The Alchemists of Aetolia
Eschewing the numerological magic used by their Archivist peers, Alchemists train their focus specifically on pursuits in the realm of science. Manipulating and contorting that which is presented to an Alchemist in nature is a common theme of the class, whether it be through the transformation of minerals and compounds via Alchemy, or by corrupting natural flora in Botany to create blighted plantlife and bend it to the Alchemist's will.
Trained Alchemists are equally capable of everyday scientific research and breakthroughs as they are ruthless, cataclysmic destruction. Encompassing a variety of fields, their skillset is a diverse one indeed.
Alchemist Skills
Few greater manifestations of the scientific process exist than those demonstrated via Alchemy. Alchemy involves the careful transformation of that which is presented by the earth into tools and chemicals to be used as needed. Masters of precision and control, Alchemists maintain a vigilant eye on chemical reactions and volatility, utilising their knowledge of both to devastate and overwhelm those that stand in their path.
A skilled alchemist wields an alchemical conduit with a finesse and capability rivalling that of a knight's blade, this self-crafted tool used to both facilitate their experiments, and wreak electrical havoc on those that would interfere with them.
Alchemy
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Volatility
DescriptionSyntax: ALCHEMY VOLATILITY
Volatility is a natural side effect that accompanies the mixing of compounds and chemical reactions; a trained Alchemist can both measure and capitalise on this. Volatility is measured in units with 5 being the maximum, and unless utilized, will fade to diminishing levels over time.
Most abilities will make use of volatility, however the effects are not always as obvious as it might seem. The below will provide a common guide for most abilities.
Effects for the following keywords:
Generate - Generates volatility, adding it to the available pool.
Reduces - Consumes volatility, removing it from the available pool.
Threshold - Having less then the threshold lengthens equilibrium use.
Requires - You must have equal to or more than the volatility required.Reducing volatility does not need you to have the full amount, unless it is marked as required.
You will need to read each AB file in Alchemy for further information on how it will interact with volatility.
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Conduit
DescriptionSyntax: ALCHEMY CONDUIT
While standing within a mountainous location, you may draw metals from the earth and transmute them into an alchemical conduit. This signature weapon of the Alchemist is a multifaceted piece of equipment, capable of transmuting chemical formulae, agitating gaseous compounds, and even conducting electrical currents.
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Recall
DescriptionSyntax: ALCHEMY RECALL
Provided your conduit lies upon your current continent, you may recall it to your hand as needed.
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Static
DescriptionSyntax: ALCHEMY STATIC <target>
Generates 1 volatility (except when catalysed).By utilising your conduit as a catalyst, you may gather the latent static energy from the air and channel it as an arc of lightning to strike at your enemy.
Catalysed effect:
The damage will be greater and, if the target is not a denizen, the equilibrium time will be shorter. -
Clarify
DescriptionSyntax: ALCHEMY CLARIFY
If there is fog within the atmosphere, you may simply transmute it into clear air, dispersing the obscuring mist.
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Catalyse
DescriptionSyntax: ALCHEMY CATALYSE
Requires 1 volatility.
Reduces volatility by 1.Capitalise on the volatility present by introducing a catalyst into the equation, eliciting greater reactions from your various abilities. This ability requires equilibrium but does not consume it.
To see the effects of a catalyst used on any given ability, check that ability's AB file.
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Corrosive
DescriptionSyntax: ALCHEMY CORROSIVE <target>
Threshold of 1 volatility.If your opponent is protected by a magical shield, you can send forth a corrosive gas that will greedily dissolve it. If they are not protected by a shield, then the gas will instead strip a random defence from them.
Catalysed effect:
The formula will corrode the flesh, dealing cutting-based damage and causing bleeding. -
Virulent
DescriptionSyntax: ALCHEMY VIRULENT <target> [venom]
Generates 1 volatility (except when catalysed).Assault your foe with a poisonous gas that will crystallise upon inhalation, causing cutting-based damage, delivering a single venom diffused through the gas, and making them bleed. The bleeding and armour penetration is increased for each crystallised fragment embedded in their skin.
* If no venom is specified, it will deal the loki venom by default.
* No rags of venom are needed in order to make use of the venom component.
* You can additionally make use of the epteth and epseth venoms.Catalysed effect:
The equilibrium recovery time is reduced.If there are at least 3 units of volatility present when striking with the catalysed effect, the virulent gas will plunge crystallised fragments into the target. If they obtain 3 fragments in total, then it will give them haemophilia and be uncurable while 3 fragments remain. You may only embed a maximum of 3 fragments in your target.
Fragments may be removed by attempting to PULL FRAGMENTS FROM BODY.
