options.)
New Mechanics:
Creation – Not considered a spell, thus cannot be interrupted by spell interrupting skills. Tend to have a long cast time and relatively long recharge, although low in cost. Creation is the skill type used when creating potions. Creation would be best put on par with Binding Rituals, as they have much likeness to them. (But very, very different effects)
Potency – The aging of a potion, which could result in its effect or ability, strengthening or weakening. When a potion is created the skill icon will then change appearance, there will be a 3 meter bar above it with three shades of color. (RED|YELLOW|GREEN) the longer you let the potion sit, with out using it (depending on the potion) its potency may shift from yellow to red, or yellow to green. (Red being worst, Green being best). Yellow represents the current attribute level of your potion while green would be +2 to that attribute and red would be -2 to that attribute.
Potion Queue – Every Alchemist will have a limit of 5 potions at a time despite what level. When a potion is created, its recharge time will not activate until it is used. After creating a potion it will go on queue, but to make use of it you will…
#1 - Have to activate the skill again to equip it.
#2 - Then select a target to use it on, then activate the skill again to use it.
(If you already had a target then the second step is skipped)
Backfire – The inherent chance of risk when mixing potions. When backfire occurs the potion will have a negative effect on yourself. The default chance of backfire is 50% percent. Some potions may be mixed while some may not, you may only mix 2 potions together. To mix a potion you will have to equip a potion then equip another. When mixing a potion their effects combine, but their effects are decreased by 25% each. After mixing a potion it will be automatically equipped and you will have a 10 second timer to use it, if not used within those 10 seconds it will backfire.
Potions – Potions can be thrown at their target with the arch of a “Flat Bow” and range of a “Short Bow” and when used on yourself, you will simply drink them. (Fatum Potions may not be used on yourself ) When a potion is equipped it is only considered one handed, thus allowing you to still have your off hand item equipped.
Statistics:
Health: 480
Energy: 20
Energy Regan: 2
Equipment: (Example)
Biologist’s Hood: 60 Armor +1 Deftness
Biologist’s Robe: 60 Armor +5 Energy
Biologist’s Gloves: 60 Armor +5 Energy
Biologist’s Leggings: 60 Armor, +1 Energy Regan
Biologist’s Boots: 60 Armor, +1 Energy Regan
Phylic Rod
Energy Dmg: 11-22 (req. 9 Scholary)
+5 Energy (while health is above 50%)
Scholary skills recharge 20% faster (chance 20%)
Glass Vial
+12 Energy (req. 9 Fatum Potions)
+30 Health
Fatum Potion skills recharge 20% faster (chance 20%)
Skills: (First number is Energy, Second is Casting time, Third is Recharge)
Deftness
Hastened Pace – 5, 20
Stance. For 3….8 seconds your creation speed is doubled, but your chance of backfire is doubled as well.
Guidance – 10, 20
Stance. For 5…15 seconds while throwing potions you no longer have the arch of a “Flat Bow”, but the arch of a “Long Bow”.
Eureka! {Elite} - 15, 30
Shout. For 4...