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Long ago, a cabal of Alchemists quietly practised their studies in ancient Seleucar, largely content to ignore and be ignored by the Empire. Operating within their hall, named the Cauda Pavonis, they profited from trading transmuted minerals and tonics to the elite who could afford them. Over time, however, these curatives were replaced by other more palatable and readily available remedies, and respect for the isolated order began to dwindle. Eventually, the leader of the cabal made the fateful choice to depart from the society that shunned them once and for all. Secretly the Alchemists used their combined talents to displace the Cauda Pavonis to a fold in the ether: the space between planes.

In the late sixth century after the fall of the Seleucarian Empire, a great alchemical imbalance threatened our world. Forged by Phaestus and tainted by Twilight's hand, the planet Nurazar wreaked havoc across the lands, causing the cabal to resurface. With the help of Achaeans everywhere, the cabal was able to destroy Nurazar, restoring balance to the cosmos and revealing the Alchemist class.

The skill of Alchemy focuses on the use of the ether and the alchemical energies reverberating through it. Physiology allows the Alchemist to inflict illness upon an opponent via manipulation of the four humours. Additionally, an Alchemist trained in Physiology may command a homunculus, a diminutive creature formed from his or her own flesh. With Formulation, the alchemist is able to amalgamate potent compounds that can turn the tide of any battle.

The skills wielded by those of Alchemist class are Alchemy, Physiology, and Formulation. A fledgling in this class will possess Alchemy and Physiology, gaining Formulation upon embracing class.

Training in the Alchemist class is not possible for members of cities that have chosen to accept the Sentinel, Druid, and Sylvan classes. Additionally, any Alchemist who quits a city after learning class skills will find him or herself at a severe disadvantage when it comes to using some abilities.

Abilities in Battlerage

Ability Description
Syntax: THROW MIASMA AT <target>
Works on/against: Denizens
Cooldown: 16.00 seconds
Resource: 14 rage

The toxic cloud generated by this chemical will choke the victim, causing intense damage.

Syntax: EDUCE CADMIUM <target>
Gives affliction: Weakness
Works on/against: Denizens
Cooldown: 31.00 seconds
Resource: 22 rage

Educing the symbol of cadmium will weaken your target for a short time, decreasing the damage it can do. The symbol of cadmium is a bisected triangle.

Syntax: EDUCE MAGNESIUM <target>
Works on/against: Denizens
Cooldown: 23.00 seconds
Resource: 36 rage

The counterpoint to iron, the symbol of this highly flammable metal will cause your victim's limbs to burn with a white-hot flame. The flames will last for a short time, causing intense damage to the target for their entire duration. Symbol: A flare inscribed within a circle.

Syntax: THROW PATHOGEN AT <target>
Uses affliction: Inhibit or Fear
Works on/against: Denizens
Cooldown: 23.00 seconds
Resource: 25 rage

The pathogen is a virulent chemical that wreaks havoc on the internal organs of your victim, doing increased damage against those who are unable to heal or are uncontrollably fearful.

Syntax: THROW HYPNOTIC AT <target>
Gives affliction: Amnesia
Works on/against: Denizens
Cooldown: 41.00 seconds
Resource: 28 rage

The hypnotic is a potent chemical, the fumes of which cause your victim to become extremely forgetful for a few seconds.

See also