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Upset
DescriptionSyntax: ALCHEMY UPSET <target> [6-12 seconds]
Threshold of 3 volatility.
Reduces volatility by 1.By utilising your conduit as a focus, you may elicit an alchemical explosion which will upset your target's balance and knock them to the ground.
Catalysed effect:
The effect is delayed by the amount of time specified and will additionally knock them off balance. If no time is specified, it will default to six seconds. -
Intrusive
DescriptionSyntax: ALCHEMY INTRUSIVE <target>
Threshold of 2 volatility.
Generates 1 volatility.The intrusive compound is one that binds itself to elixirs when present, reducing their efficacy when consumed. For a short time after inhaling this compound, the target will find that recovery by elixirs will be reduced, and non-natural healing will be reduced even more.
Catalysed effect:
The impact of the compound will also cause plodding in your target. -
Electroshock
DescriptionSyntax: ALCHEMY ELECTROSHOCK <target>
Threshold of 3 volatility.
Reduces volatility by 1.Focus your conduit on delivering a potent electric shock to the target, fraying their nerves such that they will suffer paresis and stupidity. A short while later, if the subject remains plagued with stupidity, they will suffer a burst of electric damage.
Catalysed effect:
The shock will fry the target's nerves even further, causing a short blackout. -
Incendiary
DescriptionSyntax: ALCHEMY INCENDIARY <target> <direction>
By liberally wafting flammable gases towards any target that is in line-of-sight from your current location and then igniting it with a spark from your conduit, the ensuing explosion will deal fire-based damage to your opponent. For your own safety, they must not be in the same location as you.
Catalysed effect:
The damage will be increased, set your target ablaze, and knock them off their feet with the force of the explosion. -
Malignant
DescriptionSyntax: ALCHEMY MALIGNANT <target>
Threshold of 2 volatility.
Generates 1 volatility (except when catalysed).By administering this malignant formula to your target, they will be infected with the vitalbane affliction, causing the consumption of curative pills or poultices to inflict the target with the loki venom half of the time.
The vitalbane affliction will only fade after it has inflicted the target with loki at least two times, otherwise it will persist until it does so.
Catalysed effect:
The impact of the bane will also cause idiocy in your victim. -
Discorporate
DescriptionSyntax: ALCHEMY DISCORPORATE <target>
Your prowess in the field of physiological studies is such that when facing a target beset with mental maladies, you may induce significant failure in their body's vital systems, eventually causing death.
In order to achieve this, the target must first be significantly weakened in their state of mind, afflicted by at least five phobias and suffering from a dreadful prognosis (see AB EXPERIMENTATION PROGNOSIS). The prognosis must originate from you.
The following afflictions count as phobias:
Fear, agoraphobia, claustrophobia, nyctophobia, vertigo, loneliness, shyness, paranoia, or superstition.Once cast, the target becomes disabled and there is a short delay before they are slain. If they leave their current location through some form of means, then the ability will fail.
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Fulmination
DescriptionSyntax: ALCHEMY FULMINATION <target>
Threshold of 3 volatility.
Reduces volatility by 2.Cause a localised thunderstorm over your target to form with three charges. Every so often, the fulmination will expend one of its charges to release a blast of electricity, dealing minor electric-based damage.
If you strike them with the Alchemy-ability Static while the target is plagued by the fulminant thunderstorm, it will boost the damage of the skill by 20%, stun the target, and consume a charge.
Using Static to trigger the bonus effects will reset the time before the next passive discharge from the thunderstorm.
Catalysed effect:
Instead of improving Static, any non-passive electric damage you deal will be boosted by 20%, stun the target, and consume a charge from the thunderstorm.Please view AB ALCHEMY STATIC for more information on this ability.
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Neurotic
DescriptionSyntax: ALCHEMY NEUROTIC <target>
Threshold of 3 volatility.This formula, when administered, will rapidly atrophy your target's mental faculties, causing confusion and impatience.
Catalysed effect:
In addition to the aforementioned afflictions, the target will also begin to hallucinate, though they will not be aware that they are so plagued. -
Overcharge
DescriptionSyntax: ALCHEMY OVERCHARGE <target>
Threshold of 3 volatility.
Reduces volatility by 2.By overcharging your conduit with a massive amount of electrical energy, discharging it towards a target will cause the focused lightning to violently attempt to ground itself, leaping to five additional random enemies in your location. This will inflict electrical damage to them all.
