alchemist
Description
Rather than training their body, Alchemists train their mind. They are powerful potions crafters, buffing their allies or their own equipment is their specialty. They prefer a supporting role as opposed to direct combat.
Foundation
Armor
Alchemists may only wear armor from Class 1.
Weapon Recommendations
Alchemists typically wield short sword, daggers, or other one-handed weapons.
Tier 1
Given Abilities
Crafting
The Alchemist takes a knee for 3 seconds while acting like they are combining ingredients to craft all the abilities/items they want as long as they have the ingredients for it.
Potions
Potions cannot be created in combat and must be developed outside of the field. Potions do not level.
Alchemical Grenade - Concoct an explosive potion using a combination of ingredients. All characters within 6 feet of blast take triple damage. Recipe: Dust of Ember, Flame of Burning, Mandrake Tube
Stone Fog - The Alchemist creates a potion that releases a fog made from earth. All characters within 6 feet of potion are Rooted for 10 seconds. Recipe: Breathing Cherry, Lightning Root, Mandrake Tube
Lightning in a Bottle - The Alchemist creates a potion that causes an unavoidable massive storm which does triple damage and Silence for 5 seconds to all enemies. Recipe: Fulgur, Living Water, Mandrake Tube
Special Abilities (Choose One)
Aquasis
Deal double damage to all players within medium circle around Alchemist using the water in the air as a weapon. Utility: 2
Geosis
The Alchemist can use the earth around them to buff their own armor or weapon or that of an ally’s. Add 5 HP to self or ally, or weapon cripples on next strike. Utility: 2
Pyrosis
The Alchemist can envelope themself or an ally in fire to protect them, or a weapon to deal more damage. Reflect next 3 strikes or next 2 strikes deal double damage. Utility: 2
Tier 2
Transmuter
Description
"For those who believe that in order to obtain, something of equal value must be lost."
The Transmuter Alchemist focuses on the science of transmutation rather than potions. Because of their focus of Transmutation, their abilities in this practice greatly upgrade, adding the transforming of body parts into metals as a defensive and offensive style. Even capable of turning allies into these metals. They also take on an additional transitions from the first three of an Alchemist. However, they give up Potion crafting to fully focus on transmutation.
Given Abilities
Organicum
Trading some of their organic substance, the Transmuter Alchemist is able to heal an ally for 5 HP. Utility: 3
Pyraqua
Combust the air molecules around you to cause a burn effect and deal double damage to all players in a medium circle. Utility: 1
Radix
Using the living roots around you, transmute the roots around you targeting one enemy. Deal double damage then Root that enemy for 6 seconds. Utility: 1
Special Abilities (Choose One)
Metallum
By touching enemy swords with your hand and clapping, transform your arm into a metal similar to the sword dealing 2 damage by hand to hand combat. This lasts for 10 seconds and requires LARP appropriate foam hand weapons. Utility: 3
Pyrocircuitus
The Transmuter Alchemist claps their hands together then touches the ground to create a ring of fire around them. Within a medium circle around the Transmuter Alchemist, all allies deal double damage and all enemies are rooted. The circle lasts for 15 seconds following the Transmuter Alchemist, anyone who leaves the circle is no longer affected. Utility: 1
Aqua Flagellum
Using the vapor from the air, create a whip of water dealing double damage and knocking back one enemy within a medium circle. Utility: 4
Ardent
Description
"For those who can bewitch the mind and ensnare the senses all with a drop of potion."
The Ardent Alchemist is a superior potions master in the ranks of Alchemists. The Ardent Alchemist focuses on a combination of buffs for allies and the addition of damaging potions and spends most of their time scavenging during combat.
Given Abilities
Root Potion
Root all enemies in a small circle for 15 seconds. Recipe: Dust of Ember, Living Water, Mandrake Tube
Cherry Bomb
Deal Fire to all enemies in a close circle, they receive double damage from other sources for 10 seconds. Recipe: Breathing Cherry, Flame of Burning, Mandrake Tube
Living Water Potion
Living Water is drank by whomever it is intended to heal restoring half of their health. Recipe: Breathing Cherry, Living Water, Mandrake Tube
Special Abilities (Choose One)
N/A
Inventor
Description
"For those who seek to use their spark of madness."
Inventor Alchemists are known for being the kind of inspired types with eccentric tendencies, they are put these into creating traps and buffing weapons and armor. Rather than upgrading old abilities, Inventor Alchemists focus on these aspects of their powers.
Given Abilities
Trap Master
The Inventor Alchemist is capable of creating a great amount of traps to be set off during combat. They can set these off while unseen and have enemies fall into them, or set them up defensively in a perimeter.
1. Net - Root victim for 10 seconds while they untangle themselves. Recipe: Dragon Tongue, Dwarven Cogs, Mandrake Tube
2. Boom Mine - Victim who steps on boom mine Cripples one of their legs. Recipe: Dust of Ember, Dwarven Cogs, Mandrake Tube
3. Smoke Bomb - Smoke creates a confusion and blinding effect for 15 seconds in close range. Affects anyone who walks into it throughout its duration. Recipe: Dwarven Cogs, Eye of Newt, Mandrake Tube
Special Abilities: Armory Specialist (Choose One)
Refining
The Inventor Alchemist uses their knowledge of crafting to buff all allies armor for 3 HP. Utility: 1
Frost
Crafting by freezing the air around them, the Inventor Alchemist buffs allies armor to Reflect 1 strike. Utility: 1
Earthen
The Inventor Alchemist utilizes the abundant earth around them to buff all allies by making them immune to 1 Root. Utility: 1
Special Abilities: Arsenal Creator (Choose One)
Inferno Sword
Supercharge a weapon with burning flames, next 3 strikes deal double damage. Utility: 2
Water Phase
Give a glistening burst of aquatic steadiness to a weapon, next 3 strikes cause Silence for 5 seconds. Utility: 2
Zephyr Blast
Give a weapon a bit of kick with an aerokinetic composition, next 3 strikes deal Knockback. Utility: 2
Special Abilities: Set 3 (Choose One)
Clockwork
Using an understanding of time mechanisms, the Inventor Alchemist throws a grenade that Roots for 3 seconds in a close circle. Recipe: Dwarven Cogs, Lightning Root, Mandrake Tube
Oil Shot
Spray oil on an enemy, Restraining them for 3 seconds. Next attack with fire deals +3 damage. Recipe: Dwarven Cogs, Mandrake Tube, Scalamander Oil
Refining Hands
The Inventor Alchemist is able to improve their weapon through various means to become a deadlier presence in a battle. The Inventor Alchemist deals double damage for next 2 strikes. Utility: 3