Alchemist

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Alchemist Official

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.

In the Year 802, Tlalaiad, unlocked the ancient Wellspring of Hashan, the culmination of a bargain made between Tsol'teth. Access to these latent energies granted the powers of Sublimation - an alternative alchemical field to Formulation.

A fledgling Alchemist possesses the skills of Alchemy and Physiology, upon embracing the class the alchemist has a choice of Formulation or Sublimation.

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

Miasma A painful, choking cloud. Level: 6
Syntax: THROW MIASMA AT <target>
Required: 14 rage
Channels: {{{channels}}}
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Works against: Denizens
Cooldown: 16.00 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The toxic cloud generated by this chemical will choke the victim, causing intense damage.
Note: {{{note}}}
Cadmium Weaken your enemy with cadmium. Level: 10
Syntax: EDUCE CADMIUM <target>
Required: 22 rage
Channels: {{{channels}}}
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Attacks: {{{attacks}}}
Works against: Denizens
Cooldown: 31.00 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.
Gives affliction: Weakness
Note: {{{note}}}
Caustic A chemical that burns through denizen shields. Level: 20
Syntax: THROW CAUSTIC AT <target>
Required: 17 rage
Channels: {{{channels}}}
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Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Denizens
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The caustic is a very toxic chemical that can remove a denizen's shield.
Note: {{{note}}}
Magnesium Ignite your victim's limbs with white-hot flames. Level: 35
Syntax: EDUCE MAGNESIUM <target>
Required: 36 rage
Channels: {{{channels}}}
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Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Denizens
Cooldown: 23.00 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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
Note: {{{note}}}
Pathogen A chemical that tears your victims apart from within. Level: 50
Syntax: THROW PATHOGEN AT <target>
Required: 25 rage
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Denizens
Cooldown: 23.00 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: 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.
Uses afflictions: Inhibit or Fear
Note: {{{note}}}
Hypnotic A chemical that dazes your victim into forgetfulness. Level: 65
Syntax: THROW HYPNOTIC AT <target>
Required: 28 rage
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Denizens
Cooldown: 41.00 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The hypnotic is a potent chemical, the fumes of which cause your victim to become extremely forgetful for a few seconds.
Gives affliction: Amnesia
Note: {{{note}}}

Related Artefacts for Alchemists

Artefact Description
Talisman of Greater Cultivation Increases the health and speed of an alchemists' homunculus.
Aludel of pellucid glass Triples the number of stacks from sulphur and mercury, and reduces the chance for gold to fail when transferring.
Reforming phial Reforms on imbibe or administer and will return to inventory when thrown.