Catalysed effect:
Those struck by the additional arcs will receive up to two random afflictions that are shared from the main target. The afflictions will be hidden from their knowledge. -
Condensate
DescriptionSyntax: ALCHEMY CONDENSATE
By infusing the locale's natural gases and latent energy with elemental ice, the reaction will bring about an increase in air pressure, causing rain clouds to form across the sky. This will cause the weather in your locale to rain for a short while, but only if the skies are already clear of phenomena.
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Currents
DescriptionSyntax: ALCHEMY CURRENTS <target>
Threshold of 3 volatility.
Reduces volatility by 1.Combine a conductive mixture with an explosive discharge of electrical energy to shock your foe and inflict a random mental malady from a wide selection of choice. While the conductive mixture remains in effect, the target shocked a second after some time passes.
List of possible afflictions it can give:
Egocentrism, stupidity, epilepsy, peace, paranoia, hallucinations, dizziness, mania, infatuation, laxity, hatred, claustrophobia, vertigo, faintness, loneliness, agoraphobia, masochism, recklessness, weariness, impatience, confusion, dementia, and nyctophobia.Catalysed effect:
The current will activate one additional time before fading and the afflictions will become masked. -
Resuscitation
DescriptionSyntax: ALCHEMY RESUSCITATION
Your expertise in physiology is such that you may prepare your conduit to revive you when your body suffers heavy damage. Should you find yourself near death, your conduit will become enlivened and shock you back to life, granting you one volatility while your wounds rapidly regenerate.
Cooldown (when triggered): 180 seconds
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Parity
DescriptionSyntax: ALCHEMY PARITY <target>
Threshold of 4 volatility.
Reduces volatility by 2.By diagnosing your own wounds, you may quickly estimate the level of pain you suffer from and accurately twist your target's physiology to inflict shadow damage to them equal to the amount of health you are missing. This attack may not exceed 40% of the target's maximum health.
Catalysed effect:
Parity now confers a negative effect as well, bestowing the justice affliction upon your hapless victim. This will be hidden from their view. -
Infiltrative
DescriptionSyntax: ALCHEMY INFILTRATIVE <target>
Threshold of 1 volatility.
Generates 1 volatility.The infiltrative serum is an insidious one, infesting your target with a disease that causes their nervous system to become volatile and agitated. The Alchemist may then utilise this extraneous volatility to empower themselves. When attacking a target suffering from this infiltrative infestation, volatility will not be reduced by abilities that typically consume it.
Catalysed effect:
The target is no longer infested immediately. Instead, the affliction is delayed for 4 seconds after casting. -
Rousing
DescriptionSyntax: ALCHEMY ROUSING <target>
Threshold of 1 volatility.This salt-based formula will drastically heighten the senses of its target, rousing an ally from injury or overwhelming an enemy's courage and leaving them with ringing ears. Be warned that it will harm yourself in the process.
Catalysed effect:
On an ally, this formula will additionally cure them of a random affliction. Otherwise, it will stun the target and deliver sensitivity instead of ringing ears. -
Pathogen
DescriptionSyntax: ALCHEMY PATHOGEN <target>
Threshold of 1 volatility.
Generates 1 volatility.By concocting a deadly pathogen, you may then transmute the contents into something far more volatile and deadly, infecting your target with a disease that will harm their body with poison when they move to a new location.
Catalysed effect:
The target is no longer blighted immediately. Instead, the affliction is delayed for 4 seconds after the ability is used. -
Asphyxiant
DescriptionSyntax: ALCHEMY ASPHYXIANT <target>
Threshold 3 volatility.
Reduces volatility by 1.By soaking plant cuttings in a noxious formula, with the aid of your conduit you can bring forth unnaturally expedited growth, causing the specimens to transmutate into bulbous creeper vines that will latch on to a prone enemy in an attempt to strangle them to death until they writhe out. If your target is labouring under the effects of crystallised fragments from a virulent concoction, they will suffer dramatically more damage and also bleed.
Catalysed effect:
This will allow your creepers to overcome the flame tattoo without being affected. -
Accelerant
DescriptionSyntax: ALCHEMY ACCELERATE <target>
Requires 5 volatility.
Reduces volatility by 5 when used.Infuse your conduit with an accelerant, causing the next three Alchemy abilities used against the specified target to incur their catalysed effects and be cast as if at maximum volatility. Activating this will consume all your accrued volatility, and you will not be able to gain volatility while it is in use.
The defence will fade if you are not in the same room as your target for longer than ten seconds.
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Preparation
DescriptionSyntax: ALCHEMY PREPARE <ability>
ALCHEMY EDUCE <target>As a master Alchemist, you are fully cognisant of the benefits that adequate preparation can provide. As such, you are now able to prepare an alchemical attack in advance, storing it for ease of use at a later point. Once said preparation is made, you may then educe the effect upon your target for one time only, after which you will need to prepare another. Educed abilities will deal half the damage and bleeding of a standard attack.
