Alchemist

in: Professions

## Introduction

Alchemy is a skill that takes a combination of courage, intelligence and resourcefulness to master. Characters with this profession are those willing to work with dangerous substances and experiment with concoctions that most normal people would rather be very far away from indeed. These people can vary from extremely able herbalists to mad scientists who create ingenious concoctions in their lab, or some interesting combination of both.

**Associated Skills:** Alchemy, Ranged Attack

### Passive Benefits

* **Dice Passive:** +3 Alchemy, +1 Mind.
* **Crafting Cost Reduction:** Reduces specific project cost by one gem. Projects included are: Cannonshot, Explosive Cannon Shot, Warming Stone, Cooling Stone, Fireworks.

## Abilities

### Mobile Alchemy (Special)

Alchemists can create reagents and ingredients directly from their inventory, with no need for an alchemy table. They still use tools to do this of course.

* **Target(s):** Self
* **Dice Modifier(s):** Alchemy
* **Cooldown:** 15 minutes

### Shrapnel Bomb (Attack)

The alchemist can throw a prepared explosive device packed with volatile chemicals and no small amount of shrapnel fragments at an enemy. This device creates a powerful explosion and has a minimum range it can be used at, as the sheer power of the explosion and the need to meticulously if quickly prime the device makes it impractical to use any closer. Causes both bleeding and burning. Attacks up to four targets.

* **Target(s):** Up to four targets
* **Dice Modifier(s):** Ranged Attack
* **Cooldown:** 1 hour

### Clinging Vapors (Debuff)

The alchemist can open a prepared chemical bottle into the air, controlling the release of a thick cloud of gas thick with droplets. This gas causes up to four targets around them to fight for breath and struggle as the droplets enter their lungs, aggressively attacking them and burning them from within. This both gives them penalties to attacks and also causes chemical burns.

* **Target(s):** Up to four targets
* **Dice Modifier(s):** Alchemy
* **Cooldown:** 1 hour

### Burning Cocktail (Attack)

Many alchemists keep a small supply of glass bottles filled with volatile liquid on them. When thrown and shattered against or close to an opponent, it is sufficiently powerful enough to concuss them minorly with the explosion and also potentially set them alight.

* **Target(s):** Single
* **Dice Modifier(s):** Ranged Attack
* **Cooldown:** 10 minutes

### Nullifying Powder (Cleanse)

A staple of alchemists’ wares is this powder, which can be quickly slapped upon burns, bleeding cuts, and can even suck poisons from the body efficiently and quickly. This powder is hardly a real solution to mortally-threatening bleeds or wounds, but it does suffice for a quick solution and can even quickly be applied in combat to others to help them with the same issues.

* **Target(s):** Self *or* one willing target
* **Dice Modifier(s):** Alchemy
* **Cooldown:** 15 minutes

### Bloodmist (Buff)

The alchemist can unleash a potent red mist into the air which clouds the area nearby, with enough packed into the bottle to affect up to four people.  This inhalant causes a powerful rise in aggression and makes those who inhale it feel stronger and less prone to fear at the same time. Gives a bonus to both Strength and Willpower. Those affected feel more inclined to take risks, as well.

* **Target(s):** Up to four targets
* **Dice Modifier(s):** Alchemy
* **Cooldown:** 1 hour

### Toxic Bomb (Attack)

Alchemists are capable of preparing a terrible mixture of both prepared chemicals and natural poisons into a potent bomb, which they can heave into a group of up to four opponents who are at least a minimum distance away. This bomb causes both chemical burns and also insidiously penetrates the body with toxic substances, poisoning it.

* **Target(s):** Up to four targets
* **Dice Modifier(s):** Ranged Attack
* **Cooldown:** 1 hour

### Enhancing Elixirs (Special)

Alchemists can brew many different elixirs capable of enhancing nearly any aspect of a person imaginable, from their strength to their intelligence. These highly sought after potions are difficult and time consuming to produce however, and also come at a significant premium in costs. These potions are also too toxic to consume any more than one at a time, and consuming a second could possibly even result in death. Each potion gives a lasting bonus of +1 to a single stat.

* **Ingredients:** One Chunk of Amber, One Chunk of Emerald, One Anodyne. This cost cannot be reduced.
* **Target(s):** Single
* **Dice Modifier(s):** Alchemy
* **Duration:** 4 hours
* **Cooldown:** 48 hours

### Create Mana Potion (Special)

Alchemists are prized for their ability to create potions capable of renewing the magical energies of mages. These refill the mages’ ability to cast spells upon consumption, though these potions take great effort to make and can only be created so often. This creates six such potions.

* **Ingredients:** Two Concentrated Demon Blood, Two Corrupted Essence, Three Outer Void Vapor, Two Dragon Bile, Three Atropa Belladonna
* **Target:** Single
* **Dice Modifier(s):** Alchemy
* **Cooldown:** 4 hours

### Eagle Eye Formula (Special/Buff)

Alchemists are capable of producing a mixture which can be dropped carefully into either their own or a target’s eyes with a small dropper. The fluid burns at first, but the recipient will find their vision greatly clarified and enhanced for a time and also find themselves wide awake and abnormally alert for the duration. These drops are highly sought after by guards and scouts, though the unstable nature of the mixture means that an alchemist is required to quickly mix the formula and apply it in short order rather than being able to make them ahead of time. Provides a bonus to both perception and ranged attack. Cannot be used in combat.

* **Target(s):** Single
* **Dice Modifier(s):** Alchemy
* **Duration:** 1 hour
* **Cooldown:** 4 hours

### Paralysis Spray (Stun/Special)

Many alchemists typically carry an unstable mixture capable of being rapidly sprayed as a last resort against attackers which can render even a frothing berserker temporarily halted as it causes their body to seize. They’re bound to soon recover from this, though many alchemists take this as their chance to retreat. Out of combat and applied more thoroughly and carefully, this spray can render someone unable to resist paralyzed for a short time. This can only be done at short range.

* **Target(s):** Single
* **Dice Modifier(s):** Ranged Attack
* **Duration:** One round or up to two hours if out of combat.
* **Cooldown:** 1 hour

*Credit for Lore Contribution: Rattenkrieg*