Second tier

Alchemist

Second tier Base level 51 to 99 Merchant line

Alchemist is the alternative advancement option for the Merchant. Unlike its first class, the Alchemist enjoys multiple possible playstyles, from the very familiar "all gas no breaks" style of the Merchant to more defensive and supportive options.

On the offensive side, the Alchemist uses its newly acquired Chemical skills to do exceptional damage to enemies, even from a distance. Acid Terror and Demonstration serve to both deal regular and consistent damage to enemies, while also inflicting the Vulnerable and Burning statuses respectively. These skills also function to generate Extort stacks, allowing the Alchemist to very quickly build up Extort for use with Mammonite or their new finisher, Conflagration, to deal massive damage over a wide area.

But offense isn't the only choice available for the Alchemist. Similar to, though not quite as flexible as, the Blacksmith's Reinforcement skills, Alchemist has access to a suite of Alchemical Enhancements that provide powerful improvements to their party's equipment. That said, these skills do not need a party to find themselves useful, as they all can apply their full effect to both the user themselves and their Homunculus. (Scroll down for a more detailed look at the Homunculus system)

Artwork for this class is on the way.

Where it sits

Skill list

Skills

Skill names and effects are kept in English because that is how they appear in game.

BleedingBurningVulnerableWhat these do
  • Chemical Research

    "Mastery" skill for Chemical-type skills. Increases the damage of Acid Terror, Demonstration, and Conflagration, while also increasing their chance to apply their status effects.

  • Acid Terror

    Deals significant Ranged Physical damage to a distant target with a chance to inflict the Vulnerable status. This skill generates one Extort stack on use.

  • Demonstration

    Ignites a small fire at the targeted location, dealing constant Fire property damage to enemies in a small area around it. The initial cast generates one stack of Extort, while each hit has a chance to inflict the Burning status.

  • Conflagration

    Consumes all of the user's Extort stacks to deal massive Ranged Physical damage over a wide area. This skill has a chance to inflict the Bleeding and Burning status effects.

  • Enhancement Research

    Passive. Increases the duration and effectiveness of all Alchemical Enhancements.

  • Energized Armor

    Coats an ally's armor with an alchemical agent that disperses the force of incoming attacks. Increases the target's resistance to attacks of all elements for a duration.

  • Synthetic Shield

    Creates an autonomously acting shield to protect the target. Increases the targets Magic Defense, while also giving them a chance to block any physical damage taken.

  • Alchemical Weapon

    Coats the target's weapon with an alchemical agent that increases its potency. Increases the Attack, Magic Attack, Defense Pierce, and Magic Defense Pierce of the target.

  • Aid Potion

    Hurls a specially crafted Throwing Potion at the target, recovering HP (or SP) based on the potion thrown. Throwing potions must be crafted at the Alchemist's Guild, but are not consumed on use.

  • Homunculus Research

    Passive. Enables the user to craft Homunculi at the Alchemist's Guild. Each additional level beyond the first improves the stats of any Homunculus summoned by the user.

  • Homunculus System

    The Homunculus System has been entirely reworked. The vanilla system for using Homunculi has been entirely removed: Homunculi have predetermined stats, predetermined skills, and do not gain experience. Another major change is that the player has virtually no control over the Homunculus's actions. Homunculi have their own AI (which cannot be changed by the player in any way). All Homunculi behave differently, based on what type of Homunculus they are, and will use all of their skills automatically as they see fit. That said, the Alchemist has access to seven Command skills that allow them to give instructions to their Homunculus, triggering their skills while ignoring their internal cooldowns. These Command skills are obtained immediately upon job change, and thus are available to all Alchemists regardless of build. Alchemists can craft Homunculus Embryos at the Alchemist's Guild. These embryos are used to summon their relevant Homunculus, but are not consumed on use. When first crafted, these Embryos will summon a Homunculus that is level 60 and has access to only one skill. Further crafting at the Alchemist's Guild will allow them to upgrade their Homunculus, each level giving it higher stats and more skills to use. The highest level of Homunculus available to an Alchemist is level 99, after which the Alchemist must advance to either the Biochemist or Geneticist job to continue their Homunculus's growth. A brief overview of the four available Homunculus types and their behavior:

  • Lif

    Kind and compassionate, Lif will do everything in her power to support you while you fight. However, she doesn't like fighting herself, and will even refuse to attack back in cases where she manages to pull aggro. Careful use of the Return and Hide commands will be needed to keep her out of harm's way so she can continue supporting her master and allies.

  • Vanilmirth

    Bloodthirsty and dangerous, Vanilmirth will proactively seek out enemies to fight and hold nothing back when it finds one. However its defensive options are rather weak, requiring a discerning master to keep it from biting off more than it can chew, lest it face frequent and untimely deaths.

  • Amistr

    Brave and highly protective of its master, Amistr will go out of its way to seek out and hold the attention of enemies in the area. While it has great defensive capabilities which it can even share with its master, it doesn't have the damage output to handle many encounters on its own. Amistr's natural toughness combined with clever use of the Defend command can make it an exceptional tank for the Alchemist that wants to focus their own efforts on putting out damage.

  • Filir

    Filir is quick and deadly, boasting a high physical attack stat, high attack speed, and low cooldowns on its offensive abilities, which it learns relatively early in life. However, it is very much a coward, with only its natural Flee and the Hiding skill to protect itself. Filir will not proactively engage enemies, and may even ignore Attack commands if it isn't already fighting, preferring to wait until its master has the monster's attention before swooping in to secure the kill. The following is a list of the seven Command skills available to Alchemists. Each skill is unlocked once a Homunculus capable of responding to that command is crafted.

  • Command: Attack!

    Orders the Homunculus to perform its "Attack" action. The Homunculus may not respond to this command if it is not currently engaged with a target, or if there is no applicable target in range.

  • Command: Defend!

    Orders the Homunculus to perform its "Defend" action, typically involving blocking or reducing incoming damage for itself.

  • Command: Support!

    Orders the Homunculus to perform its "Support" action, typically involving buffing the Alchemist, and sometimes itself in the process.

  • Command: Hide!

    Orders the Homunculus to perform its "Hide" action. This is always to use the Thief skill "Hiding," making it (mostly) invulnerable and dropping all aggro for a short duration.

  • Command: Ultimate!

    Orders the Homunculus to perform its "Ultimate" action. The effect of this varies widely based on the type of Homunculus.

  • Command: Return!

    Orders the Homunculus to return to its master's side, immediately teleporting it back regardless of the distance between them (as long as they are on the same map).

  • Command: Move!

    Orders the Homunculus to move to the targeted location. It will ignore enemies until it reaches its destination.

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