The following abilities may be prepared in advance:
Static, Virulent, Intrusive, Malignant, Currents, Electroshock, Pathogen, and Infiltrative.You may educe an ability while off equilibrium, however there is still an equilibrium cost attached in doing so.
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Roleplaying an Alchemist
Roleplaying an Alchemist is bound to be an interesting and exciting endeavor. Whether pursuing the role of a bookish scholar that sees little more than the inside of a laboratory, or a nefarious scientist driven by the need to discover at all costs, this class covers ample possibilities.
Visual style of the class
Alchemy takes notes from chemistry, utilising minerals from the earth in conjunction with an alchemical transmutation conduit to wreak havoc on foes. From the creation of virulent compounds designed to crystallise when inhaled, to the intricate and precise management of volatility present from ongoing chemical reactions, this skill presents itself as an art that requires delicate precision and mental fortitude to execute properly. Arguably the most 'flashy' and direct aspect of the Alchemist's arsenal, the telltale signs of crackling lightning and violent explosions are never far away.
Experimentation, on the other hand, draws significance from the scientific method; dutifully-trained live test subjects, each created to serve specific purposes, will fearfully heed an Alchemist's call. In battle, these twisted experiments are highly specialised, drawing on their artificially altered state to elicit certain deadly effects. It is through Experimentation that created compounds can be applied to an alchemical conduit to elicit a slew of inhibiting and helpful effects. Experimentation is also where one will find the basis of scientific study.
Finally, Botany exists as a replication and - at least in the eyes of an Alchemist - an improvement on a Shaman's ability to utilise nature. Rather than relying on fickle magical means, Alchemists bend, corrupt, transform, and subjugate nature to their will through the use of serums, chemicals, and pheromones. Field labs allow an Alchemist to set up a location from which they can practice their studies out of view from peering eyes, and free from the danger of human impact that traditional city labs present.
What is the blight?
Originally created by Litrix, a Xorali scientist in the employ of Spinesreach, the blight is essentially a morass of aberrant foliage. Prolonged experimentation resulted in once-natural flora being transformed, mutated into what exists now as something quite unnatural and distinct. This blight - recognisable by its vivid colouration and almost sentient nature - is capable of numerous monstrous feats, and ever seeks to expand itself - much like the shadow element that makes up the majority of its form.
It was Feirenz Ourborian who first succeeded in altering the fundamental elemental composition of Litrix's creation, granting Alchemists the power to control this blighted plantlife as an extension of their own influence, coaxing it to overrun regions and claim it as part of their own domain.
Side effects of use
Alchemy is as much a balancing act as it is an art; imprecise measurements and failed timings can result in volatile explosions, chemical burns to the Alchemist, or accidental electrocution due to the mishandling of an alchemical conduit.
Experimentation brings with it another suite of potential maladies for consideration, namely the risks associated with the management of sentient experiments. Motivated primarily by fear, it is not terribly uncommon to hear of the occasional experiment turning on its handler in an attempt to seek freedom. Depending on the experiment type, these instances can result in lacerations, burns, broken limbs, or even fatal poisoning.
Constant exposure to blight, and its associated means of creation via Botany, can cause breathing and skin issues for Alchemists. It's important that extended physical contact with blighted flora is followed with some form of decontamination or cleaning protocol to rid the Alchemist of mutated spores or plant secretions.
Roleplaying the class
A strong mind is a prerequisite for an Alchemist to succeed. The creation of compounds and balancing of chemical reactions is not a pursuit suited for those easily distracted or lacking an ability to be precise. Where others rely on magic and physical acumen as a crutch to accomplish their goals, the mind and the scientific process by extension are the Alchemist's primary armaments.
A degree of practicality and pragmatism will carry an Alchemist far. Botany as a practice involves the deliberate augmentation and manipulation of nature, which many would consider abhorrent. The means employed by an Alchemist to accomplish their botanical feats are dangerous and harmful to the flora they interfere with, but concern for the natural world is of little importance to those vested in the science of discovery. All knowledge has its price.
Likewise, the act of utilising sentient experiments is likely to be regarded by most outside of scientific circles as particularly unsavoury.
That is not to say that all Alchemists are cruel, but one must be able to see the bigger picture and view the harm done in pursuit of the greater goal as a necessary sacrifice for success.
Conduit customisations
Conduits can be customised but their nature as scientific implements means they must remain metallic in origin and be of reasonable appearance and design as to be capable of conducting electricity.